Dominion (Quickstart)
Dominion (Quickstart)
Dominion (Quickstart)
TM
T h e R o l e p l a y i n g G a m e
DOMINION
QUICKSTART RULES AND ADVENTURE
by Sarah Newton
Contents
Quickstart Rules 3 Dominion 14
What Is Mindjammer? 3 Scene One: The Attack at Tensor Station 23
How to Play Mindjammer 3 Scene Two: The Investigation 28
The Ladder 5 Scene Three: The Boneyard 30
Actions and Advantages 5 Scene Four: The LEV 32
What Do Skills Do? 6 Scene Five: The Hinterlands 35
Conflicts 7 Scene Six: Pursuit to Zarus 37
Healing and Recovery 8 Scene Seven: Warhawk 39
Equipment and Extras 8 Scene Eight: The Rescue 42
Epilogue 44
Pregenerated Player Characters 10
Shellfourbytech Denyna 10 Index 45
Sallastin Lis-Thaa 11
Rax Ganfari Aggarad 12 Mandala Schematic 48
The Not From Here Either 13
Credits
Mindjammer: Dominion written and developed by Sarah Newton Product Code: MUH042204
Graphic Design Elements by Josephe Vandel & Paul Bourne Publicity and Promotion by Modiphius Entertainment.
For publicity and promotion details contact
Deckplans and Logos by Ian Stead [email protected].
Cartography by Jason Juta, Sarah Newton Fate Core System by Leonard Balsera, Brian Engard,
Jeremy Keller, Ryan Macklin, Mike Olson
Edited by Sarah Newton Fate™ is a trademark of Evil Hat Productions, LLC.
The Powered by Fate logo is © Evil Hat Productions, LLC and is used
Art Direction by Jason Juta, Sarah Newton with permission.
Produced by Chris McWilliam & Sarah Newton The Fate Core font is © Evil Hat Productions, LLC and is used with
permission. The Four Actions icons were designed by Jeremy Keller.
Enquiries: [email protected]
ii
Memetic
QUICKSTART RULES
Cascade
WHAT IS MINDJAMMER? HOW TO PLAY MINDJAMMER
Mindjammer is a roleplaying game of far future transhu- Mindjammer is based on a straightforward set of rules called
man science-fiction adventure. In the year 17,000AD—the the Fate Core System (available for free online at http://
year 193 of the Rediscovery Era—the New Commonality of fate-srd.com). Every character has a list of skills with scores
Humankind contacts the countless lost worlds it settled by from +1 (average) to +5 (superb) and higher which define the
slower-than-light colony ship thousands of years before. The things they’re good at doing. Beginning characters have ten
new faster-than-light planing engine is changing every- skills, arranged in the “pyramid” structure you can see on the
thing, pushing back the Commonality Frontier and revealing sample character sheets on page 10.
strange and divergent cultures and beings that often are no To do anything in the game which has an element of
longer even human. risk or excitement, you roll dice and add your skill score, and
Everywhere there is conflict. The mighty Commonality compare the result to a number known as an opposition. The
thinks it knows best, but not every rediscovered world wants opposition can be determined by a skill roll—known as an
to join its interstellar melting pot. And there are mysteries— active opposition; or by a fixed number—a passive opposi-
alien life forms, inhuman cultures, technologies threatening tion. If you equal or exceed the opposition, you succeed at
to destabilise and even destroy human civilisation. Only the what you’re trying to do; otherwise you fail, or optionally suc-
Mindjammers hold the Commonality together—intelligent ceed at a cost, where you achieve your goal but something
starships carrying the Mindscape between worlds, the vast bad happens. Sometimes the amount by which you beat the
neural network storing the memories of the entire human opposition—called shifts—is important, such as in combat,
race and enabling the miracles of technopsi. where the number of shifts you generate tell you how badly
It’s a time of great danger—but also great hope. Strap you damage your opponent.
on your blaster, fire up the planing engines, and thoughtcast That’s the core of the game. Roll dice, add your skill score,
your commands to the starship sentience. Join us, and bring compare to the opposition, and maybe generate shifts. Eve-
the light of humankind’s greatest civilisation to the stars! rything else which follows expands on that simple rule to let
you do even more cool stuff.
Quickstart Rules 3
fate points invoking aspects, they’re gone until your next
Aspects game session, when they return to their maximum number.
Aspects are a cool part of the Fate Core system, and impor- This maximum number (usually between 3 and 5) is called
tant to understanding how Mindjammer works. An aspect your refresh.
is a short phrase describing something special about your
character. It can be a distinguishing physical feature like Built
Like a Barn Door, or a bit of background like Survivor of the
Destruction of Tellemachus V, or even a catchphrase like I’m In Situation Aspects
There Like Greased Lightning, Baby! Your character has seven
aspects, including his high concept, which sums up his entire It’s not just characters that can have aspects: places
character; his trouble, which tells you why he’s always getting can have them, too. They can be permanent, like Dark
into scrapes; and even a cultural aspect, which shows how the and Silent Asteroid Cave, or temporary, like Loud
culture he was raised in affects his world-view (important in and Crowded Cantina. These are situation aspects,
the Mindjammer setting). and you invoke and compel them just like charac-
When playing Mindjammer, you’ll find your character in ter aspects. Characters can even create situation
situations where one or more of his aspects seems appro- aspects—see “Actions and Advantages” below.
priate. Maybe you need to get into a place really quickly,
grab something, and get out, and you have that aspect I’m
In There Like Greased Lightning, Baby! When that happens,
you can spend a fate point and either get a +2 bonus on
the skill roll you’ve just made, or even re-roll your dice if you However, you can also gain fate points during play. You
rolled really badly. Using an aspect like this is called invok- do this by voluntarily getting your character into trouble.
ing an aspect. Remember that I’m In There Like Greased Lightning, Baby!
You start play with 5 fate points, minus 1 point for every aspect? Imagine you’re in a situation where you have to be
stunt you have above 3 stunts. When you’ve used up all your slow and careful, where rushing in could cause mayhem.
Well, if you want, you can rush in anyway—because that’s
what you do!—and take the consequences. Maybe there’s an
ambush ahead, or a trap, and rushing in would trigger it. You
decide to rush in, trigger the trap or ambush—and the GM
rewards you with a fate point for playing up to your charac-
ter’s flaws! This is called compelling an aspect. Sometimes
the GM may compel one of your aspects (and give you a fate
point) simply because it naturally causes you trouble in the
situation you’re in—maybe you’re Built Like a Barn Door and
trying to squeeze through a tiny space. In that case, the GM
may allow you to pay a fate point instead of receiving one,
and describe how your character avoids the problem in spite
of his aspect.
The Mindjammer RPG core book explains lots of other
things you can do with aspects.
Rolling Dice
Mindjammer is a Fate Core game. By default it uses 4 “Fudge
dice” (special dice marked with pluses, minuses, and blanks,
and abbreviated 4dF), although it can also use 2 six-sided dice
(2d6). Here’s how to roll them:
4DF
Roll four Fudge dice, and total the number of plusses and sub-
tract the minuses. That gives a result somewhere between -4
and +4 (and usually between -1 and +1). For example: if you
roll +, +, -, and a blank, that gives you a result of +1.
4
2D6 Making a Skill Roll
Roll a d6, and subtract the value of a second d6 from it. That Mindjammer uses skills to determine what your character is
gives you a result between -5 and +5. For example: if you roll good at. Mindjammer characters are pretty awesome, and
3, and then 5, that gives you a result of -2. have lots of default low-level abilities, but your skills tell you
where your specialties lie. Skills are measured on the ladder,
The Ladder beginning with Mediocre (+0) for a default low-level ability,
Mindjammer measures dice rolls, skill levels, and action dif- through Average (+1) for an average specialty, right up to
ficulties on a scale called the ladder. Abysmal scores can be Superb (+5) and beyond for highly skilled individuals.
-3 or lower; awesome scores can be +5 and higher. Each score When you make a skill roll, you roll your dice and add
has a textual description, shown below. You’ll see these scores your skill level, and compare the result to a number called an
and descriptors cropping up throughout Mindjammer—some- opposition, which is Fair (+2) by default. If you score equal
times they refer to how skilled you are, sometimes to a dice to or higher than the opposition, your skill roll succeeds. The
result, and sometimes a target number you’re trying to roll. amount by which you succeed can also be important: if you
score higher than the opposition by 3 points or more, you
+8 Legendary succeed with style, which gives you an especially awesome
+7 Epic result.
Quickstart Rules 5
What Do Skills Do? weapon, and defend against unarmed and melee
attacks.
The Mindjammer RPG core book contains descriptions Notice: Perceive things while doing something
of many skills. Here’s a summary of the ones used in this else; how observant or alert you are.
adventure, and what you can do with them.
Passive Sensing: Receive and interpret sensor
data on a starship or vehicle; the equivalent of Notice.
Active Sensing: Send out powerful sensor sweeps
Less powerful than Active Sensing, but it doesn’t
from a starship or vehicle—very powerful, but also
create detectable emissions and give away where you
very visible.
are.
Athletics: Leap, climb, and undertake feats of
Physique: Withstand physical damage,
agility, including diving out of the way of ranged
exhaustion, and injury; and apply physical strength.
weapon attacks.
Pilot: Pilot a vehicle in three dimensions, such as in
Bureaucracy: Bust through red tape and deal with
space or under the sea.
bureaucracies to get things done—or tangle up your
opponents forever. Planing: The power of a ship’s planing engines
and its ability to move faster-than-light through
Close Combat: Use a starship or vehicle to attack
2-space.
another at close quarters using ramming, boarding
actions, and so on. Provoke: Bully, intimidate, and provoke others,
creating advantages or even doing mental stress
Contacts: Make use of the people you know to
damage.
network and get things done.
Ranged Combat: Attack targets with a ranged
Deceive: Make people believe something that isn’t
weapon.
true.
Rapport: Get on well with people, and lead and
Drive: Drive a vehicle in two dimensions, such as
persuade them.
on a planet’s surface (note that this includes seagoing
vessels such as ships). Resources: Acquire items you need, either by
exchanging the interstellar currency commonly
Empathy: Understand how someone else is
known as “credits”, or (more appropriate in the
feeling, and even make them feel better about it.
Commonality) using the Commonality’s resource
Hull Strength: Withstand physical damage allocation programs.
as a vehicle, ship, or even robot; the equivalent of
Science: Understand and solve problems using the
Physique.
scientific method.
Intensity: The strength or damaging capacity of a
Stealth: Hide and sneak without being detected.
hazard such as radiation, a storm, an earthquake, etc.
Intrusion: Break into somewhere you’re not meant Systems: Robustness and effectiveness of a ship’s,
to be. vehicle’s, or robot’s control systems and life support.
Investigate: Perceive things by actively examining Technical: Repair, tweak, and manufacture
a place, person, or object. organic and technological items. Includes giving first
aid as well as repairing gear.
Magnitude: How widespread a hazard such as
radiation, a storm, an earthquake, etc, is. Unarmed Combat: Deal physical stress damage
to targets in your zone using “natural” weapons
Manoeuvre: Move as a vehicle, ship, or robot; the (hands, feet, teeth, etc).
equivalent of Athletics. For starships, it’s the ability to
move through n-space using gravity engines. Will: Resist doing what people tell you, stand
up to mental stress, and beat someone in a test of
Melee Combat: Attack targets with a melee willpower.
6 Dominion Quickstart
contest, in which each side tries to accumulate “victories” and
the first side to accumulate three victories wins.
A contest is conducted in a number of exchanges, which
take a variable amount of time depending on the nature Everything Can Be a Character
of the contest. A tug of war might have an exchange of
one minute, while a trek across three hundred kilometres In Mindjammer, you can treat many things as char-
of trackless jungle may have an exchange of one week. In acters. Starships and vehicles can have skills, as can
each exchange, each side makes a skill roll. In some contests, organisations like Space Force and the Security and
each side rolls against all the others; in others, each side rolls Cultural Integrity Instrumentality (SCI Force), and even
against an opposition representing how difficult the action whole cultures. You can find out more in the Mind-
they’re attempting is. It doesn’t have to be the same opposi- jammer RPG core book, but for now you can assume
tion for every side, or even the same skill. The side with the that if these quickstart rules say you can do something
highest result wins the exchange, and gains 1 victory. If they as a character, you can also do similar things as a star-
beat every other side by 3 or more points, they succeed with ship, organisation, or culture.
style and gain 2 victories.
Conflicts
Sometimes, competing against one another isn’t enough, and
a character may try to actively defeat another character using
physical or mental violence. This is called a conflict. describe what that is) in the form of a temporary aspect called
Like a contest, a conflict is conducted in exchanges of a boost which you can invoke (page 4) once, for free, before it
appropriate length: in a gunfight, an exchange may be just a disappears.
few seconds. In an exchange, characters take it in turn to act
(usually to attack their opponent). The order they act in is STRESS
determined by their scores in an appropriate skill: in physical Stress is one of the ways you can avoid losing a conflict. There
combat, this is the Notice skill; in mental or social conflicts, are two main types of stress: physical stress, representing
it’s Empathy; and in starship combat, it’s the Active or Passive physical fatigue, bruising, minor injuries; and mental stress,
Sensing skill of your ship. The order in which characters act is representing mental confusion, or temporary intimidation or
called the initiative order. hesitation. Starships also have systems stress, representing
On a character’s turn, he rolls to attack his opponent, and damage to their electronics, control systems, and life support.
his opponent rolls to defend against that attack. Each uses an You have at least two stress levels (called stress boxes
appropriate skill. For example, if a character attacks his oppo- because of how they’re depicted on the character sheet) in each
nent with his Unarmed Combat skill on his turn, his opponent type of stress, which you can burn off in conflicts. When a charac-
may react by rolling his Unarmed Combat or even his Melee ter takes stress, he must check off just one stress box equal to or
Combat skill to defend. If a character attacks with his Ranged greater than the stress he has taken, or be taken out (page 8).
Combat skill (using a blaster pistol, say), then his opponent For example, Shellfourbytech Denyna (page 10) has a 1-point
may roll his Athletics skill to try and throw himself out of the physical stress box and a 2-point physical stress box. In the first
way. Characters in mental conflict may attack with Provoke exchange of a physical conflict she takes 1 point of physical
and defend with Will, and starships may attack with Ranged stress, and must mark off her 1-point stress box. In the second
Combat and defend with Manoeuvre. Stunts may sometimes exchange she takes another point of stress, but this time must
change this. Characters who don’t have a particular skill roll mark off her 2-point stress box, because her first box is already
as if they had a skill level of Mediocre (+0). filled. If she now takes even one more point of physical stress,
If an attacker rolls higher than his opponent’s defence roll, she’ll be taken out, as she has no stress boxes left to fill. Likewise,
he injures his opponent in some way. He does this by inflict- if at any point she had to take 3 or more points of physical stress,
ing stress (see below) on his opponent equal to the shifts he she would also have been taken out.
generated—the amount by which his attack roll exceeded Stress levels represent temporary losses, and reset to zero
his opponent’s defence roll. So, if you attack your opponent at the end of a conflict when you’ve had a few moments to
with a Fair (+2) Ranged Combat skill and roll a +2 on your catch your breath and gather your thoughts.
dice (for a total effect of +4), and your opponent rolls a +1
with an Average (+1) Athletics skill (for an effect of +2), then CONSEQUENCES
you inflict 2 points of physical stress on your opponent. If the Consequences are a way of avoiding having to take stress.
two rolls are a tie, then you don’t inflict any stress on your They represent significant, lasting impacts: physical inju-
opponent, but gain a momentary combat advantage (you can ries like blaster wounds, broken bones, or diseases; mental
Quickstart Rules 7
injuries like psychological trauma, social stigma, or phobias entirely in the hands of the one that defeated him. Often this
or mental illness. A character can normally sustain up to 3 is an NPC controlled by the GM, who should endeavour to
consequences: one mild, one moderate, and one severe. interpret the taken out result appropriately. Being taken out
Whenever you take a consequence, write an aspect (negoti- by a bomb going off next to you probably means you’re dead;
ated with the GM) in the corresponding Consequences slot on being taken out by a barrage of insults in a diplomatic row
your character sheet, describing its impact. Unlike stress, con- may mean your ambassadorial career is over forever.
sequences don’t recover immediately, and the aspect stays Often, being taken out means your character is destroyed in
on your character sheet until you remove it using appropriate some way, and you have to create a new one. At best it means
medical treatment (or repair, for systems stress), leaving your your character is captured, shamed, driven off, clinically dead,
character vulnerable to complications or other characters and so on.
taking advantage of the injury or weakness by invoking it.
