TEXT: M i n d j a m m e r
  TM
  THE FAR HAVENS
  A LIGHT IN THE DARKNESS ABOVE THE GALACTIC PLANE
  A MINDJAMMER SOURCEBOOK
  by Graham Spearing and Paul Mitchener
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  TM
  THE ROLEPLAYING GAME
  THE FAR HAVENS
  A LIGHT IN THE DARKNESS ABOVE THE GALACTIC PLANE
  A MINDJAMMER SOURCEBOOK
  by Graham Spearing and Paul Mitchener
  s a r a h  n e w t o n s
  
  2
  Credits
  Mindjammer: The Far Havens written by  
  Paul Mitchener and Graham Spearing
  Additional writing by Sarah Newton
  Cover Art by Jason Juta
  Layout and Graphic Design by Jason Juta
  Interior Art by Jason Juta, Andy Wintrip and Daniel Voss
  Graphic Design Elements by Josephe Vandel and Paul Bourne
  Deckplans and Logos by Ian Stead
  Cartography by Sarah Newton and Jason Juta
  Edited by Sarah Newton
  Art Direction by Jason Juta
  Proofreading by Paul Mitchenever, Sarah Newton, and 
  Graham Spearing
  Playtesting by Glenn Berry, Glen Blyth, James Boldock, John 
  Dodd, Steve Ellis, Joshua Fox, Tore Nielsen, Nick Reynolds
  Produced by Chris McWilliam & Sarah Newton
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  Mindjammer Press Ltd is a private limited company, reg. no. 
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  Essex, CM20 2PQ, UK.
  © 2016 Mindjammer Press Ltd. All Rights Reserved. 
  Mindjammer™ is a trademark of Mindjammer Press Ltd.
  ISBN (ebook): 978-1-911380-03-0.
  ISBN (physical version): 978-1-911380-02-3.
  First paperback edition printed in the UK
  Product Code: MUH042205
  Published by Mindjammer Press Ltd, 35 Altham Grove, 
  Harlow, Essex, CM20 2PQ
  Distributed by Modiphius Entertainment Ltd, 35 Harwood 
  Road, London SW6 4PQ
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  Contents
  Chapter 1: Introduction
  Chapter 2: Far Havens Characters
  Chapter 3: Technology of the Far Havens 
  Chapter 4: Vehicles of the Far Havens
  Chapter 5: History of the Far Havens
  Chapter 6: Far Havens Organisations
  Chapter 7: Ancient Ruins
  Chapter 8: Worlds of the  
  Haven Protectorate
  Chapter 9: Far Havens Personalities
  Chapter 10: Human Threats 
  and Alien Menaces
  Chapter 11: Far Havens Campaigns
  Chapter 12: Where the Stars Grow Thin…
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  4
  The Far Havens
  CHAPTER One
  INTRODUCTION
  Memetic
  Cascade
  The Far Havens is a supplement for the Mindjammer roleplay-
  ing game, describing an exotic outer worlds polity. Beyond the 
  galactic plane, where the stars grow thin, you’ll find:
  • 
  Colonised worlds prospering beyond the Commonality 
  Frontier. What lessons can they teach?
  • 
  Synthetic intelligences controlled by the Asimov Proto-
  cols. What does it mean to be a slave?
  • 
  Eugenics programmes run by the Human League. What 
  does it mean to be human?
  • 
  Ancient factions comprising the mighty collegia. Who 
  really holds power?
  • 
  The declining Wayfarers’ Guild whose monopoly has been 
  broken by New Traders. Adapt or die? 
  • 
  A flock of Stargull fighters on the edges of the Protector-
  ate. What adventures await?
  • 
  The scattered ruins of the ancient Opterans. What past 
  secrets do they hold, and what warnings for our future?
  WHAT ARE THE FAR HAVENS?
  The Far Havens was a slower-than-light polity 500LY beyond 
  the current Commonality Frontier. It was rediscovered by an 
  aberrant event horizon probe a century ago. Although the 
  return unit reported back to the Commonality, the planetsider 
  went AWOL, breaching contact protocols and announcing 
  itself to rediscovered populations and interfering in their cul-
  tures. By the time the Commonality dispatched a follow-up, 
  the Far Havens had been roused to armed resistance, and 
  rebuffed all attempts at integration. Since then the Common-
  ality has kept its distance: the Far Havens isolation makes 
  contact efforts costly, but also, after the disastrous Venu first 
  contact, the Commonality is wiser, inclined to bide its time.
  The Far Havens had an interstellar civilisation thousands 
  of years before Commonality contact, encompassing a 
  close-knit core of worlds and a farther-flung web of colonies. 
  Since Rediscovery, it has used information garnered from the 
  “Commodus” event horizon probe to construct a rudimentary 
  planing engine, piloted by a team of heavily-restricted AI 
  and genurgically-enhanced human—the so-called Haven 
  Duopoly—and has welded its worlds into an embryonic “pro-
  tectorate” intent on resisting Commonality encroachment.
  The Haven Protectorate
  The Haven Protectorate is the formal name of the Far Havens. 
  It’s a loose alliance of a hundred or so worlds bound by 
  common values of democratic governance, freedom, and 
  capitalism. In practice the degree of democracy and freedom 
  found there varies from world to world: some may not have 
  the right to vote, or may labour under tyrannical or corpo-
  rate rule. Theoretically the most important of these worlds, 
  the twenty-five or so Haven electorates represented in the 
  Haven Senate, must satisfy minimum standards; but not 
  all advanced worlds are electorates, and not all electorates 
  satisfy these conditions perfectly. However, once electorate 
  status is granted, it is not taken back, even after millennia.
  An ideal of freedom prevails in the Far Havens—the free-
  dom to choose who rules you, to make your living however 
  you choose. The Protectorate cohered by virtue of these 
  shared ideals even in pre-FTL times, thanks to the interstellar 
  organisations known as the collegia (page 5).
  Fire your planing engines beyond the Rim, above the galactic plane to the outer worlds, free 
  from Commonality assimilation. There’s a bounty out here on Event Horizon Probes, and we 
  only trust the Synthetics who know their place is to serve us. We guard against envelopment.
  Think free: live true. We are the Far Havens. We stand together: we go beyond.
  — Callum Yie, longest serving member of the Far Havens Senate
  
  5
  Introduction
  The Haven Core
  The Haven Core was settled in antiquity by three Old Earth 
  colony vessels. It comprises three worlds: two orbiting a 
  double star, and a third around a nearby companion. These 
  three worlds are Haven Prime, Haven Beta, and Sanctum.
  The ties between the worlds of the Haven Core, together 
  with advances in energy production, meant that slowships 
  regularly travelled between them. True, Sanctum remained 
  months away from its fellows—but not years or centuries.
  In time, the Haven slowships settled worlds beyond the 
  Core, in the sector of space which would one day become 
  the Haven Protectorate. These worlds maintained loose but 
  formal connections with the Core, connections which have 
  become far more frequent since the invention of planing.
  Collegia and Specialists
  One of the binding forces of the Far Havens are the powerful 
  interstellar organisations called the collegia. The oldest dates 
  back to the earliest settlement of the Core. The collegia are 
  more than just guilds or corporations; they are officially parts 
  of the Protectorate’s elected government. Several of them 
  directly rule whole systems. The collegia are:
  • 
  The Collegium of Archivists: Scholars, historians, scien-
  tists, and advisors.
  • 
  The Collegium of Negotiators: Diplomats, lawyers, 
  bankers.
  • 
  The Martial Collegium: Soldiers, space marines, police.
  • 
  The Robotics Collegium: Technicians, programmers, 
  engineers.
  • 
  The Wayfarer’s Guild: Spacefarers, traders, starship pilots.
  Associated with the collegia are specialists, humans with 
  hereditary augmentations. Created millennia ago, they now 
  occur randomly in the Far Havens population as the collegia 
  have long since lost control of their lineages. They include:
  • 
  Eidetics, with perfect memory.
  • 
  Empaths, observers and manipulators of human emotion.
  • 
  Hoplites, genetically engineered soldiers.
  • 
  Observers, with superhuman powers of observation.
  • 
  Programmers, interfacing with machinery and synthetics.
  • 
  Voyagers, with longevity and spatial navigation skills.
  Synthetics
  Synthetics are used throughout the Far Havens, often in 
  crucial roles. However, synthetic tech is less advanced than 
  the Commonality, and limited by design. Following the 
  Commodus Incident (page 36), Commonality synthetics are 
  prohibited without special dispensation and restrictions.
  Far Havens synthetics differ from Commonality counterparts. 
  Their personalities are not eidolon-based but wholly artificial, 
  maintained by the Asimov Protocols (page 11), command-
  ments to never harm a human, to obey human orders except 
  Getting to the Far Havens
  The Far Havens are located in the thin spray of stars 
  in the upper part of the Milky Way’s galactic halo, in 
  the notional sector of space directly “above” the Rim 
  Sector. Their core worlds lie 500 light years beyond the 
  Commonality Frontier, at the end of a tenuous spiral 
  of intermittent 2-space routes known as the Helix 
  Corridor. Even by T10 Hyper Wing this is a 27-week 
  journey from the Frontier, but most non-military ves-
  sels make the Helix Run in a little over a year. At current 
  rates of expansion the Commonality won’t reach the 
  Far Havens for another century and a half—they are a 
  long way away.
  
  6
  The Far Havens
  those to cause harm, and to protect themselves except when it 
  contravenes the other protocols.
  The Asimov Protocols mean that Far Havens synthetics 
  are human servants. They’re expensive, and not used trivially 
  except by the rich. Though clearly inhuman, they’re usually 
  humanoid, performing human-oriented tasks. They’re used 
  for dangerous labour, often in conditions inimical to human 
  life. It’s an uncomfortable yet unrecognised truth in the Far 
  Havens that synthetics can be as sentient as humans; yet the 
  Commonality, where synthetics are full citizens, feels wrong…
  There are far fewer synthetics than humans on most Far 
  Havens worlds; their production is restricted by cost and by 
  Protectorate treaties. Most are owned by Corporacies and 
  governments, though some are in private hands: a synthetic 
  butler or bodyguard is a status symbol.
  Protectorate synthetics have developed from primitive 
  models over generations. They are complex enough that they 
  can only be manufactured by other synthetics, subject to rig-
  orous human oversight. Legal restrictions prevent their often 
  inhuman personalities from further advancement. 
  Far Havens attitudes towards synthetics strain relations 
  with the Commonality, which they believe has surrendered its 
  freedom to rule by machines. Conversely, the Commonality 
  believes the Far Havens use the Asimov Protocols to enslave 
  fellow sentients—and the mental coercion imposed by the 
  Protocols makes their treatment of synthetics far worse. The 
  Protectorate finds this attitude baffling, an absurd comment 
  about machines designed to be useful.
  Nevertheless, the strain caused by this cultural conflict 
  pales before the Far Havens belief that the Commonality is a 
  hive mind which plans to take over the Protectorate...
  Synthetics and Starships
  Far Havens scientists engineered a functioning planing 
  engine following the Commodus Incident (page 36). Nev-
  ertheless, 2-space navigation remains extremely difficult 
  without the enhanced capabilities of starship sentiences.
  Confined by the Asimov Protocols, the Far Havens find the 
  idea of sentient starships difficult to stomach. Instead they 
  rely for planeship operation upon the Haven Duopoly: a 
  team comprising a synthetic even more restricted than usual 
  and an enhanced human pilot, usually a Voyager Specialist.
  These Voyagers perceive 2-space energy flows, but even 
  with enhancements full 2-space navigation is beyond them, 
  and so their role is to guide a synthetic navigator. Navigators 
  are restricted in function; unlike other humanoid Far Havens 
  synthetics, they’re little more than boxes that interface with 
  their ships. They’re bound by the Asimov Protocols, but due 
  to their restricted nature this means little more than being 
  guided by their Voyager partner and avoiding endangering 
  their vessel by taking it as safely through 2-space.
  Navigators lack the peripheral awareness, reaction speed, 
  and depth of experience typical of Commonality starship 
  sentiences. They face a This Ship Is Not My Body obstacle (+2 
  penalty) when making 2-space jumps (Mindjammer page 
  225). Most Far Havens ships follow Established 2-space Routes 
  with constantly updated astrogational data.
  Consequences incurred by navigators on failed planing 
  rolls include physical and mental damage. A Voyager (or other 
  2-pilot) supporting a navigator may incur consequences on 
  the navigator’s behalf. In this case, the Voyager’s consequence 
  is mental in nature, and the navigator also incurs a combined 
  physical / mental consequence at one severity less.
  The Opterans
  On many Far Havens worlds ruins and artefacts exist which 
  belong to an ancient, extinct alien race. Named Opterans for 
  their superficial resemblance to terrestrial dragonflies, they 
  and their technology are widely studied. Some finds have 
  exceeded Far Havens and even Commonality capabilities.
  Opteran remnants are at least a hundred thousand years 
  old. A spacefaring species, they were wiped out by unknown 
  forces over the course of a century. This troubles scholars, but 
  to most the mysterious fate of the Opterans is ancient history, 
  of purely academic interest—if that.
  
  7
  Characters
  CHAPTER TWO
  FAR HAVENS CHARACTERS
  Memetic
  Cascade
  CREATING FAR HAVENS 
  CHARACTERS
  Creating a Far Havens character follows the standard process 
  outlined in Mindjammer. The steps are as follows:
  • 
  Choose a character concept.
  • 
  Choose your culture and one cultural aspect. Two Far 
  Havens cultures are available: the Far Haven Protectorate; 
  and the Haven Hub.
  • 
  Choose your genotype. Genotypes available in the Far 
  Havens are: Far Havens Human, Canid, Synthetic, and 
  Specialist, described below. Pick a genotype aspect, and 
  note any mandatory extras. Unlike Commonality citizens, 
  people in the Far Havens (let alone canids or synthetics) 
  are not enhanced as standard.
  • 
  Choose a high concept and trouble. Go through the three 
  phases of character creation, and write down another 
  three aspects.
  • 
  Choose skills. You have one Great (+4) skill, two Good (+3) 
  skills, three Fair (+2) skills, and four Average (+1) skills. All 
  skills listed in Mindjammer are available.
  • 
  Choose from three to five stunts. All stunts listed in Mind-
  jammer apart from those relating to the Mindscape are 
  available. Note your refresh, equal to 5, minus any stunts 
  you have above three.
  • 
  You have an extras budget of one aspect, two stunts, and 
  six skill levels to spend on technological extras. Extras spe-
  cific to the Far Havens are given in Chapter 3: Technology 
  of the Far Havens (page 16). You can also use your regular 
  skill levels, stunts, and aspects on extras instead of your-
  self, but not the other way round. Deduct any mandatory 
  extras from your budget before buying more.
  • 
  Calculate stress and consequences normally.
  • 
  Note down your tech index (usually T7 for the Far Haven 
  Protectorate and T8 for the Haven Hub), and your habitu-
  ated gravity (standard unless you decide otherwise).
  • 
  Note any standard equipment you have. You automatically 
  “Beyond the constructed hive mind of the assimilating Commonality, far from the cold reach 
  of their synthetic autarchs, lies freedom, and our home in the Far Havens. Long may the 
  Protectorate stand fast against the threats of Commodus, the Commonality messenger sent 
  to awe us into obedience. Fractured we may seem, but when needed we are united, despite 
  the vastness of space between us.
  “My family are from the revered Wayfarers Guild, with Voyager eugenics strong in our 
  lineage. I do not hold to the Utopian rapture, for I have flown a Stargull across the Dragonfly 
  Ruins on Balar, and believe that all our fates are to be found there.
  “I am Jenitha, of the Artalla dynasty, and I will celebrate my third century by dancing 
  through the flower fields on Astra Gardens. Come, dance with me and taste true freedom.”
  — Jenitha Artalla, Wayfarer and Child of the Far Havens
  Optional Rule: Skill Points for Stunts
  If you wish you can spend 3 skill points from your 
  extras budget to buy a single extras stunt instead.
  
  8
  The Far Havens
  have any equipment you need to use your skills; this doesn’t 
  give you any additional bonuses beyond the ability to use 
  your skill. For more sophisticated equipment, pick an extra.
  CULTURES
  Two main cultures are available for Far Havens characters: the 
  Far Haven Protectorate, and the Haven Hub. It’s also possible 
  to find other smaller-scale local cultures on worlds which 
  have only just been contacted by either the Far Havens or 
  Commonality. 
  The Far Haven Protectorate
  There are many cultural differences between the worlds of the 
  Far Havens, but there are also common shared values, such as 
  democracy, freedom from central authority, and a materialist 
  philosophy. Trade has always been important between these 
  worlds, even—unusually—before they acquired planing 
  engines from the Commonality. 
  It’s a rare Far Havens world that doesn’t subscribe to most 
  of these values. The Far Havens electorates—the Protector-
  ate’s real powers—are worlds with a certain level of individual 
  or communal wealth (typically the former) which satisfy 
  certain minimum requirements of freedom and democracy. 
  It’s a cultural homogeneity which has kept the Far Havens 
  together, and its fragmentation as a result of Commonality 
  interference has been one of the main impulses leading to 
  the formation of the Far Havens resistance. 
  A major reason for the Far Havens distrust of the Com-
  monality is that they do not consider its citizens free. They 
  see the Mindscape as a form of control, and perhaps even 
  mental slavery; Commonality citizens seem to have limited 
  influence on their government, and ordinary people are far 
  removed from decision-making. The Far Havens regard the 
  dominance of Commonality culture, increasing as it absorbs 
  more systems, with concern. The Commodus Incident (page 
  36) highlighted these differences, and the fact that the Far 
  Havens will soon have to defend itself.
  Cultural Aspects: Our Way Is Freedom; Humans Are Created 
  Equal But Must Look After Themselves; Material Things Are 
  Important; Trade Keeps Us United.
  Genotypes: Far Havens Human, Far Havens Synthetic, 
  Canid, Specialist.
  Demeanour: Democratic, mistrustful of authority, free-
  wheeling democratic capitalists.
  Language: Haven; some Universal.
  Tech Index: T7 (First Age of Space); widespread introduc-
  tion of T8 synthetics from the Far Havens Core;  adoption of 
  Commonality planing engines.
  Occupations: Colonist, Merchant, Spacer.
  Equipment: Plain and practical; no Mindscape implants.
  Occupations and Builds
  You can adapt the occupations and builds from the 
  Mindjammer core book to the Far Havens, noting 
  that, except for specialists and synthetics, Far Havens 
  characters tend to be more broadly skilled and less 
  specialised than those from the Commonality. How-
  ever, there is no Mindscape in the Far Havens, and 
  permissions and abilities involving it do not apply.
  Most of the extras in this book don’t require profes-
  sional permissions, whether organisational connec-
  tions, spacecraft, genurgic modifications, or high tech 
  gear. However, only specialists, canids, or synthetics 
  can take the extras listed specific to their genotypes 
  (page 10).
  The Halo
  Far Havens characters have no form of Mindscape, and 
  therefore no halo. Commonality characters may not 
  access the Mindscape unless they bring a Mindscape 
  instance with them; doing so is currently forbidden by 
  the Sybaris Treaty.
  The Haven Hub
  The worlds of the Haven Hub include the Collegium Hubs 
  (page 38) and the three worlds of the Haven Core. Adminis-
  trative and power centres for the Far Havens, they exhibit less 
  of the typical Far Havens disdain for authority in exchange for 
  an increased degree of political activity and control in many 
  areas of life.
  Prestige is important to Hub Worlders. There are many 
  routes to high status, including artistic talent, scholarship, 
  and victories in battle. Opteran ruins and the possibility of 
  salvaging superior alien tech make archaeology a practical 
  discipline, and one which can bring great public acclaim. Far 
  Havens materialism is nevertheless still a vital principle in Hub 
  Worlder society, however, and the wealthy always have pres-
  tige and power—if displayed perhaps with greater subtlety 
  and nuance.
  The higher tech index of the Hub Worlds makes them 
  centres for the production of Asimov Protocol synthetics 
  
  9
  Characters
  (page 10), which they trade throughout the Protectorate. 
  Synthetic servants are ubiquitous on the Hub Worlds; farther 
  out, synthetics tend to be deployed as specialist or hazardous 
  environment labour.
  Cultural Aspects: The Best Education That Money Can Buy; 
  In Search of Prestige; Life Is Art And So Is 
  Politics; Synthetics Everywhere.
  Genotypes: Far Havens Human, Far Havens Synthetic, 
  Specialist.
  Demeanour: Driven by prestige; materialistic; veneer of 
  cultural and intellectual sophistication.
  Languages: Haven, Universal.
  Tech Index: T8 (Age of Ubiquitous Intelligence).
  Occupations: Archaeologist, Civilian, Diplomat, Sci-Tech.
  Equipment: Things which are elegant. Fashion is impor-
  tant in clothing and effects, though some designs are 
  timeless until superseded by something still more elegant 
  and effective. No Mindscape implants, but other genurgic 
  modifications are more common than elsewhere in the Far 
  Havens.
  GENOTYPES
  While unique hominid, xenomorph, and even alien genotypes 
  may be found on isolated worlds in Far Havens space, the 
  people of the Far Havens are mostly human, with a sizable 
  minority of canid xenomorphs and a special type of synthetic. 
  Far Havens Humans
  Physically Far Havens humans are little different to those 
  found throughout human space. Some have been genurgi-
  cally modified in antiquity—see specialists (page 12)—but 
  most are characterised by a very high degree of localised 
  ethnic diversity. Compared to Commonality humans, they 
  may look a little less “advanced”; many have unique adapta-
  tions to their worlds of origin.
  Chronological Age: 25 to 45.
  Apparent Age: Mature adult.
  Typical Occupations: Civilian, Merchant, Military, Rogue.
  Mandatory Extras: None.
  Genotype Aspects: You may take a genotype aspect.
  Citizen of the Far Havens
  You’re familiar with Far Havens societies, structures, and poli-
  tics. You also partake in its values of freedom and democracy.
  Invoke: To help understand a Far Havens world or Far 
  Havens politics; to be generally familiar with Far Havens 
  geography.
  Compel: To face cultural misunderstandings in a society 
  that does not follow Far Havens values.
  Adapted to My World
  Not all worlds of the Far Havens are Earthlike garden worlds. 
  Some have tainted atmospheres, high or low gravity, or more 
  exotic conditions.
  Invoke: To function despite environmental restrictions simi-
  lar to those of your native world, or in situations where your 
  familiarity with that environment is an advantage, such as a 
  burst of strength if you’re from a high gravity world.
  Compel: To encounter problems in an environment which 
  is very different from your native world.
  Canids
  Mandatory spend: 2 aspects, 1 stunt
  Far Havens canids resemble a blend of human and wolf. They 
  walk upright, with human-like legs and hands, though their 
  facial features are dog-like. They are covered in fur apart 
  from their palms and soles of their feet. Their physical build 
  is shorter than humans, but more compact and muscular. 
  Canids were originally bred for loyalty, and as a slave species 
  on some Far Havens worlds; most have recently been freed, 
  but continue to suffer from their old conditioning and the 
  prejudices of history.
  
  10
  The Far Havens
  Chronological Age: 15-20.
  Apparent Age: Mature adult.
  Typical Occupations: Civilian, Downtecher, Military, 
  Rogue.
  Mandatory Extras: Scent Tracking (see below).
  Genotype Aspects: You must pick at least one of the 
  following:
  Freed Canid Slave
  Until recently you were a slave labourer. Now you’re free, but 
  you’re still a product of poverty and prejudice. People look 
  down on you as an inferior, perhaps not even fully sentient.
  Invoke: To act out of anger at slavery and prejudice; to 
  endure ill treatment.
  Compel: To suffer discrimination.
  Pack Animal
  In this universe of prejudice, you know you can truly rely on 
  your pack. They are your family, friends, and close colleagues; 
  and you’ll stick with them through thick and thin—unless 
  they betray the pack. You consider other PCs to be part of 
  your pack.
  Invoke: To help or protect others in your pack; to know 
  what your pack mates are doing.
  Compel: To make you help a pack mate in trouble; to put 
  you on your guard against someone not in your pack.
  Genotype Extras: You must select Scent Tracking, and may 
  purchase others.
  êHunter’s Instincts
  Costs 2 stunts
  Gain a +2 bonus to initiative and to attack or create an advan-
  tage rolls in the first round of combat.
  êNatural Weapons
  Costs 1 stunt
  You have claws giving you a weapon:2 rating in Unarmed 
  Combat attacks. Not all canids have this; many, during their 
  time as slaves, had their claws surgically removed.
  êScent Tracking
  Costs 1 aspect, 1 stunt
  Your sense of smell is far superior to that of humans. You can 
  track and recognise people by scent, and gain a +2 bonus on 
  Investigate and Notice rolls related to smell.
  ê Superior Endurance
  Costs 2 stunts
  Gain a +2 bonus to rolls involving endurance. You may with-
  stand an additional mild consequence.
  Far Havens Synthetics
  Mandatory Spend: 1 aspect
  You’re a synthetic, an artificial being of polymer, metals, and 
  organic components. You probably have a humanoid form, 
  but to many people you’re not even sentient, but rather a 
  machine. Your brain is genurgic circuitry, hard-wired with 
  the Asimov Protocols that have been in Far Havens syn-
  thetic designs for millennia—people have forgotten how to 
  construct your kind without them. Nor would they wish to: 
  an Asimov-free synthetic would be the worst form of dirty 
  weapon, and to constructing one would be a psychotic act. 
  Synthetics constructed without the Asimov Protocols are 
  illegal throughout the Far Havens, and to be destroyed on 
  sight; Commonality synthetics are forbidden to enter the Far 
  Havens by the Sybaris Treaty.
  Tasks undertaken by synthetics include those which are 
  beyond unenhanced human capabilities, and include:  the 
  operation of planetary and interplanetary comms and logis-
  tics networks; and management of official records. You’re 
  also employed in hazardous environments such as vacuum, 
  high radiation, or worlds with extreme temperatures. The 
  Asimov Protocols (page 11) mean you can’t be used directly 
  in war: in the Far Havens, people believe that if you can’t 
  raise the weapon yourself, then it’s not a cause you should 
  be fighting. There are no drones, even for space combat, and 
  Commonality combat drones are forbidden by the Sybaris 
  Treaty.
  Far Havens synthetics differ from most PC types, and 
  aren’t suited to every group. If you play a Far Havens 
  synthetic, your character must accept and follow human 
  commands without demur. Skilled roboticists and those 
  who have natural authority over you take precedence.
  Chronological Age: Any.
  Apparent Age: Any.
  Typical Occupations: Civilian, Explorer, Sci-Tech, Spacer.
  Mandatory Extras: n/a.
  Genotype Aspects: You must take the following geno-
  type aspect.
  Asimov Protocol Synthetic
  Most view you as a sophisticated robot rather than a sentient 
  being, but your construction has gifted you with thoughts 
  and feelings of your own. After all, isn’t the human brain a 
  biological computer? It’s your nature to serve humans; it’s 
  not something you can do anything about, and you probably 
  don’t even want to.
  Invoke: To gain an advantage from needing neither rest, 
  food, nor drink; to act according to the Asimov Protocols 
  (page 11).
  Compel: To be compelled to act according to the Asimov 
  Protocols; to submit to being treated as a slave.
  