To take a consequence, reduce the stress you must take by Zones and Ranges
an equivalent amount or less. So, to take a mild consequence, It’s usually common sense whether one of your actions can
reduce any incoming stress damage by 2 points or less; a affect another character. Sometimes, though, it’s easier to
moderate, 4 points; and a severe, 6 points. If you have any affect someone who’s physically or emotionally closer to you
stress left, you must mark off a corresponding stress box or than someone who’s far away. Mindjammer defines a loose
be taken out. Note that you may take more than one conse- system of zones to manage these situations. Zones vary in
quence in a single attack. size depending on the situation; in a physical conflict, the
For example, Denyna finds herself hit by a blaster bolt for 7 zone you’re in is about as far as you can throw a punch, and
points of physical stress! That would be enough to take her out; there’s a zone around that that’s about as far as you can throw
however, she decides to take a mild consequence, which she and a knife. Beyond that there’s a zone that requires a firearm or
her GM describe as Grazed and Dazed, as she dives for cover. similar ranged weapon to target, and so forth.
That reduces the incoming stress by -2 to 5 points. That’s still too There are corresponding zones around starships and other
much, so she takes a more significant moderate consequence, objects of larger (and even smaller) scales, and even virtual
Heavy Duty Blaster Burn, reducing the stress by another -4 to 1 entities in the Mindscape. They are as big as makes sense to
point. She then marks off her 1 point physical stress box. the immediate action you’re describing; zones aren’t intended
to be precise measurements of distance, but a rough short-
Healing and Recovery hand for how distance affects your actions.
If you’ve taken stress, you get it all back at the start of the next If an action or extra can affect distant targets, it has a
scene. If you’ve taken consequences, things are a bit slower. range. The zone you’re in is zone 0; one zone away is zone
First, any consequence must be treated. For a physi- 1. If your target is in a zone further away than your action’s
cal consequence, this is a Technical skill roll; for a mental range, you can’t affect it without changing range. You can
consequence, it’s Empathy. The opposition is Fair (+2) for a automatically change range by 1 zone in an exchange as well
mild consequence, Great (+4) for a moderate consequence, as performing your normal action; to move more than that
and Fantastic (+6) for a severe consequence. The opposition is takes up your action for the exchange, and may require a roll
increased by +2 if you’re trying to treat yourself. of Athletics, Drive, Manoeuvre, Pilot, etc.
Anyone can try to treat a mild consequence. For a moder-
ate consequence or above, you need a stunt (like Meditech Teamwork
for physical consequences), and usually medical gear—the Characters can cooperate in actions. First, a character can invoke
worse the damage, the greater the equipment needed. an aspect or make a create advantage roll to help a colleague
Once you’ve treated a consequence, you can reword it to (pages 4 and 5). Additionally, a character may use teamwork.
reflect that. So a Heavy Blaster Burn moderate consequence Teamwork requires you to share the same skill as the
might become Biogel Covering Healing Blaster Burns. Then, character you’re trying to help. If you do, instead of taking an
after a certain period, the consequence is removed from your action you may provide an automatic +1 teamwork bonus to
character sheet. For a mild consequence, you can remove it one your colleague’s action. If you have an extra on your character
scene after treatment; for a moderate, you must wait one ses- sheet which shares a skill with you, you may get a teamwork
sion; and for a severe consequence you must wait one scenario. bonus from that extra if you can describe how that works.
TAKEN OUT
When you take more stress than you can mark off with your EQUIPMENT AND EXTRAS
stress boxes, you’re taken out. What this means may vary Mindjammer assumes you always have the equipment you need
depending on the skills used and nature of the conflict, but to use your skills and stunts. If you have the Ranged Combat
essentially your character is defeated, utterly, and his fate is skill, you have access to a ranged weapon; if you have the Pilot
8 Dominion Quickstart
skill and Starship Pilot stunt, you have access to a starship to Tech Index
pilot. None of these default items give you any rules mechanical Your character’s tech index determines the technological
advantages other than the opportunity to use your abilities. sophistication of the equipment he’s used to handling. It
Sometimes, though, you may want an item of equip- affects how familiar your character is with the technology he
ment to play a more significant role in your game. Maybe you encounters during play; sometimes you might find yourself
have a super-cool sentient blaster pistol (see Sergeant Blaze penalised when trying to use unfamiliar tech, especially if it’s
on page 11) which constantly chatters in your Mindscape more complex than you’re used to.
implant and gives you targeting advice, and you feel it should
give you an edge in certain situations. In such a case, you can Habituated Gravity
define the item as an extra. Your character has a gravitational field he’s used to operating
An extra is an extension to your character—an element in. For most characters this is 1G, the gravity field of Old Earth,
of the outside universe which is nevertheless part of your also known as standard gravity. Most Commonality plane-
character sheet. Extras include equipment like weapons and ships, space stations, habitats and plateworlds are maintained
armour and technological enhancements (built-in weapons, at standard gravity, providing a consistent and comfortable
Mindscape implants, and genetic modifications), and also environment across the Commonality. If you’re exposed to a
starships, vehicles, and organisations the character is involved gravity field different from your habituated gravity, some of
with. Extras give you access to additional skills, stunts, and your action rolls may be modified (page 31).
aspects which you can use by virtue of possessing or having
a relationship to that extra. On your character sheet the Halo Experience and Advancement
and Other Extras sections can contain extras. Mindjammer characters can change and grow more compe-
tent with time. At the end of a game session, you may do any
Taking Actions With Vehicle and Star- one of the following as a minor milestone:
ship Extras
Sometimes you may have an extra on your character sheet • Switch the ranks of two adjacent skills on your character
representing a vehicle, starship, or even remote control “body” sheet, or remove an Average (+1) skill and add a new one.
like an avatar. In an exchange, you may take an action as that • Change any stunt for a new one.
extra, perhaps flying through space, doing a sensor sweep, • Purchase an additional stunt by reducing your refresh
or firing weapons. As you may only take a single action in any (and therefore your maximum fate points) by 1 point. You
given exchange, if you act via one of your extras in this way, may not reduce your refresh below 1.
your character can’t take a separate action that exchange. • Reword one of your aspects (including changing it com-
pletely), as long as it’s not your high concept.
Taking Actions With Organisation and
Culture Extras These changes apply to your own skills, stunts, and aspects, or
Extras don’t have to be concrete objects; sometimes they those of your extras. A frequent use of a minor milestone is to
can represent relationships you have with organisations like tweak your extras, emphasising different items of equipment
Space Force, Commonality corporacies, or other agencies. In or even acquiring new ones depending on what you think
this case, the skills, stunts, and aspects the extra gives you you’ll need in the next session. The GM must approve; you
don’t represent the full power of those organisations, but just can’t (normally) conjure up a massive starship in deep space.
the limited access you have to those abilities by virtue of your Sometimes your GM will require a Resources roll from you to
relationship: your friends, colleagues, and contacts, etc. represent you purchasing or otherwise acquiring an item, or
the expenditure of a fate point, or even an entire scene spent
Halo explaining how you acquired the new ability.
Most Mindjammer characters are connected to the Mind- Other milestones are more powerful. In particular, signifi-
scape (page 5) by Mindscape implant, giving them access cant milestones follow the end of an adventure (page 44).
to enhancements, knowledge, and the extraordinary powers
of technopsi. Such characters have a halo—a virtual field of
data representing the additional abilities, personal informa- PREGENERATED CHARACTERS
tion, memories, and so on, of a character which are powered The next section contains four pregenerated characters you can
by the Mindscape. Halo abilities are usually extras. use to play Dominion. Rules for creating your own characters are
When a character is disconnected from the Mindscape, given in the Mindjammer—The Roleplaying Game core book,
he can’t access his halo or use its abilities. When a character is and you can also download blank character sheets (and many
connected, technopsi attacks can also target his halo abilities, other accessories) from www.mindjammer.com. .
disabling and even stealing them.
Quickstart Rules 9
Player Character
SHELLFOURBYTECH DENYNA
(“DENYNA”)
You’re a human Fringe Worlder from the Kallisphere tech
world in Commonality Space, an enhanced member
of the Shellfourbytech clade. Several months ago
your worldview was shattered when you discovered
Kallisphere was secretly holding captive a Commonality
planeship—the Equitable Allocation—and subjecting
it to extreme interrogation measures. Overcome by guilt
and compassion, you helped it escape—a breach of the
Outlife taboo which led to you joining it in flight. Now
renamed the Not From Here Either, the ship took you
to the Chlom Baya system, where you were captured by
SASO operative Sallastin Lis-Thaa, and informed that
instead of reeducation you were being forcibly inducted
into SCI Force and transported to the frontier…
DENYNA
Pr egen erat ed Ch arac t er
ASPECTS HALO
High Concept: Enhanced Fringe Worlder Tech Op. ê Neural Disruption Field: Good (+3) Mental Blast,
range 0.
Trouble: Clade Structure Dependency.
ê Special Ops Chip: No one knows you have this to
Other Aspects: An Almost Instinctive Connection start with. It allows you to make special ops Mindscape
With Technology; Exiled to Outlife; My People Treated actions such as Mindscape Engineer.
Noffree Like an Animal; Why Should I Help SCI Force?
OTHER EXTRAS
SKILLS ê Bioelectric Field Implants: +1 defend bonus;
Great (+4): Technical Draining flaw.
Good (+3): Empathy, Intrusion ê Hand Scanner: Fair (+2) Investigate.
Fair (+2): Notice, Science, Will ê Nanobugs: Average (+1) Notice passive
Average (+1): Deceive, Pilot, Ranged Combat, Rapport surveillance, Good (+3) to hack, Superb (+5) to detect.
STUNTS ê Nanocells: Control Mindscape-enabled devices via
Always a Way Out: +2 create an advantage bonus to physical contact without Mindscape connectivity.
escape from a location. ê Null Pistol: Default Ranged Combat weapon; no
bonus or weapon rating, range 3, Recoilless.
10 Dominion Quickstart
Player Character
STUNTS
Physical Stress: 1 2 3 4
Mental Stress: 1 2 3
Gunnery: Use Ranged Combat for construct actions.
Consequences: 3 Heavy Weapons Specialist: +2 on heavy weapons
Scale: Medium (+0) attacks.
Habituated Grav: High Standard (+1): 1.5G HALO
ê Mindscape Implant: Enables technopsi and
Personal Tech: T8 (+3)
Mindscape connectivity.
Refresh: 3
OTHER EXTRAS
ASPECTS ê Biomed Array: Fair (+2) Technical skill for
High Concept: Cold-Blooded Special Ops Xenomorph. overcoming mild consequence recovery obstacles.
Trouble: No Control of My Emotional DNA. ê Combat Suit: Reduce physical stress taken by -2
Other Aspects: Sergeant Blaze Has Something to points.
Prove; Serpentine Senses; You Call That a Disguise? This ê Hypersense (Infrared): +2 Investigate or Notice
Is My Mission! when targeting in the infrared.
SKILLS ê Hypersense (Taste-Scent): +2 Investigate or Notice
Great (+4): Ranged Combat when using taste or scent.
Good (+3): Physique, Stealth ê Sentient Blaster Pistol “Sergeant Blaze”: +1 bonus
Fair (+2): Athletics, Notice, Unarmed Combat to physical stress inflicted, automatic On Fire-type
aspect, range 1; Average (+1) Ranged Combat, Notice.
Average (+1): Contacts, Drive, Provoke, Will
ê Twin Intimidator-class Fire Support Drones:
Average (+1) Provoke, Ranged Combat; range 3;
Recoilless Null Weapons.
Pregenerated Characters 11
Player Character
goodwill. STUNTS
RAX Body Language Reader: Use Notice instead of
Ex-Mandala AID Agent Empathy to learn a target’s aspects through observation.
Physical Stress: 1 2
Mental Stress: 1 2 3 Insider: Use Contacts instead of Bureaucracy for
overcome and create an advantage actions when getting
Consequences: 3
inside assistance.
Scale: Medium (+0)
The Power of Deduction: 1/scene, spend a fate point
Habituated Grav: Standard (+0): 1G to discover / create one aspect per shift on target of
Personal Tech: T7 (+2) Investigate roll; you get one free invoke.
Refresh: 3 HALO
ê Mindscape Implant: Enables technopsi and
ASPECTS Mindscape connectivity.
High Concept: Ex-Mandala AID Agent.
OTHER EXTRAS
Trouble: Recent Recipient of a Mindscape Implant. ê AID (Alliance Investigation Division) Organisation:
Other Aspects: Ring Orbital Native; Cultural Bull In Average (+1) Investigate, Knowledge, Provoke, Resources.
a China Shop; Snake-guy Thinks He’s a Big Shot; SCI ê Grav Pack: Use Athletics to “fly”, move and attack up
Force Are Forcing Me to Work With Criminals! to 2 zones away each exchange, and counter local gravity
SKILLS effects.
Great (+4): Notice ê Mesh Armour: Reduce stress incurred by -1 point.
Good (+3): Contacts, Investigate ê Personal Sensor Array: +1 teamwork bonus to
Fair (+2): Athletics, Provoke, Ranged Combat Investigate and Notice sensorview actions.
Average (+1): Bureaucracy, Knowledge, Resources, Will ê Stun Pistol: Does mental stress damage; range 1.
12 Dominion Quickstart
Player Character
Physical Stress: 1 2
Systems Stress: 1 2 3
Extended Manoeuvrability (Atmospheric): Use
Mental Stress: 1 2 Manoeuvre in planetary atmospheres as well as n-space.
Consequences: 3 HALO
ê Mindscape Instance: You have a built-in copy of
Scale: Huge (+2)
the Mindscape out to a range of 1 zone from your hull,
Habituated Grav: Standard (+0): 1G enabling Mindscape connectivity and Technopsi.
Personal Tech: T9 (+4) ê Noffree Avatar: Fair (+2) Athletics, Physique, Ranged
Refresh: 3 Combat; Haze Field; Physical Stress: 1 2 3
.
Pregenerated Characters 13
Memetic
Dominion:
Introductory Adventure
Cascade
Yand is a rediscovered world on the edge of the New Com-
monality of Humankind’s sphere of influence. From the
“Successor States”, the Venu—the Commonality’s nefarious
foe—make overtures for Yand to join the neighbouring Zarus Hush Basics
Dominate, while the Sentient Alliance, a Commonality client
state, increasingly fails to persuade it to stay in the fold. Throughout the Sentient Alliance the Commonality tries
A group of raw SCI Force recruits—the PCs—has been to stop its technology falling into Venu hands. Hush
summoned to Yand to meet their controller for their debut basics are modified basic sentiences in Commonality
mission. Unfortunately, the unexpected happens, and the equipment which are programmed to self-destruct if
SCI Force controller is kidnapped by agents of the Zarus they detect they’ve been stolen by the Venu—a measure
Dominate for transport into Venu Space. The recruits must which has proven highly effective. However, rumours
improvise to resolve the precarious situation on this distant are circulating that the Venu have finally worked out
frontier world. how to disengage the hush circuit…
14 Dominion Quickstart
YAND
Yand is a large world twice Old Earth’s
diameter and fourteen times its mass, Year Length: 0.9 Standard Years
a tidally-locked satellite of the super- Size: Large Standard (+1): 2 Earth
jovian gas giant Gaffa. It suffers a Diameters
crushing 3.5G gravity, barely tolerable
Density: High Standard (+1): 1.7
to standard humans and the cause
of divergent adaptation by the native Surface Gravity: High (+2): 3.5G
Mongute hominids. A second hominid Day Length: 2d 21h 7m (2.88d); tidal
sub-species, the Yand, live on an ancient lock.
ring orbital around Yand known as
Mandala. Atmospheric Pressure: High (+2)
No other moons.
Trade Index: High Moderate (+1)
Planetary Bodies: 3 (1 gas giant)
High Concept: Ancient Hominid Embargo: Embargo (+2): Armaments,
Orbital Around a High-G Garden Habitability: Marginal (+0): Tainted. Power.
Moon.
CIVILISATION TYPE: UNITED WORLD Tech Index: T7 (+2): First Age of Space
Aspects: G-class Main Sequence Star, Civilisation Designation: (Mandala); T6 (+1) Age of Genurgy
Volcanically-tainted High Pressure Commonality Aligned (+0) (Yand).
Atmosphere, Tidally-locked Gas Giant
Population: Standard (+0): 75 million Starport: C-class (+3): Tensor Station
Moon, Brutally High Gravity, Marginal
on Mandala; 20 million on Yand. Mindscape: Global (-1)
Biosphere.
Government Type: Oligarchy (+1) Culture: Yandic Hominid Culture in
PLANETARY TYPE:
MARGINAL GARDEN WORLD Societal Dev: Early Redistributive Stage 3 Acculturation.
Planetary Age: Mature (+0) Model (+0)
Davapad
Shemvavupad Jeddap
Tensor Down
Gana Shedap
1 hex = 875 km
Meibad
Introductory Adventure 15
YAND—PHYSICAL
With an orbital separation of 1.25 million kilometres, Gaffa has Day and Night
an angular diameter of a 11.5 degrees in Yand’s sky—23 times
the apparent size of Sol from Old Earth—although it’s only Yand’s 69.12 standard hour day-night cycle is much
visible from the Gaffaqa (or “Gaffaside”) hemisphere, and on longer than the standard Commonality day. The
the horizon in the populated strip of Yant Mongute. Yand Yand divide it into 60 local hours (of 69.12 standard
has high levels of vulcanism and high atmospheric pressure, minutes): 30 hours of daylight, comprising 10 hours
requiring breather masks for all except the Mongute. It orbits work, 10 hours rest, 10 hours work; and 30 hours of
Gaffa in three days, with a day-night cycle of 1.5 days each. darkness, comprising 10 hours rest, 10 hours work, 10
This is a standard cycle on the Daaqa “starside” facing away hours rest. The day starts at zero-hundred hours (00h)
from Gaffa, but on Gaffaqa nights are a haunting twilight, lit as the sun rises at the equator; mid-day is at 15h00; the
by Gaffa’s reflective bulk. sun sets at 30h00; and mid-night is 45h00. This can be
bewildering for offworlders, who report losing track
Yand’s Twin Faces of time, intense fatigue coupled with insomnia, and a
Gaffaqa and Daaqa are separated by the populated Yant Mon- disorienting timelessness.
gute, above which the Mandala Ring encircles the planet in a
polar orbit. Each hemisphere has a different ecosystem. Gaf-
faqa is warmer—a vast, dry, high plateau—and winds blow
outwards towards the lower, colder, and wetter Daaqa, an
enormous ocean. Yant Mongute comprises islands and more growth. These may be spectacular tourist attractions, even
clement coastal regions punctuated by volcanic mountains, here on the frontier. Fauna include the Forngram burrow-jaw;
with the Mandala visible overhead and multiple orbital eleva- the Keragu plate-snake; and the Fetchapak crystal-mouth.
tors connecting the Yandic “mandates” (orbital ring cities) with
their Mongute counterparts below. From Yant Mongute, Gaffa
looms huge on the horizon, day and night. THE YAND
At the end of Daaqa’s day winds blow into Gaffaqa, Yand hosts an ancient hominid culture notable for originating
causing precipitation along the Yant Mongute coasts, which not directly from Old Earth, but from a lost colony known in
evaporates during the Gaffaqa day into violent storms. Acid myths as “Mother”. A slowship left Mother four thousand years
rain saturated with sulphur compounds has etched the coasts ago for Old Earth, but instead arrived in the Yand system after
into a system of gryke valleys, up to a kilometre deep and a an unknown disaster. Mother’s location is unknown, but is
thousand or more long. Frequent earthquakes and landslides believed to lie outside Commonality Space.
would have long since eroded the valleys were they not con- Finding Yand only marginally habitable, the colony
stantly rebuilt by vulcanism. Seasons are pronounced due to remained in orbit, using ground personnel only for super-
Gaffa’s eccentric orbit. vising agriculture. In time the colony habitats formed the
Mandala ring orbital, while ground personnel diverged into
Ecosystem the stocky, short-lived, and hardy Mongute sub-species.
Although Yand’s biosphere is challenging, the native eco- Both the Yand and the Mongute have a mystical
system is vibrant, especially in the deep ocean and along worldview given to philosophy and symbol over religious
the Yant Mongute coasts, even penetrating into the Gaffaqa observance. For them, Yant Mongute, the habitable strip of
plateau along the gryke valley aquifers. Agricultural staples the Gaffaqa plateau-continent, is a place of self-sacrifice and
include tubers, pods, and nuts; foliage is needle or ball-like, noble labour—its name translates roughly as “Eternal River”,
with thick rubbery flesh. matching the “Eternal City” above. Pilgrimages are popular,
Fauna is typified by crawlers, with many amphibians; there both between the Yandic capitals (orbital cities) and the
are no flyers. Pouncers, pursuers, and scavengers prey on Mongute pedestals (colloquially known as boneyards)
land grazers and ocean filter feeders. Grazers are hardy, with below, each of which has complex symbolic significance and
tearing teeth, shovel-like mouths, digging claws, and knobbly can be visited in many different and meaningful ways.
skin with defensive plates and spines, broken and heavily Yand hominids are closer to standard humans than
scarred: enduring and driving off attacks rather than fleeing is Mongutes. They have very pale skin, silver-grey hair, sharp
a popular strategy. Burrowers are common, especially in the features, and are adapted to orbital ring life. Their ritualistic
rich loams on the gryke valley floors. society uses tattoos to delineate social strata and professions,
Many fauna migrate to the coast to bathe in the mildly and they’re expert at the politeness and casual disregard of
acidic ocean to shed carapaces before the new season’s others’ presence typical of dense populations.
16 Dominion Quickstart
Timeline of the Yand Colony
Date Event
2200 FA Colony leaves Old Earth (mid-Diaspora).
5200 FA Colony arrives in the Mother system, presumed beyond the Commonality Space
frontier.
6200 FA Return expedition leaves the Mother system.
7700 FA Return expedition suffers disaster and aborts in the Yand system. The colony survives
in orbit.
8200 FA (Presumed dating for the Mugongai Incident—see below)
8700 FA Ring building.
9700 FA Ring complete.
10693 FA (193 NCE) Present day.
Introductory Adventure 17
• YASDEF—Yand System Defence Force: In-system space
patrols against unauthorised Venu and Dominate entries.
• APP—Alliance Police Patrol: Maintaining order and
Language and Naming Conventions
Alliance law in Tensor Station, officially they have no
The Yandic language is spoken throughout Mandala, jurisdiction outside the starport. Often known as the tech
and also found in the Mongute pedestals (page 20). police, they enforce the Alliance embargo, preventing
There are numerous dialects. On Yant Mongute, the unauthorised technology from entering Yand territory.
relative isolation of the pedestals has led to discrete • AID—Alliance Investigation Division: High-functioning
Mongute language families unrelated to Yandic, some plain-clothes counterpart to the APP, AID is involved in
of which are mutually intelligible. Universal speakers surveillance, intelligence, and deep-cover investigation.
are encountered in the Mandala capitals; there are • SADEF- Sentient Alliance Defence Force: SADEF oper-
some in Yant Mongute, although they’ rare outside the ates throughout the Sentient Alliance. Its SASAD (Sentient
pedestals. Alliance Space Defence) and SASO (Sentient Alliance
Yandic and Mongute naming conventions are Special Ops) branches have no official jurisdiction outside
distinct. Yandic names comprise a diminutive, personal Yand’s starport, but are permitted in-system on border
name, and family name, as in Ond Nipuri Chansedeck. patrols. SASAD has a “sparky” relationship with YASDEF,
Mongute names are short, comprising personal name, and has a cadre of sentient space combat drones locally
family name, and an often-omitted clan name, as in known as the Tari (page 28) based out of Tensor Station
Ey-Dwen-Tiplok. which maintains an aggravatingly high profile.
Mandala
Mandala is a ring habitat orbiting Yand, and the singular tech-
nological achievement of the Yandic civilisation. Constructed
• M-COP—Mandala Community Police: Yandic police over millennia, it was occupied by the Venu during the Venu
force charged with peacekeeping on the Mandala ring. War, and suffered massive damage during the Commonality
• MARPA—Mongute Autonomous Region Police liberation, the aftermath of which is still visible today.
Agency: Yant Mongute counterpart of M-COP with a mas- Mandala is densely populated, averaging 500 people per
sive chip on its shoulder. square kilometre. This rises to over 70,000 per square kilo-
metre in the teeming metropolises of the 11 Mandala cities
(the five remaining Mandate capitals and the six new tensor
stations), which hold 55 million of Yand’s total 75 million
population; and drops as low as 136 per square kilometre in
the six landscaped agricultural / garden medes which stretch
between them (an average of 3.5 million per mede), often
playgrounds of the wealthy and holiday resorts for workers
(some intensive food production is undertaken in places, but
most food comes from Yand).
Mandala is a tube approximately one kilometre in
diameter, running in a 148,000km-circumference circular
loop, orbiting Yand at an average altitude of 11,000km. It’s
stabilised by an embedded high-energy particle wave guide
known as the Tensor, broken in three places during Libera-
tion and now held together by Commonality-maintained zero
point “field links”. Yandic conservatives resent this arrange-
ment, arguing that the “Broken Prayer” should be restored
using traditional methods, but right now there’s little appe-
tite—or resources—for such an undertaking.
Mandala is bisected into two halves. The lower “sub-
surface” half faces Yand and contains the Tensor and other
transport tubes, conduits, and industrial plant. The upper
“habitat” half is covered in a curved semi-transparent outer
surface called the dome providing spectacular views of Gaffa
and occasionally Yand’s aurorae (though not Yand itself, which
18 Dominion Quickstart
remains invisible “below the horizon”). The interface between
the two is “the surface”, a plane one kilometre wide running
the entire 148,000km circumference, with a natural 1G gravity, Chronodisplacement
breathable atmosphere, and climate-controlled environment.
The dome provides a blue sky and removes much of the sun’s There’s one limit to the Mindscape: the speed of light.
actinic brightness; in certain areas there are even clouds. Without intervention, the Mindscape in one star sys-
Mandala rotates anticlockwise, or spinward, as does Yand; tem would differ hugely from another; its participants,
the sun rises in the east. Other directions are antispinward; memories, thoughtcasts, and stored information.
gaffaward, the direction of Gaffa (also called inward); and The Mindjammer fleet travels constantly, updating
starward (or outward) Mindscape nodes with data gathered on their voyages.
A schematic of Mandala can be found on the back cover This keeps the Mindscape largely synchronised—the
(page 48) of this book. Mindscape at one end of Commonality Space may
be several years out of step with the Mindscape at the
Tensor Station—Yand’s Starport other, but the body of stored information is broadly the
Yand is a Sentient Alliance backwater at the end of a Mind- same.
jammer route hard up against the Zarus Dominate, a hostile Personal experience of this lack of Mindscape syn-
Successor State formed after the Venu War. Its starport, Tensor chronisation is a relatively new phenomenon, occur-
Station, reflects that: much of its traffic is military, patrols by ring since Rediscovery. When travelling the spacelanes,
the ramshackle Sentient Alliance Space Defence (SASAD) and it’s possible to “run ahead” of the Mindjammer fleet,
the occasional “friendship visit” by a Commonality manowar. and find the local Mindscape isn’t synchronised with
The Alliance Friendship Fleet has several defence boats on your own memories and experiences. This chrono-
permanent rotation in the system. displacement can be disconcerting for those relying
The Commonality keeps the Sentient Alliance in the on the Mindscape as a backup for their memories and
Mindscape—more or less—but resources are stretched, and sense of self. For others, it can be liberating, freeing
Mindjammer visits are every few months. The local Mind- them from the Mindscape’s psychological “crutch”—an
scape is out of date and subject to chronodisplacement. independence increasingly important in the struggle
Mercantile ships do visit Yand, as do more unofficial ves- against foes like the Venu.
sels, including new traders exploring the Fringe in search of Chronodisplacement lets the GM cause problems
opportunity. But Tensor Station is no thriving hub; a rough for characters invoking or creating advantages using
and ready frontier station on the edge of Commonality influ- the Mindscape. It’s a great way to compel, and an in-
ence, it’s a place of intrigue and espionage, dodgy deals and teresting success at a cost; the character may become
paranoia, an icy border post in the cold war with the Venu. confused, disoriented, or receive partially inaccurate
or less than helpful information. It shouldn’t happen
regularly, but if the PCs have been travelling rapidly
YAND LOCATIONS across multiple star systems, chronodisplacement
might be an issue. In extreme cases, it may even be a
An-Shun situation aspect (page 4).
The first of Mandala’s cities, formed around the hull of the
original colony ship, An-Shun is ancient, densely populated,
and a bewildering labyrinth of tunnels, spires, and soaring
walkways. An-Shun remains Mandala’s capital, although
Tensor Station is jostling for prime position. Its better known areas to have been restored to its former garden status.
areas include: • The Drive Habitats: Hinterlander-style domiciliaries
overlooking the An-Shun Corridor, where people have
• The Hall of Assembly: Heart of the Old Colony district, converted the ancient fusion-powered gravity engine
this vast hall is partly landscaped and used for govern- housings into accommodation. Rough areas where many
ment assemblies. refuse to go.
• The Stasis Berth Memorial: Most ancient stasis berths • Meridian Plaza: Symbolic spot where the Mandala ring
were decommissioned long ago; this twelve-berth section starts and ends; there’s a line laid into the hull you can
remains with its shadowy human silhouettes. The flower- step across. A popular sightseeing spot.
decorated plinth is a popular romantic rendezvous. • Old Mongute Resort: Now a novelty “hotel”; before
• The Bridge Domiciliary: Elite residences overlooking the Liberation Mongute awardees from Gana Boneyard would
slope to Tensor Station-2, one of the few war-damaged come here for vacations.
Introductory Adventure 19
An-Shun Corridor The Loop
This stretch of medes (below) under Alliance administration has a The Mandala mass transit system is ancient, and comprises
high population of offworlder xenomorphs. The Yand want it back. many loop stations connected by five discrete tubes whose
“pods” reach speeds of up to 6000kmh.
The Boneyard
The proper name of this pedestal conurbation is Gana; it’s
part of the An-Shun Mandate, although everyone calls it
Loop Type Stations every...
just “the Boneyard”. It’s the old downport and necropolis for Metro 2-3km
An-Shun, and the first such boneyard—places where the Local 10km
planetside Mongute recuperate, and where both Yand and Semi-Express 100km
Mongute dead are buried and processed.
Express 1000km
Davapad Super-Express 24600km, or between tensor
stations
Yandic literature calls Davapad “the pedestal of lust and
desire”, and it strives to live up to its reputation. It’s a huge Field Transits Field link transfer using Alli-
“sea city”, its “floating world” brothels and g-clubs popular ance tech
fleshpots visited by Yand and Mongute alike.
Maar, the Lost City of
Fallen Pillar Once called “the City of Innocence”, Maar was destroyed in
The space elevator connecting the now-ruined Maar capital the Liberation. Its ruins still hang in orbit, clustered around
with the Meibad pedestal was destroyed during Liberation the field link above Meibad. Scavengers comb the ruins, and
together with much of the surrounding ring. Never rebuilt, its some apparently live there. Archaeologists believe Maar
remnant towers over Meibad, one of Yand’s few freestanding contained remnants of the An-Fang contact vessel (see “The
tall structures. Mugongai Incident”, page 17).
20 Dominion Quickstart
New Pillar Tensor Station
A new space elevator constructed using Alliance funds in The first tensor station constructed by the Alliance to main-
the past fifty years, running between Tensor Station starport tain Mandala’s integrity immediately after Liberation, and the
and the new pedestal at Tensor Down. It differs from the five tether for the “New Pillar”, Tensor Station is also Yand’s star-
traditional Yandic pillars in many ways. port. There’s an “interstellar zone” which is officially Sentient
Alliance territory. See page 19 for more.
Old Pillar
The damaged space elevator connecting An-Shun to Gana Tensor Stations
Boneyard, it’s closed to public access and generally regarded Locations of Alliance-run zero point power plants and the
as a death trap. There’s a plan to recommission it, but it never massive effector field projectors which maintain the Tensor
seems to happen. across the gaps in the broken ring. Constructed seventy years
ago, they incorporate urban areas—sometimes rough and
Primary Circuit ready, sometimes energetic and gleaming—gradually push-
A modern term describing the main stretch of Mandala left ing back into the devastated hinterlands.
after Commonality Liberation. It houses most of the Yandic
population, and is relatively free of Alliance interference. Tovayeh
The City of Wisdom in Individuality hangs above Davapad,
Shamshe the City of Lust and Desire, at Yand’s north polar ocean, and
Traditionally the City of Equanimity, this Mandala capital as expected the two have a complex relationship. Tovayeh is a
welcomes travellers from Tensor Station. focal point for Yandic youth movements.