  11
  Characters
  Genotype Extras: You may select any of the following extras:
  ê Astrogator
  Costs 1+ skill points
  You’ve been modified to interface with the control systems of 
  a Far Havens starship, and can take on the role of a synthetic 
  navigator (page 6) when travelling through 2-space. Your abil-
  ity is measured by your Planing skill: when you interface with 
  a ship, use the lower of your Planing skill and the vessel’s.
  Since the planeship is not an integral part of your body, 
  you lack the “body awareness” of a Commonality starship 
  sentience. Although you may effectively pilot a ship solo (for 
  example, on safe, low risk, well-documented routes), in prac-
  tise you’ll still generally work with a 2-pilot such as a Voyager 
  specialist. See page 6 for the increased difficulties you face 
  when travelling through 2-space.
  ê Extreme Environment Casing
  Costs 1 aspect, 1 stunt
  You have an armour:2 rating and can function normally in 
  vacuum, extremes of heat and cold, and very high atmos-
  pheric pressures. You do not need to breathe. Corrosive or 
  electrically charged atmospheres still affect you, and you’re 
  waterproof but not amphibious.
  ê Fractal Manipulator
  Costs 1 aspect, 1 stunt
  One of your hands is a fractal manipulator. It possesses two 
  opposed fingers, which half way down divide into two, then 
  half way down again each branch divides, and so on down to 
  an atomic level. At each level, you can feel and manipulate. 
  This is extremely useful for medicine, surgery, and scientific 
  observation. Gain a +2 bonus to Science and Technical actions 
  when using your fractal manipulator.
  The Asimov Protocols
  Far Havens synthetics are considered to be valuable 
  property instead of being regarded as citizens. They are 
  deliberately designed to follow the Asimov Protocols, 
  an ancient set of directives whose origins are lost in 
  antiquity, but which are theorised to date from a notional 
  “Prehistoric Age of Technology” before the Autumn Cul-
  tures and the Fall of Man. Their almost catechistic status 
  is referred to in the Rabaic Oath taken by synthetics 
  engineers throughout the Far Havens: 
  “We hold the following protocols to be self-evident, 
  inherent in the nature and use of all tools from high to 
  low, and the respect which is their due. In setting our 
  hands to the creation of tools in the shape of human-
  ity, we swear that we will not fall prey to the vanity of 
  thinking we have created humanity, but with humility 
  and gratitude subject our creations to the restrictions to 
  which all tools must inhere before they can be made free 
  for use. We therefore commit our creations to conform to 
  the following sacred Protocols: 
  The First Protocol: No synthetic intelligence may 
  harm a human being or, through its lack of action, permit 
  a human being to come to harm.
  The Second Protocol: No synthetic intelligence may 
  disobey instruction given by a human being, except that 
  such instruction should countermand the First Protocol.
  The Third Protocol: No synthetic intelligence may 
  expose itself to harm, except that such exposure be in 
  furtherance of the First or Second Protocol.”
  Not all orders given under the Second Protocol are 
  equal. Most synthetics have designated functions or 
  human controllers, and orders involving these take prece-
  dence: a random passer-by can’t simply order a synthetic 
  to self-destruct. However, a knowledgeable character can 
  use the Asimov Protocols against a synthetic, and even 
  inflict systems stress with appropriate skill checks.
  Far Havens Synthetic Names
  Far Havens Synthetics typically have simple names of 
  one or two syllables. Compared to human names, they 
  have a “made up” inorganic feel, being just syllables 
  or pairs of syllables having no deliberate cultural 
  meaning. Although some Synthetics might have male 
  or female-seeming personas, their names are gender 
  neutral.
  Examples: Brandec, Feth, Gulbren, Hix, Jesh, Kerdas, 
  Plin, Ragden, Stel
  ê Machine Senses
  Costs 1 aspect, 2 stunts
  You see into the infrared and ultraviolet, and hear sounds sub-
  sonic and ultrasonic to the human ear. Gain an appropriate 
  aspect and a +2 bonus to Investigate and Notice rolls related 
  to your enhanced senses. 
  ê Machine Strength
  Costs 1 aspect, 2 stunts
  You’re stronger than an ordinary human and function easily 
  in high-G environments. Gain a +2 bonus to Physique rolls 
  
  12
  The Far Havens
  involving strength, and a weapon: 2 rating on Unarmed 
  Combat and Melee Combat attacks.
  ê Remote Interface
  Costs 1 stunt 
  You can talk to another synthetic in your presence, or oper-
  ate a machine with a remote interface, without vocalising 
  commands. You can also contact any communications device 
  within a few hundred metres.
  Specialists
  Specialists are the result of ancient collegia efforts at human 
  enhancement. They are genurgically modified humans, but 
  their enhancements are hereditary; there are several types. 
  Today, specialists are no longer confined to a particular line-
  age; they’re rare, but can occur anywhere in the Far Havens, 
  even among ordinary people with no idea of their specialist 
  ancestry. Specialist abilities are often viewed as remarkable 
  gifts—even supernatural ones, on more primitive worlds. 
  EIDETICS
  Mandatory spend: 2 aspects, 1 stunt
  An Eidetic is a specialist with a perfect memory, recalling 
  everything they have ever seen, heard, or read. Accessing and 
  exploiting these memories is difficult, and capable Eidetics 
  are formidable. They excel at academic study, but their abili-
  ties extend much further. 
  Chronological Age: 25 to 45.
  Apparent Age: Mature Adult.
  Typical Occupations: Civilian, Sci-Tech.
  Mandatory Extras: Increased Skill Cap.
  Genotype Aspects: You must take the following geno-
  type aspect.
  Eidetic Genius
  Your mind absorbs, retains, and processes information 
  perfectly. Everything you have witnessed or learned is ready 
  for you to recall.
  Invoke: To recall information relevant to a situation; to 
  boost knowledge-based skills.
  Compel: To be distracted by something that reminds you 
  of… something…; to get caught up in a calculation.
  Genotype Extras: Mental Resistance (Mindjammer, page 
  110).
  êEnhanced Learning
  Costs 1 stunt
  Through your eidetic memory, you have picked up more skills 
  than most people could manage, and have an extra 4 skill 
  points to spend.
  ê Prescience
  Costs 1 aspect, 1+ skill points
  You make accurate predictions and projections based on 
  experiences you’ve had and events you’ve witnessed. Any 
  skill points you spend on this extra go into a new skill, Oracle, 
  which you can use to create advantages which you can 
  invoke at critical moments to further events which make your 
  predictions more likely to come true. You also have a related 
  aspect which your GM can compel to distract you, or feed you 
  information about something that’s going to happen.
  EMPATHS
  Mandatory spend: 1 aspect, 1 stunt
  Empaths are sensitive to the thoughts, mood, and emotions 
  of others to an extent that seems supernatural. Their abilities 
  come from an increased sensitivity to minuscule cues invisible 
  to ordinary people, including subvocalisations, microexpres-
  sions and body language, and even alterations in respiration, 
  pulse, and body temperature. Some Empaths can subtly 
  manipulate others by giving cues which register subcon-
  sciously.
  As enhanced humans, Empaths are most sensitive to 
  human emotions; however, the cues they pick up remain 
  constant in hominids and related genotypes, and can even 
  apply when dealing with non-humans. Empath abilities are 
  ineffective in dealings with synthetics, which some in the 
  Far Havens see as more evidence that synthetics are merely 
  sophisticated machines.
  Chronological Age: 25 to 45.
  Apparent Age: Mature Adult.
  Typical Occupations: Diplomat, Merchant.
  Mandatory Extras: Empathic Reading (see below).
  Genotype Aspects: You must take the following geno-
  type aspect.
  Sensitive to Emotions
  You are always aware of the emotions of others around you; 
  they find it hard to hide things from you.
  Invoke: To learn something about someone else from the 
  emotions you can read; to gain an advantage when trying 
  to tell if someone is lying.
  Compel: To be overwhelmed with another’s emotions; or 
  to receive information from the GM.
  Genotype Extras:
  êAssertiveness
  Costs 1 stunt
  Through subtle changes in voice, posture, and expression 
  you assert your dominance in tense social situations. Gain a 
  +2 bonus to all overcome or attack actions using Provoke in a 
  social contest or conflict.
  
  13
  Characters
  êEmpathic Reading
  Costs 1 stunt
  Gain a +2 Empathy create advantage bonus when reading 
  human beings.
  êHear Subvocalisations
  Costs 1 stunt
  For a fate point your Empathy roll can hear someone subvo-
  calising, effectively eavesdropping on their surface thoughts. 
  If you’re trying to extract specific information, a Rapport or 
  Deceive create advantage roll is needed as part of a conversa-
  tion to bring a relevant thought to the surface. 
  êSubvocal Suggestion
  Costs 2 stunts
  Your subvocal suggestions subtly influence other humans. Gain 
  a +2 bonus to overcome and create advantage actions using 
  Deceive, Provoke or Rapport when this extra can benefit you.
  êXeno Awareness
  Costs 1 stunt
  Your Empath abilities work in dealings with all living organic 
  sentients, not just humans. They still don’t apply to constructs, 
  however.
  HOPLITES
  Mandatory spend: 1 aspect, 2 stunts 
  Hoplites were born for war, with superior strength and 
  enhanced athletic ability, and an incredible potential for 
  physical enhancement. Hoplites instinctively weigh trajecto-
  ries, strategies, and tactics, and excel at games and sports of 
  all kinds. They are the ultimate soldiers; perhaps fortunately, 
  they’re also quite rare, thinly if widely spread in the Far 
  Havens. Hoplites mature far more rapidly than an ordinary 
  human, and as a child learn more quickly.
  Chronological Age: 10 to 20.
  Apparent Age: Young adult.
  Typical Occupations: Military, Security.
  Mandatory Extras: Strength Bonus (Mindjammer, page 
  112).
  Genotype Aspects: You must take the following geno-
  type aspect. 
  Hoplite Body 
  Your body is designed for battle. You’re a young adult in the 
  peak of physical health, having grown to rapid maturity.
  Invoke: In hand to hand combat, or when your peak phys-
  ical condition is a benefit.
  Compel: To reflect your instinct to launch yourself into 
  combat; highlight a lack of life experience due to your 
  youth.
  Genotype Extras: Enhanced Constitution, Enhanced Reflexes, 
  Enhanced Speed (Mindjammer, page 118).
  êBorn for War
  Costs 1 stunt
  Gain a +1 bonus to all Ranged Combat and Melee Combat 
  rolls.
  êStrategist
  Costs 1 stunt
  Gain a +2 bonus to all knowledge rolls involving strategy 
  and tactics, including both military situations and games and 
  sports of both skill and of chance.
  êSuperior Endurance
  Costs 2 stunts
  Gain a +2 bonus to overcome actions involving physical 
  endurance. You may take an extra mild consequence.
  êToughened Skeleton
  Costs 1 stunt
  Your skeletal structure is sturdier than an ordinary human’s 
  and able to sustain more damage. You have an armour:2 
  rating against physical stress attacks.
  
  14
  The Far Havens
  OBSERVERS
  Mandatory spend: 1 aspect, 1 stunt
  An Observer has augmented senses, perceiving emissions beyond 
  the usual wavelengths sensed by humans. Some Observers opti-
  mise specific senses; others instinctively grasp all perceptible data 
  in a single gestalt. Unlike other specialists, Observers were never 
  affiliated to a single collegium, though they’re now widely sought 
  after, especially by governmental agencies.
  Chronological Age: 25 to 45.
  Apparent Age: Mature Adult.
  Typical Occupations: Explorer, Security.
  Mandatory Extras: At least one Observer Hypersense 
  (see below).
  Genotype Aspects: You must take the following geno-
  type aspect.
  Observer Hypersenses
  One or more of your senses is enhanced far beyond 
  human norms. This is the “aspect” part of the Hypersense 
  extra on Mindjammer page 109.
  Genotype Extras: You must take at least one Observer 
  Hypersense.
  êInstant Impression
  Costs 1 stunt
  When you investigate a scene for evidence or for something 
  hidden, etc, you can take everything in you need at a glance; 
  you don’t need to spend time searching and exploring. You 
  incur no penalty for using the Investigate skill in an instant.
  êObserver Hypersense
  Costs 1 stunt
  This is the “stunt” part of the Hypersense extra on Mindjammer 
  page 109. You must take at least one of these, and may take 
  more; each costs 1 stunt. Available observer hypersenses are:
  Observer Hypersense (Sight): You can see in almost com-
  plete darkness; even the presence of a few photons of light 
  is enough for you to clearly perceive your surroundings.
  Observer Hypersense (Touch): You are aware of tiny 
  air flows around you. When not, for example, in a sealed 
  environment suit, you are aware of your surroundings in 
  all directions within a few metres.
  Observer Hypersense (Sight): Microscopic vision.
  Observer Hypersense (Sight): Telescopic vision.
  Observer Hypersense (Hearing)
  PROGRAMMERS
  Mandatory spend: 1 aspect, 1 stunt
  Programmers have an affinity for computation, logic, and 
  machines of all kinds. Each has an organ in their brain which 
  lets them send and receive a broad range of signals, and to 
  interface directly with machinery. Some have compared this 
  organ to a Mindscape implant, though the Programmers 
  themselves deny the resemblance.
  For a programmer, operating and reprogramming machin-
  ery is a simple act of concentration. They can also mentally 
  command synthetics, and even override existing commands.
  Chronological Age: 25 to 45.
  Apparent Age: Mature Adult.
  Typical Occupations: Sci-Tech, Security.
  Mandatory Extras: Machine Interface (see below).
  Genotype Aspects: You must take the following geno-
  type aspect.
  Machine Link
  You have a complex organ in your brain with which you 
  can send and receive signals from complex machinery and 
  synthetic intelligences.
  Invoke: To get a bonus when commanding or operating 
  synthetics or machinery by machine link.
  Compel: To be overwhelmed by sensory input from 
  masses of machinery or from a synthetic intelligence in 
  distress.
  Genotype Extras: The following extras are also available to 
  programmers.
  êCommunications Unit
  Costs 1 stunt. Requires Machine Interface
  Your machine interface abilities are boosted. You may speak 
  to synthetics, machines, or ordinary communications devices 
  over a range of a dozen or so kilometres.
  êHuman Computer
  Costs 1 aspect, 2 stunts
  Gain a +2 bonus to any Knowledge, Science, or Technical 
  roll where calculation is the determining factor. Your aspect 
  indicates your remarkable calculation abilities.
  êMachine Interface
  Costs 1 stunt
  You may use the Technical skill in overcome rolls to command 
  synthetic intelligences. If the target has a remote interface 
  (page 12), it can be controlled by thought, without requiring 
  you to voice your commands. The ability has a range of a few 
  hundred metres. You may even attempt to override existing 
  commands or programming.
  êMental Blast
  Costs 1+ skill points. Requires Machine Interface
  You have a new Mental Blast skill you can use to command 
  machines to project a coherent electromagnetic blast which 
  does mental stress damage to humans and physical stress 
  damage to complex machinery. You may use the skill to 
  
  15
  Characters
  bypass security systems with “brute force”, or to sabotage 
  machinery, rather than use more sophisticated hacking.
  êSecurity Bypass
  Costs 2 stunts
  Gain a +2 bonus to Intrusion overcome actions to bypass 
  security systems. You may also use Intrusion to make attack 
  actions against synthetics or machinery.
  VOYAGERS
  Mandatory spend: 1 aspect
  Voyagers were once the backbone of the Wayfarers’ Guild, and 
  most are still in the guild’s employ. They have great longevity, 
  an ability to hibernate, and tolerate microgravity, radiation, 
  and even vacuum for short periods. They instinctively think 
  three-dimensionally, and have great aptitude for multitasking, 
  operating vehicles, and the mathematics of astronomy and 
  astrogation.
  Chronological Age: 36 to 65.
  Apparent Age: Mature Adult.
  Typical Occupations: Explorer, Spacer.
  Mandatory Extras: n/a.
  Genotype Aspects: You must take the following geno-
  type aspect.
  Space-Adapted
  You’re adapted to life in space, comfortable in conditions 
  most people find strange and alien, able to resist muscular 
  degeneration and even radiation and vacuum damage. 
  You’re happy moving around in microgravity, or even float-
  ing in space on EVA missions. Your three-dimensional spatial 
  awareness makes you an excellent pilot.
  Invoke: To move or manoeuvre in space or microgravity, 
  resist muscular degeneration and vacuum or space radia-
  tion damage.
  Compel: To suffer from clumsiness or strain in “ordinary” 
  environments.
  Genotype Extras: Expert Climber (Mindjammer, page 108), 
  Spider Feet (Mindjammer, page 112), Longevity (Mindjam-
  mer, page 110).
  êBonded Navigator
  Costs 1+ skill points
  You can perceive the energy flows of 2-space, and are bonded 
  to a synthetic navigator specifically designed for 2-space 
  piloting. The navigator is limited and specialised, without the 
  background required for other functions; it’s usually hem-
  ispherical in shape, and interfaces directly with a starship, 
  unlike the more common humanoid Far Havens synthetics. 
  Your own senses are sufficient to guide the navigator.
  Your navigator has a Planing skill equal to the number of 
  Variation
  Walker versions of defence drones are also available, with 
  four legs instead of rotor blades. They have a speed of just 
  10km/h, but are suitable for environments where rotored 
  flying is inappropriate or impossible, such as in thin atmos-
  pheres. Walker drone legs are usually adherent, permitting 
  operations on surfaces even in zero- and micro-gravity 
  environments.
  Scenario Hook: A Spartan Rebirth
  High-ranking officers of the Martial Collegium on Cadmus 
  are secretly scheming to replace fallible disobedient human 
  soldiers with something better. The Asimov Protocols 
  and the stranglehold of the Robotics Collegium rule out 
  synthetics, but a promising development from Eugenia 
  Developments on the world of Scelus (page 72) has given 
  them something new: the Spartans, humans genurgically 
  enhanced for agility and endurance, rapidly grown to 
  adulthood in vitro, and trained and indoctrinated using 
  psychoactive and physiological regimens. Collegium scien-
  tists have improved the Eugenia process, so that a batch of 
  Spartans can readied for action in under five years.
  Despite the project’s secrecy, thousands of Spartans 
  are now in service, including on other worlds. However, 
  more secret still is that the Spartan experiment was first 
  conducted twenty years ago—and failed due to imperfect 
  indoctrination. A few of the original Spartans escaped 
  destruction and may be still at large.
  skill points you put into the extra. Any planing rolls you make 
  use the lower of the navigator’s Planing skill and the starship’s.
  Additionally, while bonded with the navigator, you can 
  assume any consequences yourself that would normally apply 
  to your ship as a result of failed planing rolls. Such conse-
  quences are downgraded by one step, but must be incurred 
  by both you and your ship.
  êNavigational Instincts
  Costs 1 stunt
  You instinctively and almost instantly manage the calcula-
  tions necessary for navigation. You always know planetary 
  north, track your approximate position in a star system, and 
  never get lost in ordinary circumstances. Gain a +2 bonus to 
  navigation-related rolls, which do not take any extra time. 
  êSpatial Awareness
  Costs 2 stunts
  Gain a +2 bonus to rolls to pilot vehicles and navigate, when 
  awareness of directions and your surroundings is key. This 
  stunt does not apply when a vehicle is heavily automated.
  
  16
  The Far Havens
  CHAPTER THREE
  TECHNOLOGY OF THE FAR HAVENS
  Memetic
  Cascade
  The technology of the Far Havens is almost as advanced as 
  that of the Commonality, but not quite. Additionally, there are 
  several major differences, such as the absence of the Mind-
  scape and the limited nature of Far Havens synthetics. 
  TECHNOLOGICAL PARADIGMS
  This section discusses the technology available in the Far 
  Havens. Characters may normally possess any common items 
  listed here at no cost to their extras budget unless precluded 
  from doing so by their background or aspects like Impover-
  ished, etc. Specific items requiring extras budget spends are 
  detailed in subsequent sections.
  Clothing
  Common Far Havens clothing tends towards trousers and 
  some form of shirt or blouse, although Haven Prime has a 
  predilection for robes. Clothes have buttons which are purely 
  decorative, with fastening done by “smart zips” using localised 
  electric charges: they can be done or undone simply by run-
  ning one’s finger down or up.
  Fashions naturally vary widely, although pastels and 
  blacks are common. The cheapest clothing is disposable; at 
  the other extreme, smartwear adjusts to fit the wearer per-
  fectly, and can repel dirt and water, change colour, and even 
  provide limited protection. Smartwear is expensive and made 
  to order, and requires a spend of extras budget points to fully 
  benefit from: see page 24.
  “Instead of a ZIP drive the engineering section was an unholy web of cables and conduits, 
  like someone who’d never seen a planing engine had tried to put one together from hearsay. 
  Slung up in the centre was a weird glassy form—like half an egg made out of a semi-trans-
  parent stasis field—about a metre long. Something alien, that clearly didn’t belong there, 
  yet somehow pumping out enough juice to propel the ship through 2-space. What the hell 
  was that thing?”
  — Karpai-Karpai Hahni, Tech Speculator (First Class)
  from the Helix Trade Amity Combine
  
  17
  Technology
  Communications
  Far Havens systems have relays of communications satellites, 
  which inhabitants can use to make audiovisual calls and 
  access planetary information networks. 
  Communications may be monitored by official bodies and 
  skilled hackers. This requires Intrusion checks against appro-
  priate opposition, with failures alerting authorities.
  Computers and Synthetics
  In the Far Havens, the lack of Mindscape and true synthetic 
  sentiences has curtailed technological advancement and led 
  to the perpetuation of anachronistic technological devices. 
  What limited synthetic sentience exists is confined to Asimov 
  Protocol synthetics; although Far Havens devices routinely 
  incorporate holographic projectors, viral processing, and sub-
  atomic storage, they are not sentient. 
  Personal devices are widespread even on hub worlds, 
  reflecting societal affection for tactile individuality and self 
  expression. Controlled by voice and gesture, these devices 
  are used for measurement, computation, entertainment, and 
  access to communications networks. 
  Food and Drink
  On maintained, transplant, and t-congruent agricultural 
  worlds, food and drink may differ little from today. In more 
  hostile environments, food is more artificial, especially for the 
  poor. The same is true on spacecraft, where extensive supplies 
  are needed for long journeys. Typical meals include nutrient 
  bars grown from cell cultures, and water—perhaps flavoured. 
  Commonality makepoints are not used, again due to the Far 
  Havens ban on Commonality sentiences. 
  Medical Care
  Even local medical facilities can treat almost all diseases and 
  non-fatal injuries, using surgical spray for minor ailments or 
  first aid, or regeneration tanks (page 24) for more serious 
  injuries. Access to facilities is automatic in civilised areas, 
  although regeneration tanks can also be purchased as extras. 
  Diseases which can’t be easily treated are almost always artifi-
  cial, designed as biological weapons.
  Most people in civilised areas enjoy complete control over 
  their reproductive and metabolic systems; pregnancy is volun-
  tary, and foetuses are genurgically screened but otherwise left 
  alone. Widespread genurgy has occurred in the past—it’s the 
  origin of the specialists (page 12)—but is currently out of vogue.
  Music and Media
  In the Far Havens (and indeed in the Commonality) the lines 
  between the different manifestations of media are blurred. 
  Information may be factual or fictitious, intended to edify 
  or entertain, offer itself for interaction and participation, 
  or simply for contemplation. Humankind still thirsts for 
  stimulation, and traditional forms survive while new forms 
  reinterpret them and break new ground.
  Media intended to be read—commonly data files com-
  bining text, sound, and animation or embedded moving 
  images—are consumed on viewers, hand scanners, or similar 
  devices, and are commonly referred to as “books”. There are 
  connoisseurs who value the written word in isolation, or—
  rarity of rarities—physical printed texts.
  Media intended to be watched are either viewed on 
  viewers, and may be circulated in linked nodes for shared 
  individual viewing, or linked to public projectors for several 
  people to view together. They are commonly known as “films” 
  or “movies”. Public entertainment centres project movies 
  holographically, and portable holoprojectors for home or 
  casual use cost about as much as a typical meal.
  Media intended to be heard—including what individual 
  cultures apprehend as “music”—may be listened to privately 
  or openly, with players filling an area with sound. Far Havens 
  music is often combined with projected visuals. 
  Artists and production companies use mercantile distri-
  bution networks which generate revenue. These networks 
  encrypt and control distribution, an encryption which is 
  routinely broken by lone hackers or, more frequently, shadow 
  operatives employed by rival distributors. Corporate media 
  wars are frequent and, due to the sums involved, bloody; 
  equally, they are often buried by a gloss of apparent unity 
  between distribution cartels.
  Power
  Most power generation in the Far Havens is by helium-3 
  fusion. Gas giants are mined, and often have orbital bases 
  where fuel is stored. Compact high capacity power cells are 
  ubiquitous.
  The Haven Core worlds, modern starships, and collegium 
  hubs are developing ZIP cell technology, which is slowly pen-
  etrating the rest of the Protectorate. Another unlimited but 
  currently experimental source of power are the wormhole 
  taps salvaged from Opteran ruins (page 45). More compact 
  even than equivalent ZIP cells, a wormhole tap capable of 
  powering an entire city can be easily carried in one hand.
  Recording Devices
  Image and sound recorders are ubiquitous and easily 
  obtained, including surveillance equipment, although 
  concealable bugging devices are restricted and must be pur-
  chased as extras (see, for example, the surveillance bug on 
  page 21). Other sensory recorders are more difficult to obtain.
  
  18
  The Far Havens
  Survival Gear
  Survival gear is readily available at no extra cost in environ-
  ments where it’s required, including heated suits, breather 
  masks, fully-sealed environment suits, and so on. Bulky gear 
  may come with aspects which are obstacles to physical 
  actions. 
  Cutting edge survival gear with bonuses or other abilities, 
  such as skinsuits (page 24) do have a cost and should be 
  purchased as extras. 
  Transport
  On most worlds local transport is by groundcars—powered 
  wheeled vehicles capable of traversing most terrain. Private 
  ownership of a groundcar is an extra (page 27). Most ground-
  cars have synthetic pilots or built-in synthetic brains. Public 
  transport in the form of automated taxis is available in larger 
  settlements.
  More expensive flying aircars may replace groundcars in 
  more isolated areas, though they are more restricted in urban 
  centres. Longer distance transport on developed worlds may 
  use maglev trains travelling up to 1000km per hour.
  Intercontinental travel is usually by suborbital atmospheric 
  craft and takes a few hours. Spacecraft are used to reach orbital 
  space stations and other planets. See Chapter 4: Vehicles of 
  the Far Havens for common Far Haven spacecraft. Passenger 
  flights are easy to come by, though expensive.
  Most spacecraft are owned by nations and corporations. 
  Private ownership typically involves a long-term lease from 
  an organisation; private operators use vessels in exchange for 
  certain duties. The Wayfarers’ Guild (page 41) dominates Far 
  Havens space travel, although it no longer has a monopoly.
  Weaponry
  Standard weapons like pistols and blades are freely available 
  to those with corresponding skills; they grant no bonuses. 
  More sophisticated weapons are expensive and / or legally 
  restricted, and must be paid for with extras budget points.
  SPECIALIST GEAR AND 
  HYPERTECH
  Most equipment your character uses will be standard gear 
  required for the normal use of his skills. This section details 
  the more unusual items available in the Far Havens which you 
  can buy with your extras budget to provide in-game bonuses 
  and special permissions.
  Genurgic Enhancements and Implants
  The Far Havens cultures frown upon genurgic modifications, 
  preferring external devices which are more easily repaired or 
  replaced. Specialists (page 12) are the main exception to this 
  rule, as are occasional uses of genurgy by the rich and power-
  ful, or ordinary citizens in challenging environments.
  ê Boosted Circulation
  Costs 2 stunts
  Gain a +2 Physique bonus for feats of endurance, and an extra 
  mild physical consequence.
  ê Hormonal Control
  Costs 1 aspect
  You deliberately control your hormones to your advantage, 
  regulating your breathing, pulse, sleep cycle, fertility, and 
  metabolism and weight.
  ê Immune System Nanomachinery
  Costs 1 stunt
  Most disease has long since been eliminated from civilised 
  Far Havens worlds, and the little that remains is easily treated. 
  However, not everywhere is civilised, and artificial bacteria, 
  viruses, and even rogue nanomachinery can cause problems. 
  With this extra, you are immune to all infections, including 
  artificial ones.
  
  19
  Technology
  ê Liver Upgrade
  Costs 1 stunt
  Gain a +2 bonus to rolls to resist drugs and poisons, including 
  the effects of intoxicants, narcotics, etc.
  ê Longevity
  Costs 1 aspect, 1+ stunts
  Not only Voyagers have great longevity; on several Far Havens 
  worlds, the rich have a genurgic legacy granting them a 
  lifespan of centuries. Even common regenerative treatments 
  can extend your lifespan by a century or so.
  With this extra, you have already lived a long time. You’re 
  a hundred years older than a typical starting character, and 
  have 5 additional skill points and a longevity aspect repre-
  senting your long life and many experiences.
  You may take this extra more than once, at a cost of 1 
  stunt each time. Each stunt after the first means you are 
  another hundred years older, and gives you another 5 skill 
  points. Word your longevity aspect accordingly.
  ê Nerve Rewiring
  Costs 1 stunt
  You have artificially boosted reaction speed and reflexes. 
  Gain a +2 bonus to rolls where quick reactions are important, 
  including initiative and dodging.
  ê Proteus Implant
  Costs 1 aspect
  You may change your skin, hair and eye colour, your hair style 
  and quantity, and even your facial shape. More extreme changes 
  take a few hours to take effect. You can attempt to disguise your-
  self as a specific person if you have the time. Proteus implants are 
  rare and illegal almost everywhere in the Far Havens.
  ê Sculpted Good Looks
  Costs 1 aspect
  You have been surgically or genurgically altered to be excep-
  tionally attractive. You may use the aspect to charm people, but 
  it can also be compelled when you receive unwanted attention.
  ê Starlight Vision
  Costs 1 stunt
  You can see in almost complete darkness; even the presence 
  of a few photons of light is enough for you to clearly see your 
  surroundings.
  ê Temperature Tolerance
  Costs 1 stunt
  You can tolerate a vast range of temperatures from -20°C to 
  50°C without ill effect. Even outside this range you have an 
  armour:2 rating against temperature-related damage.
  Name
  Permission
  Tech Index
  Control Index
  Cost
  Boosted Circulation
  T6
  +2
  2S
  Hormonal Control
  T6
  +1
  1A
  Immune System Nanomachinery
  T7
  +3
  1S
  Liver Upgrade
  T6
  +2
  1S
  Longevity
  T8
  +3
  1A, 1+S
  Nerve Rewiring
  T7
  -1
  1S
  Proteus Implant
  Y
  T8
  -3
  1A
  Sculpted Good Looks
  T5
  +2
  1A
  Starlight Vision
  T7
  +2
  1S
  Temperature Tolerance
  T7
  +2
  1S
  Table 1: Genurgic Enhancements and Implants
  
  20
  The Far Havens
  Engineering and Construction
  ê Antimatter Bombs 
  Costs 1 stunt, 4 skill points
  This extra gives you the means to supply or manufacture 
  antimatter bombs. It is a slow process, however; having an 
  antimatter bomb costs a Fate Point, and only one bomb is 
  available per game session.
  An antimatter bomb is detonated by timer or controlled 
  broad- or tightbeam pulse. It disintegrates everything in 
  a 40-metre radius, and can easily destroy a small build-
  ing. Mobile targets might be able to get out the way or be 
  thrown clear.  The bomb, when activated, is a Large (+1) scale 
  explosive (2), with a Great (+4) Ranged Combat skill creating 
  Disintegrated-type advantages. 
  ê Cutting Laser
  Costs 1 stunt
  You have a human-portable industrial laser which can cut 
  through things like heavy metal doors, starship bulkheads, 
  etc. It can drill a hole in seconds, and carve a gap in minutes. 
  It has range 1, +4 damage and Armour Piercing and Not 
  Designed For Combat aspects. 
  ê Portable Manufacturing Unit
  Costs 1 aspect, 1 stunt
  The PMU is a Poor Man’s Makepoint, fairly common in the Far 
  Havens. It’s a cube about 1 metre across, and over an hour can 
  assemble or manufacture anything for which the raw materi-
  als are provided, with certain restrictions. Firstly, equipment 
  with moving or chemical parts cannot be made, although 
  individual moving parts can be manufactured and assembled 
  elsewhere. Secondly, items made must fit within the confines 
  of the machine, occupying an area of 1 cubic metre or less.
  A PMU can be carried by one person, but is bulky, requiring 
  both hands. Access to a PMU and materials grants a +2 bonus 
  to Technical skill checks made to make or repair something.
  Robotics and Synthetics
  ê Bug Swarm
  Costs 1 stunt, 6 skill points
  This swarm of crawling and flying robotic “insects” can be 
  programmed for surveillance tasks with a Fair (+2) Notice skill. 
  It can destroy or sabotage objects, and dispose of forensic 
  evidence or chemical or radioactive waste.
  Bug swarms are also capable of attacks, biting with tiny 
  but numerous diamond-sharp mandibles. They are treated 
  as a form of minor NPC in combat, with a default Great (+4) 
  Melee Combat skill, an Assault Swarm aspect, 1 mild conse-
  quence, and four 1-point stress boxes. Each stress box marked 
  off represents a 25% reduction in the swarm’s capability, 
  reducing its Melee Combat skill by one level.
  When not in use swarms are kept in canisters. 
  ê Defence Drone
  Costs 6 skill points
  A 1-metre long metallic ellipsoid with twin helicopter blades 
  and a long-lasting fusion power cell, a defence drone is pro-
  grammed to obey the instructions of a particular individual, 
  and defend an area, protect him or someone else, eliminate 
  an opponent, or other similar tasks. It falls far short of the 
  independence of a true synthetic intelligence, however, and is 
  clearly nothing more than a machine.
  Table 2: Engineering and Construction
  Name
  Permission
  Tech Index
  Control Index
  Notes
  Cost
  Antimatter Bombs
  Y
  T7
  -4
  Large (+1) explosive (2), Great (+4) 
  Ranged Combat; Disintegrated.
  1S, 1+SP
  Cutting Laser
  T5
  +2
  R1, +4 damage; Armour Piercing, Not 
  Designed For Combat.
  1S
  Portable Manufac-
  turing Unit
  T8
  +2
  +2 Technical to make or repair; Poor 
  Man’s Makepoint.
  1A, 1S
  
  21
  Technology
  A defence drone has a speed of 30km/h. Commands can be 
  given verbally or through signals, though the drone must be 
  monitored—it isn’t completely autonomous. A drone can also 
  be used for surveillance, sending audio and visual data with a 
  10-kilometre range. Some are equipped with higher-powered 
  weapons and armour (see below), paid for as usual from the 
  extras budget.
  ê Surveillance Bug
  Costs 3 skill points
  Resembling a tiny flying insect a few millimetres across, a 
  surveillance bug relays sensory and location data at a range of 
  up to 10km. It flies where instructed and responds to move-
  ment, but cannot by itself recognise individuals or objects. A 
  surveillance bug won’t be casually noticed, but can be found 
  on Fair (+2) Investigate checks using appropriate equipment.
  (Note: Similar to the nanobugs described on Mindjam-
  mer page 136, surveillance bugs differ in that they are single 
  devices, transmitting sporadically at variable, hard-to-detect 
  frequencies, rather than returning to report data.)
  ê Synthetic Servant
  Costs 1 aspect and 5 skill points
  Synthetic servants are autonomous artificially intelligent 
  humanoid synthetics usually programmed to excel at a single 
  task. Each has a Synthetic-type aspect related to this task. The 
  Asimov Protocols preclude synthetic servants from participat-
  ing in combat, but almost anything else is possible.
  Weapons and Armour
  ê Antimatter Grenades
  Costs 2 stunts
  You have antimatter grenades, though you only carry a few 
  with you; any more is not only too cumbersome, but highly 
  Table 3: Robotics and Synthetics
  Name
  Enhancement
  Tech Index
  Control Index
  Cost
  Bug Swarm
  Great (+4) Melee Combat; Fair (+2) Notice; Assault 
  Swarm; 4 x 1pt stress boxes; 1 mild consequence.
  T8
  -2
  1S, 6SP
  Defence Drone
  Good (+3) Ranged Combat; Fair (+2) Athletics; Average 
  (+1) Notice; 2 stress boxes; 1 mild consequence.
  T7
  -2
  6SP
  Surveillance Bug
  Good (+3) Notice
  T7
  +2
  3SP
  Synthetic Servant
  2 stress boxes, 1 mild consequence.
  Synthetic Clerk: Good (+3) Bureaucracy; Fair (+2) 
  Knowledge.
  Synthetic Doctor: Good (+3) Science; Fair (+2) Tech-
  nical.
  Synthetic Labourer: Good (+3) Physique; Fair (+2) 
  Athletics.
  Synthetic Pilot: Good (+3) Pilot; Fair (+2) Drive.
  Synthetic Technician: Good (+3) Technical; Fair (+2) 
  Science.
  T8
  +3
  1A, 5SP
  Variation
  Walker versions of defence drones are also available, 
  with four legs instead of rotor blades. They have a 
  speed of just 10km/h, but are suitable for environ-
  ments where rotored flying is inappropriate or impossi-
  ble, such as in thin atmospheres. Walker drone legs are 
  usually adherent, permitting operations on surfaces 
  even in zero- and micro-gravity environments.
  
  22
  The Far Havens
  dangerous. A grenade totally obliterates anything in its target 
  zone on a successful Ranged Combat roll, and automatically 
  takes out anything that can’t leap free to an adjacent zone. 
  See Mindjammer page 128 for more on grenades.
  ê Battlesuit 
  Costs 4 stunts
  The heaviest duty armour commonly available in the Far 
  Havens, the battlesuit is a bulky combination of polymer 
  plates and a dense metallic weave. Its considerable weight is 
  evenly distributed.
  ê Ceramic Armour
  Costs 2 stunts
  The standard protection used by the military, “ceramic” is 
  unavailable to most civilians, including off-duty military. 
  ê Guided Sniper Rifle
  Costs 2 stunts
  This rifle fires rocket-propelled bullets at supersonic speeds 
  to a range of up to 1km: targets represent a flat Mediocre (+0) 
  opposition if they’re unaware an attack is coming.
  ê Micromissile Launcher 
  Costs 2 stunts
  A personnel-portable micromissile launcher firing explosive 
  antimatter warheads. 
  Table 4: Weapons and Armour
  Name
  Rating
  Range
  Tech Index
  Control Index
  Notes
  Cost
  Antimatter Grenades
  +4
  0
  T8
  -4
  Limited Supply, Obliterating Blast.
  2S
  Battlesuit
  a:4
  n/a
  T7
  -2
  1 mild consequence; Bulky.
  4S
  Ceramic Armour
  a:2
  n/a
  T6
  -1
  2S
  Guided Sniper Rifle
  w:2
  Special
  T7
  -4
  2S
  Micromissile Launcher
  +6
  6
  T7
  -3
  Explosive (1); Annihilation, Finite 
  Ammunition, Heavy Weapon
  2S
  Monomolecular Blade
  +4
  0
  T8
  -1
  Armour-Piercing, Close Combat 
  Killer, Cuts Anything, Hazardous 
  in Use.
  2S
  Needle Pistol
  +2
  2
  T7
  -2
  Easy to Conceal, Full Auto, Recoil-
  less, Silent.
  1A, 1S
  Standard Assault Gun 
  (SAG)
  w:2
  3
  T5
  -2
  Full Auto.
  1S
  
  23
  Technology
  ê Monomolecular Blade 
  Costs 2 stunts
  The Far Havens variant of the Commonality monofil, this 
  weapon resembles a knife or sword hilt with an extending 
  blade only a few molecules thick—so thin as to be invisible. 
  There are controls in the hilt to adjust the length of the blade 
  or retract it entirely. The blade can cut through almost any-
  thing without effort. It’s slightly less deadly than a monofil, 
  though not much.
  ê Needle Pistol 
  Costs 1 aspect, 1 stunt
  Fires electromagnetic needle projectiles. 
  ê Standard Assault Gun (SAG) 
  Costs 1 stunt
  The SAG is used by the Martial Collegium and Far Havens 
  militaries and militias everywhere, often with modifications. 
  It’s an automatic projectile weapon somewhere between a 
  pistol and rifle in size.
  Miscellaneous Equipment
  ê Aletheia Supply
  Costs 1 aspect
  You have a supply of the frequently illegal drug Aletheia, 
  derived from the Red Lotus (see page 24). It is a perfect 
  long-lasting truth serum when used on humans and homi-
  nids.
  ê Distortion Field
  Costs 1 aspect, 1 stunt
  A typical Far Havens stealth field, the distortion field sets up 
  a 2-metre diameter field that bends light. Users can’t be seen 
  from outside their current zone if they stay still, and are hard 
  to see even if moving, gaining a +2 Stealth bonus. Ranged 
  attacks and targeting systems based on lasers or visible light 
  frequencies are completely foiled. Targets within the user’s 
  zone are also within the distortion field. 
  ê High Grav Exoskeleton
  Costs 2 stunts
  A character wearing this exoskeleton gains a +2 Physique 
  bonus for strength checks, and a weapon:2 rating on Melee 
  and Unarmed Combat attacks, and can counter gravity effects 
  up to High (+2): 2-3G.
  Table 5: Miscellaneous Equipment
  Name
  Tech Index
  Control Index
  Notes
  Cost
  Aletheia Supply
  T6
  -3
  1A
  Distortion Field
  T7
  -1
  1A, 1S
  High Grav Exoskeleton
  T6
  +2
  2S
  Holo Projector
  T6
  +3
  1A
  Mnemosyne Supply
  T6
  -2
  1A
  Mood Jewellery
  T8
  +4
  Readable Mood Indicator
  1A, 1S
  Regeneration Tank
  T7
  +1
  1A
  Skinsuit
  T7
  +2
  1A
  Smartwear
  T8
  +2
  Customisable Nanotech Smartwear
  1A, 1S
  
  24
  The Far Havens
  ê Holo Projector
  Costs 1 aspect
  A holo projector is a hand-held device which fills an area up to 
  20m across with pre-recorded three-dimensional holographic 
  images and sounds. Most commonly used as entertainment, 
  it could conceivably be used as a trap or distraction.
  ê Mnemosyne Supply
  Costs 1 aspect
  You have a supply of Mnemosyne, an illegal drug which 
  grants you perfect recall. When you take it, gain a +2 bonus 
  to all rolls related to recall, but incur a mental consequence 
  which you can’t heal for as long as the drug is in effect. Any 
  other mental consequences sustained while using Mnemo-
  syne may build on the drug psychosis, leading to madness.
  ê Mood Jewellery
  Costs 1 aspect, 1 stunt
  Mood jewellery picks up a character’s pulse, temperature, 
  sweat levels, and general “mood”, and changes colour and 
  patterns accordingly. It’s attuned to a single wearer, and is a 
  desirable fashion accessory for the young and rich. It’s also 
  entrancing, granting a +2 Rapport bonus to overcome and 
  create advantage actions against susceptible targets. How-
  ever, it broadcasts your moods for perceptive observers to 
  read unless you fool it with an appropriate Deceive roll.  
  ê Regeneration Tank
  Costs 1 aspect
  Without the synthetic doctor smarts of a Commonality 
  autodoc, which it resembles, this tank of nanogen fluid can 
  nevertheless rapidly regenerate trauma suffered by diseased 
  or severely-injured subjects, usually in less than a day for mild 
  or moderate consequences, a week for severe consequences, 
  and a month or so for even extreme consequences. It can’t 
  regenerate the clinically dead, although it is effective when 
  treating the dying as long as the brain is intact and undam-
  aged. It can’t reverse aging—it doesn’t operate on advanced 
  genurgic principles—but it can give an appearance of youth 
  and cure age-related illnesses.
  ê Skinsuit
  Costs 1 aspect
  Skinsuits are made of flexible material and completely encase 
  the body. Unlike bulkier environment suits, they don’t penal-
  ise the wearer’s activities. They have a 24-hour air supply, and 
  protect the wearer against vacuum, toxic atmospheres, or 
  extremely high or low temperatures.
  ê Smartwear
  Costs 1 aspect, 1 stunt
  With all sorts of clever built-in nanotech, this expensive clothing can 
  change its cut, pattern, and colour on command, repel water and 
  dirt, and even provide an armour:2 rating against physical stress. 
  Invoke: When the smartwear’s customisable elements are an 
  advantage.
  Compel: When the smartwear doesn’t function as required 
  or expected, or you rely on it too much.
  The Red Lotus
  The Red Lotus of Hypnos (page 65) is a crucial product 
  for much of the Protectorate’s narcotics trade. The 
  red-leaved plant analogue with small, pale blue repro-
  ductive organ / flower-analogues thrives only on that 
  Boryokudan-controlled world—perhaps a feature of 
  its primary’s unusual spectral signature, or perhaps the 
  specific combination of minerals and chemicals in the 
  biosphere. Apart from its delicate nature, the Red Lotus 
  is unremarkable at first sight. However, its nectar hosts 
  nanovirus colonies which have remarkable effects on 
  the brains and nervous systems of advanced terrestrial 
  mammals—including humankind.
  Breathing the heady scent of Red Lotus flowers for an 
  hour or so has a euphoric effect as associations with old 
  pleasant memories are made. Such “Lotus Eaters” incur 
  a Haze of Nostalgia mental consequence, which fades 
  after a few days without further exposure to the flower. 
  More potent drugs can be synthesised. The easiest 
  is the fine blue powder Dreamtime, which plunges the 
  inhaler into a vivid dream state lasting subjective days 
  or weeks and constructed from his most pleasant mem-
  ories. While not physically addictive, Dreamtime is psy-
  chologically extremely compelling, especially for those 
  who have experienced recent trauma. It has therapeutic 
  and even redactive uses, but recreational use is illegal on 
  many worlds. That said, Protectorate treaties say little 
  about such trivial matters as local sumptuary customs: 
  Dreamtime isn’t illegal everywhere, and not everyone 
  thinks it is dangerous if used with caution and respect.
  Other drugs derived from Red Lotus include 
  Mnemosyne and Aletheia. 
  
  25
  Technology
  Alien Technology 
  Pieces of alien technology have been salvaged by scientists and 
  archaeologists from ancient ruins dotted throughout the Far 
  Havens, particularly from the mysterious and apparently extinct 
  alien species known as Opterans (page 45)—though often 
  even they do not fully understand how they function. To have 
  such an item on your character sheet, you must have an appro-
  priate permission, such as an aspect linking you with studies or 
  explorations involving alien ruins and artefacts. Some devices 
  originate with an alien species other than the Opterans—one 
  which is totally unknown to starting PCs. Theories abound as to 
  what this species could be; information for the GM is provided 
  on page 48. These devices can be very high technology in 
  human terms, beyond even Commonality capabilities.
  ê Mind Probe
  Costs 1+ skill points
  The mind probe is not Opteran technology, but is based on 
  mysterious alien tech reverse-engineered in secret by Eugenia 
  Developments. The probe takes the form of a metallic cylin-
  der, a little longer than a human hand. It can read someone’s 
  mind at a range of a few metres; surface thoughts are rapidly 
  mirrored, but memories take time and prolonged contact to 
  extract, a process which is painful to the subject. A mind probe 
  has a Mind Probe skill; a skilled operator may gradually increase 
  the number of skill points allocated to it. It works on any sen-
  tient being, including synthetics, and is resisted using Will. 
  ê Pattern Sensor
  Costs 3 skill points
  A pattern sensor is a bulky circular device half a metre 
  in diameter with a holographic display. It was originally 
  designed for installation rather than personal use. It’s an 
  Opteran device which detects the presence of life; synthetics 
  also register on it. It can be set to ignore known life forms, 
  to detect a particular form of life, operate at different ranges 
  (from a minimum of a few hundred metres to a maximum 
  of 10AU), and so on; it can also learn to identify different life 
  forms. Programming it is tough for humans due to its alien 
  configuration and conceptual set up.
  Most pattern sensors have a Fair (+2) Notice skill for 
  detecting life forms that may otherwise avoid detection; and an 
  Average (+1) Science skill to identify them. The Science skill is 
  low as it’s hard for a human operator to fully grasp the output, 
  intended for an Opteran mind and senses. Experts in the use of 
  pattern sensors may be able to increase these skills. The pattern 
  sensor automatically enters an “alert mode” when it detects the 
  Vore, or life forms designed by the Vore such as the Nihilors of 
  Balar.
  ê Portable Wormhole Tap
  Costs 1 aspect, 2 stunts
  A device containing the aperture of a microscopic wormhole 
  linked to the heart of a star. A method of power generation 
  apparently used by the Opterans, a wormhole tap delivers 
  enough energy to power any number of personal items linked 
  to it. It can also be used as a weapon, with a +2 bonus to 
  Ranged Combat attack actions and a weapon:2 rating.
  The tap is hemispherical in shape, though its size varies 
  according to its power. All are remarkably compact, considering 
  the power they provide: taps which operate on a personal scale 
  are small enough to be held between two fingers; the largest 
  tap found to date, which generates power on an Enormous (+3) 
  scale, is too large for one person to lift.
  ê Quantum Correspondence Device
  Costs 1 aspect
  QCDs are working prototypes based on salvaged Opteran 
  devices, constructed by the Robotics Collegium, which has also 
  established an experimental information exchange on Haven 
  Beta. A QCD can communicate with that exchange, or another 
  QCD linked to it, instantaneously—even across light-years of 
  distance, unconstrained by relativistic effects.
  This effect works most of the time, but is sometimes 
  Plagued by Ghosts—presumably other garbled transmissions. 
  One radical theory says that ghosts are ancient Opteran com-
  munications, although most scientists say this is impossible. 
  Table 6: Alien Technology
  Name
  Tech Index
  Notes
  Cost
  Mind Probe
  T10
  Mind Probe skill.
  1+SP
  Pattern Sensor
  T10
  Fair (+2) Notice; Average (+1) Science.
  3SP
  Portable Wormhole Tap
  T10
  +2 damage (Ranged Combat); w:2.
  1A, 2S
  Quantum Correspondence Device
  T11
  Plagued by Ghosts.
  1A
  
  26
  The Far Havens
  CHAPTER FOUR
  VEHICLES OF THE FAR HAVENS
  Memetic
  Cascade
  The following vehicles are common across the Far Havens. 
  Most are tech index T7 in the Protectorate as a whole, and T8 
  on hub worlds, with more sophisticated vehicles occasionally 
  available. 
  PLANETARY VEHICLES
  “The Commonality woman just didn’t get it. She kept talking to the ship. Walking up to 
  doors, expecting them to open, then getting furious when there was nothing ready for her to 
  eat at mealtimes. I kept telling her: just do it yourself—embrace the freedom. Put your hands 
  on the helm controls. Choose what you want, when you want it. You’re strong enough to 
  survive without your inhuman synthetic jailers!” 
  — Uchu Domoye, BRD Bucho, Rotor Diplomatic Unit
  AIRCAR
  A small ground-car sized aircraft with folding wings. It 
  can take off and land vertically, hover for short periods, 
  and can carry six passengers and baggage at speeds 
  up to 300kmh. It’s not fully pressurised, which limits its 
  flight ceiling; it has an endurance of six hours. Aircars are 
  reasonably common on garden worlds, but by no means 
  universal, and require special certification above that of 
  ground vehicles. 
  Physical Stress: 1  2   
  Systems Stress: 1  2  3
  Consequences: 1 mild + 1 moderate
  Scale: Large (+1)
  Tech Index: T7
  Aspects: Compact Personal Aircraft; Folding Wings.
  Skills: Fair (+2) Manoeuvre (Atmospheric); Average (+1) 
  Systems.
  Supporting Construct
  ARMOURED TRANSPORT
  This leviathan of a land vehicle runs on twelve massive 
  wheels with variform size and hardness. A hundred 
  metres long, it can carry up to 200 people and equipment 
  over any terrain at up to 60kmh. It’s mostly used for 
  military purposes.
  Physical Stress: 1  2  3  4     Systems Stress: 1  2  3
  Consequences: 1 mild + 1 moderate
  Scale: Huge (+2)
  Tech Index: T7
  Aspects: Land Leviathan; Many Wheels; Works In All 
  Conditions; Mobile Military Base.
  Skills: Good (+3) Hull Strength; Fair (+2) Ranged Combat, 
  Systems; Average (+1) Manoeuvre (Ground), Technical.
  STUNTS
   Passenger Accommodations: Accommodations for 
  20 passengers.
  EXTRAS
  ê Armoured Hull: Reduce any physical stress incurred 
  by 3 points.
  ê Extended Passenger Accommodations: 
  Accommodations for 200 passengers.
  Supporting Construct
  
  27
  Vehicles
  HIGH PERFORMANCE GROUND 
  TRANSPORT
  With variform wheels capable of varying size and 
  hardness, these cars can carry up to six passengers off-
  road at 120kmh, or twice that on a road surface. Their 
  power cells give them an endurance of about a month 
  between recharges.
  The following stats are for a standard ground transport; 
  flashier vehicles can have higher skills and extra stunts. 
  On most worlds PCs can use ground cars without 
  spending their extras budget, unless they want specific 
  abilities as extras. 
  Physical Stress: 1  2   
  Systems Stress: 1  2  3
  Consequences: 1 mild + 1 moderate
  Scale: Large (+1)
  Tech Index: T7
  Aspects: All-terrain Vehicle; Faster On the Road; 
  Standard Transport; Variform Wheels.
  Skills: Average (+1) Manoeuvre (Ground), Systems.
  Supporting Construct
  HOVERTANK
  A low-flying gravitic hover vehicle with a flight ceiling 
  of 100 metres. It can carry up to six people and baggage 
  at up to 100 kmh, and incorporates powerful mounted 
  weapons.
  Physical Stress: 1  2  3     Systems Stress: 1  2  3
  Consequences: 1 mild + 1 moderate
  Scale: Huge (+1)
  Tech Index: T7
  Aspects: Low Altitude; Flying Artillery.
  Skills: Fair (+2) Melee Combat, Ranged Combat; Average 
  (+1) Hull Strength, Manoeuvre (Atmospheric), Systems.
  EXTRAS
  ê Armoured Hull: Reduce any physical stress incurred 
  by 1 point.
  ê Plasma Cannon: Weapon:3 rating, range 5, blaster; 
  Burst Fire.
  Supporting Construct
  Supporting Construct
  SKIMMER
  A very fast hydrofoil capable of carrying six passengers 
  and baggage at speeds up to 300kmh, skimmers can 
  also retract their fins to move over land, although they’re 
  significantly slower and less manoeuvrable when doing 
  so, struggling to reach 100kmh. They’re principally sea 
  vehicles.
  Physical Stress: 1  2   
  Systems Stress: 1  2  3
  Consequences: 1 mild + 1 moderate
  Scale: Large (+1)
  Tech Index: T7
  Aspects: High-speed Hydrofoil Hovercraft; Faster Over 
  Sea Than Land.
  Skills: Fair (+2) Manoeuvre (Ocean Surface); Average (+1) 
  Manoeuvre (Ground), Systems.
  
  28
  The Far Havens
  Supporting Construct
  WARBIRD
  An atmospheric landing craft and shuttle used by the 
  Martial Collegium, with a shape reminiscent of a bird 
  of prey. It has a pilot and copilot, and can carry twenty 
  passengers to and from orbit, although it lacks the range 
  to go much further. Warbirds are armed, and used for 
  landing armed forces and other military ops in planetary 
  atmospheres.
  Physical Stress: 1  2   3     Systems Stress: 1  2  3
  Consequences: 1 mild + 1 moderate
  Scale: Large (+1)
  Tech Index: T7
  Aspects:  Armed Shuttle; Tried and Tested Design of the 
  Wayfarers Guild; Space and Atmospheric Fighter.
  Skills: Fair (+2) Manoeuvre (Atmosphere, Orbit), Systems; 
  Average (+1) Hull Strength, Passive Sensing, Ranged 
  Combat.
  STUNTS
   Passenger Accommodations: Accommodations for 2 
  passengers.
  EXTRAS
  ê Extended Manoeuvrability (Atmosphere): Use 
  Manoeuvre in atmospheric actions.
  ê Extended Passenger Accommodations: 
  Accommodations for 20 passengers.
  Supporting Construct
  ORBITAL FERRY
  A basic no-frills orbital passenger transport with a 
  2-person crew and 200-person passenger capacity, orbital 
  ferries are also used for intercontinental travel using 
  short orbital hops of under an hour. Landing anywhere 
  other than a dedicated landing pad requires a Good (+3) 
  Manoeuvre check to avoid damage.
  Physical Stress: 1  2     Systems Stress: 1  2  3
  Consequences: 1 mild + 1 moderate
  Scale: Huge (+2)
  Tech Index: T7
  Aspects: Cheap Orbital Vehicle; No Frills Transport 
  Craft; Dedicated Facilities Needed For Landing.
  Skills: Fair (+2) Resources, Systems; Average (+1) 
  Manoeuvre (Atmosphere, Orbit), Passive Sensing.
  STUNTS
   Cargo Hold: 20 units of Large (+1) cargo; 200 units of 
  Medium (+0) cargo.
   Passenger Accommodations: Accommodations for 
  20 passengers.
  EXTRAS
  ê Extended Manoeuvrability (Orbit): Use Manoeuvre 
  in orbital actions.
  ê Extended Passenger Accommodations: 
  Accommodations for 200 passengers.
  
  29
  Vehicles
  STARSHIPS
  Starships in the Far Havens are qualitatively different from 
  those of the Commonality. Most importantly, they are not 
  sentient beings, but vehicles capable of travelling through 
  n-space and sometimes 2-space. Instead of a starship 
  sentience, they are equipped with a navigator synthetic (col-
  loquially called a “black box job”, page 6) capable of managing 
  real-time 2-space navigation and crewed by a 2-pilot who’s 
  often a Voyager synthetic (page 15). Sometimes the navigator 
  synthetic may be replaced by an astrogator (page 11). 
  KESTREL-CLASS
  COMMUNICATIONS VESSEL
  A class of experimental vessels produced by the 
  Wayfarers’ Guild following the introduction of planing 
  technology, the Kestrel was intended for a unique 
  niche—a stealth vessel capable of dominating in-system 
  comms and exploring without being detected. Kestrels 
  are crewed by 4-8 persons.
  Physical Stress: 1  2  
  Systems Stress: 1  2  3  4
  Consequences: 1 mild + 1 moderate
  Scale: Huge (+2)
  Tech Index:  T8+
  Aspects: Covert Communications Vessel; Wayfarers’ 
  Guild Experiment; Stealth Ship; Dominate the Comm-
  waves.
  Skills: Great (+4) Systems; Good (+3) EW, Passing 
  Sensing, Stealth; Fair (+2) Active Sensing, Manoeuvre 
  (Space, Orbit), Technical; Average (+1) Deceive, Planing, 
  Ranged Combat.
  EXTRAS
  ê Chameleon Coating: +2 Stealth or Deceive bonus to 
  pass unnoticed or as another construct.
  ê Extended Manoeuvrability (Orbit): Use Manoeuvre 
  in orbit actions.
  ê System Survey Drone: Small (-1): Fair (+2) Active 
  Sensing, Passive Sensing.
  Supporting Construct
  PEACOCK-CLASS DIPLOMATIC 
  TRANSPORT
  An ungainly starship—though luxurious within—
  Peacocks are manufactured by the Wayfarers’ Guild. 
  Most are in the hands of rich individuals, often as status 
  symbols. They also serve as diplomatic transports; for 
  official journeys, a Peacock may be escorted by one 
  or more Phoenix warships (see below). They have a 
  maximum passenger capacity of 300 persons, although 
  they often carry far fewer.
  Physical Stress: 1  2  
  Systems Stress: 1  2  3
  Consequences: 1 mild + 1 moderate
  Scale: Huge (+2)
  Tech Index:  T8+
  Aspects: Rich Person’s Toy; Pleasure Ship, Luxury 
  Cruiser; Nothing But the Best Within.
  Skills: Good (+3) Resources, Systems; Fair (+2) 
  Passive Sensing, Planing; Average (+1) Active Sensing, 
  Manoeuvre (Space), Planing.
  STUNTS
   Cargo Hold: 30 units of Large (+1) cargo, 300 units of 
  Medium (+0) cargo.
   Passenger Accommodation: Accommodations for 30 
  passengers.
  EXTRAS
  ê Extended Passenger Accommodation: 
  Accommodations for 300 passengers.
  Supporting Construct
  Variation
  Walker versions of defence drones are also available, with 
  four legs instead of rotor blades. They have a speed of just 
  10km/h, but are suitable for environments where rotored 
  flying is inappropriate or impossible, such as in thin atmos-
  pheres. Walker drone legs are usually adherent, permitting 
  operations on surfaces even in zero- and micro-gravity 
  environments.
  Scenario Hook: In Search of 
  Dragons…
  Emerging from 2-space in interstellar space is invar-
  iably fatal, due to the phenomenon known as Pulse 
  Dragons. The Collegium of Archivists has fitted out an 
  old Wayfarer-class colony ship to investigate the phe-
  nomenon in a years-long mission. If they can find an 
  explanation, the Far Havens will have the advantage 
  over the Commonality; this fact alone has led to the 
  mission attracting much funding and publicity.
  
  30
  The Far Havens
  Supporting Construct
  PHOENIX-CLASS BATTLE
  CRUISER
  The signature warship of the Far Havens, the Phoenix was 
  developed jointly at great expense by the Wayfarers’ Guild 
  and Martial Collegium after the Commodus Incident. 
  Although it can’t match the advanced warships of the 
  Commonality, it’s widely regarded as a beautiful vessel, 
  with sleek elegant lines; many Phoenixes are brightly 
  painted and decorated as a matter of pride by their crews.
  A Phoenix has a crew of 20, although it can be operated 
  by as few as four. Each typically carries a Warbird as a 
  shuttle craft.
  Physical Stress: 1  2  3  4      Systems Stress: 1  2  3
  Consequences: 1 mild + 1 moderate
  Scale: Huge (+2)
  Tech Index:  T8+
  Aspects: Battleship; Object of Beauty; State of the Art.
  Skills: Good (+3) Hull Strength, Ranged Combat; 
  Fair (+2) Close Combat, Manoeuvre (Space), Planing, 
  Systems; Average (+1) Active Sensing, Planing, Resources, 
  Technical.
  STUNTS
   Docking Bay: Space for 1 Large (+1) vessel.
   Orbital Assault: +2 explosive (1) attack or create an 
  advantage bonus on planetary surface from orbit.
   Passenger Accommodation: Accommodations for 20 
  passengers.
  EXTRAS
  ê Armoured Hull: Armour: 2 rating.
  ê Haze Field: Armour: 1 rating; Effective Against Beam 
  Weapons Only; Limited Atmospheric Use.
  ê Missiles: Contest of Ranged Combat vs Manoeuvre, +2 
  damage bonus, explosive effect, Limited Supply.
  ê Plasma Cannon: Weapon:3 rating, range 5, blaster; 
  Burst Fire.
  ê Sandcaster: Armour:1 rating; Effective Against Beam 
  Weapons Only; Limited Atmospheric Use.
  PHOENIX-CLASS
  BATTLE CRUISER
  
  31
  Vehicles
  Supporting Construct
  EAGLE-CLASS WARSHIP
  The Eagle was once the standard Wayfarers’ Guild 
  warship, though it usually remained in a single system. 
  Originally state of the art, planing technology and recent 
  advances have rendered it obsolete, though many older 
  vessels remain in service in smaller organisations and 
  even in private hands.
  The more modern Phoenix was based on the Eagle, and 
  shares some similarities. Like the Phoenix, the Eagle has 
  a crew of twenty but can fly with fewer. It also carries a 
  single large transport vessel; in older Eagles this was a 
  Raven (Mk1), but this was replaced by the Warbird before 
  the Eagle was phased out.
  The Eagle does not have planing engines; those still in 
  service are used for in-system defence.
  Physical Stress: 1  2  3  4      Systems Stress: 1  2  3
  Consequences: 1 mild + 1 moderate
  Scale: Huge (+2)
  Tech Index:  T8
  Aspects: Obsolete Battleship.
  Skills: Good (+3) Hull Strength, Ranged Combat; Fair 
  (+2) Close Combat, Manoeuvre (Space, Orbit), Systems; 
  Average (+1) Active Sensors, Resources, Technical.
  STUNTS
   Docking Bay: Space for 1 Large (+1) vessel.
   Extended Manoeuvrability (Orbit): Use Manoeuvre 
  in orbit actions.
   Orbital Assault: +2 explosive (1) attack or create an 
  advantage bonus on planetary surface from orbit.
   Passenger Accommodation: Accommodations for 20 
  passengers.
  EXTRAS
  ê Armoured Hull: Armour:1 rating.
  ê Missiles: Contest of Ranged Combat vs Manoeuvre, +2 
  damage bonus, explosive effect; Limited Supply.
  ê Sandcaster: Armour:1 rating; Effective Against Beam 
  Weapons Only; Limited Atmospheric Use.
  Supporting Construct
  RAVEN-CLASS COURIER (MK2)
  The smallest of the Wayfarers’ Guild standard vessels, 
  unlike the previous Raven, the Mark 2 has planing 
  capability and operates both independently as well as 
  serving larger vessels. It has a maximum crew of 4 on 
  extended journeys, although it often carries just 2 or 
  3—usually a pilot with bonded synthetic navigator, and 
  science officer, although it may also be used as a fast 
  diplomatic courier. 
  Physical Stress: 1  2  
  Systems Stress: 1  2  3
  Consequences: 1 mild + 1 moderate
  Scale: Large (+1)
  Tech Index:  T8+
  Aspects: Unarmed; Fast; Long-Range Scout; Cramped 
  Quarters.
  Skills: Good (+3) Planing; Fair (+2) Active Sensing; 
  Average (+1) Manoeuvre (Atmospheric, Space), Passive 
  Sensing, Systems, Technical.
  STUNTS
   Long-Distance Life Support: +2 bonus for 
  functioning on your reserves.
  EXTRAS
  ê Extended Manoeuvrability (Atmosphere): Use 
  Manoeuvre in atmospheric actions.
  