Shathi
The City of All-Accomplishing Wisdom hangs above the City PLAYING THE ADVENTURE
of Ignorance, and is the source of several myth cycles in
Yandic folklore. It’s the heart of the Broken Prayer movement, Adventure Structure
which makes regular pilgrimages to the field link at Tensor Dominion comprises eight scenes—crucial moments as
Station-6. the PCs track down SCI Force controller Belleme. Some are
optional: you can play the adventure in two or three scenes,
Shebad though it’s likely you’ll use between five and eight.
Located in mountainous terrain overlooking the agricultural Each scene contains five sections. First, a summary tells
heartlands of the Houzhine Swamp, the City of Anger prides you what the scene is about. Second, places to visit describes
itself on its fierce independence and willingness to defend its key locations. Third, people to encounter presents individu-
frequently bizarre traditions—often violently. als the PCs may interact with—often violently. Fourth, the
main action provides rules guidelines for the main ways the
Shemvavupad players may tackle the scene. Finally, follow up describes
The City of Pride welcomes visitors from Tensor Down, and what the PCs may do after the main action is complete.
claims to show them the “true Mongute way”. None of this is mandatory; the scenes are just guidelines
for you, the GM. They do some of the grunt work for you, pro-
Shova viding details, guidelines, and statistics you’re likely to need
Shova is the City of the Wisdom of Seeing Yourself in Others, in play—but there’s nothing to say you shouldn’t ignore some
aka the Mirror City. It accepts more awardees from its pedes- or all of this when your game heads off down its own path.
tal, Shebad, than any other capital, and is unique in sending Because it will: if there’s one thing that players love to do, it’s
reciprocal contingents to Shebad. to derail your best laid plans in the first few minutes of play!
Be ready, run with it, and have fun improvising—you’re not
Tensor Down just telling your players a story, they’re telling you one, too.
A new pedestal created in the past fifty years, the conurbation
stands on an impressive inland sea which funnels spectacular Default Plot Thread
storms into the deepest inland gryke valleys on the planet. In Mindjammer we refer to the default plot thread. This is
Industry and food production is dedicated to supporting what would happen in the adventure if the PCs never turned
Tensor Down and its starport, and it’s the most likely place on up. Of course they do turn up, and the default plot thread
Yand to find offworld products. goes out the window pretty quickly, but we still find it a useful
to refer to, to monitor events behind the scenes when the PCs
are doing their thing.
Introductory Adventure 21
Timeline of Events
Here’s a timeline of how the default plot thread unfolds, as a reference when running the adventure. Remember: the PCs’
actions will change this!
Local time is in Yandic time (1 Yandic day = 60 Yandic hours; 1 Yandic hour = 69 standard minutes). PC clock is
standard hours on a 24-hour clock; the PCs have been active about 6 hours at the start of play.
22 Dominion Quickstart
In Dominion, SCI Force controller Ellen Galen Belleme is the Clascamurd system guns blazing, run Scene Seven:
kidnapped by agents from the Venu-sponsored Zarus Domi- Warhawk as a climactic space battle. If they enter stealth-
nate. Using faces and identities stolen from Yandic natives, the ily and / or board the Claw Vengeance, run Scene Eight:
agents abduct Controller Belleme in broad daylight in Tensor The Rescue as a boarding attempt and search for the
Station and take her across the field link to the ancient Yandic imprisoned Belleme.
capital, An-Shun. There they disappear into the population,
travelling to the Old Pillar station for a harrowing illegal Plot Stress: The Yand Defect to the
descent to the planet’s surface 11000km below. Zarus Dominate
Arriving in the pedestal city of Gana Boneyard, the agents Mindjammer measures the effects of the PCs’ actions on
board the LEV high-speed rail to distant Shebad, where they the world around them. One way it does this is plot stress.
ascend the space elevator to the mandate capital of Shova. SCI Force—and therefore the PCs—tries to treat rediscov-
They rendezvous with the underworld kingpin, Crade—actu- ered peoples and cultures with consideration and tact, and
ally the avatar of the traitorous Cat’s Cradle planeship, which integrate them into the Commonality mainstream. If the PCs
flees the Yand system with Belleme and the Dominate agents, wade in guns blazing and riding roughshod over the sensibili-
emerging from 2-space nine days later in the Clascamurd ties of those they’re supposed to help, they may alienate
system beyond the Zarus Dominate frontier. The agents entire populations. On the Venu frontier this can be disas-
deliver Belleme to a deadly Venu executor, Gidra Mur, for trous; alliances can be broken and planets swap sides in this
transportation into Venu Space—a major defeat for the Com- ongoing cold war.
monality in its ongoing cold war. When the PCs do bad things, they damage the Alliance’s
Can the PCs stop the agents’ nefarious plan? relationship with the people of Yand by inflicting stress on
a plot stress track (below). If the plot stress track is taken
Playing Dominion as a One-Shot out (page 8), disaster happens; until then, plot stress conse-
You can play Dominion in a single session, perhaps at a quences gradually represent the deteriorating situation.
games convention or when you want something quick to run. You don’t have to use plot stress: it’s an optional rule. But
For a typical session of 3-4 hours we suggest you run three of it’s part and parcel of what Mindjammer’s about, and adds a
the eight scenes, as follows. lot of fun and tension to your game.
Begin with Scene One: The Attack at Tensor Station.
The players pursue the kidnappers either onto Yand’s surface PLOT STRESS EVENTS
or into the Hinterlands, or by ship leaving Mandala. The next The text box overleaf describes the events which affect plot
scene is then one of: stress. Whenever any such event occurs, reduce the plot stress
track by a corresponding number of points. You should incur
• Scene Four: The LEV. The PCs investigate the LEV, track plot stress consequences as appropriate to avoid a taken out
the kidnappers, and confront the Crade mechanical (page result.
34); OR
• Scene Five: The Hinterlands. The PCs follow the kidnap-
pers to Crade’s Hinterland base, where the Dominate
agents try to escape aboard the Cat’s Cradle; OR SCENE ONE: THE ATTACK AT
• Scene Six: Pursuit to Zarus. The PCs chase and attack the
Cat’s Cradle as it attempts to jump to the Clascamurd system. TENSOR STATION
An explosion rocks Tensor Station as the PCs arrive to meet their
This scene sets up the climactic third scene to complete your SCI Force contact. Everyone thinks it’s an accident until a sniper
one-shot, as follows: starts shooting. The SCI Force contact is nowhere to be seen—
what will the PCs do now?
• Scene Four: The LEV leads to Scene Five: The Hinter-
lands. The PCs defeat the Crade mechanical and pursue Places to Visit
the kidnappers to Crade’s base, where they fight to stop The attack takes place in Tensor Station, the Alliance-run star-
the Dominate agents from fleeing the system with Bel- port on Yand’s orbital ring (page 18), at fifteen-hundred hours
leme; OR (15h00) local noon, halfway through the daylight rest period.
• Scene Five: The Hinterlands leads to Scene Six: Pursuit Let the PCs specify where in the starport they’ve arranged to
to Zarus. The PCs chase the Cat’s Cradle, then try to dis- meet Controller Belleme; get them to describe their surround-
able it to rescue Belleme; OR ings and what they’re doing.
• Scene Six: Pursuit to Zarus leads to Scene Seven:
Warhawk or Scene Eight: The Rescue. If the PCs enter
Introductory Adventure 23
People to Encounter
THE YAND DEFECT TO THE THE FACE SHIFTERS
ZARUS DOMINATE! Controller Belleme’s kidnappers look like Yandic and Mongute
Plot Stress Track 1 2 3 4 natives—but they’re not. Unknown to the PCs, they’re agents
from the Zarus Dominate and Venu Space with surgically
CONSEQUENCES transplanted faces and identities stolen from murdered locals.
MILD (-2): The PCs face an Anti-Alliance The four supporting NPCs (competent non-player charac-
Anti-Alliance Sentiment situation aspect ters) and four minor NPCs (cannon-fodder) on the following
Sentiment Builds. whenever they try and interact with pages take part in the attack. They outgun the PCs in an even
Yand and Mongute natives. fight, so they’ll have to get clever—see “The Main Action” below.
MODERATE (-4): Attacks on Alliance citizens break
Pogroms out. Whenever the PCs succeed at a
The Main Action
This scene’s main action is a physical conflict (page 7)—a
cost at a crucial juncture, they may
firefight in Tensor Station! The PCs and those around them
face attack by a hostile mob and
come under attack, and must react. The PCs may choose to:
each suffer a consequence.
SEVERE (-6): The Alliance strong-arms the Yand DEFEND THE YANDIC CIVILIANS
Martial Law! government to declare martial A PC may leap in front of a civilian, rolling to defend against
law. Riots are quelled bloodily, and the attackers instead of them and taking any damage (page
the PCs face a Martial Law aspect 7) on their behalf. They may use their Technical skill to treat
obstructing their actions. injured civilians (page 8), and use Rapport and Provoke rolls
TAKEN OUT: The Game over! Yand’s political to create advantages (page 5) ordering them to safety.
P l ot St r ess
24 Dominion Quickstart
If the PCs make this public, it creates a Terrorists Are Attack-
ing Us For Being In the Sentient Alliance! situation aspect which
persists throughout the adventure until the PCs solve the GAK PRINDISS MALCHUK
mystery of who the attackers really are (page 24).
Malchuk looks Yandic, but is from the Zarusian tech
world of Kron Prime. The team’s explosives expert, he’s
FIGHT THE ATTACKERS impressed with what he’s seen of the Commonality.
If the PCs fight back, they face two supporting NPCs and
two minor NPCs (see “People to Encounter” above). If they’ve Physical Stress: 1 2
Mental Stress: 1 2 3 4
already identified eight attackers, they may wonder where Consequences: 1 mild + 1 moderate
the rest have gone; in fact they’ve fled with SCI Force Control-
Scale: Medium (+0)
ler Belleme, leaving enough behind to keep the PCs pinned
down. The PCs can make a Great (+4) Notice roll during the Aspects: Explosives Expert, Twitchy, Space Station
firefight, or a Fair (+2) Investigate roll using sensorview after, Native, Dial Up Mindscape, Cultural Inferiority
to spot the kidnappers bundling Belleme away. Complex.
Skills: Superb (+5) Intrusion, Technical; Great (+4) Pilot,
Stealth; Good (+3) Deceive, Ranged Combat; Fair (+2)
Notice, Will; Average (+1) Drive, Investigate.
LAN MANDURA GATTAGORM
STUNTS
The PCs can make a Fair (+2) Notice roll to identify
Acting: +2 to Deceive overcome actions when trying
Gattagorm as the Face Shifters’ leader. He looks Yandic
to convince people you’re a specific person.
but is from the Venu banner world of Vectagore.
Collateral Damage: Use Technical to make physical
Physical Stress: 1 2
Mental Stress: 1 2 3 4
Su p p or t in g NP C
Introductory Adventure 25
PCs pushing past the attackers to pursue the escaping
kidnappers must make Athletics rolls against the attackers’
attack rolls. If they succeed, they dodge the suppressing fire; KAL-ATWA-JIRANDI
otherwise they take stress damage equal to the amount they
In appearance a slightly less stocky Mongute, she’s
failed by and are unable to move.
actually from the 1.5G Zarus Dominate world of
Darakant.
CAPTURE THE ATTACKERS
Capturing attackers means taking them out (page 8). Using Physical Stress: 1 2 3
Mental Stress: 1 2 3
lethal weapons to do this means you also have to make a first Consequences: 1 mild + 1 moderate
aid roll using Technical (page 8) to stabilise them and keep
Scale: Medium (+0)
them alive; taking an opponent out with non-lethal weapons
means they’re subdued or otherwise incapacitated. Aspects: Cold-Hearted Sniper, Not As Strong As
She Looks, Stock-Still, Eyes in the Back of Her Head,
Zarusian Fanatic.
Skills: Superb (+5) Notice, Ranged Combat; Great (+4)
Investigate, Stealth; Good (+3) Athletics, Deceive; Fair
(+2) Intrusion, Will; Average (+1): Physique, Unarmed
TY-DAN-GEVIR Combat.
Ty-Dan is short and stocky, apparently a Mongute native. STUNTS
In reality he’s a Venu mutant.
Called Shot: Pay 1 fate point and declare a situation
Physical Stress: 1 2 3 4
Mental Stress: 1 2 3
aspect to inflict on a target on a successful Ranged
Su p p or t in g NP C
26 Dominion Quickstart
4 FACE SHIFTER GOONS
These four Face Shifters are a minor NPC group, which Stress: 1 1 1 1
means they’re treated as a single opponent in combat. Consequences: 2 mild + 1 moderate
They make a single attack roll with a teamwork bonus
Group of 4 Fair
(+2) Minor NPCs
(page 8) based on how many are attacking. Each has Scale: Medium (+0)
a 1-point physical stress box, which they contribute to Aspects: Dashing and Dying, Dead-faced Minions.
a single stress track; they have no consequences. If you
Skills: Fair (+2) Ranged Combat; Average (+1) Athletics
inflict enough physical stress, you can take out multiple
(+3 teamwork bonus).
agents with a single attack!
QUESTION AN ATTACKER
Questioning an attacker is a Provoke roll against the attacker’s
Will roll. On a failure, the PC may opt to use torture and succeed
at a cost (page 3), incurring a consequence like Traumatised By
Security Leak?
Torturing a Suspect equal in severity to the amount they failed by How did the kidnappers know about Controller Bel-
(failing by 1 or 2 points is a mild consequence, etc). leme’s rendezvous with the PCs? The Mandala admin-
A success reveals that Crade Planned It All! A success with istration is riddled with Zarus Dominate spies and in-
style reveals Crade is an underworld figure in the Mandala formers—but even so this information was uncovered
Hinterlands (page 20). On a second success with style the late, explaining why the kidnap attempt was relatively
captive lets slip about their true identity (see “People to uncoordinated. Although these security leaks have no
Encounter” above). direct bearing on this adventure, you can improvise
events from them if the PCs follow them up.
Follow Up
FALLING FOUL OF THE LAW
When the PCs are about to leave the scene, have them make
a Bureaucracy roll against a Moderate (+0) opposition if they The attackers were spotted fleeing across the tensor link
leave immediately after the firefight, Fair (+2) if they spend a into the An-Shun Corridor (page 20). If the PCs don’t fall foul
few moments making observations, or Great (+4) if they spend of the law and are in hot pursuit, they follow them straight to
a long time investigating. On a failure, officers from M-COP the Old Pillar in An-Shun and the precarious descent to the
(page 18) arrive heavily-armed to question them, requiring a planet’s surface—see Scene Three: The Boneyard.
Fair (+2) Provoke or Rapport roll to negotiate an agreement
to let them continue. A success with style also grants the PCs COLD PURSUIT TO AN-SHUN
a temporary organisation extra (page 9): this is a situation If the PCs take their time or can’t break free from the attack
aspect, M-COP Are Cooperating With the Investigation, and three before the kidnappers escape, or if they fall foul of the law,
organisation skills (Fair (+2) Knowledge, Average (+1) Bureau- they lose the trail, and must begin a methodical investiga-
cracy and Contacts), representing things the PCs can call upon tion to pick it up again. This probably involves travelling to
M-COP agents to do for them during the adventure. A failed roll An-Shun (page 19) to investigate friends and relatives of the
means the PCs succeed at a cost, incurring a Diplomatic Incident apparent kidnappers. See Scene Two: The Investigation.
With the Alliance situation aspect which works against them
repeatedly during the adventure.
Introductory Adventure 27
SCENE TWO: THE INVESTIGATION THE TARI SPACE COMBAT
The PCs have lost the kidnappers’ trail and head to An-Shun to inves-
tigate. There they realise the kidnappers aren’t who they seem at all. DRONES
The Tari are a group of minor NPCs (page 24): they
Places to Visit act as a single unit, whether as space combat drones
or as avatars, and measure damage collectively (an
THE AN-SHUN MANDATE CAPITAL
overwhelming attack could take them all out in a single
Grou p of 5 Good
The metropolis of An-Shun, the oldest Mandala city, is
(+ 3 ) M i nor Shi ps
exchange).
described on page 19. It’s a teeming futuristic space city, with
diversions and distractions everywhere. Stress: 1 2
1 2
1 2
1 2
1 2
(+3) Investigate, Active Sensing, or Passive Sensing roll. they offer moral support and a physical shield.