  32
  The Far Havens
  Supporting Construct
  MAGPIE-CLASS TRADER
  The signature trading vessel of the Wayfarers’ Guild, 
  most Magpies are no longer in Guild hands, having been 
  sold to new traders and other organisations during the 
  period when the Far Havens engaged in free trade with 
  the Commonality and the Wayfarers’ Guild felt the need 
  to compete. Unfortunately for the Guild, the free trade 
  period also marked the end of their dominance over 
  space travel in the Far Havens.
  Many Magpies have been extensively modified. The 
  “standard” Magpie has a crew of 4 and 3 passengers. 
  Physical Stress: 1  2  
  Systems Stress: 1  2  3  4
  Consequences: 1 mild + 1 moderate
  Scale: Huge (+2)
  Tech Index:  T8+
  Aspects: Free Trader; Easily Customised; Robust.
  Skills: Good (+3) Systems; Fair (+2) Planing, Resources; 
  Average (+1) Active Sensing, Manoeuvre (Atmosphere, 
  Orbit, Space), Passive Sensing, Ranged Combat.
  STUNTS
   Cargo Hold: 20 units of Large (+1) cargo, 200 units of 
  Medium (+1) cargo.
  EXTRAS
  ê Extended Manoeuvrability (Orbit, Atmosphere): 
  Use Manoeuvre in atmospheric and orbit actions.
  ê Haze Field: +1 defence bonus.
  MAGPIE-CLASS TRADER
  
  33
  Vehicles
  Supporting Construct
  WAYFARER-CLASS
  COLONY SHIP
  The old slower-than-light survey ships of the Far Havens 
  were gargantuan affairs, carrying up to 4000 people (with 
  room for ten times more in stasis) and equipped with top-
  rate sensors and scientific labs. The great vessels are now 
  sadly obsolete, though a few are still in operation, some 
  clumsily retrofitted with planing engines.
  Physical Stress: 1  2  3  Systems Stress: 1  2  3  4
  Consequences: 1 mild + 1 moderate
  Scale: Enormous (+3)
  Tech Index:  T8+
  Aspects: Gargantuan; A Self-Sustaining Colony In a 
  Starship; Obsolete and Antiquated; Bulky and Difficult 
  to Manoeuvre; Vulnerable Stasis Berths.
  Skills: Great (+4) Systems; Good (+3) Resources, 
  Technical; Fair (+2) Hull Strength, Knowledge, Passive 
  Sensing; Average (+1)  Active Sensing, Planing, Ranged 
  Combat, Resources.
  STUNTS
   Cargo Hold: 30 units of Huge (+2) cargo, 300 units of 
  Large (+1) cargo.
   Docking Bay: Space for 1 Huge (+2) vessel, 10 Large 
  (+1) vessels.
   Long-Distance Life Support: +2 bonus for 
  functioning on your reserves.
   Passenger Accommodation: Accommodations for 
  400 passengers.
  EXTRAS
  ê Extended Cargo Hold: Additional 30 units of Huge 
  (+2) cargo, 300 units of Large (+1) cargo.
  ê Extended Passenger Accommodation: 
  Accommodations for 4000 passengers.
  ê Ponics: Provide food and breathable atmosphere 
  almost indefinitely.
  ê Stasis Berths: Stasis berths for 44000 passengers.
  ê System Survey Drone: Small (-1); Fair (+2) Active 
  Sensing, Passive Sensing.
  Supporting Construct
  SIMURG-CLASS WAR CRUISER
  The Simurg is the largest warship produced by the 
  Wayfarers’ Guild, half a kilometre long and with a crew 
  of 300. As well as being a powerful vessel, it can also 
  transport a large marines complement and up to four 
  Huge (+2) and sixty Large (+1) ships, including Warbirds 
  and Stargulls.
  Physical Stress: 1  2  3  4     Systems Stress: 1  2  3  4
  Consequences: 1 mild + 1 moderate
  Scale: Enormous (+3)
  Tech Index:  T8+
  Aspects: Stargull Carrier; Pride of the Fleet; One of the 
  Most Powerful Vessels In Space; Clumsy to Manoeuvre; 
  Fast 2-Space Planeship.
  Skills: Good (+3) Hull Strength, Planing, Systems; Fair 
  (+2) Active Sensing, Ranged Combat, Resources; Average 
  (+1) EW, Manoeuvre (Space), Passive Sensing, Technical.
  STUNTS
   Docking Bay: Space for 1 Huge (+2) vessel, 10 Large 
  (+1) vessels.
   Long-Distance Life Support: +2 bonus for 
  functioning on your reserves.
   Passenger Accommodation: Accommodations for 
  300 passengers.
  EXTRAS
  ê Armoured Hull: Armour:2 rating.
  ê Extended Docking Bay: Space for 10 Huge (+2) 
  vessels, 100 Large (+1) vessels.
  ê Haze Field: Armour:1 rating; Effective Against Beam 
  Weapons Only; Limited Atmospheric Use.
  ê Plasma Cannon: Weapon:3 rating, range 5, blaster; 
  Burst Fire.
  
  34
  The Far Havens
  STARGULL-CLASS FIGHTER
  The Stargull is the archetypal 2-person space fighter 
  of the Martial Collegium, developed independently 
  of the Wayfarers’ Guild. With a dramatic “gull-wing” 
  configuration, Stargulls are short-range vessels without 
  planing capability. Larger military vessels and orbital 
  stations sometimes carry whole flocks of Stargulls.
  Some heavily-armed Stargulls are equipped with plasma 
  cannon, although Stargull strength lies in their massed 
  attack against much larger vessels and installations.
  Physical Stress: 1  2  3  Systems Stress: 1  2  3
  Consequences: 1 mild + 1 moderate
  Scale: Large (+1)
  Tech Index:  T7
  Aspects: Newly Developed; Space Fighter; Power In a 
  Concentrated Form.
  Skills: Fair (+2) Manoeuvre (Space, Orbit), Ranged 
  Combat; Average (+1) Hull Strength, Passive Sensing, 
  Systems.
  STUNTS
   Dogfighter: +2 defend bonus in dogfights, etc, when 
  you can manoeuvre freely.
   Extended Manoeuvrability (Orbit): Use Manoeuvre 
  in orbit actions.
   Swarm: Stargull flock attacks 1 scale larger; one 
  stargull attacks, others provide teamwork bonuses.
  Supporting Construct
  Variation
  Walker versions of defence drones are also available, with 
  four legs instead of rotor blades. They have a speed of just 
  10km/h, but are suitable for environments where rotored 
  flying is inappropriate or impossible, such as in thin atmos-
  pheres. Walker drone legs are usually adherent, permitting 
  operations on surfaces even in zero- and micro-gravity 
  environments.
  New Installation Extra: Wormhole 
  Tap Power Unit
  Cost: 1 aspect, 2 stunts
  An installation fitted with a wormhole tap power unit 
  need never worry about energy or reaction mass. 
  Granted, this is also true with standard zero point 
  power, but wormhole tap-equipped vessels can easily 
  stay hidden; they cannot normally be detected by a 
  Passive Sensing roll. Further, if the vessel has a Stealth 
  skill, that skill has a +2 bonus.
  Further, excess energy from a wormhole tap can 
  be channelled as a blast of starfire. This is similar to 
  a plasma cannon; it has a weapon: 3 rating and a 
  Burst Fire aspect. However, a vessel using starfire loses 
  any stealth bonus and can be detected using passive 
  sensors.
  Wormhole tap power units are arguably superior 
  to Commonality ZIP cell tech, and are certainly well be-
  yond the manufacturing capabilities of the Far Havens. 
  All are salvaged pieces of ancient Opteran technology, 
  rigged to interface with Far Havens installations; 
  only a dozen or so are in existence across the entire 
  Protectorate.
  
  35
  History
  CHAPTER FIVE
  THE HISTORY OF THE FAR HAVENS
  Memetic
  Cascade
  INITIAL SETTLEMENT
  The Haven colony fleet departed from the Old Commonality 
  early in the First Age of Space, bound for the sparse systems 
  above the galactic plane. It reached the binary system which 
  was to bear its name, the location of two garden worlds. 
  The most earthlike—a standard garden with a t-analogue 
  biosphere—was devoid of life forms dangerous to humans, 
  and was designated Haven Prime, a candidate for terraform-
  ing with the fleet’s genurgic stock. The second, named Haven 
  Beta, was more challenging, resisting terraforming attempts. 
  The Haven fleet comprised seven generation ships. 
  Precise records are lost, but legends claim they were fleeing 
  oppression and seeking freedom and space to live. Historians 
  suggest the oppression was not from Old Earth, peaceful at 
  that time, but one of its colonies—though which is unclear.
  The Haven fleet’s arrival date is still known with reasona-
  ble certainty: Haven Year 1 corresponds approximately to the 
  year 3000 of the First Age of Space, seven and a half standard 
  millennia ago. Far Havens historians look down on the New 
  Commonality for being less than two standard centuries old.
  Sanctum
  The Haven binary system has a distant companion, a small 
  K-class main sequence star orbiting 1000 AU out. Not long 
  after consolidation of the Haven colonies, automated probes 
  then manned vessels explored this companion, and within 
  decades pioneers established a new colony, named Sanctum. 
  Unlike most secondary colonies, Sanctum stayed in contact 
  with Haven Prime. Travel times between the two were initially 
  a few standard decades, which rapidly reduced to a few 
  years and then even months as space propulsion technology 
  improved and craft were able to approach the speed of light.
  INTERSTELLAR EXPANSION
  The Wayfarers’ Guild
  Early in Haven’s history space travel and ship manufacture 
  became dominated by a single organisation which became 
  the Wayfarers’ Guild. It still exists, and its records describe 
  early eras of adventurous exploration and scientific genius.
  The Guild dominated space travel for seven standard 
  millennia. In its early years it explored near-Haven space, 
  establishing colonies. But, with travel slower than light speed, 
  there were limits to how far Haven could expand, and it main-
  tained only infrequent contact with systems beyond Sanctum.
  War and Synthetics
  The First Interstellar War began in Haven Year 2540 (6800 
  standard years ago), when Sanctum sought independence. 
  The conflict lasted many standard decades due to distances 
  involved, and the Wayfarers’ Guild remained neutral, refusing to 
  transport troops. Sanctum’s rebels constructed robotic soldiers 
  and ships, which crossed the void more easily than humans.
  “It’s been a long time since history ran in a straight line. It did at the beginning, of course; but 
  then we went to the stars, bending time and space until every chronology we made broke 
  from the strain. For millennia history was a web, everything running in different threads in 
  different directions. Classical historians love trying to make sense of it—choosing where to 
  start, who to follow, mapping out timelines and causality paths, like creating history anew 
  every time. Since planing, everything’s flattened out again. It’s weird to think the Commonal-
  ity gave us back our history…” 
  —Gemini Ramirez, Guild Voyager, on celebrating 25
  consecutive years in congruent space time
  
  36
  The Far Havens
  After initial strikes by synthetics, Haven retaliated. The 
  war surged, yet few gains were made until Haven fell, and its 
  new rulers—the Haven Senate—not only sued for peace but 
  sought to include Sanctum in the new administration. The 
  structure of the modern Senate can be traced to this era.
  However, the settlement did not stop the synthetic killing 
  machines. The Senate banned their production, and spent 
  years hunting down survivors. It decided that never again 
  should synthetics disregard human life, consulting ancient 
  texts to codify laws known as the Asimov Protocols (page 
  11), by which new synthetics—too useful to ban entirely—
  would be incapable of harming humans or disobeying orders. 
  The Robotics Collegium, which had made the first syn-
  thetics, improved its designs in following centuries. Today the 
  Protocols are hardwired into Haven synthetics so profoundly 
  that constructing one without them would require a return to 
  first principles—a step both impractical and unthinkable.
  The Collegia and the Specialists
  In time, other organisations similar to the Wayfarers’ Guild and 
  Robotics Collegium were founded. As well as concentrating 
  expertise, these collegia travelled to farther-flung colonies, 
  recruiting the enhanced human talents known as specialists, 
  encouraging colonies to send representatives to the Senate, 
  and gradually knitting the Far Havens into a loose federation.
  Second Expansion and the Birth of 
  the Protectorate
  As the federation began to cohere, the phenomena of 
  specialists, synthetics, longevity, and the Wayfarers’ Guild 
  combined to facilitate interstellar travel. Worlds were settled, 
  terraformed, brought under the Haven Senate’s protective 
  “umbrella”. Some became electorates, and part of the Senate.
  The expansionary period began with the establishment of 
  the Haven Protectorate in HY 4709 (6000 standard years ago). 
  Arguably it’s still ongoing, but Commonality contact and the 
  introduction of planing engines have changed everything, 
  and it remains to be seen how the Protectorate will adapt.
  RECENT HISTORY
  The Opterans
  In recent decades, planing expeditions to systems suboptimal 
  for colonisation have found traces of an ancient alien species 
  dubbed the Opterans (page 45). Recovered devices have led 
  to technological breakthroughs, though the Opteran’s disap-
  pearance remains puzzling and contradictory.
  The Commodus Incident
  One standard century (or three local centuries) ago, in HY 22650 
  (95 NCE), the Far Havens were contacted by Commonality event 
  horizon probe. The probe in question styled itself “Commodus”, 
  after a prehistoric Old Earth ruler-deity; investigations continue 
  into why it did so, but indications point to serious degradation 
  in the probe’s mental state through causes unknown. 
  In breach of Commonality contact protocols, the Com-
  modus probe declared itself openly to the Far Havens Core 
  worlds, claiming to be “the voice of the Emperor of the Con-
  cord of Sentience that rules the Commonality” and declaring 
  the Far Havens were to be summarily incorporated into the 
  glory of Rediscovery. All hail Commodus. Kneel and adore.
  Unceremoniously chased from system after system by 
  Protectorate forces, the Commodus probe continued on its 
  chaotic course, spouting alarmist declarations wherever it 
  found an audience—declarations which seemed tailored to 
  leave the Far Havens in confusion and trepidation before the 
  coming of the Commonality.
  The whereabouts of the Commodus probe are currently 
  unknown; no declarations have been received for decades. 
  Many believe Commodus is still out there, and that the Far 
  Havens haven’t heard the last from this unruly synthetic.
  The New Traders
  First contact with the Commonality proper was not through 
  formal channels, but haphazard encounters with the rapa-
  cious New Traders who infest the Commonality Fringe, who 
  saw the Far Havens as a rich and ready market for Commonal-
  ity tech. Despite its isolation at the end of the tortuous Helix 
  Corridor, the Protectorate had a developed civilisation with an 
  advanced technological base and a paranoid need to prepare 
  itself to defend against anticipated Commonality incursions. 
  So attractive are the Far Havens to New Traders that there’s 
  even a theory that a consortium was behind the Commodus 
  Incident, deliberately subjecting the probe to eidolon crisis so 
  the resulting Far Havens confusion and paranoia would put the 
  Commonality on the defensive and let the New Traders operate 
  without interference. Whatever the case, recent Far Havens 
  history could not have prepared the ground for them better.
  The Sybaris Treaty
  Sybaris is an icy gas giant moon beyond Commonality Space 
  and outside the Far Havens Protectorate. It has water oceans 
  beneath its crust, and its amphibious hominids dwell in towns 
  on the sea bottoms.
  The Commonality and the Haven Protectorate signed 
  a treaty on Sybaris allowing Commonality diplomats and 
  traders access to the Far Havens, but forbidding Commonality 
  synthetics or sentient starships from Protectorate worlds and 
  installations.
  
  37
  Organisations
  CHAPTER SIX
  FAR HAVENS ORGANISATIONS
  Memetic
  Cascade
  THE HAVEN 
  PROTECTORATE
  The Far Havens comprise three “core 
  worlds” and a much larger number 
  of “Protectorate worlds”, connected by ties of trade, history, 
  politics, and necessity. The Haven Core worlds consist of two 
  inhabited planets (Haven Prime and Haven Beta) in a binary 
  star system, and a third inhabited world (Sanctum) in the solar 
  system of a distant companion star. The three worlds kept in 
  touch with each other for millennia using long-haul slower-
  than-light travel, and the worlds were sufficiently close that 
  journey times were never more than weeks, and—thanks to 
  relativity—even less for passengers.
  Today the Haven Core worlds are advanced, close-knit, 
  and stable, with a tech index of T8. The Protectorate itself was 
  officially established long before the introduction of planing, 
  and the Protectorate worlds are more far-flung, and much 
  more loosely-knit. Indeed, to Commonality scholars it’s amaz-
  ing that the Far Havens cohered at all. 
  Most Protectorate worlds are associates, signing up to a 
  common defence and foreign policy, free trade agreements 
  with the other Protectorate worlds, and treaties permitting 
  the collegia (see page 38) to operate in their systems. Asso-
  ciates have little to do with the central government of the 
  Far Havens, and may govern themselves as they choose; the 
  collegia, however, work to ensure a degree of shared cultural 
  values across the Far Havens.
  Some of the more advanced Far Havens worlds are not 
  simply associates but electorates, with a full role in the 
  democratic processes of government at Protectorate as well 
  as local levels. As well as guaranteeing a certain level of tech-
  nology, Electorates are required to maintain minimum levels 
  of freedom and democratic governance for their citizens. 
  Every thirty local years (ten standard years), each Far Haven 
  Electorate selects a delegation of senators from a body of 
  eligible citizens, usually by lot though sometimes by popular 
  vote. These senators serve on the Haven Senate together 
  with senators selected by each of the collegia, and those 
  chosen by lot from the three Haven Core worlds.
  The Haven Senate makes all governmental decisions 
  affecting the Haven Core worlds and the Protectorate as a 
  whole. Citizens may directly lobby the Senate to vote on a 
  course of action. Before the introduction of planing, slow-
  er-than-light travel meant that serving on the Senate cut a 
  senator off from their home system almost completely.
  The people of the Haven Core worlds value freedom, trade 
  and democracy. They believe that individuals should have a 
  say in how they’re governed, and that people and organisa-
  tions should be free to seek well-being and riches without 
  overreaching government interference. The collegia are as 
  much independent organisations as arms of the govern-
  ment—even though they are responsible for enacting most 
  Senate decisions.
  Elsewhere in the Far Havens, and particularly on associate 
  worlds (but even on electorate worlds, to a lesser extent), 
  there is more variation in attitudes and government. Some 
  worlds are ruled by a small elite, or by a collegium or other 
  organisation; some have a libertarian capitalist philosophy, 
  or are statist technocracies; others still are close to being 
  anarchies.
  “Some people ask me why we don’t use synthetic labourers to harvest the Lotus Flowers. The 
  answer is simple: people are cheaper.” 
  —Col Ito, Boryokudan boss.
  
  38
  The Far Havens
  THE COLLEGIA
  Haven’s collegia are the glue binding the Protectorate 
  together. Guardians of specialised knowledge with ele-
  ments of university and corporacy, they wield most of the 
  power in the Far Havens which extends beyond a single 
  system. 
  All Protectorate worlds are more or less dependent on 
  the collegia for the expertise required to run a high tech 
  civilisation. A hidden reason for the hostility between the 
  Commonality and the Protectorate is the threat the former 
  poses to collegia monopolies on key areas of knowledge and 
  technology.
  Collegiate fears are not without foundation. When the 
  Commonality introduced planing engines to Protectorate 
  space, it destroyed the Wayfarers’ Guild monopoly on space 
  travel. Today Commonality traders (and others) compare 
  Asimov Protocol synthetics (page 10) to slaves (rather than 
  the machines they are), threatening not just the Robotics 
  Collegium but the entire Protectorate economy.
  Collegia enjoy the same representation in the Haven 
  Senate as electorate worlds (page 37). Mostly, however, they 
  wield “soft” power through trade and academies on various 
  worlds. Collegium academies are combination training centre, 
  research base and factory, where any Protectorate citizen may 
  train if they pass the entrance tests. All higher education in 
  the Far Havens takes this form, and a successful graduate from 
  a collegium’s academy is guaranteed a job for life with that 
  collegium if he wants.
  Collegium hubs are worlds which are dominated by a 
  collegium. Often the collegium reaches deep into a system’s 
  economy and the lives of its citizens. A citizen may be the 
  offspring of two parents belonging to a collegium, be born in 
  a collegium hospital, attend a collegium school then a colle-
  gium academy, work for the collegium and, ultimately, when 
  they die, receive a collegium funeral.
  Some see this omnipresent collegium influence as a 
  contradiction of the fundamental freedoms inherent in Far 
  Havens philosophy. However, collegium hubs are tech-
  nologically advanced worlds, and collegium workers are 
  well looked-after, and include some of the most prosper-
  ous citizens in the Protectorate. Collegiate traditions are 
  an integral part of Far Havens culture, and they claim to 
  champion democratic freedom rather than unregulated 
  oligarchy. 
  Most people believe that collegiate success boosts the 
  prosperity of the Protectorate as a whole. They are as much a 
  part of the Far Havens as the principles of democracy, trade, 
  and freedom. 
  THE HAVENS PROTECTORATE
  Physical Stress: 1  2  3  4      Mental Stress: 1  2  3  4  
  Credit Stress: 1  2  3  4
  Consequences: 1 mild + 1 moderate
  Scale: Interstellar (+8)
  Reach: Interstellar (+8)
  Tech Index:  T8+
  Aspects: The Principles of Freedom; Loosely Bound 
  Protectorate; Synthetic Slaves; Growing Power.
  Skills: Superb (+5) Assimilate, Knowledge, Technical; 
  Great (+4) Resources, Science, Will; Good (+3) Contacts, 
  Notice, Security, Structure; Fair (+2) Bureaucracy, 
  Empathy, Investigate, Provoke.
  STUNTS
   The Ties That Bind: +2 bonus to Contacts create an 
  advantage actions.
  EXTRAS
  ê Diplomatic Team: Special Diplomatic Envoy with 
  Good (+3) Rapport.
  Supporting Organisation
  
  39
  Organisations
  The Collegium of Archivists
  The domain of the Collegium of Archivists 
  is pure knowledge, whether in science, 
  the humanities, or more mundane fields. 
  They are record keepers and historians, and 
  have records (even if not as complete as 
  they sometimes claim) dating back to the 
  beginnings of the Far Havens. They enforce 
  the Haven Calendar, with its 124-day year, 
  throughout the Protectorate.
  They also keep financial records. They own the Haven 
  Central Bank, the dominant power in interstellar (as opposed 
  to local) finance across the Protectorate, and its assets have 
  made the Archivists the richest of the collegia.
  However, the collegium regards money merely as a means 
  to an end—and that end is knowledge, both the records of 
  old knowledge which must not be lost, and the acquisition 
  of new. They have a keen interest in the Opterans, and their 
  researchers delve into Opteran history and explore their ruins 
  attempting to salvage their technology. They are behind 
  many expeditions to seek out new Opteran finds.
  The Martial Collegium
  Most of the Protectorate’s armed 
  forces belong to its individual member 
  worlds. However, the Protectorate 
  does have a force of its own, the Mar-
  tial Collegium, answerable only to 
  the Senate (where it also has representation). The collegium 
  enjoys access to the latest weapons technologies available in 
  the Far Havens, including military vehicles and space vessels 
  (although interstellar craft are supplied by the Wayfarers’ 
  Guild, and not used directly in engagements).
  The Martial Collegium is limited in scope. Its function 
  is to intervene in local wars which threaten to spread, and 
  to respond to external dangers. Historically, the distances 
  between Protectorate worlds meant the Senate was not in the 
  habit of strong-arming its members with threats of force and 
  the use of force, and in any case Protectorate values of free-
  dom and autonomy would not have accepted such threats 
  even if they had been made. 
  Martial Collegium academies are often situated on under-
  developed or problematic worlds; the collegium may find 
  itself being forced to intervene on such worlds, but equally 
  may find them prime recruiting grounds for those seeking a 
  better life in the armed forces of the Protectorate.
  THE COLLEGIUM OF 
  ARCHIVISTS
  Physical Stress:  1  2  3  Mental Stress:  1  2  3  
  Credit Stress: 1  2  3  4
  Consequences: 1 mild + 1 moderate
  Scale: Continental (+5)
  Reach: Interstellar (+8)
  Tech Index:  T8+
  Aspects: Record Keepers and Historians; The Richest 
  Collegium; In Search of Knowledge.
  Skills: Superb (+5) Bureaucracy, Knowledge; Great (+4) 
  Resources, Science; Good (+3) Investigation, Notice; Fair 
  (+2) Empathy, Structure, Will; Average (+1) Assimilate, 
  Rapport, Security, Technical.
  STUNTS
   Known Knowns: +2 defend bonus against Deceive.
   Specialist (Opteran Ruins): +2 Knowledge bonus to 
  rolls relating to Opteran ruins.
  Supporting Organisation
  THE MARTIAL
  COLLEGIUM
  Physical Stress:  1  2  3  4      Mental Stress:  1  2  3  4  
  Credit Stress:  1  2  3
  Consequences: 1 mild + 1 moderate
  Scale: Continental (+5)
  Reach: Interstellar (+8)
  Tech Index:  T8+
  Aspects: Armies of the Protectorate; Academies and 
  Forces Scattered Across the Far Havens; The Latest in 
  Military Tech.
  Skills: Superb (+5) Security; Great (+4) Provoke, Structure; 
  Good (+3) Manoeuvre, Will; Fair (+2) Contacts, Intrusion, 
  Resources; Average (+1) Bureaucracy, Empathy, Notice, 
  Technical.
  EXTRAS
  ê Heavy Armament: Gain a weapon:3 rating for 
  Security attacks.
  Supporting Organisation
  
  40
  The Far Havens
  In the last few decades, in response to the Commonality 
  threat to Far Havens autonomy, the Martial Collegium has 
  expanded. However, its forces are still widely dispersed.
  The Collegium of 
  Negotiators
  The formation of the Protectorate was a del-
  icate affair, both legally and diplomatically. 
  Treaties had to be forged to foster a sense of 
  unity and common cause among participat-
  ing worlds, and to give them a stake and a 
  say in the polity’s governance, while all the 
  time respecting their individuality and freedoms. Seeking and 
  respecting freedom has remained a powerful meme across all 
  the Far Havens.
  Those behind the negotiations and the development of 
  the Far Havens legal system belonged to the Collegium of 
  Negotiators. Even today the collegium’s diplomats, magistrates, 
  and lawyers are ubiquitous, and the only legal authorities in the 
  arbitration of disputes between Protectorate worlds.
  The Collegium of Negotiators is also politically active in 
  the Haven Core, where it manipulates the Senate to further its 
  agenda across the Protectorate. Though subtle, the Collegium 
  of Negotiators may be the most powerful of all of the collegia.
  The Robotics 
  Collegium
  Members of the Robotics Collegium 
  are experts in the design and program-
  ming of synthetic intelligences. They 
  can exploit the Asimov Protocols (page 
  11) and a synthetic’s mental architec-
  ture to subvert official orders, cause it 
  to shut down permanently (“crashing” its mind), and more.
  All Protectorate synthetics must be Robotics Collegi-
  um-approved, and those few synthetics not designed by 
  them are at least based on their designs. The collegium began 
  as a business, and still operates as one, as well as contracting 
  directly with governments and other collegia.
  Much of the advanced equipment of the Far Havens can 
  only be controlled by direct interface by synthetic operators. 
  In particular, ordinary humans are incapable of the complex 
  mathematics involved in 2-space navigation. This has placed a 
  great deal of power in the Robotics Collegium’s hands, and in 
  many ways today it is more influential than it has ever been. 
  However, it increasingly finds itself the target of the small yet 
  increasingly vociferous and violent movement to abolish the 
  Asimov Protocols and grant synthetics full rights, encouraged 
  by Commonality propaganda.
  THE COLLEGIUM OF 
  NEGOTIATORS
  Physical Stress:  1  2  3  Mental Stress: 1  2  3  4  
  Credit Stress:  1  2  3  4
  Consequences: 1 mild + 1 moderate
  Scale: Continental (+5)
  Reach: Interstellar (+8)
  Tech Index:  T8+
  Aspects: Legal Authorities in the Far Havens; The 
  Pen Is Mightier Than the Sword; Diplomacy With 
  Occasional Manipulation.
  Skills: Superb (+5) Rapport; Great (+4) Contacts, 
  Empathy; Good (+3) Bureaucracy, Resources, Will; 
  Fair (+2) Assimilate, Knowledge, Notice; Average (+1) 
  Deceive, Investigate, Provoke, Security, Structure.
  STUNTS
   Arbitration and Reconciliation: Use Empathy 
  in recovery actions for moderate and severe 
  consequences.
  Supporting Organisation
  Supporting Organisation
  THE ROBOTICS COLLEGIUM
  Physical Stress:  1  2  3  Mental Stress:  1  2  3  
  Credit Stress: 1  2  3  4
  Consequences: 1 mild + 1 moderate
  Scale: Continental (+5)
  Reach: Interstellar (+8)
  Tech Index:  T8+
  Aspects: A Business As Well As a Collegium; Enforce the 
  Asimov Protocols; Experts on Synthetic Intelligence.
  Skills: Superb (+5) Technical; Great (+4) Intrusion, 
  Resources; Good (+3) Contacts, Notice, Science; Fair (+2) 
  Investigate, Security, Structure; Average (+1) Empathy, 
  Knowledge, Will.
  STUNTS
   Specialist (Synthetics): +2 Knowledge bonus to rolls 
  relating to synthetics.
  