If detected, the signal must then be hacked with a Fair
( +1 ) M i nor N P C s
Stress:
(+2) Hacker (Intrusion) roll to locate its exact position;
a success with style enables the position to be tracked Scale: Medium (+0)
for the rest of the adventure. See the default plot Aspects: Blind Loyalty to Mother.
thread (page 21) and the scenes below for Belleme’s
Skills: Average (+1) Unarmed Combat (+4 teamwork
ongoing location.
bonus).
28 Dominion Quickstart
HINTERLANDERS technopsi (page 5) to tie the interfering space combat drones
Hinterlanders are everywhere on Mandala, but congregate in knots until they comply.
in the poorer, rougher areas. Thugs and muggers, punks and
dropouts, they’re disaffected and have little to lose. RECON IN AN-SHUN
PCs checking out An-Shun make Investigate and Notice rolls
to find traces of the alleged kidnappers or their families or
contacts. As above, define these discoveries as aspects.
MO GATTAGORM
Matriarch of the Gattagorms and a formidable woman
in her mid-fifties, mo can’t believe her son committed the
attack on Tensor Station and is convinced something Face Shifters!
must be wrong.
Characters asking the right questions or succeed-
Physical Stress: 1 2 3
Mental Stress: 1 2 3 4
ing with style on interaction rolls find puzzling clues
Consequences: 1 mild + 1 moderate which may lead them to theorise that the kidnappers
were imposters. Witnesses describe the perps in ways
Scale: Medium (+0)
which don’t match their families’ descriptions, or even
Aspects: Formidable Gattagorm Matriarch, Childherd, old direct perception feed footage if the PCs can find
Huge Forearms, Knows Everything About Everything, it. The perps look superficially the same, but differ in
Supporting NPC
Elaborate Clan Tattoos, That’s Not My Child! significant ways—half a metre taller or shorter, much
Skills: Great (+4) Empathy, Provoke; Good (+3) Rapport, stronger or weaker, and so on.
Will; Fair (+2) Contacts, Resources; Average (+1) Physique,
Unarmed Combat.
STUNTS
Armour of Fear: Use Provoke to defend vs Melee and STREETWISE
Unarmed Combat until damaged. The PCs mix with locals, perhaps looking for Venu / Zarusian
Ear to the Ground: Use Contacts for initiative in sympathisers, and making Contacts, Deceive, Provoke, or Rap-
physical or virtual space where you have an operating port create advantage rolls. On a success, let the player describe
contacts network. what his character finds as an aspect. On a failure, the PCs may
Lie Whisperer: +2 Empathy bonus to detect lies. find themselves ganged up on by tunnel runners (page 30).
EXTRAS
ê The Gattagorm Gaggle: See above.
An Unprecedented Descent!
The Main Action Streetwise and recon reveal the local community is
This scene’s main action is information gathering—by investi- buzzing with rumours that someone broke into the
gation, persuasion, or intimidation. On successful rolls, let the Old Pillar Station (see “Places to Visit”, above) last night
players describe what they discover as aspects (page 4), and and made an illegal and highly dangerous descent to
incorporate that into your game as long as it doesn’t contra- the Gana Boneyard on the planet surface. Apart from
dict anything in the adventure. engineering access, the Old Pillar has been off-limits
For example, once in An-Shun Rax Aggarad’s player makes a for years.
Good (+3) Investigate roll to find traces of the kidnappers. He rolls
a total of +4 against Fair (+2) opposition, a normal success. He
declares Rax finds a trail in the city’s direct perception feeds which
the PCs can follow, and creates the advantage Last Seen Leaving
the Drive Habitats which they can invoke once for free later. THE GENTLE TOUCH
Talking to the families of the alleged kidnappers is an Empa-
BUTTING HEADS WITH THE TARI thy, Notice, Provoke, or Rapport roll, depending on how the
Can the PCs assert their authority over the Tari? This is a mental players describe their characters’ actions. On a failure they
stress conflict where the PCs use Bureaucracy, Provoke, or even may end up in mental or even physical conflicts, but other-
Introductory Adventure 29
wise none of the family members can believe they’d ever do THE STAKE OUT
such a thing (an It’s Not Like Them! aspect). If all else fails, the PCs may travel to the Hinterlands (page 20)
and wait for the kidnappers to turn up and try and contact
the underworld kingpin, Crade (page 36). See Scene Five:
The Hinterlands.
Physical Stress: 1 2
Mental Stress: 1 2
Places to Visit
Consequences: 1 mild + 1 moderate
THE OLD PILLAR
Scale: Medium (+0)
The PCs ride a capsule from An-Shun’s Old Pillar Station—a
Aspects: G-Blade Rider; Singularitypunk Tunnel terrifying descent down the 11000km of a decommissioned
Runner; Not Just Tattoos; Propensity for Casual space elevator (page 21).
Violence; You Wouldn’t Be Needing That, Would You?
Skills: Superb (+5) Athletics, Intrusion; Great (+4) GANA BONEYARD
Melee Combat, Stealth; Good (+3) Notice, Provoke; Fair The ancient “boneyard” metropolis of Gana is a low-slung
(+2) Contacts, Deceive; Average (+1) Ranged Combat, high-G city of over a million Mongute hominids (page 17),
Supporting NPC
30 Dominion Quickstart
in a single-storey Mongute dwelling. A Fair (+2) Empathy,
Investigate, or Notice roll reveals the Mongutes are little
more than slaves, despite being lauded by the Yand for their DESCENDING THE OLD PILLAR
“noble sacrifice” providing foodstuffs for Mandala above. They
The capsule grav regulators are shot, and anyone making
have no right of free movement, and the awardees, the few
the three-hour descent of the Old Pillar space elevator
Mongutes invited up to Mandala for luxurious vacations in
must control them manually. As the speed and the
ring resorts, are few compared to the vast majority who never
planet’s gravity increases, the capsule shakes and jerks
make it offworld.
alarmingly, threatening to decouple from the elevator
and plummet in a re-entry fireball to the planet’s surface
The Main Action far below.
This scene’s main action showcases the harsh conditions and
alien culture of Yant Mongute. Aspects: Screaming Claustrophobic Re-entry Capsule!
Skills: Great (+4) Intensity.
Incremental Hazard
DESCENDING TO GANA BONEYARD
ACTIONS
If the PCs travel to Gana Boneyard via Tensor Station, their
descent by the “New Pillar” space elevator is spectacular yet • Every exchange, the capsule’s hostile conditions
routine, but causes them to lose the kidnappers’ trail. If they try to harm its occupants. Roll the capsule’s Intensity
want to keep that trail and arrive at Gana Boneyard during once, and have every character make a Physique roll
to defend against the result. Any shifts generated are
daylight, just as the second daylight work period begins (page
taken as physical stress.
16), they must make an illegal and dangerous descent via the
decommissioned Old Pillar Station (page 21). • Each exchange, one PC may make a Technical
Descending the Old Pillar is a hazard. In a hazard, the contest roll (page 5) against the hazard’s Intensity to
keep the pod under control. Teamwork is possible, but
Mindjammer rules treat dangerous situations like characters,
there’s no Mindscape connectivity.
giving them skills and sometimes stress tracks, and requiring
characters to overcome or even “fight” them to succeed. • If the PCs win the roll, they acquire one victory, or two
victories on a success with style. If the PCs accumulate
GRAVITY AND ENVIRONMENTAL EFFECTS three victories, they successfully reach the Gana
Boneyard.
PCs on Yand’s surface are Staggered by the Overwhelming
Gravity, suddenly feeling three-and-a-half times heavier. • On each exchange after the first, the hazard’s
Walking is tiring, their shoulders sag, and the slightest bump Intensity skill increases by +1.
leaves a bruise or breaks the skin. Even breathing is an effort,
especially in the sulphurous haze which burns their throats.
And yet the native Mongutes are doing fine…
Characters who aren’t native to tainted atmosphere TALKING TO THE TY-DAN-GEVIR HOUSEHOLD
worlds require a breather on Yand, available at pillar termi- Talking to the Ty-Dan-Gevir household highlights inconsisten-
nals at minimal cost. Without one characters incur one point cies in the descriptions of the alleged kidnappers. Everyone
of physical stress per hour, which won’t return until they don agrees Ty-Dan-Devir was heavier and behaved very differently
a breather or enter an untainted environment. from the kidnapper the PCs witnessed at first hand or in the
The high gravity also imposes the following penalties: direction perception feeds—even though he looked identical.
A Contacts or similar investigation roll when talking to the
• Opposition when lifting things and jumping over obsta- household or other locals reveals their disaffection with Mon-
cles is +2 harder; characters add their habituated gravity gute life on Yand, and their resentment at how little the Alliance
score (page 9) to the roll; is doing to persuade the Yandics to make their lives easier. Some
• The difference between the High (+2) gravity and a char- suggest the Venu would do a better job. Give the PCs a Mongute
acter’s habituated gravity becomes a penalty to all rolls Culture Ready to Defect situation aspect for the rest of the adven-
involving agility (including dodging); athletics other than ture—something they may use to affect the Alliance’s attitude to
jumping; and unarmed and melee combat. Yand if they rescue Controller Belleme (page 44).
Characters may use grav packs to offset the high gravity. TRACKING DOWN THE KIDNAPPERS
These T8 devices aren’t generally available on Yand, but Tracking the Dominate agents in hot pursuit through Gana
Good (+3) Resources rolls may acquire them at Tensor Station Boneyard is a Notice roll if the PCs arrive within minutes of
starport. the kidnappers, or otherwise Investigate. If the PCs have a
starship in orbit or contacts within M-COP or other security
Introductory Adventure 31
agencies, they may make Active or Passive Sensing rolls to THE LEV
create advantages. This is Fair (+2) opposition if they arrive The LEV is Yant Mongute’s main inter-mandate surface trans-
just after the Dominate agents, Great (+4) if the trail is going port, circling the world from pole to pole roughly along the
cold, or Fantastic (+6) if they’re in cold pursuit. path of the Mandala overhead.
The trail leads west through the smog-filled high-G Each train is a kilometre long, twenty single-level cars fifty
industrial metropolis, looking towards the huge hemisphere metres long and ten wide, pulled by a fusion engine. Car-
of Gaffa hanging in the sky over the horizon—to the LEV sta- riages have four classes: an economy-class seat (Average (+1)
tion, where the kidnappers boarded a maglev to the pedestral Resources), a standard-class seat / sleeper combo (Fair (+2)
metropolis of Meibad at the south pole. Resources), a private-class shared seat-sleeper compartment
(Good (+3) Resources), and luxury-class single and double
Follow Up occupancy suites (Great (+4) Resources). There are dining cars,
If the PCs are in hot pursuit and board the LEV, proceed to waiter service, bars, lounges, freshers, and other amenities.
Scene Four: The LEV. Otherwise they must make a Fantas-
tic (+6) Investigate roll to remotely track the kidnappers to People to Encounter
Meibad and up to the Hinterlands, where they may lay in wait
for them—see Scene Five: The Hinterlands. If they fail at THE KIDNAPPERS
this, then the trail has gone cold and they’re thrown back on See page 25 for stats for the face shifter agents. There are two sup-
their own devices—see “The Stake Out” on page 30. porting NPCs and two minor NPCs on the LEV—or the survivors of
the attack on Tensor Station, if fewer. Controller Belleme (page 43)
is with them, in a strangely compliant state—see below.
SCENE FOUR: THE LEV
The PCs board a maglev across the high-G wilderness of Yant SURLY MONGUTES
Mongute. Somewhere on the train are the kidnappers—can the PCs searching the LEV and questioning people run into native
PCs confront them before the journey ends? Mongutes travelling between mandates—obstructive individ-
uals who don’t relish being quizzed by offworlders.
Places to Visit
THE CRADE MECHANICAL
AN ALIEN WORLD Crade is the name of the two avatars of the Cat’s Cradle
The LEV travels thousands of kilometres from Gana Boneyard ship sentience, a Hinterlands (page 20) underworld power
to the south polar city of Meibad, and then north to Shebad. involved in the kidnapping of Controller Belleme. This avatar
Close to the cities the land is agricultural, but towards the is a lumbering combat mechanical, based in an abandoned
looming Gaffa on the horizon quickly becomes wilderness. industrial zone on the Meibad outskirts. It arrives during the
32 Dominion Quickstart
as an aspect). If the Dominate agents know they’re being
followed, then the opposition is Superb (+5). If the players opt
for a success at a cost at any point, throw a surly Mongute like
GI-DA-REN Gi-Da-Ren (see the adjacent stat block) in their way.
On a success, the PCs find a passenger group who fit the
Gi-Da-Ren is a typical Mongute agricultural worker—salt
kidnappers’ profile—although they look nothing like them.
of the earth, with an instinctive dislike of the “ringers”
coming down to Yant Mongute to patronise and cajole.
Action 2: See Through the Kidnappers’ Disguises
He blushes furiously when addressed, and always looks
The Dominate agents are in disguise. Ordinarily this requires
on the verge of tears—or rage—when under duress. He
an Empathy, Investigate, or Notice roll against their Deceive
can make a lot of noise and attract attention when the
to see through, but Controller Belleme is with them. Drugged,
PCs are trying to be circumspect…
passive and lethargic, she nevertheless recognises the PCs
Physical Stress: 1 2 3
Mental Stress: 1 2 3 4
unless they’re disguised, but initially she won’t react—one of
Supporting NPC
Consequences: 1 mild + 1 moderate the agents has a handgun secretly trained on her.
It’s a Good (+3) Investigate or Notice roll for the PCs to
Scale: Medium (+0)
recognise Belleme, although they may invoke the Mindscape
Aspects: Surly and Obnoxious Mongute; Looks As Guilty on the roll—they’ve certainly seen her in virtuality. If the PCs
As Sin; Who the Hell Do You Think You Are? Flies Off the recognise her, or see through the kidnappers’ disguises, all
Handle; Has the Support of His Peers. hell breaks loose. Belleme tries to help, but probably flops
Skills: Good (+3) Provoke, Will; Fair (+2) Deceive, ineffectually to the floor under the influence of the drug.
Unarmed Combat; Average (+1) Contacts, Physique. However, the Dominate agents won’t shoot her; she’s a valu-
able asset.
STUNTS At this point, one PC is targeted by a Domination attack
Indomitable: +2 Will bonus to defend against Provoke (see the textbox) forcing him to fire clumsily at his comrades!
intimidation and fear attacks.
Mob Rule: +2 Provoke attack bonus when surrounded
by peers.
The Domination Attack
pursuit from Gana Boneyard to Shebad, together with two A Domination attack is a form of technopsi which
squads of goons, to delay the PCs while the Dominate agents overrides an individual’s will and lets another person
get away. It stands in the back of a heavy-duty Thunder Shield control their actions and words—albeit crudely. It
APC firing a pintle-mounted autocannon. requires Mindscape connectivity and a special opera-
tions or black chip.
The Main Action In rules terms, a Domination attack is a contest
This scene’s main action is the PCs searching the LEV for the (page 5) of Will against Will. If the attacker succeeds in
kidnappers—and coming up violently against those trying to a given exchange, he controls the defender’s actions
stop them. in a jerky fashion for that exchange. If he gains 3
victories, he controls the target for the rest of the scene.