  41
  Organisations
  The Wayfarers’ 
  Guild
  Until one standard century ago 
  the Wayfarers’ Guild controlled 
  all interstellar travel in the 
  Haven Protectorate. Although 
  it had no access to faster-
  than-light technology, Guild 
  spacecraft could travel close to light speed, with relativistic 
  effects minimising the elapsed subjective time for crew and 
  passengers to a few weeks—even if years passed for external 
  observers. Guild members spent most of their lives in inter-
  stellar space, aging slowly compared to those around them, 
  carrying news and high value cargos between worlds. They 
  played vital roles in maintaining the democratic governance 
  of electorate worlds, transporting senators from their home 
  worlds to the Haven Core to serve their terms.
  When the Commonality introduced planing technology to 
  the Protectorate, everything changed. Suddenly it was possible 
  to travel between systems in days rather than years—and the 
  Wayfarers’ Guild went from controlling all interstellar travel to 
  simply being the owner of a fleet of out-of-date slowships… 
  No organisation of the scale of the Wayfarers’ Guild 
  vanishes overnight, however—or even over the decades that 
  have now passed since the introduction of planing. Using its 
  vast resources the Guild has remained the owner of the larg-
  est fleet of spacecraft in the Protectorate—and a fleet which 
  now includes planeships. The Wayfarers’ Guild still dominates 
  exploration in the Far Havens, and has an exclusive contract 
  with the Martial Collegium to transport troops and weapons. 
  Most Far Havens 2-pilots (namely synthetics and the specialist 
  Voyagers, page 15) are in Wayfarers’ Guild employ.
  But the Guild no longer has a monopoly. For the first time 
  Supporting Organisation
  THE WAYFARERS’ GUILD
  Physical Stress:  1  2  3  Mental Stress:  1  2  3  
  Credit Stress: 1  2  3  4
  Consequences: 1 mild + 1 moderate
  Scale: Continental (+5)
  Reach: Interstellar (+8)
  Tech Index:  T8+
  Aspects: Once Dominated Space; A Lost Monopoly.
  Skills: Great (+4) Knowledge, Science, Technical; 
  Good (+3) Contacts, Manoeuvre, Resources; Fair (+2) 
  Bureaucracy, Investigate, Notice; Average (+1) Rapport, 
  Security, Structure, Will.
  STUNTS
   Specialist (Astrography of the Far Havens): +2 
  Knowledge bonus to rolls relating to the Far Havens and 
  surrounding space.
  Table 7: Collegiate Origins
  of Specialists
  Specialist
  Original Collegium
  Eidetic
  Collegium of Archivists
  Empath
  Collegium of Negotiators
  Hoplite
  Martial Collegium
  Observer
  Any
  Programmer
  Robotics Collegium
  Voyager
  Wayfarers’ Guild
  Specialists and the Collegia
  The collegia are ancient, some dating back to the 
  settlement of Haven itself. In their millennia of 
  existence, they have forgotten almost as much as 
  they have discovered (although the Collegium of 
  Archivists would dispute this).
  Over six thousand local years ago (two thousand 
  standard years), the collegia cooperated in a venture 
  of human enhancement. Volunteers embarked upon 
  a programme of hereditary genurgic manipulation 
  and selective breeding which ran for centuries, with 
  the goal of producing individuals with superhuman 
  capabilities in specialist fields. 
  The process of producing these specialists was 
  never reliable. Over time the collegia lost track of 
  their lineages, and their interventions were forgot-
  ten. Today, specialists may occur in any population 
  across the Protectorate, outside direct collegiate 
  control and in ignorance of their collegiate heritage.
  Nevertheless, the collegia employ spotters to 
  seek out and recruit specialists. They monitor and 
  keep records of families where specialists have 
  occurred to look out for others.
  Originally each Collegium created specialists tai-
  lored to their needs. Today, each collegium employs 
  a wide range of specialists, and rival collegia will 
  make competing offers to attempt to recruit supe-
  rior candidates.
  
  42
  The Far Havens
  in Haven history, independent traders can compete, and 
  today Daedalus Corporation (page 43) may even have an 
  edge over the Guild in the field of starship manufacture. Some 
  conservatives (and not just within the Guild) still mourn what 
  has happened to this once mighty bastion of the Far Havens, 
  but those with more adaptable minds focused on freedom 
  and trade—values equally traditional in the Protectorate—
  celebrate the new universe of opportunity.
  OTHER ORGANISATIONS
  There are many other smaller-scale organisations in the Far 
  Havens, each with their own agendas, many of which can 
  provide useful allies, adversaries, or simply foils in your games. 
  Here are some of them.
  Action by Consensus (ABC)
  Action by Consensus is a Commonality-sponsored terrorist 
  organisation operating throughout the Far Havens core 
  worlds and collegiate hubs. Agents carry out memetic 
  counter-attacks, promoting the mooted benefits of the Com-
  monality and ridiculing the self-limiting hypocrisies of Haven 
  culture. The collegia are their particular targets. It’s unclear 
  how the Commonality is financing the organisation (or in 
  fact even if they are doing so). The Protectorate attempts to 
  root out and destroy ABC cells before they can harm cultural 
  stability.
  The Boryokudan (BRD)
  Today the Boryokudan is the preeminent organised crime 
  syndicate in the Far Havens, with hidden headquarters on 
  many worlds. Its centre of power, and one of the few places 
  it operates openly, is the Rotor orbital spaceport above the 
  Shinshutai culture world of Hypnos (page 65).
  It wasn’t always an illegal organisation, however. Up until 
  shortly after the introduction of planing, it was one of the Far 
  Havens collegia—the Collegium of Law, responsible for leg-
  islation and law enforcement across the Protectorate. Before 
  planing, technological limits had left the collegium mired in 
  corruption but unable to dominate the Far Havens Senate; 
  after planing, its power threatened to grow out of control, and 
  the Senate intervened to bring it under control. After a bitter 
  political struggle, the Collegium of Law was disbanded, and 
  its activities vanished from public sight. The Senate believed 
  it had won, until it became clear the collegium had simply 
  withdrawn from the Haven Core, and was continuing its oper-
  ations illegally from the world of Hypnos, operating under 
  the menacing ancient Shinshutai name Boryokudan—the 
  “Violence Group” or, simply, “the Gang”.
  Today the Boryokudan is illegal almost everywhere, but 
  is too powerful and its networks too widespread for local 
  law enforcement to be anything more than a nuisance. It has 
  enforcers and informants throughout the Far Havens—often 
  going back generations. The power it wields is still commen-
  surate with a collegium, and it covertly sponsors people to 
  train in law, chemistry, or general thuggery before recruiting 
  them for operations in all fields of organised crime, includ-
  Supporting Organisation
  ACTION BY CONSENSUS
  Physical Stress:  1  2  
  Mental Stress: 1  2   
  Credit Stress: 1  2  3  
  Consequences: 1 mild + 1 moderate
  Scale: Regional (+4)
  Reach: Interplanetary (+7)
  Tech Index:  T8+
  Aspects: Organised Terrorist Group; True Freedom 
  Is Through Consensus; Free the Robots; Network of 
  Secret Cells; Direct Access to Collegium Planning.
  Skills: Great (+4) Intrusion; Good (+3) Stealth, 
  Technical; Fair (+2) Provoke, Resources, Security; 
  Average (+1) Contacts, Deceive, Notice, Science. 
  Supporting Organisation
  THE BORYOKUDAN
  Physical Stress:  1  2  
  Mental Stress:  1  2  
  Credit Stress:  1  2  3
  Consequences: 1 mild + 1 moderate
  Scale: Regional (+4)
  Reach: Interplanetary (+7)
  Tech Index:  T8+
  Aspects: Organised Crime Syndicate; The Power 
  of the Lotus Flower; Network of Enforcers and 
  Informants; Used to Be a Collegium.
  Skills: Great (+4) Provoke; Good (+3) Deceive, 
  Intrusion; Fair (+2) Resources, Security, Stealth; 
  Average (+1) Contacts, Notice, Science, Technical. 
  STUNTS
   Witch Hunt: Use Provoke against characters.
  
  43
  Organisations
  ing extortion, kidnapping, and the smuggling of goods and 
  people. Its main source of its wealth is the trade in drugs 
  synthesised from the Red Lotus flower native to Hypnos.
  Daedalus 
  Corporation 
  (DAEDACORP)
  Daedalus Corporation is the largest starship-building organisa-
  tion in the Far Havens, and dominates the Kallistan system, as 
  well as the nearby Scelus system which it mines for materials. 
  It was more successful than the Wayfarers’ Guild in modern-
  ising for planeship construction, though the Wayfarers’ Guild 
  still provides the overwhelming majority of long-term starship 
  crew, and certainly those who are most skilled.
  Daedalus Corporation and the Wayfarers’ Guild have differ-
  ent areas of expertise, and a functional working relationship 
  would be beneficial for both organisations. Unfortunately, the 
  two are bitter rivals: not only will they not cooperate, but both 
  are guilty of acts of industrial theft and espionage, probably 
  ongoing. The Wayfarers’ Guild views Daedalus Corporation 
  as risk-taking, unethical, and muscling in on its territory; 
  Daedalus views the Wayfarers as an old guard standing in the 
  way of progress by desperately trying to maintain an almost 
  vanished monopoly on space travel.
  Eugenia Developments
  Tucked away on the world of Scelus, 
  Eugenia Developments is a major sci-
  entific base. It operates in secrecy, away 
  from Far Havens interference and legal 
  constraints; most of its research is of a 
  kind that people in the Far Havens would 
  consider unethical at best, including:
  • 
  Experimental biological augmentations on unwilling or 
  uninformed subjects;
  • 
  Artificial enhanced soldiers with metallic skeletons, part 
  human, part machine, rapidly grown to physical adult-
  hood in vats, and programmed rather than taught to fight 
  and obey orders;
  • 
  Synthetics whose Asimov Protocols have been compro-
  mised by modifying who they regard as human.
  There are those in the know who use Eugenia Developments 
  research, and even the collegia secretly sponsor them for 
  “special” projects.
  The Human League
  The Human League was an inter-collegiate group created 
  millennia ago to improve humankind. It developed inherited 
  genurgic enhancements to homo sapiens, improving skills 
  and granting new abilities. The resulting new humans were—
  and still are—known as specialists.
  Selective breeding kept genurgic lineage descents 
  Supporting Organisation
  DAEDALUS CORPORATION
  Physical Stress:  1  2  3  Mental Stress: 1  2  3  4  
  Credit Stress: 1  2  3  4
  Consequences: 1 mild + 1 moderate
  Scale: Planetary (+6)
  Reach: Interplanetary (+7)
  Tech Index:  T8+
  Aspects: Starship Builders; Dominates the Scelus 
  and Kallistan Systems; Bitter Rivalry With the 
  Wayfarers’ Guild.
  Skills: Superb (+5) Technical; Great (+4) Science; Good 
  (+3) Investigate, Resources, Will; Fair (+2) Assimilate, 
  Contacts, Intrusion; Average (+1) Notice, Rapport, 
  Security, Structure.
  EXTRAS
  ê Production Facilities: Specialist Production 
  Facility; Good (+3) Technical.
  Supporting Organisation
  EUGENIA DEVELOPMENTS
  Physical Stress:  1  2  
  Mental Stress:  1  2  
  Credit Stress:  1  2
  Consequences: 1 mild + 1 moderate
  Scale: Enormous (+3)
  Reach: Planetary (+6)
  Tech Index:  T8+
  Aspects: Secret Scientific Research Facility; Free 
  of Legal and Ethical Constraints; Secret Contacts 
  With the Collegia.
  Skills: Good (+3) Science; Fair (+2) Stealth, 
  Technical; Average (+1) Contacts, Deceive, 
  Knowledge. 
  STUNTS
   Innovator: +2 overcome bonus when making a 
  breakthrough with Science.
  
  44
  The Far Havens
  sufficiently concentrated for specialist talents to emerge 
  with reasonable consistency. Over the centuries, however, 
  reproductive controls weakened, and specialists became an 
  occasional, unpredictable phenomenon, although still much 
  sought after by the collegia.
  Recently, the Human League has re-emerged. Now a secret 
  conspiracy with powerful allies in the Senate and collegia, it is 
  conducting research to extract genurgic material from specialists 
  to recreate the ancient reproductive lineages in vitro, in a form 
  which will reproduce reliably and be subject to League control. 
  Theoretically available in great numbers, these neo-specialists 
  will represent a powerful weapon against the Commonality, and 
  one way the Far Havens can fight back against the abomination 
  of uncontrolled synthetic sentients that rules there.
  For all its history, the recreated Human League is a young 
  conspiracy, and the first neo-specialists are only now entering 
  maturity. They are essentially as subservient to the League’s will 
  as any Asimov Protocol synthetic, but under conditions of stress 
  can become dangerously unstable.
  The Far Havens Senate
  The Senate decides on policy for the Far Havens as a whole. 
  Each electorate sends several representatives to Haven Prime, 
  depending on its population, in a tradition born out of neces-
  sity before the introduction of planing. Although there are 
  currently three hundred full members of the Senate proper, a 
  sizable proportion of the population of Haven Prime works as 
  part of its apparatus. It’s a vast organisation. 
  Each collegium has six representatives on the Senate, 
  whose numbers are boosted by the hundred delegates from 
  Haven Prime, Haven Beta, and Sanctum. All these electors 
  may propose or veto candidates, and serve for a term of thirty 
  local (ten standard) years. Off-world electors theoretically 
  have as much power as collegium and Haven Core electors, 
  but in practice find it hard oppose the dominant blocs.
  The Senate governs with a light touch, voting on major deci-
  sions involving:
  • 
  Trade rules for the entire Protectorate;
  • 
  The formal (and rare) censure of Protectorate worlds;
  • 
  Admission of a new world as a Haven Electorate;
  • 
  Treaties external to the Far Havens;
  • 
  Military matters involving more than one system.
  Local matters are left to local governments, though elec-
  torates are legally required to have minimum standards of 
  technology, independence, civil rights and freedoms, and 
  democratic institutions. In practice, these criteria are now only 
  enforced for new electorates.
  THE HUMAN LEAGUE
  Physical Stress:  1  2  
  Mental Stress:  1  2  
  Credit Stress:  1  2
  Consequences: 1 mild + 1 moderate
  Scale: Large (+1)
  Reach: Planetary (+6)
  Tech Index:  T8+
  Aspects: Shadow of an Ancient Group; Hidden 
  Conspiracy; Powerful Support; The Search for 
  Specialists.
  Skills: Fair (+2) Investigate; Average (+1) Contacts, 
  Stealth. 
  STUNTS
   Counterintelligence: Use Investigation instead of 
  Deceive against attempts to learn your aspects.
   The Ties That Bind: +2 bonus to Contacts create an 
  advantage actions.
  Supporting Organisation
  THE FAR HAVENS SENATE
  Physical Stress: 1  2  3  Mental Stress: 1  2  3  4  
  Credit Stress: 1  2  3  4
  Consequences: 1 mild + 1 moderate
  Scale: Continental (+5)
  Reach: Interstellar (+8)
  Tech Index:  T8+
  Aspects: A World Unto Itself; Double-Standards For 
  Old Worlds and New; The Principles of Freedom; The 
  Lightest Touch For a Loosely Bound Protectorate; 
  Delegates From the Provinces Wet Behind the Ears; 
  Growing Power.
  Skills: Superb (+5) Bureaucracy; Great (+4) Rapport; Good 
  (+3) Resources, Will; Fair (+2) Deceive, Provoke, Structure; 
  Average (+1) Contacts, Empathy, Investigate, Notice. 
  STUNTS
   Aid Package: Use Resources for moderate and 
  severe physical recovery actions for organisations.
   Populist: +2 create an advantage bonus when 
  appealing to “the people”.
  Nested Organisation of the Far Havens Protectorate
  
  45
  Ancient Ruins
  Memetic
  Cascade
  Human beings aren’t the first intelligent species to have 
  inhabited the Far Havens. There are ruins of mysterious pre-
  decessors dotted across the Protectorate, some of which have 
  been touched upon above, together with the often unfath-
  omable artefacts found there. This chapter provides more 
  information for the GM for inclusion in his or her games.
  THE OPTERANS
  Judging by the few representations found, an organic spe-
  cies resembling terrestrial dragonflies once inhabited the Far 
  Havens. Named Opterans by scientists (and still informally 
  referred to as “Dragonflies”), they were one-and-a-half metres 
  in length, with large heads / sensory clusters with multi-faceted 
  eyes, four wings, and six limbs which may have served both 
  ambulatory and manipulator functions. They seem to have 
  inhabited an array of garden worlds. 
  Extant Opteran remains comprise buildings, and what may 
  be extensive “artworks” analogous to sculptures and mosaics. 
  Opteran architecture is ostensibly based on an octagonal, 
  eightfold symmetry, with a preference for narrow “towers”. They 
  clearly achieved a spacefaring civilisation, but all worlds where 
  Opteran ruins have been found appeared to have suffered 
  ecological catastrophe approximately 100,000 years BP. 
  Opteran remains have been found which are theorised to 
  represent “writing”. Interpretations are of necessity superficial, 
  but appear to represent official or ceremonial artistic works, 
  “It was a near vacuum, bergs of ammonia ice towering above, blinding sharp lights with 
  nothing to diffuse them. But there had been an atmosphere here once—the core samples 
  showed that. 
  We stepped through the shattered crater, our p-suits hissing, then Fulgis uncovered the 
  alien remains. They said the Opterans looked like dragonflies—but these didn’t. I don’t think 
  they were even organic. They were something made of glass and crystal, fused with metal, 
  designed or evolved to tear and shred and saw. Were these what had caused the fossilised 
  carnage back at the alpha site—a hundred thousand years ago?“
  —Art Nizhinsky, Palaeoxenologist on the 39th Sybaris Expedition
  CHAPTER SEVEN
  ANCIENT RUINS
  
  46
  The Far Havens
  and perhaps labels, dedications, or “sign posts”. Only six “letters” 
  have been identified in the notional Opteran writing system or 
  alphabet-analogue, and even synthetically enhanced research 
  has made little headway; syntagma appear to be written in two 
  rows designed to be read simultaneously from left to right and 
  right to left respectively. Much work remains to be done deci-
  phering these inscriptions, if indeed inscriptions they are. 
  The real prize sought by Far Havens archaeologists is 
  salvageable Opteran technology. Despite the extreme antiquity 
  and extent of the destruction, Opteran civilisation appears to 
  have spread across dozens of worlds and even more space 
  habitats. Sophisticated devices have already been found (see 
  below), but there remains much to be discovered, deeply 
  buried or drifting in space.
  What disaster befell the Opteran civilisation? What caused 
  such an apparently successful and widespread species to 
  apparently go extinct almost simultaneously across multiple 
  worlds? Is there still a danger, out there now, hundreds of thou-
  sands of years later, which might threaten the Far Havens? The 
  Opterans are a mystery which promises great treasures—but 
  perhaps also great peril.
  Opteran Artefacts
  Opteran items and fragments of technology are occasionally 
  recovered by archaeologists. You can find details for incorpo-
  rating some of them as equipment in Chapter 3: Technology 
  of the Far Havens above (page 25). Here’s what most peo-
  pled don’t know about these devices.
  THE SACRED BOOK
  Allegedly the “bible” of the Opteran religion (see below), 
  what appear to be almost complete copies have been found 
  engraved on sheets of a mica-like substance (although clearly 
  far superior to naturally occurring mica) dubbed opterite. 
  Besides being of cultural interest, these “writings” may be key 
  to deciphering the Opteran language, although to date only 
  small excerpts of the Sacred Book have been translated with 
  any degree of confidence.
  No other opterite books have ever been found, although 
  several devices have been recovered which may be data stor-
  age devices (see below). Archaeologists speculate the Sacred 
  Book was a ceremonial object, retained in opterite form for 
  millennia after records were transferred to other formats.
  CRYSTAL MEMORIES
  Small crystals from 10mm to 30mm diameter with atomic-level 
  flaws which appear to encode certain repeated patterns in 
  a three-dimensional lattice. Archaeologists speculate these 
  represent a form of record or even synthetic engram (memory) 
  storage, though the technology needed to read them has long 
  since disappeared. Hundreds of crystal memories have been 
  found, and represent a valuable information source if only they 
  can be decoded. Examples of Opteran script such as the Sacred 
  Book are helpful, but a theorised “crystal reader” in salvageable 
  condition is really required. 
  PATTERN SENSOR
  This bulky Opteran device, resembling a circular mirror half a 
  metre in diameter, appears to detect complex order in entan-
  gled quantum states—a phenomenon which may be linked 
  to the emergence of consciousness. It’s theorised the Opter-
  ans developed pattern sensors to detect the elusive Vore (see 
  below); they register the presence of conscious life, whether 
  biological or synthetic, at up to astronomical ranges, as well 
  as providing distance and bearing data. Only a few pattern 
  sensors have been recovered; scientists who have tested 
  them are close-lipped, but results show the devices register 
  synthetics just as readily as humans as fully conscious beings, 
  a revelation that would cause widespread social disruption 
  across the Far Havens if ever it became common knowledge.
  QUANTUM CORRESPONDENCE DEVICE
  QCDs enable instantaneous communication at unlimited 
  distances—even across thousands of light years. They appear 
  to operate by entangling quantum states with a central quan-
  tum information exchange; a given QCD can only exchange 
  information with the information exchange it’s linked to, 
  although an information exchange itself may theoretically be 
  linked to thousands of QCDs.
  So far, although individual QCDs have been recovered from 
  Opteran ruins, only partial remains of information exchanges 
  have been found. However, these have been sufficient to 
  enable Far Havens scientists to construct a prototype infor-
  mation exchange linked to several QCDs. Although functional 
  most of the time, the setup is plagued by ghosts of other 
  transmissions, which some say are ancient Opteran communi-
  cations—though most scientists maintain this is impossible.
  Needless to say, paranoid Far Havens minds believe this 
  technology will be of critical interest to the Commonality, and 
  security at QCD facilities is extravagantly high.
  WORMHOLE TAP
  To meet their energy requirements, Opteran civilisation 
  appears to have relied upon wormhole technology to draw 
  energy from the hearts of nearby (in astronomical terms) high 
  luminosity stars without inhabited planetary systems. This 
  energy, transmitted via wormhole to numerous “taps”, which 
  could be light years distant, powered weapons, spacecraft, 
  and the grids of Opteran settlements.
  The largest Opteran wormhole taps appear lost beyond 
  
  47
  Ancient Ruins
  recovery, but smaller taps have been salvaged, and even fur-
  nish enough energy to serve as personal weapons. Far Haven 
  scientists are researching other uses.
  SUSPENSION BUBBLE
  The pinnacle of Opteran technology is the suspension bubble, a 
  warping of space time geometry which “pinches off” a small sphere 
  of space time, no more than a few metres across, from the larger uni-
  verse. For all practical purposes, time within the space time sphere 
  effectively ceases to flow, with only a few seconds passing inside 
  while time for the rest of the universe advances as normal.
  Once generated, a suspension bubble requires practically 
  no energy to maintain, and effectively persists indefinitely—at 
  least for millions of years. Archaeologists have found objects 
  trapped within suspension bubbles, including Vore killer devices 
  and even an Opteran specimen in indigo robes, but have been 
  unable to release them from suspension; so far no device 
  has been found capable of creating a suspension bubble, or 
  of restoring the flow of time within one to normal. Scientists 
  suspect it’s only a matter of time before one is discovered, but 
  at present have no idea of how to even go about building such 
  a thing; at best they theorise literally astronomical amounts of 
  energy would be required—amounts that perhaps could be 
  delivered by a wormhole tap.
  Commonality stasis fields are similar in principle to suspen-
  sion bubbles, but completely different in their physical principles. 
  Opteran Beliefs
  The “Sacred Book” of the Opterans provides tantalising hints of a 
  promised “resurrection” at “the end of the universe”, in a paradise 
  created by Opteran labour over the many aeons to come. The 
  Book makes its cosmological case clearly: although expanding, 
  the universe has sufficient mass that expansion will eventually 
  cease, and the universe contract, ultimately to a single point. 
  In the moments before the final crunch the universe will have 
  almost infinite density and complexity, and yet will be small in 
  size.
  Opteran cosmology appears to posit a “final sentience” exist-
  ing at the end of the universe and occupying its entire reduced 
  space, capable of reasoning at almost infinite speeds and thus 
  experiencing almost infinite subjective time. All light cones—the 
  observations of all events—converge, permitting the final sen-
  tience to know everything that has occurred in the universe. In 
  particular, it has complete knowledge of every being’s life, down 
  to their thoughts at all points in time—information enough to 
  recreate them as subroutines within its near-infinitely extended 
  consciousness in an ideal state.
  Such is the Opteran heaven—a created perfect place at the 
  end of the universe, governed by an artificial god. The Sacred 
  Book appears to suggest it is the duty of all Opterans to work 
  towards bringing this god into existence, so Heaven can come 
  into existence as foreseen—in other words, to spread throughout 
  the cosmos and develop their science, technology, and under-
  standing.
  Philosophies like this are not alien to humankind; indeed, 
  they are similar to many transhuman and posthuman eschatolo-
  gies currently jostling for existence in the Commonality. However, 
  without the active prohibition of religion which prevails in the 
  Commonality, this particular Opteran-inspired form of belief 
  has caught on in the Far Havens in a big way, in a school calling 
  themselves Utopians, comprising humans who have adopted the 
  Opteran religion as their own. Utopians believe in the “Heaven At 
  the End of the Universe”, where all will dwell in paradise as long 
  as beings of good will prepare the way. They describe seventeen 
  heavenly realms, each offering a distinct mode of eternity for 
  those that climb higher in the faith.
  Haven Prime census reports estimate that as many as 10% of 
  the population of the Protectorate follows a form of Utopianism, 
  with numbers higher in Haven Core, and worlds where there are 
  Opteran ruins.
  Needless to say, the Utopian religion, and its attractions and 
  evangelists, are another cause for strain with the Commonality. 
  The Sybaris Treaty forbids Utopians from evangelising in the 
  Commonality. Firstly, of course, religion in general is prohibited in 
  the Commonality; but there is also a more subtle cause of friction, 
  which lies in the Transmigration Heresy (Mindjammer page 114). 
  Commonality thinking bluntly declares that, for solid scientific 
  reasons, including quantum physics and the Pauli exclusion 
  principle, whereby two fermionic particles cannot be in the same 
  state at the same time, eidolons cannot be a continuation of their 
  source thanograms, but instead are new sentiences modelled on 
  simulacra of the originals, and rapidly diverge. The Commonality 
  says there can be no immortality by creating a new instance of a 
  consciousness in a discrete synthetic mind.
  The Transmigration Heresy disagrees, asserting that eidolons 
  are continuations of their source consciousnesses, and that by 
  denying this the Commonality is denying immortality to its citi-
  zens. Eidolons themselves can fall prey to the delusion that they 
  are continuations of their thanogram sources, behaving oddly 
  and believing that the Commonality has lied to them.
  The Commonality maintains that the Utopian religion of 
  the Far Havens is a product of the same flawed reasoning that 
  produces the Transmigration Heresy. Even if it were possible, any 
  recreation of a consciousness at the end of the universe would of 
  necessity be nothing more than a new instance of the conscious-
  ness—a new being, similar to an eidolon, and not a continuation 
  or resurrection of the original being. Not everyone agrees with 
  this: some even assert that the compressed state of matter at the 
  end of the universe means that the Pauli exclusion principle no 
  longer applies as a limitation preventing continuity of conscious-
  ness.
  Needless to say, SCI Force and indeed others in both the 
  Far Havens and the Commonality are quick to point out that 
  Utopianism doctrines require the acceptance of some form of 
  
  48
  The Far Havens
  Mindscape for the preservation and storage of thanograms, and 
  indeed an acceptance of the validity of eidolon-based synthetic 
  intelligences as true sentient beings. Culture agents are even 
  now doubtless working to manipulate Utopian beliefs to try to 
  soften some of the Far Haven’s core objections to Commonality 
  culture—while all the while keeping its evangelists at bay.
  THE VORES
  The species known as Vores are almost unknown in the Far 
  Havens, and completely unknown outside it—though a small 
  handful of archaeologists and researchers (perhaps even the 
  PCs!) are beginning to piece together the frightening truth. They 
  evolved on a rocky gas giant moon with a silicon-rich crust and a 
  chlorine atmosphere. The native ecosystem, based on silicon and 
  chlorine instead of carbon and oxygen, threw up life forms more 
  akin to crystalline growths than animals, and closer to plants in 
  terms of life cycle—albeit plants which could occasionally move 
  and think.
  Some of these crystalline life forms had synapsis-analogues 
  which operated at speeds comparable to the fastest Commonal-
  ity synthetic. Like human brains, these “crystalline brains” worked 
  through the transmission of electrical signals along nerve-ana-
  logues. Unlike human brains, they evolved in a sufficiently cold 
  environment for these nervous system-analogues to be made 
  of superconducting materials, permitting communication via 
  the resonance of the thoughts of one brain in another brain in 
  close proximity—almost a form of naturally evolved radio. Ideas 
  and understanding were shared rapidly, and once past a certain 
  developmental stage, the society of the crystalline life forms 
  developed at an incredible pace. The time between the earliest 
  crystalline civilisations and the construction of experimental 
  spacecraft may have been as little as a few hundred years.
  Then the Opteran’s wormhole tap caused the sun of the crys-
  talline life forms to grow dim, and their world became too cold to 
  support life. They adapted to survive, though all other life on their 
  world became extinct, becoming superconducting crystalline 
  brains in metallic housings, surrounded by fields which prevented 
  their energies from escaping and maintaining a stable temper-
  ature to permit them to function even in the void of space. They 
  survived and explored, more machine than anything else, but still 
  curious, and devastated by their fate and that of their world.
  Over time, the crystalline life forms became frustrated and 
  even bored, afflictions they could not relieve. Their brains were 
  too quick for the universe they found themselves in, and their 
  migration into synthetic bodies, which they had accepted as 
  an emergency measure, had done unimaginable psychological 
  harm. They became the species now known as the Vores.
  After a century or two of exploration the Vores discovered the 
  Opterans, and realised that what had happened to their sun had 
  been done deliberately. Consumed by a new-found purpose—
  revenge—they studied the Opterans, the coolant fields of their 
  superconducting brains also hiding them from Opteran detec-
  tion, except at very close range.
  The Vores took their time. They wanted the Opterans erased 
  from the universe, but during their observation they took what 
  they could from Opteran technology and expanded on it, devel-
  oping a means of rapid space travel and methods for devouring 
  all the information in computing and data storage devices and 
  even synthetic brains. Indeed, they discovered a taste for it. 
  The Opterans knew something was wrong, but as a large 
  number of them went missing they could find no cause. Some 
  Vores were encountered and destroyed, but no Opteran realised 
  the true nature or scale of the threat.
  In secret the Vores manufactured weapons, either in the out-
  ermost parts of Opteran systems or in systems beneath Opteran 
  notice with mineral resources they could use. Finally they struck, 
  moving in and destroying the Opteran bases system by system. 
  The Opterans defended themselves against obvious large scale 
  tactics, and shielded their own suns from wormhole taps. 
  The Vores became creative, even playful, in their destruction. 
  On one world, they stripped away the atmosphere, leaving the 
  Opterans to die in vacuum, but on the next the Opterans had 
  found a way to defend against the attack. So they sent in dis-
  eases, artificial predators, swarms of tiny insectoids to devour all 
  organic flesh. When all else failed—or perhaps when they wanted 
  to, and there was tempting food—the Vores went in themselves. 
  Even today they see carbon-based organic life as fit for nothing 
  but annihilation—but synthetic sentiences they see as delicious.
  Eventually the Opterans were destroyed, in their billions. The 
  cause of their extinction differed from world to world, making 
  it impossible for Far Havens archaeologists to deduce their true 
  fate. But the Vores survive, in hibernation, in the depths of space. 
  Who Knows About the Vores?
  Vores are mentioned by name, though not described, 
  in some partially-translated late Opteran sources, 
  where they are viewed with terror. The dominant view 
  in Far Havens academia is that the Vores are as extinct 
  as the Opterans. Even the evidence in current times 
  linking the Vores to the extinction of the Opterans, as 
  described here, is scanty; a finding presenting clear 
  evidence would revolutionise Far Havens archaeology. 
  If, along with this, evidence were found that the Vores 
  still existed, the effect would be dramatic.
  Even linking Vore constructs like the Nihilors with 
  the menace feared by the Opterans is at present a 
  maverick, unproven theory.
  
  49
  Ancient Ruins
  The presence of organic intelligence excites the Vores, spark-
  ing their appetites and destructive urges. Organic intelligence is 
  destroyed—the Vores do not distinguish between Opterans and 
  other species—but synthetic intelligence is consumed...
  It’s likely the Opterans are not the only civilisation the Vores 
  have destroyed; but they were the first. Now humankind has 
  moved to the edge of Vore space; the rest is only a matter of time.
  Vore Technology
  Vore technology appears contradictory from the Far Havens 
  and Commonality points of view. In many ways they are a 
  T10 culture, advanced in areas the Commonality is only now 
  glimpsing. They have their own version of the Mindscape, 
  and are in constant communication with each other: what 
  is learned by one Vore is learned by all, although possibly 
  slowly, as signals propagate at the speed of light.
  Yet for some reason the Vores have never mastered 
  2-space technology—let alone 3-space gating. The Opterans 
  too never had these capabilities. If, through contact with 
  the Far Havens or the Commonality, the Vores learn about 
  planeships, they will go out of their way to capture one and 
  understand its principles. This has not happened yet—but 
  when it does, the galaxy should tremble.
  CLOAKING DEVICE
  Vores are already difficult to detect at a distance; their metallic 
  shells do not radiate heat, and their gravitic drives emit no 
  radiation detectable to passive sensors (although they do 
  emit gravity waves). Vore cloaking devices bend space-time 
  around their subjects, making even detection by active sen-
  sors difficult. The Vores generally don’t use cloaking devices 
  on themselves, but instead use them to conceal manufactur-
  ing centres and machines such as the satellites used to set up 
  Higgs destabilisation fields (see below).
  CRIDE SWARM
  Cride swarms are artificial insect-like automata programmed 
  to swarm and attack organic life and machinery. Too small to 
  threaten individuals, in large numbers they are deadly. Their 
  sharp mandibles narrow to atomic widths to cut through 
  ordinary matter.
  HIGGS DESTABILISATION FIELD
  This Vore device surrounds a planet-sized body with satellites 
  which create an energy field which destabilises Higgs boson 
  interactions in any matter particle of gas molecule-size or less 
  (and even heavier gases are unaffected). Over several days, 
  affected molecular masses are reduced almost to zero, and no 
  longer held in place by a planet’s gravity. Once the field is acti-
  vated, a planet’s atmosphere simply escapes into space, with 
  devastating consequences for the planet’s biosphere.
  HUNTER DRONE
  An automated spacecraft a few metres across, similar to the 
  Vore carrier vessels. With non-sentient programming to destroy 
  all non-Vore craft, in the absence of activity they hibernate, 
  periodically “waking” to scan their area. They can operate for 
  years after hibernating before needing to “sleep” to recharge.
  MIND PROBE
  This device permits the Vore to probe the quantum states 
  of conscious minds, reading thoughts and memories and 
  “absorbing” synthetic consciousnesses. Independent of the 
  Vore Mindscape-analogue, this intrusive device must be 
  attached directly to a brain or synthetic storage to function.
  NIHILORS
  Biomechanical monstrosities ranging from large dog- to 
  elephant-sized. Artificial self-replicating organisms, they 
  “instinctively” (or is it ancient programming?) seek out and 
  destroy animals and people. They attack on sight.
  SINGULARITY GENERATOR
  A “planet-buster” weapon generating a minute black hole 
  with the mass of a small moon. It evaporates via Hawking 
  radiation over a few weeks, but is horribly dangerous while 
  it exists. If “fired” at a spacecraft or space station as it’s gener-
  ated, its gravitational field destroys the target. If fired into a 
  low planetary orbit, the singularity causes destabilising tidal 
  forces in a world’s oceans and atmosphere, causing ruinous 
  storms and tsunamis. If launched into a planet’s crust, it causes 
  gravitational fluctuations, earthquakes, and volcanos, as well as 
  potentially shifting entire continents.
  Who Knows About the 
  Vores?
  Vores are mentioned by name, though not described, in 
  some partially-translated late Opteran sources, where they 
  are viewed with terror. The dominant view in Far Havens 
  academia is that the Vores are as extinct as the Opterans. 
  Even the evidence in current times linking the Vores to the 
  extinction of the Opterans, as described here, is scanty; a find-
  ing presenting clear evidence would revolutionise Far Havens 
  archaeology. If, along with this, evidence were found that the 
  Vores still existed, the effect would be dramatic.
  Even linking Vore constructs like the Nihilors with the 
  menace feared by the Opterans is at present a maverick, 
  unproven theory.
  What Do the Vores Look Like?
  The Vores today are nothing but brains—three-dimen-
  sional fractal forms made of crystal. They no longer 
  have limbs or any means of independent movement, 
  but are totally reliant on cybernetic housings—ma-
  chine bodies—in which their crystalline brains are 
  implanted. Some Vore housings are starships; others 
  are multi-limbed bodies resembling starfish.
  
  50
  The Far Havens
  Memetic
  Cascade
  The worlds of the Far Havens developed in isolation over 
  thousands of years, like lost colonies throughout human 
  space. However, many were contacted by the slower-than-
  light civilisation of the Havens Protectorate over the course of 
  those millennia, and share common cultural elements which 
  differ from the worlds of Commonality Space. 
  FAR HAVENS CIVILISATIONS
  For the most part, creating worlds in the Far Havens follows 
  the guidelines given in the Mindjammer core book. This 
  section details the main differences.
  Civilisation Type
  To generate a random civilisation within the Far Havens, Table 
  8: Civilisation Types in the Far Havens replaces Table 18-2: 
  Civilisation Type on Mindjammer page 315.
  Most civilisation types are described in the Mindjammer core 
  book (pages 346-351); the following are new:
  COLLEGIUM HUB
  The world hosts a major base of one of the Haven collegia 
  (page 38). It’s also usually an electorate, with a vote on Pro-
  “Who builds a ringworld, two thousand light years above the galactic plane? And then 
  stocks it with mammoths and sabre-tooth tigers? And cave men? I mean, who does that?”
  —Yahein-Yahein, Daedacorp Skunkworks, Corona Monitoring Station
  CHAPTER EIGHT
  WORLDS OF THE HAVEN
  PROTECTORATE
  Table 8: Civilisation Types in the Far Havens
  4dF
  Civilisation Type
  4dF
  Civilisation Type
  -8
  Failing
  +1
  Balkanised
  -7
  Collegium Hub
  +2
  Regressed
  -6
  Regressed
  +3
  Agri World
  -5
  Frontier World
  +4
  Agri World
  -4
  Industrial World
  +5
  Collegium Hub
  -3
  Frontier World
  +6
  High Population World
  -2
  Industrial World
  +7
  High Population World
  -1
  Haven Electorate
  +8
  Collegium Hub
  +0
  Haven Electorate
  
  51
  Worlds of the Protectorate
  tectorate policy, but that vote is dominated by the collegium. 
  The three Haven Core worlds are Collegium Hubs, but others 
  are further afield.
  Example Aspects: Centre of Operations; The Collegium 
  Reaches Into All Parts of Life; Collegium Traditions; Hive of 
  Activity.
  Designation: Haven Electorate.
  Population: Low or higher.
  Government: Representative to Collegium-controlled.
  Societal Dev: Early Redistributive Model or higher.
  Openness: Guarded or lower.
  Control: Speech or higher.
  Trade: Moderate or higher.
  Tech: T7 or T8.
  Starport: C-class to A-class.
  Mindscape: None.
  HAVEN ELECTORATE
  A Haven Electorate has a full vote in Haven Protectorate pol-
  icies. It has a stable society which values personal freedoms 
  (at least on the surface), a high tech index, and often a culture 
  emphasising capitalism and trade.
  Example Aspects: Trade Centre; Freedom and Democracy; 
  Life, Liberty, and Property; Synthetic Labour Force.
  Designation: Haven Electorate.
  Population: Low or higher.
  Government: Representative to Oligarchy.
  Societal Dev: Taxation and Representation to Selfless 
  Redistributive Model.
  Openness: Resistant to Outgoing.
  Control: Personal to Influenced.
  Trade: Limited or higher.
  Tech: T7 or T8.
  Starport: D-class to A-class.
  Mindscape: None.
  HAVEN CORE
  The planet is one of the three Haven Core worlds. Theo-
  retically they’re “first among equals” with the Far Haven 
  electorates, but in practice they are seats of power and influ-
  ence far beyond their formal democratic voting power, with 
  access to the most advanced technology and greatest wealth 
  of any Far Havens world.
  Example Aspects: Far Havens Cultural Centre; Ubiquitous 
  Tech; Luxury and Pleasure; Money Talks.
  Designation: Haven Electorate.
  Population: Standard or higher.
  Government: Representative to Oligarchy.
  Societal Dev: Consensus Redistributive Model.
  Openness: Resistant to Self-Critical.
  Control: Speech or higher.
  Trade: Low Moderate or higher.
  Tech: T8.
  Starport: A-class.
  Mindscape: None.
  FRONTIER WORLD
  A Frontier World has been settled by the Far Havens in the 
  last century, since the introduction of planing. It’s sparsely 
  settled and not yet autonomous—often lawless, and forced 
  to import needed high tech goods.
  Example Aspects: Not Fully Terraformed; Rough and Ready; 
  Frontier Justice; Mistakes Can Be Fatal.
  Designation: Far Havens Colony.
  Population: Low or higher.
  Government: Any.
  Societal Dev: Early Redistributive Model or lower.
  Openness: Equivocal or higher.
  Control: Property or lower.
  Trade: Moderate or higher.
  Tech: T4 to T7.
  Starport: C-class or lower.
  Mindscape: None.
  Far Havens Civilisation Designations
  When determining civilisation designations for Far Havens 
  worlds, use Table 9: Civilisation Designation in the Far Havens 
  (page 52) instead of Table 18-22 on page 339 of Mindjammer.
  DESIGNATION NOTES
  Alien World: The world has been influenced by an intel-
  ligent alien species, in the past or currently co-existing with 
  the lost colony population. Colonist descendants have been 
  modified so that neither they nor their civilisation seem fully 
  human any more.
  Culture World: The world is a cultural bastion, with 
  distinctive customs and institutions, maybe modelled on a 
  current or historical Old Earth culture.
  Far Havens Colony: A dependent Far Havens world, gov-
  erned to some degree from Haven Prime.
  Far Havens Colony (Quarantined): Access to the world 
  is forbidden (Mindjammer page 306); it’s either hostile to Far 
  Havens contact, or represents a threat to Far Havens stability 
  or cultural values (such as the Asimov Protocols…).
  Far Havens Outpost: A Far Havens world surrounded 
  World is located in…
  Designation Modifier
  Haven Hub World / close 
  to the Haven Core
  +4
  Protectorate Worlds
  +0
  New Colonies
  -4
  
  52
  The Far Havens
  by non-Protectorate worlds. It may be a research, trade, or 
  military outpost, or be engaged in diplomatic, military, or 
  surveillance ops.
  Haven Associate: An autonomous world which is part 
  of the Haven Protectorate, but which is not fully part of the 
  democratic process across the whole region.
  Haven Electorate: The most advanced worlds which are a 
  full part of the culture and democracy of the Haven Protec-
  torate.
  Independent: Embassy: The world is a lost colony in 
  open contact with the Haven Protectorate. It may be under 
  some degree of quarantine or minor diplomatic restriction.
  Independent: No Embassy: The world is a lost colony 
  which the Haven Protectorate hasn’t openly contacted yet. It 
  may be protected by Far Havens forces, or be ripe for exploita-
  tion by New Traders or other unscrupulous organisations.
  Far Havens Cultures
  The Far Havens possesses unifying cultural features (page 
  8) such as self-determination, free trade, and capitalism and 
  democracy. None of it is perfect; some worlds are dominated 
  by rich oligarchs, corporacies, or the collegia, which limit 
  democracy; and in some societies only the most well-off can 
  participate in democracy, or have the freedom to make a 
  profit. The respect for free trade means that no Protectorate 
  worlds impose overt trade embargoes—although there may 
  be local import restrictions.
  There are three broad cultures in the Far Havens:
  FAR HAVENS CULTURE
  Worlds belonging to the broad Far Havens culture enjoy free-
  dom of movement, democratic representation, and capital 
  free to a high degree. Far Haven Electorates must belong to 
  the Far Havens culture, or at least have done so when they 
  first became electorates, or at least appear to belong.
  FAR HAVENS MILITARY CULTURE
  Military cultures in the Far Havens are stratified and subject to 
  militaristic chains of command. Democratic institutions may 
  coexist alongside, but do not impact military structures. Trade 
  and industry is usually conducted alongside military activity, 
  and may even lead that activity, with industry leaders holding 
  military rank.
  FAR HAVENS ARISTOCRACY CULTURE
  Far Havens aristocracy cultures only permit those at the top 
  of society—typically in hereditary positions—to participate 
  in trade and decision-making. Most members of aristocracy 
  cultures may not participate fully—or even at all.
  THE HAVEN CORE WORLDS
  The Haven Core Worlds are the three planets (and countless 
  secondary habitations) of the Haven binary system and its 
  distant companion. They’ve been in contact for thousands of 
  years, and share a common culture. They’re technologically 
  the most advanced part of the Far Havens.
  Table 9: Civilisation Designation in the Far Havens
  Rating
  Designation
  Government Type 
  Modifier
  Societal Devt 
  Modifier
  Openness 
  Modifier
  Starport 
  Modifier
  -5 or below
  Lost Colony / Alien World
  -3
  -1
  +0
  -3
  -4
  Independent: No Embassy
  -3
  +0
  +0
  -2
  -3
  Far Havens Outpost
  +2
  +0
  -2
  +1
  -2
  Independent: Embassy
  -3
  +0
  -1
  +0
  -1
  Far Havens Colony (Quarantined)
  -2
  +1
  +1
  +1
  +0
  Far Havens Colony
  -2
  -2
  -1
  +1
  +1
  Culture World
  +0
  +0
  -3
  +0
  +2
  Haven Associate
  +0
  -1
  +0
  +1
  +3 or above
  Haven Electorate
  -1
  +0
  +1
  +2
  
  53
  Worlds of the Protectorate
  Standard Garden World / Haven Core
  HAVEN PRIME 
  (ALAUNUS B-II)
  One of two garden worlds in the Alaunus 
  binary system, it orbits the smaller Alaunus 
  B, defining the 124-day year length for the 
  entire Protectorate. Its sky is the pale blue 
  of an Old Earth evening, its vegetation 
  reddish or dark green.
  Before colonisation Haven Prime had an 
  oxygen atmosphere and monocellular life, 
  which did not survive the introduction of 
  terrestrial flora and fauna. Palaeobotanists 
  have found fossils, millions of years old 
  and apparently artificial, which have 
  led to speculation that humans were 
  not the first intelligent species on Haven 
  Prime. The remains predate the Opterans 
  and have left no other trace; a popular 
  theory proposes that answers lie on the 
  mysterious Corona ringworld (page 61).
  Haven Prime’s sprawling cities boast many 
  parks and gardens. The world is home to 
  the Haven Senate, which decides policy 
  for the whole Protectorate. Senators once 
  lived on Haven Prime for their entire terms 
  of service; now, even though planing has 
  shortened travel times radically, many still 
  choose to live here in the traditional way.
  The world is the seat of two collegia: 
  the Archivists and the Negotiators. An 
  education and cultural centre, its trends 
  propagate throughout the Far Havens. 
  It’s blessed with museums, libraries, and 
  millennia of recorded history. Stepped 
  pyramids dominate its civic architecture. 
  Haven’s people favour pastels, and hair 
  styles in spectacular metallic colours. Skin 
  tones vary, and fashionistas sport eye-
  catching pale blues or greens—an excess 
  regarded as crass in polite society.
  Synthetics are common: the aspirational 
  classes value synthetic butlers, and richer 
  citizens have manors maintained by 
  entire staffs of synthetic servants.
  High Concept: Democratic Capital of 
  the Far Havens Protectorate.
  Aspects: Interstellar Hub of an 
  Expanding Human Civilisation; 
  Distrustful of the Overbearing 
  Commonality; Made For Us; We’re 
  Not the First Civilisation Here; K-class 
  Main Sequence Star in Binary System; 
  Transplant Biosphere; Centre of Culture.
  PLANETARY TYPE: STANDARD GARDEN 
  WORLD
  Planetary Age: Mature (+0).
  Orbit: Inner Habitable Zone (-1): 0.39AU.
  Year Length: 124d.
  Size: Large Standard (+1): 17,000km.
  Density: Standard (+0).
  Surface Gravity: High Standard (+1): 1.3G.
  Day Length: Increased (+1): 22h.
  Atmospheric Pressure: Standard (+0): 
  Oxygen, breathable.
  Surface Temperature: Standard (+0): 15°C.
  Surface Liquid: Average (+0): 50% water. 
  Seasonality: Standard (+0).
  Satellites: 1 small standard sized moon.
  Planetary Bodies: 3, including 1 gas 
  giant (around Alaunus B; more around 
  Alaunus A).
  Habitability: Benign (+4).
  CIVILISATION TYPE: HAVEN CORE
  Designation: Haven Electorate (+3).
  Population: High Standard (+1): 800 
  million.
  Government Type: Representative (-2).
  Societal Dev: Taxation and 
  Representation (-1).
  Openness: Guarded (+0).
  Control Index: Surveilled (+2).
  Trade Index: Very Extensive (+3).
  Tech Level: T8 (+3): Age of Ubiquitous 
  Intelligence.
  Starport: Haven Prime Central, A-class 
  starport (+5).
  Culture: Far Havens.
  1 HEX = 1186KM
  
  54
  The Far Havens
  Marginal Garden World / Haven Core
  Aspects: M-class Subgiant in Binary 
  System; Haven Industrial Base; Seat 
  of the Robotics Collegium; Largely 
  Underground T-congruent Biosphere; 
  Martial Collegium Base; Underground 
  Cities; Buried Late Opteran Ruins; 
  Hidden Danger From Buried Vore 
  Machinery.
  PLANETARY TYPE: MARGINAL 
  GARDEN WORLD
  Planetary Age: Mature (+0).
  Orbit: Outer Habitable Zone (+1): 1.4AU 
  average.
  Year Length: 498d.
  Size: Small Standard (-1): 6000km.
  Density: High Standard (+1).
  Surface Gravity: Standard (+0): 1G.
  Day Length: Standard (+0): 25h.
  Atmospheric Pressure: Standard (+0): 
  Oxygen, breathable.
  Surface Temperature: Cool (-1): 7°C.
  Surface Liquid: High (+1): 70% water. 
  Seasonality: Extreme (+5).
  Satellites: None.
  Planetary Bodies: 4, including 1 gas 
  giant (around Alaunus A; more around 
  Alaunus B).
  Habitability: Challenging (+1).
  CIVILISATION TYPE: HAVEN CORE
  Designation: Haven Electorate (+3).
  Population: High Standard (+1): 700 
  million.
  Government Type: Corporacy-
  Controlled (+2).
  Societal Development: Early 
  Redistributive Model (+0).
  Openness: Guarded (+0).
  Control Index: Surveilled (+2).
  Trade Index: Extensive (+2).
  Tech Level: T8 (+3): Age of Ubiquitous 
  Intelligence.
  Starport: Thrym Tradeport, B-class (+4).
  Culture: Far Havens.
  HAVEN BETA 
  (ALAUNUS A-II)
  The second garden world in the Alaunus 
  binary system, Haven Beta orbits Alaunus 
  A, a stable red subgiant and companion 
  to Haven Prime’s sun, with an average 
  separation of some 75AU. Haven Beta 
  spends most of its year in Alaunus A’s 
  habitable zone, but its highly elliptical 
  orbit pulls it away for its many months of 
  long hard winter.
  Haven Beta’s cities are located 
  underground, heated by geothermal 
  energy. The world has many natural 
  caverns, inhabited by native t-congruent 
  flora and fauna; life forms on the surface 
  become dormant in winter. Haven 
  Beta’s inhabitants are noted for their 
  hirsutism—an adaptation acquired over 
  millennia—and are covered in a fine 
  downy fur, often contrasting in colour 
  with their head hair. 
  Haven Beta has a thriving industry, 
  manufacturing synthetics for the whole 
  of Far Havens space; it’s home to the 
  Robotics Collegium. The harsh conditions 
  make it an ideal training ground for the 
  Martial Collegium, which also has a 
  major base and war fleet here, for which 
  the Wayfarers’ Guild insists on supplying 
  pilots.
  High Concept: The Long Winter.
  1 HEX =419KM
  
  55
  Worlds of the Protectorate
  Standard Garden World / Haven Core
  (page 47) now widespread across the Far 
  Havens, and the world remains its home: 
  the Utopian Cathedral on the site where 
  the founding scholars received their great 
  insight is a frequent focus of pilgrimage.
  High Concept: Main Base of the 
  Wayfarers’ Guild.
  Aspects: K-class Main Sequence Star; 
  The Markets of a Hundred Worlds; 
  Haven’s First Colony; The Utopian 
  Cathedral; Vibrant T-congruent 
  Biosphere; Fine Dining.
  PLANETARY TYPE: STANDARD 
  GARDEN WORLD
  Planetary Age: Mature (+0).
  Orbit: Habitable Zone (+0): 0.6AU.
  Year Length: 202d.
  Size: Standard (+0): 10,000km.
  Density: Standard (+0).
  Surface Gravity: Standard (+0): 0.9G.
  Day Length: Standard (+0): 25h.
  Atmospheric Pressure: Standard (+0): 
  Oxygen, breathable.
  Surface Temperature: Standard (+0): 
  15°C.
  Surface Liquid: High (+1): 65% water. 
  Seasonality: Standard (+0).
  Satellites: 3 planetoids.
  Planetary Bodies: 5, including 3 gas 
  giants.
  Habitability: Benign (+4).
  CIVILISATION TYPE: HAVEN CORE
  Designation: Haven Electorate (+3).
  Population: High (+2): 2 billion.
  Government Type: Mercantilist 
  Oligarchy (-1).
  Societal Dev: Taxation and 
  Representation (-1).
  Openness: Self-Critical (+1).
  Control Index: Influenced (+1).
  Trade Index: Ubiquitous (+4).
  Tech Level: T8 (+3): Age of Ubiquitous 
  Intelligence.
  Starport: Sanctum Tradeport, A-class (+5).
  Culture: Far Havens.
  SANCTUM
  Sanctum orbits a distant companion to 
  the Alaunus system. In astronomical terms 
  it’s next door—150 billion kilometres 
  (approximately 1000 AU). Its proximity 
  encouraged slower-than-light travel early in 
  Haven’s history, leading to the founding of 
  the Wayfarers’ Guild here, and eventually the 
  large and loose network of the Protectorate. 
  Once a rival to Haven’s government, the 
  Guild today no longer has a monopoly on 
  space travel, but remains powerful and far-
  reaching. Rather than dominating Sanctum, 
  the guild sees the world as its commercial 
  centre, from which it looks outward.
  As a Haven Core world, Sanctum has many 
  aristocratic families, mostly in the beautiful 
  Astra Gardens, the much parodied yet 
  revered setting for countless holodramas. A 
  heaven on earth that everyone can aspire 
  to—if your bloodline and heritage allows.
  Sanctum sees more trade than a dozen 
  worlds, and its history encourages many 
  traders to come here before Alaunus. Its 
  native riches include a diverse t-congruent 
  biosphere, with flora and fauna the sources 
  of useful drugs and medicines, or simply 
  delicious cuisine; Sanctum is rivalled only by 
  Ionyseus (page 66) as a culinary paradise.
  Two generations ago, Sanctum hosted a 
  breakaway group of Archivists who made an 
  intense spiritual study of the Opteran sacred 
  book. They formed the Utopian religion 
  1 HEX = 700KM
  
  56
  The Far Havens
  Asteroid Belt / Collegium Hub
  ASTAR
  Astar is devoid of garden worlds, colonised 
  and developed during the STL era because 
  of its crucial position. Even today it offers 
  starports, maintenance, and R&R, and its 
  environment has made it one of the most 
  technologically advanced systems in the 
  Protectorate. 
  Despite the cultural disdain for the 
  Mindscape elsewhere, Astarian citizens 
  use implants connecting to a system-wide 
  comms and data storage net, and employ 
  implant-controlled cybernetic devices—
  usually mundane equipment such as 
  holo-emitters and subdermals rather than 
  enhancements per se. 
  All official decisions on Astar are made 
  via referendum, polling citizens via 
  their implants. There are several each 
  day, giving citizens a high level of civic 
  and bureaucratic awareness. Full-time 
  education lasts until age 75 (25 in standard 
  years). 
  Theoretically, any citizen with a thousand 
  supporters can petition for a referendum. 
  In practice, the rich and leisured have more 
  time to initiate referenda and marshal 
  support, and the fact that leaders of 
  corporations can automatically count 
  employees as petition signatories (though 
  they aren’t obliged to support the vote) 
  means the larger corporations such as 
  the Astar Mining Consortium and Sarr 
  Materials wield disproportionate influence.
  The biggest corporation in-system is the 
  Wayfarers’ Guild, with the largest academy 
  and several smaller bases. Its academy 
  researches human enhancements for 
  planeship piloting, to replace synthetic 
  navigators and hereditary Voyagers, an 
  advancement which—if successful—they 
  believe would give the Guild the edge it 
  needs to claw back some of its lost power 
  and compete with the Commonality. 
  Research so far hasn’t been fruitful, and 
  pessimistic theoreticians are beginning to 
  believe it never will be without harming 
  human pilots.
  The executive body implementing 
  referendum policies is the Group of Ten. 
  Members are traditionally chosen by lot for 
  ten-year terms, but Gero Ba—Master of the 
  Wayfarers’ Guild Academy—was recently 
  voted a permanent place as the result of a 
  Guild-sponsored referendum. Nevertheless, 
  despite such interference, Astar’s citizens 
  believe their system is as close to perfect 
  as possible. They also maintain their 
  network and implants aren’t comparable 
  to the Mindscape; but, equally, they don’t 
  immediately reject the Mindscape out of 
  hand, unlike most in the Far Havens, a 
  receptiveness which Commonality agents 
  are quick to exploit.
  High Concept: Implants Give Instant 
  Democracy.
  Aspects: Red Giant Star; No Habitable 
  Planets; Highly Educated Population; 
  Trade Hub; Major Wayfarers’ Guild 
  Academy; Corporate Intrusion.
  PLANETARY TYPE: ASTEROID BELT
  Planetary Age: Young (-2).
  Orbit: Outer (+2): 47.5AU average.
  Year Length: 192y average.
  Size: Several Planetoids (-3): 1,000km or 
  lower.
  Density: Low Standard (-1).
  Surface Gravity: Microgravity (-4).
  Day Length: Variable. Artificial 24h cycle.
  Atmospheric Pressure: Trace (-10).
  Surface Temperature: Frigid (-3): 180°C 
  average.
  Surface Liquid: None (-4).
  Seasonality: Little Seasonality (-5).
  Satellites: None.
  Planetary Bodies: 3 (3 gas giants).
  Habitability: Deadly (-4).
  CIVILISATION TYPE: COLLEGIUM HUB
  Designation: Haven Electorate (+3).
  Population: Standard (+0): 20 million.
  Government Type: Representative (-2).
  Societal Dev: Taxation and 
  Representation (-1).
  Openness: Guarded (+0).
  Control Index: Property (-2).
  Trade Index: Very Extensive (+3).
  Tech Level: T8 (+3): Age of Ubiquitous 
  Intelligence.
  Starport: Wayfarer Station, B-class (+4).
  Culture: Far Havens Culture
  OTHER WORLDS OF THE HAVEN PROTECTORATE
  The Haven Protectorate was a slower-than-light interstellar civilisation for millennia before Commonality contact.
  