SEARCHING THE LEV BEFORE MEIBAD If the target wins the contest, the attacker may not try
The twelve-hour journey from Gana Boneyard to Meibad prob- again that scene.
ably starts during the second daylight work period and heads The PCs should be surprised by this attack—it
into sunset and darkness as the first nighttime rest period begins. doesn’t seem to be coming from any of the agents,
Tracking down the Dominate agents on the LEV is a chal- and in fact originates in the Mindscape, possibly from
lenge: a series of three separate actions aiming at a single goal. anywhere else on Yand (or even Mandala). They should
suspect a powerful technopsi master behind the
Action 1: Find the Kidnappers scenes. Let them speculate—maybe they can trace the
Finding the kidnappers on the LEV is a contest (page 5) of attack to the Mandala Hinterlands above (a Great (+4)
Investigation against Good (+3) opposition; it’s a big train, Hacking, Investigate, or Passive Sensing roll). Who is
there are a lot of passengers, and the PCs aren’t normally attacking them?
allowed to break into compartments (if they are—perhaps
through the cooperation of M-COP—they may invoke this
Introductory Adventure 33
THE CRADE MECHANICAL THUNDER SHIELD HOSTILE
Avatar of the Cat’s Cradle (page 38), this intimidating
mass of servomotors is slow yet hugely strong, armoured ENVIRONMENT APC
and with a built-in blaster. The Thunder Shield is an ATV built by Mongute Metals
Physical Stress: for use on the Gaffaqa plateau. This model has been
1 2 3 4
Mental Stress: 1 2 3
Physical Stress: 1 2 3
Systems Stress: 1 2 3
Supporting Construct
Deceive*; Good (+3) Hull Strength; Fair (+2) Passive
Supporting NPC
34 Dominion Quickstart
attacking a large scale construct as usual, but if the attack suc-
ceeds then the damage affects the Crade Mechanical directly.
THE PRIVATE ARMY
2 GROUPS OF 5 AVERAGE (+1) MINOR NPCS Follow Up
Ten goons dressed in camo fatigues consider themselves If the Dominate agents get away, the PCs must deal with the
Crade Mechanical before they can follow. The agents head
Group of 5 Average (+1)
Stress:
Hinterlands. If the PCs rescue Belleme, see Plot Variation:
Scale: Medium (+0) Rescuing Belleme (page 44).
Aspects: Mongute Underworld Grunts.
Skills: Average (+1) Ranged Combat (+4 teamwork SCENE FIVE: THE
bonus).
HINTERLANDS
The PCs travel to “Punk Town” in search of Dominate agents or
the mysterious individual behind the attack on the LEV.
Places to Visit
Attacking Larger- and
Smaller-scale Targets THE HINTERS
The Hinters are the worst of the Mandala Hinterlands, popu-
As a Large (+1) construct, attacks by the APC larly called “Punk Town”. A warren of battle-damaged tunnels
against human-sized Medium (+0) scale targets and disused industrial units on the ring’s outer hull, life here is
incur a -2 penalty on attack rolls, but do an ad- poor, grim and violent. Even getting enough to eat is a feat.
ditional +4 points of stress damage if they succeed.
Attacks against Huge (+2) scale starships, etc, gain CRADE’S HQ—THE SECRET DOCKING BAY
a +2 bonus, but do a reduced -4 points of stress Crade lives in tunnels and abandoned storage units on the
damage if they succeed; the same applies when starward side of Mandala’s outer hull, around a little-known
Medium (+0) sized humans attempt to attack the docking bay housing the Cat’s Cradle planeship. It’s a Superb
Large (+1) APC. (+5) Bureaucracy or appropriate research roll using the Mind-
scape or local contacts to spot there’s a docking bay here at all.
Crade’s HQ is a typical gangster base: outside accesses are
welded shut, apart from a heavily guarded entrance gate, and
Crade can activate a Monitor Band Shield around the whole
second LEV engine car on the rail ahead while the stop and HQ at a moment’s notice, cutting it off from Mindscape con-
search is underway—and rapidly departing towards Shebad. tact unless the intruder makes an Intrusion (Hacker) roll.
If they’ve rescued Belleme already, Crade’s goons are looking The HQ houses about 100 people, including families of
for the PCs instead. Unless they avoid detection, a firefight Crade’s lieutenants and goons. They’re engaged in real but
ensues in the Stormy Meibad Polar Wilderness. illegal activity: racketeering, protection, and some technical
The Crade mechanical attacks with the APC pintle- and repair work (a giveaway that there’s more technical exper-
mounted autocannon: roll as if the APC was attacking, but tise and gear here than meets the eye). There are guarded
give it a +1 bonus to its Ranged Combat skill because of outer offices for meetings with “customers”, but it’s almost
the teamwork bonus from the mechanical. PCs attacking impossible to get further without intrusion or a firefight.
the mechanical are considered to be attacking the vehicle;
damage is reduced as per the APC’s larger scale. The mechani- People to Encounter
cal (ie the GM) may decide to take damage itself instead of
passing it onto the vehicle, but doesn’t have to. CRADE
To specifically target the Crade Mechanical, a character Crade is a mysterious underworld figure and a leader in the
must first spend an exchange making a create advantage Hinterlands; it’s not widely known that he’s also an avatar of
roll with their Ranged Combat skill, resulting in an Aiming at the Cat’s Cradle. He’s waiting for the Dominate agents to arrive
Crade aspect. The next exchange, they invoke that aspect for with Belleme, whereupon the Cat’s Cradle will depart the
a bonus and make their attack roll. Damage is reduced for Yand system—see Scene Six: Pursuit to Zarus.
Introductory Adventure 35
The Main Action
This scene’s main action is the attempt on Crade’s HQ. The PCs
may be trying to rescue Belleme, stop Crade, or prevent the CRADE
Cat’s Cradle from leaving—or all of these things.
To the untrained eye Crade looks like a Yandic native,
down to silver hair and elaborate tattoos—but his body
FINDING CRADE’S HQ is synthetic. .
PCs tracking Controller Belleme by monitor band signal find
Crade’s HQ easily. Otherwise it’s a Superb (+5) roll to track the Physical Stress: 1 2 3
Mental Stress: 1 2 3
Supporting NPC
them as the Cat’s Cradle is about to leave—see “Getting Into
Crade’s Base” below. Deceive*; Good (+3) Physique; Fair (+2) Athletics, Ranged
Combat, Resources*; Average (+1) Notice, Unarmed
GETTING INTO CRADE’S BASE Combat, Will*.
STUNTS
Sneaking In Domination*: Roll Will vs Will to control the target’s
Sneaking into Crade’s base undetected requires Average (+1) actions. See page 33 for more.
Stealth and Intrusion rolls. If both are successful, the PCs get
Heavy Weapons Specialist*: +2 on heavy weapons
to the ship undetected.
attacks.
If they fail Stealth, they’re fired upon by one group of 4
Fair (+2) minor NPC goons defending the base (see above). HALO
One PC may stay behind to deal with them while the rest ê Special Ops Mindscape Instance: Enables special ops
move on. At that point, the Cat’s Cradle will begin its depar- technopsi and local Mindscape connectivity.
ture prep: see below.
OTHER EXTRAS
36 Dominion Quickstart
CRADE’S GOONS
Discovering Crade Is an Avatar
3 GROUPS OF 4 AVERAGE (+1) MINOR NPCS
There are as many as fifty combatants in Crade’s HQ; Commonality characters are more accustomed to
3 Grou ps of 4 Average (+ 1)
these twelve are those whose job it is to protect Crade finding out people they’re interacting with are avatars:
and the HQ from intruders. non-Commonality characters may not automatically
admit the possibility. It’s a roll of Investigation, Notice,
Stress:
M i nor N P Cs
Explosive Decompression
SCENE SIX: PURSUIT TO
Explosive decompression is a challenge hazard,
handled as follows: ZARUS
• Action 1: Each PC must make a Superb (+5) The PCs board their planeship and pursue the Cat’s Cradle. Can
Physique roll if not wearing a p-suit or similar pro- they stop it before it reaches Yand’s heliopause and leaves the
tection. On a failure, incur physical stress damage system?
equal to the amount the roll was failed by.
• Action 2: Each PC must make a Good (+3) Athlet- Places to Visit
ics roll to avoid being swept into space. On a failure
of more than 3 points, also incur a Spinning Out N-SPACE
of Control situation aspect. N-space is normal space—the near vacuum between a star sys-
• Action 3: Each exchange thereafter that a tem’s planets or the interstellar medium of deep space. The Cat’s
character is exposed to vacuum, incur 1 physical Cradle is powering outwards from Yand to the edge of the solar
consequence. system—to the heliopause, where it can activate its faster-than-
light planing engines and enter 2-space.
Introductory Adventure 37
2-SPACE tience was derived from the personality matrices of a dead
The uncanny warped space created when a starship activates its xenomorph pilot, and like many of its comrades it was natural
planing engines and travels faster-than-light. It’s a lethal superlu- for it to take up a life as a fast patrol ship in the Sentient Alli-
minal realm, where collision with a grain of sand can destroy a ship, ance.
and where only the accelerated minds of planeships can manage The ship has since become disaffected with that life, and
the nanosecond-scale corrections needed to navigate a course. increasingly attracted by the possibilities of roguery beyond
the Commonality sphere. It has a crew of 20 and 12 marines,
People to Encounter who live in Crade’s HQ when not required.
Superb (+5): Provoke Skills: Superb (+5) Provoke; Great (+4) Contacts,
Deceive; Good (+3) Hull Strength; Fair (+2) Passive
Great (+4): Contacts, Deceive Sensing, Ranged Combat, Resources; Average (+1)
Good (+3): Active Sensing, Manoeuvre, Planing Close Combat, Manoeuvre, Will.
Stunts and Extras: Heavy Weapons Specialist;
Fair (+2): Hull Strength, Ranged Combat, Resources,
Armour Plating (reduce physical stress damage by 2);
Systems
Subdermal Blaster (+2 attack, +2 damage, creates On
Average (+1): Close Combat, Passive Sensing, Stealth, Fire advantage, range 1: Draining).
Technical, Will ê Special Ops Mindscape Instance: Special ops
STUNTS technopsi and Mindscape connectivity.
Domination: Roll Will vs Will to control the target’s OTHER EXTRAS
actions. See page 33 for more. ê Chameleon Coating: +2 Stealth or Deceive bonus to
Extended Manoeuvrability (Atmospheric): Use pass unnoticed or as another construct.
Manoeuvre in atmospheric actions. ê Haze Field: +1 defend bonus and basic ray shielding.
Marksman: Provides avatar for using Ranged Combat ê Null Cannon: Default Ranged Combat weapon.
skill for character actions.
38 Dominion Quickstart
The Main Action On a success, the PCs emerge in the Clascamurd system.
On a success with style, they gain a boost (page 7) such as
CATCHING UP WITH THE SHIP Optimal Trajectory or Stealth Emergence. On a tie, the jump
The Cat’s Cradle is running for the jump point at the helio- succeeds, but the Not From Here Either takes a mild mental
pause, the outer boundary of the Yand star system, where it consequence from the stressful navigation.
can safely engage its planing engines. Can the PCs catch up? On a failure, the PCs may still make the jump, but at a cost:
A race through n-space uses a ship’s gravity engines, the ship arrives in the Clascamurd system, but sustains a con-
represented by its Manoeuvre skill. The Cat’s Cradle has Good sequence equal in severity to the shifts of failure (if they fail
(+3) Manoeuvre, propelling it through n-space at an accelera- by 2 points or less, it’s a mild consequence, by 3 or 4 points, a
tion of up to 900Gs! To make the jump point, the ship must moderate consequence, and so on). Otherwise the ship mis-
succeed in a special contest requiring it to accumulate just jumps; it spends 9.2 days in 2-space as expected, but when
two victories. it emerges, the system is another system on the starmap on
The PCs roll their ship’s Manoeuvre skill, increased by a page 47. The adventure is over—but a new one is beginning!
+1 teamwork bonus (page 8) if one of them has the Starship
Pilot stunt; alternatively, if the PC has the Starship Pilot stunt Follow Up
and a Pilot skill that’s higher than the ship’s Manoeuvre, they If the PCs successfully follow the Cat’s Cradle to Clascamurd,
may get a +1 teamwork bonus from the ship and roll their see Scene Seven: Warhawk.
own Pilot skill instead. The PCs need only 2 victories to catch
up with the Cat’s Cradle, or 3 victories if they suffer any delay
of more than a few hours before they can get their own ship
prepped for departure.
If they catch up with the ship, then a space combat Time Dilation
between the two ships ensues (see page 40). Otherwise the
Cat’s Cradle jumps into 2-space. Racing for the jump point causes time dilation
effects in both ships. Whichever ship has the
THE 2-SPACE JUMP higher Manoeuvre skill suffers a Slower Reactions
Due to Time Dilation situation aspect. The Cat’s
Jump Wake Detection Cradle, with Good (+3) Manoeuvre, makes the he-
At the heliopause, the Cat’s Cradle vanishes into 2-space in a liopause in just under 21.5 hours, but experiences
gravitic lens flash of zero-point light. Can the PCs follow? only 11.27 hours subjective time; a ship with Fair
The Cat’s Cradle has jumped to the Clascamurd system (+2) Manoeuvre makes the same journey in just
in the neighbouring Zarus Dominate, a hostile successor over 27 hours, but experiences only 20.5 hours.
state beyond the Sentient Alliance frontier. It’s 27.6 light years A ship with Great (+4) Manoeuvre takes only 19
away, 9.2 days in 2-space. hours, but experiences only 7.5 hours.
To figure this out, the PCs must detect the Cat’s Cradle’s
jump wake, an opposition equal to its Good (+3) Planing skill.
Once detected, the PCs must make an Average (+1) Investi-
gate roll using the Track FTL stunt to calculate its destination.
If they don’t have this stunt, they may “borrow” it for a single SCENE SEVEN: WARHAWK
use at the cost of a fate point. The Cat’s Cradle makes a rendezvous with a Venu warhawk in
the Clascamurd system to hand over SCI Force Controller Bel-
Making the Jump leme!
In the Commonality, people tend to travel along Mindjammer
routes as they’re well-travelled and safe—navigation plans Places to Visit
are publicly available and continually updated. Travelling off
the Mindjammer routes means you must make the complex THE CLASCAMURD SYSTEM
2-space calculations yourself—which is what the PCs have to Clascamurd is a world behind Venu lines, in the Zarus Domi-
do now. nate successor state. In an outer system orbit around a huge
Making the 2-space jump to Clascamurd is a Great (+4) red giant, inhabited by bizarrely over-evolved life forms and
Planing roll. The ship must know its destination, and must an oppressed human population with a persecuted xenom-
spend half an hour prepping for jump; any PCs with Pilot skill orph minority, it’s a world of torchlit processions, mass rallies,
and the Starship Pilot stunt may create a Navigation Plan and hysteria, overseen by sinister Venu “advisors”.
advantage (page 5).
Introductory Adventure 39
THE RENDEZVOUS POINT
The Cat’s Cradle is heading towards a rendezvous point with
the Claw Vengeance, a Venu warhawk, around an inner system
cththonian planet—a former gas giant with its hydrogen THE CLAW VENGEANCE
and helium atmosphere blasted away when its sun expanded.
Major Ship
It has Crushing Gravity and is a Searing Airless Hellhole.
Physical Stress: 1 2 3
Systems Stress: 1 2 3
TRACKING THE CAT’S CRADLE Average (+1): Active Sensing, Close Combat, Hull
Strength, Stealth
When the PCs’ ship emerges from 2-space in the Clascamurd
system, the first thing it does is a system scan, an Active Sens- STUNTS
ing or Passive Sensing roll. Success reveals the nature of the Boarding Actions: +2 to attack and create an
Clascamurd system as described above, while failure reveals advantage Close Combat actions when boarding.
little or nothing, or indicates that the PCs have been spotted
Charge! +2 attack bonus when you move at least 1
by the Claw Vengeance and possibly by Clascamurd itself.
zone before attacking.
Finding the Cat’s Cradle is an Active Sensing or Pas-
sive Sensing roll opposed by the Cat’s Cradle’s Average (+1) Extended Manoeuvrability (Atmospheric): Use
Stealth. Shifts generated indicate the range in zones (page Manoeuvre in atmospheric actions.
8) at which detection has taken place. On a failure, the Cat’s EXTRAS
ê Disruptor Cannon: Add +3 to physical stress inflicted,
range 3; Radioactive, Recoilless.
ê Disruptor Shield: +1 defend bonus; Highly
How to Destroy a Ship Detectable, Unstable.
40 Dominion Quickstart
Venu Warhawk: The Claw Vengeance Venu executor, Gidra Mur (see below).
5. Brainjack Pilot Cocoon: The Venu aren’t sufficiently
advanced to use ship sentiences to navigate the chaos of
2-space, but instead wire humans directly into the planing
engine control circuitry. The overclocked activity drives these
hapless brainjacks insane.
6. Barracks: Double bunks in these two barracks house
five platoons of Venu marines (five groups of 5; see below).
7. Holding Cells: These primitive cells hold Controller
Belleme once she’s transferred to the Claw Vengeance. A Fair
(+2) Intrusion or Technical roll frees her, as does a Fair (+2)
overcome roll with an appropriate weapon skill, also causing
a mild consequence to Belleme.
8. Pain Chamber: This room is fitted with Venu neural
exciters, causing extreme pain and used for torture and pun-
ishment. Anyone entering causes bars at the doors to drop
and triggers the exciters, a Great (+4) mental stress attack
resisted by Will. It’s a Good (+3) Intrusion or Technical roll, or a
Fantastic (+6) Physique roll, to raise the bars; an attempt may
be made each exchange.
9. Tribute / Stores Rooms: These rooms contain pre-
cious, semi-precious, and honour items from Clascamurd
and other worlds of the Zarus Dominate. They provide an
Insight Into Venu-Zarusian Relations which may be useful
back in the Alliance.
10. Fresher: Showers and latrines.
11. Honour Room: This room contains trophies,
including heads, faces, and masks of the fallen. It provides an
Insight Into Venu Culture.
12. Crew Quarters: The crew quarters are occupied
by the Venu tech curate (engineer) and his two assistants;
the gunner; the n-pilot; and the comms officer / sensor op.
They’re usually found on the bridge (location 4).
13. Officers Quarters: One of these status quarters is
occupied by the Venu executor, Gidra Mur (who is normally
on the bridge). The chief of the Venu marines in the barracks
1. AP Weapon Mounts: Anti-personnel weapons cover (location 6) is found in the other.
the approaches to the bridge, disruptor cannon, and airlocks, 14. Engineering: Location of the blistering Venu dirt
enabling the ship to use its Close Combat skill against indi- drive, a source of Fair (+2) Intensity Z-Radiation which causes
vidual characters. physical stress unless resisted by Physique. The tech curate
2. Sensor Array: A basic T7 sensor suite capable of both and his two assistants are often here, together with two
passive and active sensing. “motes” (the primitive pre-sentience non-humanoid robots
3. Airlock / Troop Ramp: A hydraulic troop ramp lead- ubiquitous in Venu Space).
ing into a large airlock. Everything here is pretty manual. 15. Eating Area: Two refectories used by the Venu
4. Bridge: A cluttered and functional Venu bridge, with 4 marines.
bridge staff at the gunnery, n-pilot, comms/sensor, and tech 16. Galley: The galley serves basic Venu food—acrid
curacy stations, as well as the command chair of the feared and cloying to non-Venu palates. It’s not at all automated.
Introductory Adventure 41
Follow Up
BOARDING ACTION
If Belleme is aboard the Cat’s Cradle and the PCs destroy or
disable both vessels, the Cat’s Cradle sentience may surrender
Belleme to the PCs. The Venu warhawk won’t surrender but, if
you like, you as GM can declare it’s no longer a threat once it
has been reduced to taken out.
On the other hand, if you’d like to take the adventure further,
you can declare that although the warhawk is disabled, it still
requires a boarding action to rescue Belleme before the defiant
crew can raise help from the nearby planet of Clascamurd.
In this case, make a Close Combat roll against the
warhawk’s Average (+1) Close Combat skill to force your way
into the ship; on a failure, you succeed at a cost, with every
member of the boarding party taking stress damage equal to
the shifts of failure. Then go to Scene Eight: The Rescue.
Places to Visit
THE CLAW VENGEANCE
transferred to the Claw Vengeance, the Venu ship runs for the The Venu warhawk Claw Vengeance is disabled and floating in
jump point (page 39) if it starts to lose any conflict, requiring space, and the PCs undertake a boarding action. They prob-
the PCs to take out its gravity engines to immobilise it. ably enter by the airlock / troop ramp at location 3, but let
Conflicts between starships happen similarly to those the players decide if they want to try and cut through the hull
between characters, usually using Ranged Combat and elsewhere.
Manoeuvre. Technopsi may also be used against sentient
ships, and the PCs may come up with cool manoeuvres, tricks,
tactics, aimed shots, and so on, which can create advantages
VENU TROOPER PLATOON
(page 5) for invoking in the conflict.
GROUP OF 5 AVERAGE (+1) MINOR NPCS
These typical Venu marines wear standard-issue Venu
Where Is Ellen Belleme? Trooper armour and carry Venu disruptor rifles. Although
they have no special abilities, they bear burns and
Controller Belleme’s whereabouts depend on when disfigurements from extended z-radiation exposure,
Gr o u p of 5 Avera g e
the PCs arrive. If they’re in hot pursuit—a few hours or and all wear Venu masks as part of their armour.
( +1) M i nor N PC s
less—then she’s still captive aboard the Cat’s Cradle. Five platoons make up a section—the full marines
If a longer time has passed, she has already been complement aboard the Claw Vengeance.
transferred to the Claw Vengeance, which is making
Stress:
ready to leave system for a destination deep inside
Venu Space. Scale: Medium (+0)
Make a judgement based on your game’s pacing: Aspects: Violent Nucleic Z-Light.
an exciting option may be to have the PCs arrive just as
Skills: Average (+1) Ranged Combat (+4 teamwork bonus).
the Cat’s Cradle is transferring Belleme into the Venu
executor’s clutches!
42 Dominion Quickstart
GIDRA MUR
ELLEN GALEN BELLEME
Venu Executor
Physical Stress: 1 Supporting NPC
2 3
Mental Stress: 1 2 3 4
Physical Stress: 1 2 3
Mental Stress: 1 2 3 4
Consequences: 2 mild + 1 moderate
Scale: Medium (+0) Consequences: 1 mild + 1 moderate
Introductory Adventure 43
SEARCHING THE SHIP and Minds and The City People for possible things to do next.
While the PCs may doggedly search every part of the If Controller Belleme wasn’t rescued, the PCs may be on their
warhawk, it makes more sense to hack Controller Belleme’s own. What will they do? They can return to Commonality Space to
monitor band cloak (page 28). PCs may use hand scanners the nearest SCI Force bureau to request instructions—or they can
or PSAs, or even their ship’s Active or Passive Sensing skills, reject a future in SCI Force, and head out on their own, looking for
to identify and then locate the cloaked signal. If Belleme adventure. The star map on page 47 provides a starting point, and
suspects the PCs are looking for her, she makes a hacking the Mindjammer RPG core book and upcoming Mindjammer
attempt herself, creating a Mindscape Flare advantage the PCs Companion detail many worlds and octants of space to explore.
can home in on. Perhaps they’ll go beyond the Commonality frontier, and take part
in the independence conflicts flaring across The Far Havens?
FIGHTING TO THE DETENTION BLOCK
Once the PCs know where they’re going, they must fight
through the warhawk defenders to get there, a contest (page
5) using Athletics, Deceive, or Stealth; other characters can What If the PCs Capture the Warhawk?
provide Covering Fire advantages. The opposition is the attack
rolls of the Venu opposition: Gidra Mur, the Venu Marines, and The PCs may find themselves in control of a Venu
any survivors from the Dominate agents. If they accumulate 3 warhawk at the end of this adventure. Although it’s a
victories, the PCs push through to the holding cells (location 7); potential intelligence coup, there are problems.
in any exchange where they fail, characters pushing through First, the Venu brainjack won’t cooperate with the
take physical stress damage equal to the amount by which they PCs’ requests to pilot the ship through 2-space (in fact,
failed their rolls. the PCs will barely have a clue how to communicate
Alternatively, the PCs can treat this encounter as a physical with it). Short of a Commonality 2-space jump tender
conflict—attacking the Venu defenders directly to take them out or a planeship with a huge docking bay, there isn’t any
before attempting to reach the holding cells. way to get it out of the Clascamurd system.
Second, the Venu and Zarusians on Clascamurd
Follow Up will investigate the scene of the battle. Unless the PCs
At the end of this scene, the adventure is finished—although return to Yand almost immediately, they’ll face an
there may be more to do: see the Epilogue. overwhelming force unless they can run for the jump
point again (page 39).
In the final analysis, though, the PCs can extract
EPILOGUE valuable information from the warhawk even in the
There are many ways to conclude Dominion. If the PCs have short time they have, thoughtcasting direct perception
done badly, the Yand system may now be in a secessionary crisis, feeds to the Mindscape for later analysis. Treat this
attempting to leave the Sentient Alliance and join with the Venu- as a Detailed Intelligence on the Claw Vengeance
allied Zarus Dominate. They have some explaining to do! Warhawk situation aspect which the PCs can make use
If they’ve done well, then Yand is still a bastion of Alliance cul- of back in Alliance or Commonality Space.
ture against the Venu. If Controller Belleme has been rescued, the
PCs have a new boss and a life in the Security and Cultural Integrity
Instrumentality to look forward to—see the adventures Hearts
Advancement
At the end of any Mindjammer adventure, players have an
Plot Variation: Rescuing Belleme opportunity to improve their characters. In addition to the
usual minor milestone they get at the end of every session
Even if the PCs rescue Belleme before the end of the (page 9), they may also do all of the following:
adventure, you can still continue play. Now they have
a “boss”, and a new goal—to find the mastermind • Gain a new skill point to buy a new skill or increase an
behind the kidnapping plot. There may be surviving existing skill by 1 point (remember you can’t have more
Dominate agents to interrogate, and then an assault skills at one level than any of the levels below it).
on Crade—who may even now make a break for the • Rename a severe consequence to begin the recovery
Clascamurd rendezvous point. process (page 8), if you haven’t already.
• Buy a new extras aspect in exchange for 2 points of your
refresh (page 4).
44 Dominion Quickstart
Everything Can Be a Character. . . . . . . . . . . 7 Space Combat . . . . . . . . . . . . . . . . . . . . . . . . 40
INDEX Experience and Advancement. . . . . . . . . . . 9
Falling Foul of the Law. . . . . . . . . . . . . . . . . 27
Stake Out. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Streetwise . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Actions and Advantages. . . . . . . . . . . . . . . . . 5 Gidra Mur. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Stress . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Advancement. . . . . . . . . . . . . . . . . . . . . . . . . 44 Gravity. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9, 31 Stunts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Aspects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Halo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Tari, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Cat’s Cradle, The. . . . . . . . . . . . . . . . . . . . 38; 40 Healing and Recovery. . . . . . . . . . . . . . . . . . . 8 Tech Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Chronodisplacement. . . . . . . . . . . . . . . . . . 19 Hush Basics. . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Tensor Station—Yand’s Starport . . . . . . . 19
Claw Vengeance, The. . . . . . . . . . . . . . . . . . . 40 Ladder, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Thunder Shield Hostile Environment APC.34
Conflicts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Language and Naming Conventions. . . 18 2-Space Jump. . . . . . . . . . . . . . . . . . . . . . . . . 39
Consequences . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Mandala. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Yand. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Contests. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Mindscape, The . . . . . . . . . . . . . . . . . . . . . . . . . 5 Day and Night . . . . . . . . . . . . . . . . . . . . . . . . 16
Crade. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Tracking Belleme . . . . . . . . . . . . . . . . . . . . . 28 Ecosystem . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Base . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Mugongai Incident, The . . . . . . . . . . . . . . . 17 Physical . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16;
Mechanical . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Organisations and Agencies. . . . . . . . . . . 17 Timeline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Default Plot Thread. . . . . . . . . . . . . . . . . . . . 21 Playing Dominion as a One-Shot. . . . . . . 23 Twin Faces. . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Timeline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Plot Stress. . . . . . . . . . . . . . . . . . . . . . 23; 22, 24 Locations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Descending the Old Pillar. . . . . . . . . . . . . . 31 Rolling Dice. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Yand, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Domination Attack. . . . . . . . . . . . . . . . . . . . 33 2d6. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Mongute . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Do This After Every Session. . . . . . . . . . . . 27 4dF. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Zarus Dominate, The . . . . . . . . . . . . . . . . . . 14
Ellen Galen Belleme. . . . . . . . . . . . . . . . 43; 28 Situation Aspects. . . . . . . . . . . . . . . . . . . . . . . . 4 Zones and Ranges. . . . . . . . . . . . . . . . . . . . . . . 8
Equipment and Extras. . . . . . . . . . . . . . . . . . . 8 Skill Rolls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
KICKSTARTER
Walter, Carlos Castaño Gonzalez, Carlos Daniel Muñoz Diaz, Divineseeker, DivNull Productions, Dominic Mooney, Don
Carlos Ovalle, Carmen Bellaire, Carroll J Hunter, Carsten Arnold, Donald Crankshaw, Donald Edmonds, Dorian
CREDITS
Lederer, Cassandra Moore, Catherine Halpern Dock, CB Ash, Knight, Doug Grimes, Doug Sims, Douglas Mawhinney,
Charles Alston, Charles Davis, Charles Dexterward, Charles Douglas Molineu, Doyce Testerman, Dragginz, Dragon’s Lair
A V Jones, Aaron H, Aaron Nuttall, Achim Oppelt, Adam Eklund, Charles Engan, Charles Evans, Chaviro, Chris Comics & Fantasy Austin, Drew Wendorf, Duncan Bain,
Brant, Adam Brooks, Adam Conlan, Adam Crossingham, Bekofske, Chris Bond, Chris Collins, Chris Dolunt, Chris Duncan Usher-McGee, Dustin Evermore, Dustin_00, Dylan