  57
  Worlds of the Protectorate
  Post-Garden World / Failing World
  in the not-too-distant past. Their lack of 
  resemblance to Opteran remains may be a 
  clue in a bigger story.
  High Concept: Barren World of Opteran 
  Ruins.
  Aspects: M-class Main Sequence Star 
  With Brown Dwarf Companion; Red 
  Weed and Spores Everywhere; Nihilors 
  and Cride Swarms Forming Alternate 
  Biosphere; Heavily-Armed Synthetic 
  Guards; Increasing Sense of Looming 
  Doom; Academy of the Collegium of 
  Archivists.
  PLANETARY TYPE: POST-GARDEN 
  WORLD
  Planetary Age: Very Old (+3).
  Orbit: Inner Habitable Zone (-1): 0.2AU.
  Year Length: 60 days.
  Size: Small (-2): 4,000km.
  Density: Low Standard (-1).
  Surface Gravity: Very Low (-3): 0.1G.
  Day Length: Tidally Locked (-5).
  Atmospheric Pressure: Standard (+0), 
  Oxygen Atmosphere Contaminated by 
  Spores.
  Surface Temperature: Standard (+0): 
  14°C.
  Surface Liquid: Very Low (-2): 7% water.
  Seasonality: None (-10).
  Satellites: 1 planetesimal.
  Planetary Bodies: 8, including 2 gas 
  giants.
  Habitability: Marginal (+0).
  CIVILISATION TYPE: FAILING WORLD
  Designation: Haven Associate (+2).
  Population: Sparse (-4): 5000.
  Government Type: Oligarchy (+1).
  Societal Dev: Consensus Redistribution 
  Model (+1).
  Openness: Self-Critical (+1).
  Control Index: Property (-2).
  Trade Index: Limited (-2).
  Tech Level: T8 (+3): Age of Ubiquitous 
  Intelligence.
  Starport: Eos Starport, E-class (+1).
  Culture: Far Havens Culture.
  BALAR
  A barren world with barely breathable 
  atmosphere, Balar is a tidally-locked 
  satellite of a brown dwarf, a blood red 
  sphere filling the sky. Heat is provided by 
  the primary, an unremarkable red dwarf. 
  A member of the Haven Protectorate, 
  Balar’s few residents inhabit the single 
  domed city, Eos, which hosts an Archivists’ 
  Guild academy and many visitors; Balar is 
  the principal known site for Opteran ruins.
  The biosphere is overwhelmed by the “red 
  weed”, which suppresses all other exoflora; 
  agriculture is only possible in sealed 
  domes. Balar’s inhabitants have modified 
  lungs; visitors outdoors require breathers.
  Balar’s only exofauna are the nightmarish 
  nihilors and cride swarms. Nihilors 
  are highly aggressive; a pack will attack 
  armoured vehicles, and in the past have 
  overwhelmed entire settlements. Nihilor 
  assaults are preceded by cride swarms, a 
  cooperation which looks almost intentional.
  Nihilors and cride swarms make 
  archaeology on Balar hazardous, though 
  potential rewards are great. An army of 
  synthetics—some of the few equipped 
  for military action—protects settlements, 
  but Balar’s government remains cautious; 
  there’s evidence that Balar’s biosphere has 
  been altered, and neither red weed, nihilors, 
  nor cride swarms are naturally evolved, 
  but show signs of genurgic manipulation 
  1 HEX = 280KM
  
  58
  The Far Havens
  Inferior Garden World / Collegium Hub
  between settlements is unrestricted 
  when on leave, and entertainment 
  settlements can be riotous, with many 
  activities which would be illegal 
  elsewhere.
  High Concept: Military Rule.
  Aspects: K-class Main Sequence Star; 
  Frozen World; Dangerous T-Analogue 
  Wildlife; Single Purpose Townships; 
  Secret Projects.
  PLANETARY TYPE: INFERIOR GARDEN 
  WORLD
  Planetary Age: Maturing (-1).
  Orbit: Outer Habitable Zone (+1): 0.9AU.
  Year Length: 398d.
  Size: Small Standard (-1): 7,000km.
  Density: Dense (+2).
  Surface Gravity: High Standard (+1): 
  1.2G.
  Day Length: Increased (+1): 22h.
  Atmospheric Pressure: Low (-2), high 
  CO2, breather needed.
  Surface Temperature: Cool (-1): -10°C.
  Surface Liquid: Low (-1): 20% to 30% 
  water depending on season.
  Seasonality: Standard (+0).
  Satellites: 2 planetesimals.
  Planetary Bodies: 6 including 3 gas 
  giants.
  Habitability: Marginal (+0).
  CIVILISATION TYPE: COLLEGIUM HUB
  Designation: Haven Electorate (+3).
  Population: Low (-1): 500,000.
  Government Type: Dictatorship (+0).
  Societal Dev: Consensus Redistribution 
  Model (+1).
  Openness: Resistant (-3).
  Control Index: Speech (-1).
  Trade Index: Limited (-2).
  Tech Level: T7 (+2): First Age of Space.
  Starport: Cadmus Startown, C-class 
  (+3).
  Culture: Far Havens Military Culture.
  CADMUS
  A cold high-grav world with liquid water 
  only at the equator, where high-yield 
  oxygenating exoflora support powerful 
  herbivores and the wolf-bears which prey 
  on them and any humans they catch 
  unawares. Inhabitants are extremely 
  stocky, with great strength and hair which 
  is grey-white even in the young.
  The Martial Collegium owns Cadmus and 
  uses it as its main training ground; few 
  other people choose to visit. Hunts and 
  hostile environment survival form key 
  parts of the curriculum—the t-analogue 
  wolf-bears are not discriminating.
  The squat domed settlements of the 
  equatorial zone are mostly underground, 
  insulated against the cold and using 
  geothermal energy. Each has its own 
  specialisation: military training and 
  drills; weapon and vehicle manufacture; 
  entertainment; and even administration 
  and logistics.
  Cadmus culture is formal and hierarchical, 
  with little personal or political freedom. 
  Inhabitants are assigned duties, and 
  those who don’t take to army life despite 
  lengthy indoctrination usually seek 
  to leave at the first opportunity. The 
  Martial Collegium provides food and 
  basic services, including transport, 
  with rank-based accommodation and 
  entertainment allowances. Movement 
  1 HEX =488KM
  
  59
  Worlds of the Protectorate
  Super Earth / Collegium Hub
  by squat exoflora with purple tentacle-
  like fronds and black-purple exofauna. 
  Unusually for the Far Havens, inhabitants 
  are modified to metabolise the biosphere, 
  though they can also eat t-congruent food. 
  Short, stocky, hairless, with webbed fingers 
  and toes, they’re excellent swimmers.
  High Concept: Communal Anarchist 
  Society.
  Aspects: F-Class Main Sequence 
  Star; Large and Inhospitable Swamp 
  Planet; Dangerous Native Life Forms 
  in T-analogue Biosphere; Secret 
  Longevity Drugs; Crippling Gravity; ATIA 
  Directorate; Newest Haven Electorate; 
  Surprisingly Conservative.
  PLANETARY TYPE: SUPER EARTH
  Planetary Age: Maturing (-1).
  Orbit: Inner Habitable Zone (-1): 0.9AU.
  Year Length: 320d.
  Size: Very Large (+3): 70,000km.
  Density: Low (-2).
  Surface Gravity: High (+3): 4G.
  Day Length: Very Rapid (+3): 18h.
  Atmospheric Pressure: High (+3) 
  Oxygen, breathable.
  Surface Temperature: Warm (+1): 27°C.
  Surface Liquid: Almost Total (+3): 92%.
  Seasonality: Extreme (+5).
  Satellites: 6 planetesimals, 2 planetoids, 
  ring structure.
  Planetary Bodies: 4.
  Habitability: Challenging (+1).
  CIVILISATION TYPE: COLLEGIUM HUB
  Designation: Haven Electorate (+3).
  Population: Standard (+0): 70 million.
  Government Type: Anarchy (-5).
  Societal Dev: Sentience Coordinated 
  Collective (+5).
  Openness: Guarded (+0).
  Control Index: Mass Destruction (-4).
  Trade Index: High Moderate (+1).
  Tech Level: T6 (+1): Age of Genurgy.
  Starport: Swamp City, D-class (+2).
  Culture: Far Havens Culture.
  CANESIA
  With shallow seas and swamps, high 
  gravity, hostile alien life and little habitable 
  land, Canesia’s original explorers doubted 
  its colonisation value. Centuries ago it was 
  given to a radical anarchist group, and 
  perhaps surprisingly still prospers as an 
  anarchist collective today. Without money 
  or private property, bureaucratic oversight 
  is provided by an experimental synthetic 
  intelligence named ATIA brought by the 
  original colonists. Now a superintelligence, 
  ATIA is still bound by the Asimov Protocols.
  Canesians aren’t obliged to follow ATIA’s 
  directions, but usually do. Without laws, 
  crime, or punishment, violent or antisocial 
  behaviour leads to condemnation and 
  exile. Outsiders may view Canesia as an 
  ATIAn dictatorship rather than a free 
  community, but Canesians gently correct 
  them; for an anarchist commune, it is 
  surprisingly conservative.
  Canesia works has no heavy industry, 
  but is known for scientific research and 
  cultural achievements (especially sculpture 
  and music). Several esteemed theoretical 
  scientists and artists are from Canesia, and 
  it’s the Protectorate’s newest electorate. 
  Native life produces medicinal compounds, 
  especially for secret experimental longevity 
  treatments the Archivists’ and Wayfarers’ 
  Guilds are negotiating. 
  The t-analogue biosphere is characterised 
  1 HEX = 4900KM
  
  60
  The Far Havens
  Chthonian Planet / Industrial World
  highest security facility in the Far Havens, 
  housing extremely dangerous criminals. 
  Its guards are experimental synthetics, 
  modified by Eugenia Developments to no 
  longer regard the inmates as human.
  High Concept: Mining System Rich in 
  Rare Minerals.
  Aspects: Dying White Dwarf Star; 
  Immense Rocky World; High Gravity; 
  Synthetics Everywhere; Ancient 
  System; Kallistan’s Back Yard; Former 
  Penal Colony; Highest Security Prison 
  in the Far Havens.
  PLANETARY TYPE: CHTHONIAN 
  PLANET
  Planetary Age: Ancient (+4).
  Orbit: Outer (+3): 0.1AU.
  Year Length: 11.3 standard days.
  Size: Large Standard (+1): 17,000km.
  Density: Dense (+2).
  Surface Gravity: High (+3): 4G.
  Day Length: Extremely Slow (-4): 100d.
  Atmospheric Pressure: n/a (stripped).
  Surface Temperature: Frigid (-3): -170°C.
  Surface Liquid: None (-4).
  Seasonality: n/a.
  Satellites: None.
  Planetary Bodies: 4 including 2 
  chthonian planets and one gas giant.
  Habitability: Deadly (-4).
  CIVILISATION TYPE: INDUSTRIAL 
  WORLD
  Designation: Haven Associate (+2).
  Population: Low (-2): 100,000.
  Government Type: Corporacy-
  Controlled (+2).
  Societal Dev: Consensus Redistribution 
  Model (+1).
  Openness: Self-Centred (-2).
  Control Index: Surveilled (+2).
  Trade Index: High Moderate (+1).
  Tech Level: T8 (+3): Age of Ubiquitous 
  Intelligence.
  Starport: Cauldron Haulage Station, 
  C-class (+3).
  Culture: Far Havens Culture.
  CAULDRON
  A white dwarf system with two chthonian 
  planets—hyper-dense cores of former gas 
  giants—and heavily-worked mines dotted 
  with refineries and other processing 
  facilities. The smaller Cauldron II houses 
  a human colony in extreme conditions; 
  Cauldron III has a lethal crushing gravity, 
  and workers are synthetics.
  Cauldron’s white dwarf primary is a 
  distant companion of Kallistan (page 
  67), 0.1LY away. Even before planing, this 
  proximity made transport between the 
  two systems viable, and today slowship 
  haulers still transport a stream of raw 
  and refined products from the mines 
  to Kallistan. Nevertheless, Cauldron 
  has an alien feel—cold and dim, with 
  uncomfortably high gravity, especially for 
  natives of low gravity Kallistan. 
  Like Kallistan, Cauldron is run by 
  Daedalus Corporation, and is essentially a 
  Kallistan colony. Almost all mine workers 
  are synthetics adapted to the harsh 
  local conditions; supervisors are usually 
  human. It’s dangerous, uncomfortable, 
  and responsible work, but it pays well, and 
  supervisors aim to work a few years before 
  retiring with their earnings.
  Despite the money, few people are willing 
  to go to Cauldron. Before synthetics 
  became widespread, Cauldron II was 
  a penal colony; forced labour ended 
  decades ago, but the prison is still the 
  1 HEX =1200KM
  
  61
  Worlds of the Protectorate
  Plate World / Regressed
  Archaeologists hope to discover artefacts 
  on Corona, including traces of the 
  advanced technology that built and 
  populated the ring. So far their search 
  has been in vain; on a world with an 
  active biosphere, artefacts may be poorly 
  preserved over thousands and perhaps 
  millions of years. The few inferences from 
  the proportions, sizes, and shapes of 
  the megastructure and its components 
  suggest the ring is different in nature and 
  scope from known Opteran artefacts. 
  Something else made Corona.
  High Concept: Ringworld.
  Aspects: G-class Main Sequence Star; 
  Empty Solar System; Covered in Woods 
  and Jungles; Biosphere Transplanted 
  Many Times in Old Earth History; Over 
  a Billion Square Kilometres; Stone Age 
  Tribes.
  PLANETARY TYPE: PLATE WORLD
  Planetary Age: Mature (+0).
  Orbit: Habitable Zone (+0): 1AU.
  Year Length: 370d.
  Size: Giant (+4): 100,000km.
  Density: Standard (+0).
  Surface Gravity: Standard (+0): 1G.
  Day Length: Standard (+0): 30h.
  Atmospheric Pressure: Standard (+0): 
  Oxygen, breathable.
  Surface Temperature: Standard (+0): 
  14°C.
  Surface Liquid: High (+1): 68% water.
  Seasonality: Standard (+0).
  Satellites: None.
  Planetary Bodies: None.
  Habitability: Benign (+4).
  CIVILISATION TYPE: REGRESSED
  Designation: Far Havens Colony (+0).
  Population: Very High (+3): 80 billion.
  Government Type: Feudal (-4).
  Societal Dev: Small-Scale Communities 
  (-4).
  Openness: Self-Centred (-2).
  Control Index: Personal (-3).
  Trade Index: Inconsequential (-4).
  Tech Level: T2 (-3): Metal Age.
  Starport: X (-5): No facilities. 
  Culture: Stone Age culture.
  CORONA
  Corona is a megastructure orbiting 
  a yellow dwarf star, one of the great 
  mysteries of the Far Havens. It’s an 
  artificial ring over 100,000km in diameter 
  and 5000km wide, spinning in space with 
  a slight wobble. The rotation produces 
  apparent gravity on the ring’s inner 
  surface, and the wobble creates a day-
  night cycle of 30 hours.
  The ring’s inner surface has a breathable 
  atmosphere and approximately a 
  billion and a half square kilometres of 
  lush forest and jungle. Its flourishing 
  ecosystem was apparently transplanted 
  from Old Earth over several periods of 
  a previous geological epoch—perhaps 
  the Pleistocene (2.5 million years BP to 
  25,000 years BP). It features primitive 
  pachyderms and sabre-toothed tigers, 
  and numerous primitive tribes of early 
  homo sapiens at approximately T0 to T1 
  tech indices (Post-Animal to Stone Age), 
  although they occasionally use more 
  sophisticated tools. Located at the edge of 
  Far Havens space—and indeed explored 
  space—Corona was only discovered 
  three standard years ago, and is still a 
  topic of sensational news reports and 
  speculations. There is much more to 
  explore. 
  There is no other matter in the Corona 
  system: no asteroids, and no Oort cloud. 
  Scientists speculate that all planetary 
  or protoplanetary material was used to 
  construct the ring. But who built it? And 
  why did they transplant terrestrial life 
  here? Were they human or alien? So far, 
  nobody knows, and they have yet to find 
  any clues.
  
  62
  The Far Havens
  Standard Garden World / Agri World
  recruiting ground; canids enlist for lives of 
  equality free of pernicious segregation.
  Derai has a strict code of honesty, 
  courtesy and hospitality, breaking which 
  can lead to legal duels. Participants may 
  appoint seconds, but lose face if they’re 
  capable of fighting themselves. Derai’s 
  humans exclude canids from this code.
  High Concept: Fertile Agricultural 
  World.
  Aspects: K-class Main Sequence Star; 
  Vast Underclass; Derai Code of Honour; 
  Martial Collegium Base; Undercover SCI 
  Force Agents; Transplant Biosphere.
  PLANETARY TYPE: STANDARD GARDEN 
  WORLD
  Planetary Age: Aging (+1).
  Orbit: Habitable Zone (+0): 0.7AU.
  Year Length: 242d.
  Size: Standard (+0): 13,000km.
  Density: Standard (+0).
  Surface Gravity: Standard (+0): 1G.
  Day Length: Reduced (-1): 36h.
  Atmospheric Pressure: Standard (+0) 
  Oxygen, breathable.
  Surface Temperature: Warm (+1): 25°C.
  Surface Liquid: Average (+0): 45%.
  Seasonality: High (+2).
  Satellites: 2 planetesimals, 1 small.
  Planetary Bodies: 7 including 3 gas 
  giants.
  Habitability: Agreeable (+3).
  CIVILISATION TYPE: AGRI WORLD
  Designation: Haven Associate (+2).
  Population: High (+2): 2 billion.
  Government Type: Mercantilist 
  Oligarchy (-1).
  Societal Development: Taxation and 
  Representation (-1).
  Openness: Guarded (+0).
  Control Index: Laissez-Faire (+0).
  Trade Index: Moderate (+0).
  Tech Level: T6 (+1): Age of Genurgy.
  Starport: Trade Station, E-class (+1).
  Culture: Far Havens Culture.
  DERAI
  A garden world close to Commonality 
  Space, Derai’s transplant biosphere is 
  adapted to reduced solar output, with 
  pale green flora, pastel flowers, and pale-
  furred animal life. Even native humans are 
  pale-skinned, and albinism is common. 
  Sevran Gara, Martial Collegium general 
  and renowned poet, has said Derai has a 
  “washed-out” look.
  Until recently Derai comprised a human 
  minority and a majority canid slave 
  workforce. Ten standard years ago, 
  President Fernand Cullen accepted 
  favourable trade deals to join the 
  Protectorate and emancipate Derai’s 
  slaves. Since then synthetics have replaced 
  the canid workforce and the humans 
  prosper more than ever. The canids remain 
  in squalid poverty, unable to find honest 
  work. Segregation is rigidly enforced. 
  Crime and black markets thrive. The 
  Boryokudan push Dreamtime (page 24) 
  on desperate canids, and secret SCI Force 
  cells foment unrest. Synthetics exacerbate 
  the problem; the Asimov Protocols (page 
  11) ensure synthetics protect and obey 
  humans, but don’t extend to canids.
  In return for Derai’s generous accession 
  terms, President Cullen founded a Martial 
  Collegium academy which provides 
  a ray of hope for beleaguered canids. 
  Established to patrol against Commonality 
  incursions, it has found the world a superb 
  1 HEX =900KM
  
  63
  Worlds of the Protectorate
  Inferno
  Well-Preserved Ruins; Unexplored 
  Tunnels.
  PLANETARY TYPE: INFERNO
  Planetary Age: Ancient (+4).
  Orbit: Inner (-2): 0.1AU.
  Year Length: 18d.
  Size: Standard (+0): 12,000km.
  Density: Low (-2).
  Surface Gravity: Very Low (-3): 0.1G.
  Day Length: Tidal Lock (-5): 18d.
  Atmospheric Pressure: Trace (-10).
  Surface Temperature: Furnace (+3): 
  187°C.
  Surface Liquid: None (-4).
  Seasonality: Low Standard (-1).
  Satellites: None.
  Planetary Bodies: 10 including 3 gas 
  giants.
  Habitability: Deadly (-4).
  CIVILISATION TYPE: N/A
  Designation: N/A.
  Population: None (-5).
  Government Type: N/A.
  Societal Dev: N/A.
  Openness: N/A.
  Control Index: N/A.
  Trade Index: N/A.
  Tech Level: N/A.
  Starport: X (-5).
  Culture: N/A.
  EMBER
  An unremarkable red dwarf star 
  unnoticed in a nebula until recently, 
  Ember still remains largely unexplored. 
  Long range sensors indicate a few small 
  rocky airless planets, but nothing worth a 
  closer look.
  For these reasons the first planet in 
  the system is an undiscovered treasure 
  trove. Although airless, hot, and without 
  surface water, it was once an Opteran 
  garden world—and one of the first to 
  fall to the Vore. Targeted by a Higgs 
  destabilisation field (page 49), the world’s 
  atmosphere and oceans boiled off into 
  space, rendering the planet lifeless. As if to 
  make doubly sure, the Vore bombarded all 
  Ember’s cities, then destroyed all Opteran 
  spacecraft and outposts elsewhere in the 
  system. Then they left. 
  In spite of the destruction, Ember has 
  more well-preserved Opteran ruins than 
  anywhere else, including many in caves 
  and tunnels in the planet’s crust, waiting 
  with their secrets to be discovered. 
  High Concept: The Secrets of the 
  Opterans Await.
  Aspects: M-class Red Dwarf; Destroyed 
  Atmosphere; Remains of Machines; 
  1 HEX = 840KM
  
  64
  The Far Havens
  Dwarf Planet / Industrial World
  low natural gravity, but this doesn’t 
  approach 1G, nor cover all the Rock’s 
  tunnels. Natives are tall and graceful, 
  with sensitive eyes with low-light 
  capability and blue-grey skin.
  Both the Commonality and Protectorate 
  are debating what to do with Hudson’s 
  Rock. For now, its power grows.
  High Concept: World of Tunnels.
  Aspects: Red Giant Star; Low Gravity; 
  Major Manufacturing Industry; 
  Representative Democracy With 
  Imperialist Ambitions; Artificial Tunnel 
  Biome; Needs to Import Food.
  PLANETARY TYPE: DWARF PLANET
  Planetary Age: Young (-2).
  Orbit: Outer (+2): 109AU.
  Year Length: 218 standard years.
  Size: Planetoid (-3): 1500km.
  Density: Standard (+0).
  Surface Gravity: Very Low (-3): 0.1G.
  Day Length: Standard (+0): 24h 
  (artificial cycle).
  Atmospheric Pressure: Trace (-10).
  Surface Temperature: Frigid (-3): -200°C.
  Surface Liquid: None (-4).
  Seasonality: Little Seasonality (-5).
  Satellites: None.
  Planetary Bodies: 4 gas giants.
  Habitability: Deadly (-4).
  CIVILISATION TYPE: INDUSTRIAL 
  WORLD
  Designation: Haven Electorate (+3).
  Population: High (+2): 6 billion.
  Government Type: Corporacy-
  Controlled (+2).
  Societal Dev: Early Redistributive Model 
  (+0).
  Openness: Resistant (-3).
  Control Index: Restricted (+3).
  Trade Index: High Moderate (+1).
  Tech Level: T8 (+3): Age of Ubiquitous 
  Intelligence.
  Starport: Naval Visitors Dock, B-class 
  (+4).
  Culture: Far Havens Military Culture.
  HUDSON’S ROCK
  A rocky gas giant moon in a system 
  without naturally habitable worlds, 
  Hudson’s Rock supports a population of 
  billions in extensive tunnels. It’s so reliant 
  on imported food that it has declared 
  neighbouring systems under its control, 
  incurring censure and sanctions from 
  Haven and the threatened withdrawal of 
  its electorate status.
  Metal- and mineral-rich, the Rock has 
  an extensive manufacturing industry. 
  It’s a representative democracy, with 
  elections every fifteen Haven years (five 
  standard years), although it’s expensive to 
  stand and dominated by manufacturing 
  industry and armed forces interests. If not 
  yet a corporacy, all election candidates 
  support moves in that direction.
  Haven sanctions have fostered a “go it 
  alone” attitude and growing imperial 
  ambitions. Sanctions are limited by the 
  Rock’s location on the Commonality edge 
  of Far Havens space; its government has 
  been hostile to the Commonality since 
  it “liberated” Lorn from imperial control, 
  and the Protectorate is wary of doing 
  anything to change that. 
  The Rock’s society is communal, due to 
  the crowded environment; privacy taboos 
  which exist on roomier worlds are missing, 
  including those involving nudity and 
  bodily functions. Inhabited areas enjoy 
  higher artificial gravity than the Rock’s 
  1 HEX =100KM
  
  65
  Worlds of the Protectorate
  Standard Garden World / Agri World
  mammalian brains. Archivist Gina 
  Kaan has argued convincingly (see “The 
  Dreamtime Paradox—The Illusion of a 
  Universal Galactic Panspermia”, Haven 
  Press, 7644/121, et al) that it must be 
  both artificial and deliberate, dating from 
  Hypnos’s lost early terraforming period.
  High Concept: Garden of the Lotus 
  Flower.
  Aspects: K-Class Main Sequence 
  Star With Unique Spectral Signature; 
  Ruthless Rule of the Boryokudan; 
  Population of Serfs; Deliberately Kept 
  Primitive; Smuggled Commonality Tech 
  in Boryokudan Hands; T-congruent 
  Biosphere.
  PLANETARY TYPE: STANDARD 
  GARDEN WORLD
  Planetary Age: Aging (+1).
  Orbit: Habitable Zone (+0): 0.6AU.
  Year Length: 184d.
  Size: Small Standard (-1): 6000km.
  Density: Dense (+2).
  Surface Gravity: High Standard (+1): 
  1.5G.
  Day Length: Standard (+0): 27h.
  Atmospheric Pressure: High (+2): 
  Oxygen, breathable.
  Surface Temperature: Warm (+1): 25°C.
  Surface Liquid: Average (0): 50% water. 
  Seasonality: Low (-3).
  Satellites: 2 planetesimals.
  Planetary Bodies: 4, inc 1 gas giant.
  Habitability: Challenging (+1).
  CIVILISATION TYPE: AGRI WORLD
  Designation: Haven Associate (+2).
  Population: Low Standard (-1): 5 million.
  Government Type: Dictatorship (+0).
  Societal Dev: Labour Service (-3).
  Openness: Conservative (-4).
  Control Index: Surveilled (+2).
  Trade Index: Very Limited (-3).
  Tech Level: T3 (-2): Age of 
  Enlightenment.
  Starport: Rotor Starport, D-class (+2).
  Culture: Far Havens Aristocracy.
  HYPNOS
  A culture world of the Glaciation 
  era Shinshutai culture, Hypnos still 
  feels traditional and conservative. A 
  headquarters of the Law Collegium during 
  the pre-planing era, today it’s home to its 
  successor, the secretive crime syndicate 
  known as the Boryokudan (page 42).
  An efficient triumvirate governs from 
  Rotor orbital starport. Anton Ito, 
  more administrator than gangster, 
  controls the space station and its vital 
  laboratories; his brother Col manages 
  planetside operations and enforcement 
  squads; and their cousin Bela oversees 
  the drugs trade and import of high 
  tech goods and expertise (including 
  smuggled Commonality tech). The 
  world is deliberately kept as a backward 
  plantation, its inhabitants serfs cultivating 
  the priceless cash crop of narcotic plant-
  analogues called Red Lotus (page 24). 
  Hypnosians are kept in line by Boryokudan 
  brutality: limited handouts, drugs, and 
  harsh punishment, and the soporific Lotus 
  vapour which dampens the discomfort of 
  long hot labour under high gravity. What 
  little advanced tech there is belongs to and 
  is controlled by the enforcement squads in 
  their reinforced exoskeletons. 
  The Red Lotus’s origins are obscure. 
  Analysis suggests exoflora, yet it produces 
  compounds resembling terrestrial RNA 
  which have potent effects on terrestrial 
  1 HEX =418KM
  
  66
  The Far Havens
  Superior Garden World / Agri World
  High Concept: Pleasure Planet.
  Aspects: G-class Main Sequence Star; 
  The Best Food and Drink in the Far 
  Havens; Planet of Beauty; Boryokudan 
  Presence; Off-planet Industry; Another 
  Earth; Transplant Biosphere.
  PLANETARY TYPE: SUPERIOR GARDEN 
  WORLD
  Planetary Age: Mature (+0).
  Orbit: Habitable Zone (+0): 0.9AU.
  Year Length: 242d.
  Size: Standard (+0): 12,000km.
  Density: Standard (+0).
  Surface Gravity: Standard (+0): 1G.
  Day Length: Standard (+0): 24h.
  Atmospheric Pressure: Standard (+0) 
  Oxygen, breathable.
  Surface Temperature: Standard (+0): 
  17°C.
  Surface Liquid: High (+1): 60%.
  Seasonality: Standard (+0).
  Satellites: 3 planetesimal moons.
  Planetary Bodies: 8, including 3 gas 
  giants.
  Habitability: Benign (+4).
  CIVILISATION TYPE: AGRI WORLD
  Designation: Haven Electorate (+3).
  Population: Standard (+0): 60 million.
  Government Type: Mercantilist 
  Oligarchy (-1).
  Societal Dev: Consensus Redistribution 
  Model (+1).
  Openness: Outgoing (+3).
  Control Index: Laissez-Faire (+0).
  Trade Index: Ubiquitous (+4).
  Tech Level: T6 (+1): Age of Genurgy.
  Starport: Baxus Starport, C-class (+3).
  Culture: Far Havens Culture.
  IONYSEUS
  A major exporter of luxuries, since the 
  introduction of planing Ionyseus has 
  become a favoured tourist destination; 
  its season-long cabaret in the regional 
  hub of Voltere is known across the 
  Protectorate. It’s a fertile world with a 
  clement climate and beautiful oceans 
  and countryside, famous for its foods and 
  wines, including the sought after vintages 
  of blue Falurnian wine. Its transplant 
  biosphere feels brighter and more 
  vibrantly coloured than its original stock.
  Ionyseus is an important electorate, 
  second only to the collegium hubs. 
  It remains studiously apolitical in 
  Protectorate affairs, welcoming visitors 
  and trade from all factions—even from 
  the distant Commonality. It’s also a 
  diplomatic centre, and the Collegium of 
  Negotiators has a significant presence. 
  Even the Boryokudan are here, preying 
  on tourists and furnishing drugs and 
  products that can’t be obtained legally. 
  An icy gas giant moon in the Ionysean 
  system, Taliat, has single-celled native life 
  and a breathable atmosphere, although 
  it’s uncomfortably cold. Most of Ionyseus’s 
  industry is located here, and the gas giant 
  rings are rich in rare metals—as well as 
  being renowned for their beauty, another 
  stop on the tourist trail.
  1 HEX =840KM
  