Adam Derda, Adam Dray, Adam Fry, Adam Matherly, Adam Edwards, Chris Halliday, Chris Hartford, Chris Hitchcock, Sinnott, Ed Kiernan, Ed Kowalczewski, Ed McWalters,
Rajski, Adam Whitcomb, Adrian Arias-Palomo, Adrian Chris Kenna, Chris Little, Chris Lloyd, Chris M Brewer, Chris Edward Brodie, Edward Kabara, Edward Sturges, Eibaan,
Maddocks, Adrian Smith, Adumbratus, Akos Varga, Al Mercer, Chris Michael Conrad, Chris Sleep, Chris Slowinski, Elaine McCourt, Elsidar Amhransidhe, Enrique Esturillo
Billings, Al Rosales, Alan Kohler, Alan Millard, Albert Chris Stewart, Chris Stuetzle, Chris Wenn, Christian “Corvus” Cano, Eric, Eric Bonnet, Eric Brooke, Eric Coates, Eric Greve,
Nakano, Alberto Colombo, Alberto del Pozo, Alessandro Häusler, Christian Duus, Christian Hanisch, Christian Peter, Eric Haste, Erik Källman, Errikos Erol Hammer, Eternal
Ricco’, Alexandra Markusson, Alf Granger, Alfredo Christian Schreinemachers, Christoph Lühr, Christopher D Arnaldo “Kurono“ Lefebre, Eulogio Gutierrez, Fabrice
Amatriain, Alistair Cleave, Aljen, Allan Carpenter, Alun Meid, Christopher Miranda, Christopher P Stilson, Canepa, Fabrice Gatille, Fabrice Laffont, Filipe Cunha,
Rees, Amir B, Anders Garmo, Andreas P Rauch, Andreas Christopher P. Crossley, Christopher Polky, Christopher Fireside, Florian Schwennsen, Floris Meijer, Francesco
Timel, Andres G Aguirre, Andrew Alsberge, Andrew Brown, Shaffer, Christopher Shotwell, Christopher Trdan, Claus Bo Martinati, Francisco Blanca, Francisco José Frontiñán Pardo,
Andrew Brownell, Andrew Cook, Andrew Foxx, Andrew Christensen, Claus Bornich, Clayton Culwell, Clint Williams, Francisco Mesa González, François Mainguet, Frank Janik,
Grant, Andrew Head, Andrew Knipfer, Andrew Mertz, Coman Fullard, Conner Jimison, Conrad Murkitt, Corey Liss, Frank Rafaelsen, Fraser Simons, Fred Davis, Fred Sanchez,
Andrew Moore, Andrew Moreton, Andrew Phillip Moore, Corey Spillis, CottonCthulhu, Craig, Craig Bogun, Craig Frédéri Pochard, Frederic Ferro, Gábor István Vass, Galen
Andrew Rout, Andrew Sahlberg, Andrew Sturman, Andrija Burton, Craig Huber, Craig Lee, Craig Maloney, Craig Teschendorf, Gareth Davies, Garrett P. Shatford, Gary
Popovic, Andy Agnew, Andy Antolick, Andy Hirth, Andy Namvar, Craig Senatore, Curt Kremer, Curtis Anderson, Cyril Anastasio, Gary Bingham, Gavin Cheang, Ged Trias, Gene
Law, Andy Leighton, Andy Sangar, Andy Tuttle, Angel Pasteau, Dain Lybarger, Damian Lund, Dan Byrne, Dan Demaitre, Genester, Geoff Nicholls, Geoffrey Rabe, George
Moreno Beltran, Angela Robertson, Angus MacDonald, Moody, DaNay Minnick, Daniel Butz, Daniel Charlton, Ashton, George Hope, Gerald Rose, Gian Holland, Giulio
Annette Beatwell, Antonio Morena Bañuelos, Aoren, Daniel Delaney, Daniel Elwell, Daniel Gregory, Daniel Cesare Giorgini, Glen Eis, Glen Taylor, Glenn Berry,
Argel1200, ArkhamNative, Arnaud Le Gué, Arthur Dent, Henderson, Daniel Hernández Garrido, Daniel Holmberg, Glyptodont, Glyss, Gonzalo Dafonte Garcia, Gordon Duke,
Arthur McMahon, Arwyn Maxwell, Asurber, Atlictoatl, Aviv Daniel Jacobsson, Daniel Ley, Daniel Markwig, Daniel Gordon Munn, Gordon William McLennan, Graeme Rigg,
Beeri, Barry T Snyder, Bastian Clarenbach, Bastian Platz, Mosley, Darrick Dahl, DaseinWasHere, Dave Brown, Dave Graham Owens, Graham Spearing, Greg Conant, Grégoire
Ben Frost, Ben Mullen, Ben Quant, Ben Toon, Benny Luxton, Dave Sanders, Dave Sherohman, David A. Nolan, Pinson, Greg Stevens, Gregory Faber, Gretyl, Gustavo
Cooper, Bhelliom Demian Rahl, Bill Garrett, Bill Kokal, Bill David Ackerman, David Buswell-Wible, David Chart, David Campanelli, Haakon Olav Thunestvedt, Hein Ragas, Helge
Weir, Blake McCormack, Blue Tyson, Bob Ferris, Bob Dalton, David Dorward, David Hurn, David Jack, David Hudel, Hendel Masad, Hendrik Neumann, Henry F. Haskell
Langley, Brad De Gregorio, Brad Osborne, Brennan Dawson, Jakowyszyn, David Lai, David Leaman, David Ma, David Jr, Herman Duyker, Hjalte Bak Bernhardson, Hobbie Regan,
Brett Bozeman, Brian Allred, Brian Borth, Brian Callies, Matthew Collinson, David McCracken, David Millians, David Holger Hansch, Hugh Laird, Ian Bogert, Ian Borchardt, Ian
Brian Goubeaux, Brian Greer, Brian Isikoff, Brian Kurtz, Morris, David Paul Guzmán, David Rivas Ascaso, David Kirby, Ian Liddle, Ian Magee, Ian McFarlin, Ian Morton, Ian
Brian Sommers, Brook West, Bruce Baugh, Bruce Robinson, David Scoggins, David Starner, David Terhune, Stronach, Ian Ward, Ian Woodley, Imunar, Inkoia,
Ollerenshaw, Bruce Turner, Bryan Brake, Buster, C W Piper, Davide Orlandi, Declan Feeney, Denis Crucifix, Denis Ricard, Insomniac009, Isaac Carr, Ismael Farias, J. Keith Wykowski,
Caitlin Jane Hughes, Calanth, Cameron Jacobs, Cameron Derek Lynch, Derek Mayne, Devan Leon Allen, Devin Croak, J. Michael Looney, Jack Gulick, Jacob Kemp, Jacob Possin,
Paine, Cang Ling Yee, Carl Clare, Carl Lamb, Carl Pabst, Carl Dexter Stevens, Dillon Burke, Dion Sayles, Dirk Brandherm, Jacob Thompson, Jakob Schmidt, James Boldock, James
Introductory Adventure 45
Crowder II, James Cunningham, James Davion, James Howard, Martin Cook, Martin Greening, Martin Krebs, Mundy, Richard Percy, Richard Poffley, Richard van den
Graham, James Henry, James Hollywood, James Robertson, Martin Legg, Martin Oakley, Martin Saufaus, Marty Heever, Richard Woodfield, Rilís Dekraken, Robby
James Rouse, James Silvers, James Spinner, James V Nutley, Chodorek, Marty Gentillon, Masaki Yamazaki, Mathieu Anderson, Rob Mayer, Rob Thornton, Rob Will, Robert
James Wood, Jamie, Jamie Revell, Jamie Wheeler, Jan Rosa, Castex, Matt Guyder, Matt Johnson, Matt Trent, Matt Adornato, Robert Bell, Robert Daines, Róbert Dániel Kovács
Jan Stals, Janning Cunis, Jared Groth, Jason Childs, Jason Wrycraft, Matteo Signorini, Matthew B, Matthew C H , Robert Flowers, Robert G. Male, Robert Kim, Robert Miller,
Corley, Jason Leisemann, Jason Morton, Jason Reynolds, Winder, Matthew Dickson, Matthew George, Matthew Robert N Emerson, Robert Rydlo, Robert Slaughter, Robert
Jason Smith, Jason Steel, Jason Woodburn, Jason Horoszowski, Matthew Johnston, Mattias Kasche, Max Wood, Roberto Hoyle, Robin Lees, Rodney J Kelly, Roger
Youngberg, Javeed Hussain, Javier Diaz Suso, Javier Gaspoz, Kaehn, Megan Greathouse, Melissa Bollen, Mendel Bell West, Roger Burgess, Roland Bahr, Rook, Rory Hughes,
Javier Perez Garcia, Jayna Pavlin, Jean Durupt, Jean Gamba, Schmiedekamp, Michael, Michael Allen, Michael Bowman, Ross “Galihad” Standley, Ross, Ross Smith, Roy Zemlicka,
Jean-Marc Tommasi, Jebus, Jeff Barber, Jeff Eaton, Jeff Michael Broggy, Michael Chernicoff, Michael Connolly, Rui Avelino, Rukesh Patel, Russell Hoyle, Russell
Jones, Jeff Lowe, Jeff Monahan, Jeff Sinclair, Jeff Vincent, Michael D Opdyke, Michael De Rosa, Michael Esmailzadeh, Ventimeglia, Ryan Cronkhite, Ryan Kent, Ryan Lankton,
Jeff Zeitlin, Jefferson Watson, Jeffrey Hosmer, Jenevieve Michael Feldhusen, Michael Fish, Michael G, Michael Ryan Lybarger, Ryan Percival, Ryan Robinson, S. “Bo“
“Tasha” DeFer, Jeremy Baker, Jeremy Downey, Jeremy Gebhard, Michael Hill, Michael J. Raymond, Michael Martensson Jr, Sabrina Klevenow, Samuel Penning,
Hamaker, Jeremy Kear, Jesper Anderson, Jesper Cockx, Kusternig, Michael Lord, Michael P. Jung, Michael Page, Scelous, Scot MacNaughton, Scott Berger, Scott Ferguson,
Jesse Goble, Jesús Rolero, Jim Catchpole, Jim Clunie, Jim Michael Pedersen, Michael Römer, Michael Rust, Michael Scott G White, Scott Gable, Scott Galliand, Scott Jenks,
Sharples, JMobius, Joachim Schulz, Joakim Andersson, Sauer, Michael Sim, Michael Smith, Michael Smith, Michael Scott Turner, Sean McLaughlin, Sean Mulhern, Sean Smith,
Jochen Linnemann, Joe D, Joe Martin, Joe Stacey, Joel Thompson, Michael Tice, Michael Tully, Michael Wightman, Seana McGuinness, Sebastian Dietz, Sebastian Schütte,
Daves, Johannes Oppermann, John “johnkzin“ Rudd, John A Micheal D. Frantz, Miguel L. del Pueyo, Miguel van de Laar, Sebastian Stein, Sebastian Weil, Sebastien Corne, Selene
W Phillips, John Bogart, John C Hay, John Christensen, John Mike Baumann, Mike Bunch, Mike Coleman, Mike Davey, O’Rourke, Semiomant, Sergio Somalo, Seth A Spurlock,
Clayton, John D Holmes, John Dodd, John Fiala, John Fiore, Mike Foster, Mike Nudd, Mike Retzlaff, Mikko Västi, Milton Seth Halbeisen, Seth Hartley, sev, Shadowsmith, Shan
John Frederick Johnson II, John Geyer, John Knight, John Murphy, Miquel Tankard, Mirco Adam, Mitchell Christov, Lewis, Shaun Lane, Sherry Lawter, Simon Brunning, Simon
Lambert, John Lambert, John M Rossello, John M. Portley, Mitchell Evans, Morten Strårup, Murdercarrots, Nathan, Carter, Simon Early, Simon Morris, Simon Plain, Simon
John R Hood, John Rogers, John Snead, John W. Luther, Neal Freeman, Negromaestro, Neil Coles, Neil Mahoney, Ward, Simon Withers, Sioc, SnakeDr, Sophie Lagace,
John Westher, John Wilson, John Wyatt, John Zmrotchek, Neil Merrifield, Neil Smith, Neil Thompson, Nephlm, Stargazer, Stefan Peschl, Stefano Carluccio, Stefano Cinotti,
Johnny Casady, Jon, Jonas Evertsson, Jonas Karlsson, Newton Grant, Niall Gordon, Nicholas Peterson, Nicholas Stephan Szabo, Stephen Avaient, Stephen Rider, Stephen
Jonatan Wernersson, Jonathan Korman, Jonathan Pichard, Rowe, Nicholas Tibbetts, Nick, Nick Bate, Nick Carter, Nick Rubin, Steve Dempsey, Steve Discont, Steve Dulson, Steve
Jonathan Rose, Jonathan Souza, Jonne Savolainen, Joonas Ciuffreda, Nick Pilon, Nickolai Leschov, Nicola SuperNando Ellis, Steve Gregan, Steve Knittel, Steve Kunec, Steve
Teurokoski, Jordan Deal, Jorden Varjassy, Joris Van der Vorst, Corticelli, Nicola Urbinati, Nigel Clarke, Noah Doyle, Norbert Mackenzie, Steve Turner, Steve Weston, Steven Beeson,
José Luis Porfírio, Jose M Romero, Jose Oscar Lopez Sztakovits, Oliver Peltier, Olivier, Olivier Bruyat, Orchal, Osye Steven Carr, Steven Fujisaka, Steven Lord, Steven Moy,
Rascado, Joseph B Connors Jr, Joseph Harney, Joseph Scott Pritchett, Ove Ødegård, Pablo Saldaña, Paco Garcia Jaen, Steven Warble, Stirling Westrup, Stoo Goff, Stuart Skilton,
Lawter, Josh Rasey, Josh Rensch, Joshua Cameron, Joshua Pak Mhojadee, Paladin von Korff, Paolo Castelli, Paris Conte, Susan Davis, Suzy, Svend Andersen, Tamuz, Tarry Higgins,
Krage, Joshua Ramsey, Joshua Smith, Joshua Thorne, Patrice Hédé, Patrice Mermoud, Patricio Gonzaga, Patrick Taylor Eichen, Ted Johansson, Teofilo Hurtado, Terry Gilbert,
Joshua Wahl, Juan Francisco Gutierrez, Juan Jimenez, Juan Huey, Patrick ‘JiaoshouX’ Taylor, Patrick Kraft, Patrick Thewarstore.com, Thierry De Gagné, Thomas Balls-Thies,
Manuel Gonzalez Paz, Juanma Barranquero, Julian Hayley, Maughan, Patrick Pilgrim, Patrick Sayet, Paul “Fatpob” Thomas Frank, Thomas Hume, Thomas Ladegard, Thomas
Justin Vander Schaaf, K Malycha, K&R Doros, Kaervack, Karl Goldstone, Paul Baldowski, Paul Bendall, Paul Browning, Markwart, Thomas Nistelberger, Thomas Powell, Thomas
Lloyd, Karl Rodriguez, Karl Scheer, Karl The Good, Karsten Paul Hayes, Paul Johnson, Paul Lukianchuk, Paul Mitchener, Thompson, Thomas Vanstraelen, Tiffany Korta, Tim Ellis,
Blechpirat, Kean Stuart, Keary Birch, Kees Dedeu, Keith E. Paul Rivers, Paul Snow, Paul Townsend, Paul Wilcox, Pedro Tim Goldenburg, Tim Jenkins, Tim Ryan, Timothy Carroll,
Hartman, Keith Jacobson, Keith Johnson, Keith Mantell, Alfonso Dodero Escalante, Pedro Garcia, Pedro R. Martínez Timothy Collinson, Timothy E Barth, Timothy Newman,
Keith Mingus, Ken Foster, Kendrick Hernandez, Kevin Pérez, Pegana, Pete Lombardi, Peter, Peter Dean, Peter Tobias Niemitz, Todd LaRoche, Tom Taylor, Tom Zunder,
Dearn, Kevin Solie, Kevin Wine, Kevin Wixson, Kirk Foote, Engebos, Peter Evanko, Peter Gates, Peter Griffith, Peter Tomas Burgos-Caez, Tomi Suuronen, Tommy K Chu, Tony
Kit Wessendorf, Kurt McMahon, Kyanor, Lance Grace, Lars Mancini, Peter Moore, Peter Tracy, PeterK, Petri Wessman, Kerstan, Tony Lin, Tony Popowski, Tony Strongman, Torkan
Holgaard, Lasse Malinen, Lee Graham, Lee Leggett, Leigh Phil Binkowski, Phil Stonerunner, Philip Masters, Philip Erenturk, Torsten Bernhardt, Torsten Seitz, Travis Carpenter,
Perkin, Leslie Williams, Leslie Wilson, Lobo, Logan Vint, Philipp Kewes, Philipp van Hüllen, Philippe Marichal, Travis Casey / Ebon Gryphon Games, Travis Foster, Travis
Westbrook, Loz Crump, Luc Millette, Luc Teunen, Lucas Phill Juffs, Phill Webb Backer 554, Phillip Bailey, Phillip Smith, Trevor Reeve-Newson, Trip Space Parasite, Tristan
Bonsignore-Boisset, Lukáš Paulus, Luke Miller, M Burton Gates-Shannon, Phillip Sacramento, Phillip Wolf, Pierre Harness, Ty Elrod, Tymoteusz Demel, Ulairi, Victor Fajardo
Hopkins Jr, Mad Jay, Magnus Gillberg, Malcolm, Manu Gauthier, Pierre Savoie, Pookie, R Schulte-Ladbeck, Rafael Lopez, Victorpc, Vincent Arebalo, Wade Nelson, Waelcyrge,
Marron, Manuel Alfredo Moya, Marc Margelli, Marc Reyes, Cerrato, Rafael Gutierrez, Ralph Boettcher, Ramon Bernardo Wajanai Snidvongs, Warren Mockett, Warren Nelson,
Marc Stalin, Marcin Paździora, Marco Rower, Marcus Arena, Masalias Lascosqui, Ramón Domingo Herreras, Ramón M. Warren Seychell, Wayne Ligon, Wesley Street, Weston
Marihito, Mario Butter, Mario Gauthier, Marius Bredsdorff, Navarro, Raun Sedlock, Raymond Fowkes Jr., Raz Kabooz, Harper, Will North, Willem van der Horst, William James
Mark A. Siefert, Mark Davidson, Mark Hanna, Mark Lesny, Reg Stuart, Renzo Crispieri, Reto M. Kiefer, Ricardo Graham, William Masters, William Oliver, William Scott
Mark Leymaster of Grammarye, Mark Magagna, Mark Garcia-Barrios Alvarez, Rich Neves, Richard Barnhouse, Palmer, William Straley, Woodrow Jarvis Hill, Xavier Dolci,
Perry, Mark Poles, Mark Shocklee, Mark Somogyi, Mark Richard Fields, Richard Forster, Richard Graham O’Rourke, Yan Shen, Yohann Mallier, Yoyomek, Zach Hunt, Zachery Bir.
Thompson, Markus Raab, Markus Schoenlau, Martin C. Richard Greene, Richard Harrison, Richard Lock, Richard
46 Dominion Quickstart
We hope this Dominion Quickstart has given you a
taste for Mindjammer: The Roleplaying Game and
the universe of the New Commonality of Humankind!
Check out www.mindjammer.com for lots more,
including a hugely expanded core rule book, and
supplements, campaign packs, and adventures to
take your far future transhuman adventures to the
stars. The Commonality salutes you!
WWW.MINDJAMMERPRESS.COM
Introductory Adventure 47
48 Player Handouts