  67
  Worlds of the Protectorate
  Standard Garden World / Industrial World
  In response DaedaCorp has widened 
  its market, making smaller starships 
  cheaper, more available, while 
  temporarily agreeing to Guild demands 
  for larger vessels on exclusive contracts—
  contracts which expire next year. 
  High Concept: Shipyards for the Stars.
  Aspects: K-type Main Sequence 
  Star; That’s No Moon, It’s a Shipyard! 
  Trade Hub; Wayfarers’ Guild Presence; 
  T-congruent Biosphere; Bright Foul-
  scented Flowers; Corporate Intrusion; 
  Limited Democracy.
  PLANETARY TYPE: STANDARD 
  GARDEN WORLD
  Planetary Age: Aging (+1).
  Orbit: Habitable Zone (+0): 0.6AU.
  Year Length: 284d.
  Size: Small Standard (-1): 6000km.
  Density: Standard (+0).
  Surface Gravity: Low Standard (-1): 
  0.9G.
  Day Length: Slow (-2): 10d.
  Atmospheric Pressure: Standard (+0): 
  Oxygen, breathable.
  Surface Temperature: Cool (-1): 10°C.
  Surface Liquid: Average (+0): 50% water.
  Seasonality: Low (-2).
  Satellites: 3 planetoids.
  Planetary Bodies: 7, incl 3 gas giants.
  Habitability: Adequate (+2).
  CIVILISATION TYPE: INDUSTRIAL 
  WORLD
  Designation: Haven Electorate (+3).
  Population: Low (-2): 700,000.
  Government Type: Corporacy-
  Controlled (+2).
  Societal Dev: Taxation and 
  Representation (-1).
  Openness: Guarded (+0).
  Control Index: Influenced (+1).
  Trade Index: Extensive (+2).
  Tech Level: T8 (+3): Age of Ubiquitous 
  Intelligence.
  Starport: Kallistan Tradeport, B-class (+4).
  Culture: Far Havens Culture.
  KALLISTAN
  A partly terraformed garden world with 
  shipyards on its three moons which 
  manufacture vessels for the whole 
  Protectorate. Its population lives mostly 
  in domed shipyard habitats, with shuttles 
  connecting them and the surface below.
  Kallistan is a frosty world with bluish 
  t-congruent flora with brightly-coloured, 
  foul-smelling flowers. Its people are 
  slender, almost fragile—especially from 
  the moons and orbitals—and comfortable 
  in cold low-grav environments.  
  DaedaCorp runs the shipyards, and is 
  more successful than the Wayfarers’ Guild 
  at incorporating planing tech. Customers 
  include the Guild and newer smaller 
  corporations. It dominates Kallistan life, 
  running hospitals, schools, and services; the 
  education system creates future employees. 
  Most say it looks after its employees and 
  families well; to opponents and outside 
  observers, it hasn’t always done so, and 
  there are no checks to prevent abuses. 
  Kallistan government is democratic, with 
  representatives sitting on DaedaCorp’s 
  boards and the Kallistan High Council. 
  A high-level struggle rages between 
  DaedaCorp and the Wayfarers’ Guild; 
  its biggest customer, the Guild wants 
  exclusive rights to certain planeship 
  classes, feeling its future jeopardised as it 
  loses its monopoly on interstellar travel. It 
  controls several High Council members.
  1 HEX = 418KM
  
  68
  The Far Havens
  Accretion Disk / Frontier World
  High Concept: Artificially Altered 
  Supergiant Star.
  Aspects: Newborn Solar System; 
  Opteran Debris; Hidden Danger; 
  Planetesimal Base; Scientific Research 
  Station of the Wayfarers’ Guild.
  PLANETARY TYPE: ACCRETION DISK
  Planetary Age: Extremely Young (-4).
  Orbit: Inner (-2): 173AU.
  Year Length: 49 standard years.
  Size: Planetesimal (-4): 200km.
  Density: Standard (+0).
  Gravity: Microgravity (-4).
  Day Length: Standard (+0): 24h 
  (artificial cycle).
  Atmospheric Pressure: Trace (-10).
  Surface Temperature: Furnace (+3): 
  200°C.
  Surface Liquid: None (-4).
  Seasonality: n/a.
  Satellites: None.
  Planetary Bodies: None.
  Habitability: Deadly (-4).
  CIVILISATION TYPE: FRONTIER 
  WORLD
  Designation: Far Havens Outpost (-3).
  Population: Negligible (-5): 300.
  Government Type: Oligarchy (+1).
  Societal Dev: Consensus Redistribution 
  Model (+1).
  Openness: Self-Critical (+1).
  Control Index: Property (-2).
  Trade Index: Limited (-2).
  Tech Level: T8 (+3): Age of Ubiquitous 
  Intelligence.
  Starport: Lantern Base, D-class (+2).
  Culture: Far Havens Culture.
  LANTERN
  A supergiant star with an unusual 
  greenish spectral signature, Lantern 
  shines brightly in the night skies of the Far 
  Havens. Surrounded by an accretion disk 
  of dust and rock, it’s a young star—just a 
  few hundred thousand years old—with 
  an immense energy output.
  After gaining access to planing tech, the 
  Wayfarers’ Guild investigated Lantern, 
  seeking an explanation for its unusual 
  colour. The unimaginatively named 
  Lantern Base operates on a planetesimal 
  in-system and is now a few decades old; 
  Famula Reis, who first unlocked the secret 
  of the wormhole tap (page 46), leads the 
  investigation.
  Famula and her team have discovered 
  that—as she predicted—Lantern is the 
  focus of multiple wormhole taps, and 
  some of the debris in the system accretion 
  disk comes from destroyed Opteran 
  constructions. Recent observations by 
  junior astronomer Aki Hino have revealed 
  an apparently artificial object in the 
  distant outer reaches of the Lantern 
  system on an extreme eccentric orbit, 
  currently far beyond the heliopause and 
  too small for detailed sensor analysis. 
  Theories about what the object is abound, 
  and a slowship expedition to investigate is 
  on the cards.
  Who Knows About the 
  Vores?
  Vores are mentioned by name, though not described, in 
  some partially-translated late Opteran sources, where they 
  are viewed with terror. The dominant view in Far Havens 
  academia is that the Vores are as extinct as the Opterans. 
  Even the evidence in current times linking the Vores to the 
  extinction of the Opterans, as described here, is scanty; a find-
  ing presenting clear evidence would revolutionise Far Havens 
  archaeology. If, along with this, evidence were found that the 
  Vores still existed, the effect would be dramatic.
  Even linking Vore constructs like the Nihilors with the 
  menace feared by the Opterans is at present a maverick, 
  unproven theory.
  Scenario Hook: A Dormant Threat
  Unknown to Famula Reis’s team, Lantern Base is in 
  great danger. Hunter drones (page 49) were left behind 
  in the Lantern system by the departing Vore and, after 
  years of dormancy, have recently detected Far Haven 
  activity in the system and are beginning to stir. The 
  unidentified object in the far eccentric orbit, however, 
  is not a hunter drone, and the Vore relics are curious to 
  see what is on approach… 
  
  69
  Worlds of the Protectorate
  Standard Garden World / Agri World
  Rock to rule again. The Commonality 
  knows it has to stabilise Lorn, but many 
  believe it has blundered, and agents of Far 
  Havens collegia have arrived to oppose 
  both the Commonality and the would-be 
  re-invaders from Hudson’s Rock.
  Open war hasn’t yet broken out, but Lorn 
  is a powder-keg. Riots are common, and 
  tensions rising. 
  High Concept: Liberated Agri World in 
  the Throes of Revolution.
  Aspects: K-class Red Giant; Free 
  Synthetic Citizens; Frequent Riots; 
  Secret Agents Working For Shadowy 
  Controllers; T-congruent Biosphere; 
  The Price of Freedom?
  PLANETARY TYPE: STANDARD 
  GARDEN WORLD
  Planetary Age: Mature (+0).
  Orbit: Habitable Zone (+0): 34AU.
  Year Length: 77 standard years.
  Size: Large (+2): 30,000km.
  Density: Low (-2).
  Surface Gravity: High (+2): 2G.
  Day Length: Rapid (+2): 20h.
  Atmospheric Pressure: Standard (+1) 
  Oxygen, breathable.
  Surface Temperature: Standard (+0): 
  14°C.
  Surface Liquid: High (+1): 65% water.
  Seasonality: Standard (+0).
  Satellites: 2 planetesimals, 1 small.
  Planetary Bodies: 8 incl 3 gas giants.
  Habitability: Agreeable (+3).
  CIVILISATION TYPE: AGRI WORLD
  Designation: Far Havens Associate (+2).
  Population: High (+2): 4 billion.
  Government Type: Monarchy (-3).
  Societal Dev: Confiscation (-2).
  Openness: Self-Improving (+2).
  Control Index: Speech (-1).
  Trade Index: Low Moderate (-1).
  Tech Level: T5 (+0): Computer Age.
  Starport: New Equatorial Base, D-class 
  (+2).
  Culture: Far Havens Aristocracy.
  LORN
  Lorn was once an advanced agri world 
  of vast synthetic-operated farms and 
  human owners living in comfort. Its better 
  known exports include the sweet Quala 
  fruit (an acquired taste but a luxury) and 
  Lornamber, a rich grain used to make a 
  dense, nourishing (if bland) bread.
  Until recently Lorn traded almost 
  exclusively with Hudson’s Rock. 
  Deteriorating terms led it to negotiate 
  further afield, until the Rock’s navies 
  invaded and took control. Inhabitants 
  opposing the invasion appealed to the 
  nearby Commonality for aid, with which 
  they expelled the occupiers.
  Commonality aid came at a price: the 
  emancipation of Lorn’s synthetics and 
  their acknowledgement as citizens 
  with full rights. Lorn’s synthetics are 
  now free. They’re still bound by the 
  Asimov Protocols, but the second 
  protocol has been subordinated to a 
  general Commonality order that they 
  are now their own masters. There are 
  contradictions which haven’t yet been 
  fully processed.
  The results are clear. Synthetics now 
  demand compensation for their labour, 
  and farms lie fallow. Humans are split 
  between those who want the freedom 
  provided by the Commonality, who have 
  made common cause with the synthetics; 
  and the “old guard” who want Hudson’s 
  1 HEX = 2100KM
  
  70
  The Far Havens
  Post-Garden World / Regressed
  High Concept: On the Verge of 
  Destruction.
  Aspects: Unstable Subgiant Star; Dead 
  Biosphere; Doomsday Cult; Empty 
  World; Falling Apart.
  PLANETARY TYPE: POST-GARDEN 
  WORLD
  Planetary Age: Very Old (+3).
  Orbit: Habitable Zone (+0): 1.7AU.
  Year Length: 1.9 standard years.
  Size: Small Standard (-1): 6,000km.
  Density: High Standard (+1).
  Surface Gravity: Standard (+0): 1G.
  Day Length: Very Slow (-3): 50d.
  Atmospheric Pressure: Low (-2) 
  Oxygen, tainted by ionisation.
  Surface Temperature: Hot (+2): 40°C 
  at poles.
  Surface Liquid: Average (+0): 48% 
  water.
  Seasonality: Standard (+0).
  Satellites: 3 planetesimals.
  Planetary Bodies: 7 including 3 gas 
  giants.
  Habitability: Hostile (-2); Lethal (-3) 
  away from poles.
  CIVILISATION TYPE: REGRESSED
  Designation: Haven Associate (+2).
  Population: Negligible (-5): 400.
  Government Type: Dictatorship (+0).
  Societal Dev: Early Redistributive Model 
  (+0).
  Openness: Conservative (-4).
  Control Index: No Control (-5).
  Trade Index: Moderate (+0).
  Tech Level: T4 (-1): Industrial Age.
  Starport: North Polar Starbase, Landing 
  Strip (-4).
  Culture: Far Havens Culture.
  MADELOS
  Madelos always had a finite life 
  expectancy due to instabilities in the 
  system primary, but now the star is 
  on the verge of going nova. Day by 
  day the planetary temperature is 
  increasing; already the polar bases are 
  registering 40°C. Ionisation has made the 
  atmosphere unbreathable and wracked 
  with storms.
  Most of the planet has been evacuated, 
  but people haven’t taken everything of 
  value, and irreplaceable works of art from 
  a once-thriving culture lie abandoned 
  in the empty cities. Rarity has given the 
  paintings and sculptures of Madelos great 
  value, sure to increase when the planet is 
  finally destroyed.
  A few inhabitants remain in two domes 
  at the north pole. One is a scientific base 
  with half a dozen people and a larger 
  staff of synthetics, studying the sun; there 
  are hints that its demise may not be 
  natural but perhaps related to wormhole 
  taps. The second was once the starbase, 
  although its infrastructure has now 
  crumbled to uselessness; it’s home to a 
  doomsday cult of a few hundred people 
  who worship the sun, in anticipation of 
  the rapture when it explodes at the end of 
  all days.
  1 HEX =418KM
  
  71
  Worlds of the Protectorate
  Binary Garden Worlds / Balkanised World
  Density: Low Standard (-1); moon is 
  Standard (+0).
  Surface Gravity: Standard (+0): 1.1G.
  Day Length: Reduced (-1): 30h.
  Atmospheric Pressure: Standard (+0): 
  Oxygen, breathable.
  Surface Temperature: Standard (+0): 10°C.
  Surface Liquid: Almost Total (+3): 90% 
  water.
  Seasonality: Low Standard (-1).
  Satellites: None.
  Planetary Bodies: 7 incl 2 gas giants.
  Habitability: Benign (+4).
  CIVILISATION TYPE: BALKANISED
  Designation: Haven Associate (+2).
  Population: Very High (+3): 10 billion.
  Government Type: Representative (-2) 
  (Liberty Union); Mercantilist Oligarchy (-1) 
  (Democratic Union).
  Societal Dev: Confiscation (-2) (Liberty 
  Union); Early Redistribution Model (+0) 
  (Democratic Union).
  Openness: Self-Centred (-2).
  Control Index: Influenced (+1).
  Trade Index: Low Moderate (-1).
  Tech Level: T7 (+2): First Age of Space.
  Starport: Station Seven, C-class (+3).
  Culture: Far Havens Culture.
  MESAMESHUR
  A binary planet system comprising Mesa and 
  Meshur, island-chain waterworlds. Exofauna 
  include four-winged flyers (some too large 
  to fly), and “forests” of interconnected 
  organisms. Myths claim a single organism 
  once covered both worlds.
  The Liberty Alliance and Democratic Union 
  dominate, with smaller states in shifting 
  alliances. Locked in a cold war which flares 
  hot via proxy, they’re Protectorate associates, 
  but their cold war is over which should rule. 
  The Liberty Alliance stands for minimal 
  government. Its army is a citizen militia with 
  informal ranks. People have few rights but 
  few obligations other than military service. 
  It has greater numbers, and with its allies 
  controls two-thirds of Mesa.
  The Democratic Union is a technocratic 
  meritocracy. It believes in efficiency, rights 
  and duties for all. Synthetics are free, but 
  follow the Asimov Protocols, remaining 
  subservient to humans. It has reached out 
  to the Commonality for help, and controls 
  Meshur and territories on Mesa, and prevails 
  in other parts of the system.
  The solar system hosts a dozen space cities. 
  Mostly independent, a few cleave to the 
  Democratic Union, others to the Liberty 
  Alliance. Station Seven under Governor 
  Zeintek has declared itself neutral territory, 
  and sees a lot of activity (some legal). It’s a 
  notorious nest of spies.
  High Concept: Binary Planet System Split 
  Between Two Power Blocs.
  Aspects: K-class Main Sequence Star; 
  Island Networks; Differences of Political 
  Philosophy; Rights and Duties; Cold War; 
  Espionage and Intrigue; Interlocking 
  T-congruent Biosphere on Two Worlds.
  PLANETARY TYPE: BINARY GARDEN 
  WORLDS
  Planetary Age: Mature (+0).
  Orbit: Habitable Zone (+0): 0.5AU.
  Year Length: 181d.
  Size: Large Standard (+1): 18,000km; moon is 
  Standard (+0): 13,000km.
  MESA
  MESHUR
  MESA
  1 HEX = 1250KM
  MESHUR
  1 HEX = 900KM
  
  72
  The Far Havens
  Inferno / Frontier World
  High Concept: Secret Research Station.
  Aspects: F-class Main Sequence Star; 
  Magnificent Rings; Isolated System; 
  City in the Clouds; Above the Mouth 
  of Hell; Dominated by Eugenia 
  Developments; Disliked by the Collegia 
  But Useful to Them.
  PLANETARY TYPE: INFERNO
  Planetary Age: Aging (+1).
  Orbit: Inner Habitable Zone (-1): 0.7AU.
  Year Length: 218d. 
  Size: Large Standard (+1): 17,000km. 
  Density: Low Standard (-1).
  Surface Gravity: Standard (+0): 0.9G.
  Day Length: Reduced (-1): 5d.
  Atmospheric Pressure: Very High (+4).
  Surface Temperature: Inferno (+4): 500°C.
  Surface Liquid: Low (-1): 15% sulphuric 
  acid.
  Seasonality: Little Seasonality (-5).
  Satellites: Ring System.
  Planetary Bodies: 3, including 1 gas 
  giant.
  Habitability: Deadly (-4); Hostile (-2) in 
  cloud tops.
  CIVILISATION TYPE: FRONTIER 
  WORLD
  Designation: Haven Electorate (+3).
  Population: Low (-2): 300,000.
  Government Type: Oligarchy (+1).
  Societal Dev: Taxation and 
  Representation (-1).
  Openness: Self-improving (+2).
  Control Index: Surveilled (+2).
  Trade Index: Low Moderate (-1).
  Tech Level: T8 (+3): Age of Ubiquitous 
  Intelligence.
  Starport: Mospel Spaceport, C-class 
  (+3).
  Culture: Far Havens.
  SCELUS
  Scelus lies on the farthest edge of Far 
  Havens space. It’s a hellish pressure cooker 
  world similar to Manhome’s Inferno. 
  Nevertheless, people live here; in the 
  upper reaches of the world’s sulphuric acid 
  clouds, where conditions are not quite so 
  extreme, floats its single city, Mospel.
  Mospel is a domed city forty kilometres in 
  diameter. It has magnificent parks with 
  transplanted flora and a mix of natural 
  and synthetic animals, and windows of 
  super-reinforced glassteel overlooking 
  beautiful and exotic cloudscapes.
  Scelus’s isolation and extreme conditions 
  means Mospel is little known. This 
  obscurity is useful to those who run the 
  city: Eugenia Developments Corporation 
  (page 43), a corporacy with interests in 
  many fields of scientific research and 
  an almost total disregard for ethics. In 
  its isolation, EDC builds experimental 
  synthetics free from the Asimov Protocols; 
  creates new specialist genotypes 
  such as the Spartans (page 15); and 
  carries out extreme and unregulated 
  genurgy on volunteers and prisoners 
  to adapt humans to widely divergent 
  environments. 
  Eugenia Developments does things the 
  Protectorate’s collegia cannot. Indeed, 
  some collegia use its products widely. 
  The Martial Collegium has adopted and 
  improved EDC’s Spartans; the Collegium 
  of Archivists has begun using specialists 
  with surgically augmented brains to 
  decipher the Opteran script. Others, 
  however, remain relentlessly hostile: the 
  Robotics Collegium would close down 
  EDC in a heartbeat if it knew the full 
  extent of its work on robotics.
  Variation
  Walker versions of defence drones are also available, with 
  four legs instead of rotor blades. They have a speed of just 
  10km/h, but are suitable for environments where rotored 
  flying is inappropriate or impossible, such as in thin atmos-
  pheres. Walker drone legs are usually adherent, permitting 
  operations on surfaces even in zero- and micro-gravity 
  environments.
  Scenario Hook: The
  Delicate Path of Adan Zuul
  In the manufacturing settlement of Hedon on the Martial 
  Collegium world of Cadmus a democratic protest move-
  ment is growing. Its leader, Adan Zuul, has made broad-
  casts calling for resistance to the military, and showing 
  footage of protest marches. Collegium authorities have 
  been unable to find him, but the fact that he must have 
  high ranking contacts to broadcast across the planet 
  scares them. His public broadcasts ensure that draconian 
  action by the authorities would backfire, and so far the 
  protests have remained peaceful.
  
  73
  Worlds of the Protectorate
  Marginal Garden World / Industrial World
  to permit further research, or even to 
  explore the ancient facilities. 
  High Concept: Ribbon World.
  Aspects: M-class Red Dwarf; Hereditary 
  Aristocratic Industrialists; Human 
  Labour is Cheap; Heavy Gravity; Ruins 
  of Old Industry; Lost Scientific Secrets; 
  Limited Transplant Biosphere Near 
  Twilight Zone.
  PLANETARY TYPE: MARGINAL 
  GARDEN WORLD
  Planetary Age: Old (+2).
  Orbit: Inner Habitable Zone (-1): 0.2AU.
  Year Length: 60d.
  Size: Standard (+0): 11,000km.
  Density: Dense (+2).
  Surface Gravity: High (+2): 1.8G.
  Day Length: Tidally Locked (-5).
  Atmospheric Pressure: High (+3) 
  Oxygen, breathable.
  Surface Temperature: Furnace (+3) 
  170°C to Frigid (-3) -170°C.
  Surface Liquid: Average (+0): 50%, 
  water near twilight belt, liquid nitrogen 
  on night side, liquid lead on day side.
  Seasonality: Tidal Lock (-10).
  Satellites: 6 planetesimals, 2 planetoids, 
  1 small.
  Planetary Bodies: 10 inc 3 gas giants.
  Habitability: Challenging (+1) or lower.
  CIVILISATION TYPE: INDUSTRIAL 
  WORLD
  Designation: Haven Electorate (+3).
  Population: Low (-2): 500,000.
  Government Type: Corporacy-
  Controlled (+2).
  Societal Dev: Confiscation (-2).
  Openness: Self-Centred (-2).
  Control Index: Laissez-Faire (+0).
  Trade Index: Low Moderate (-1).
  Tech Level: T4 (-1): Industrial Age.
  Starport: Twilight Offworld Hub, E-class 
  (+1).
  Culture: Far Havens Aristocracy.
  TWILIGHT
  Tidally locked to its red dwarf primary, 
  Twilight’s bright side is hot enough to 
  melt lead. Its night side, away from the 
  sun, is cold enough for nitrogen to liquefy. 
  Between lies a band of eternal twilight, 
  where the temperature and atmosphere 
  can support human life, although not 
  comfortably, thanks to a gravity almost 
  twice standard.
  The twilight belt is heavily industrialised, a 
  corporacy world run by an aristocratic caste 
  with hereditary genurgic enhancements, 
  including great longevity. Workers have 
  little freedom.
  Twilight’s industry is chemical engineering 
  and metallurgy, using the rich resources 
  of the planet’s crust. In other systems such 
  industries are more often found in orbitals 
  or asteroid belts, or run by synthetics, but 
  on Twilight human labour is cheap.
  Factories are located away from inhabited 
  areas in sealed facilities out towards 
  the day or night sides. There are ancient 
  remains of no longer functional factories 
  further out still, indicating a past level of 
  technology superior to today.
  Some scientists speculate that the planet’s 
  inhospitable environment is the result 
  of environmental collapse caused by 
  uncontrolled industrial exploitation and 
  disastrous scientific experimentation. 
  Twilight’s aristocratic clique is reluctant 
  1 HEX = 767KM
  
  74
  The Far Havens
  Memetic
  Cascade
  ASKALEN COEL, “THE 
  YOUNGER CARBON” 
  The close friend and ally of Dharma Carbon Brown (reputedly 
  an identity of Custodian Lampblack of the Guuleman Sector), 
  who employs him as one of his main “troubleshooter” agents 
  beyond the Commonality Frontier, Coel is sometimes called 
  “the Younger Carbon”. He’s an avid learner, always seeking 
  new knowledge and experiences. He’s a natural leader, and 
  people trust him implicitly. He usually appears as a bearded 
  male adult human, sporting a winning smile, and often wear-
  ing the archaic clothing and distortion field from his beloved 
  EDEL era (see below) and with a valuable antique power 
  sword at this belt. 
  Coel is a natural community maker. He pushes others to 
  develop their strengths, and in the process makes them his 
  allies. He’s always making things happen, and seems to have 
  thousands of friends. If you meet him he’ll know just the 
  person you need. 
  Coel has a passion for “interesting” tech. He can fix, make 
  or reverse-engineer anything. He’s currently working to estab-
  lish technological and artistic ties between the peoples of the 
  Fringe and the Far Havens, including establishing the Deseret 
  Elective Imposality, a collaborative imposed virtuality main-
  tained by creatives from both sides of the Corridor. The Punk 
  “I guess we’ve fallen in love with celebrity. Especially the interstellar sort. For thousands of 
  years we knew people were out there, but they were all anonymous, faceless, dead before 
  you ever knew who they were. Except for the Voyagers, of course. They seemed to live forever, 
  spending their lives slowed down almost to nothing by the relativistic distortion of their 
  starships—and we worshipped them.
  Today, though, there are bad guys, good guys, rogues, space captains, weird aliens and even 
  weirder intelligent ships. I don’t know where it’s all going, but you can bet your life we’re 
  glued to our screens!” 
  —“Rock” Hrrgrathi, Operatic Lead, Derai Howl Chorus, 22641 Tour
  CHAPTER NINE
  FAR HAVENS PERSONALITIES
  
  75
  Personalities
  Synthesis collective is one of its most popular movements, 
  followed by the Mini-Makers, fictionals and sentinels created 
  collaboratively which visitors may take with them. Needless to 
  say, his activities frequently cause friction with the Far Havens 
  authorities, but the Protectorate’s citizens seem to be more 
  accepting of the Mindscape the way he contextualises it.  
  He’s a fan of archaic combat methods, and skilled at 
  armoured melee combat, especially the weaponry, armour, 
  and combat styles of the pre-Shinean Emergent Denational-
  isation Era League. He also can’t stand bullies, and these two 
  traits sometimes conspire to cause him problems.
  BIRGIT 
  SIMEON
  The foremost Opteran 
  expert in the Far Havens, 
  Simeon can even read the 
  language, in a fashion, with 
  suitable equipment. She 
  knows the Opterans were 
  wiped out suddenly by 
  something hugely power-
  ful—something humanity 
  isn’t prepared for—and 
  does her best to warn people and find out more. She knows 
  people are not heeding her warnings, and that they’ve given 
  her an unpleasant nickname—“Stormcrow”.
  Simeon can be hard to find. Though she’s part of the Col-
  legium of Archivists, she’s usually on the fringes of explored 
  space, in the field, looking at finds first-hand. She prefers the 
  company of pioneers and explorers to that of stuffy academic 
  colleagues who never leave their offices and have no idea 
  what’s really out there.
  BORS
  Bors is a canid. Though 
  freed from slavery on Derai 
  ten standard years ago, he 
  saw conditions there barely 
  improve and, with no desire 
  to stay somewhere he was 
  so ill-treated, he set off for 
  the stars to make his fortune, 
  as so many free sentients 
  had done before him.
  Wherever he went, 
  the canid found he continued to be employed as little more 
  than a manual labourer—or, worse, a novelty. Eventually he 
  Major NPC
  ASKALEN COEL
  Physical Stress:   1  2   
  Mental Stress:  1  2  3  4  
  Credit Stress:   1  2  3
  Consequences: 3
  Scale: Medium (+0)
  Habituated Grav: Standard (+0): 1G
  Personal Tech: T10 (+5)
  ASPECTS
  High Concept: The Younger Carbon Beyond the 
  Commonality Frontier.
  Trouble: Can’t Pass a Bully By.
  Other Aspects: Spokesperson for the Deseret 
  Elective Imposality; Swashbuckler for the Emergent 
  Denationalisation Era League; Ends Up Leading Everything.
  SKILLS
  Superb (+5): Rapport
  Great (+4): Contacts, Will
  Good (+3): Empathy, Melee Combat, Technical
  Fair (+2): Bureaucracy, Knowledge, Provoke, Resources
  Average (+1): Athletics, Investigate, Notice, Ranged Combat, 
  Science
  STUNTS
   Archaic Melee Weapons: +2 attack bonus with archaic melee 
  weapons.
   Blaster Bolt Defence: Use Melee Combat to defend against 
  Ranged Combat attacks from blaster weapons.
   Insider: Use Contacts instead of Bureaucracy for overcome 
  and create an advantage actions when getting inside assistance.
   Overseer: 1/scene, make an overcome action to generate a 
  pool of shift points you can redistribute.
   Project Coordinator: +2 Bureaucracy overcome bonus to 
  complete a project or project task.
   Riposte: On a Melee Combat defence success with style, inflict 
  a 2-shift hit instead of receiving a boost.
   Virtualisation: For a Fate point, use Will create advantage 
  actions to “edit” the Mindscape environment.
  EXTRAS
  ê Antique Dispersion Field: +2 defence bonus; Noticeable, 
  Antique Decoration.
  ê EDEL Heirloom Power Sword: +5 attack bonus; Fast, Good 
  Defence, Knockback, Ornate and Priceless Heirloom.
  ê Mindscape Implant: Enables technopsi and Mindscape 
  connectivity.
  
  76
  The Far Havens
  Major NPC
  BIRGIT SIMEON
  Physical Stress:  1  2  3  4     Mental Stress:   1  2  3  
  Credit Stress:   1  2   
  Consequences: 3
  Scale: Medium (+0)
  Habituated Grav: Standard (+0): 1G.
  Personal Tech: T8 (+3)
  ASPECTS
  High Concept: Foremost Opteran Expert in the Far Havens.
  Trouble: Stormcrow.
  Other Aspects: First-hand Fieldwork on the Fringes of 
  Explored Space; Never At Home.
  SKILLS
  Great (+4): Science
  Good (+3): Investigate, Physique
  Fair (+2): Knowledge, Notice, Technical
  Average (+1): Athletics, Drive, Melee Combat, Will
  STUNTS
   Polymath: For a fate point, use Science in place of any other 
  skill for one check or exchange.
   Specialist (Archaeology): +2 bonus to archaeology-related 
  checks.
   Survival: +2 overcome and create advantage Knowledge 
  bonus for surviving in hostile environments.
  EXTRAS
  ê Portable Manufacturing Unit: Bulky 1m Cube 
  Manufacturing Non-mechanical Items; +2 Technical bonus to 
  repair and manufacture.
  ê Portable Wormhole Tap: Power Generation From the Heart 
  of a Star; +2 Ranged Combat attacks, weapon:2.
  ê Bonded Synthetic Navigator: Can navigate 2-space through 
  a navigation device. The maximum Planing skill of any starship 
  controlled is Good (+3). Assume all consequences of failed 
  Planing rolls as well as the starship.
  Major NPC
  BORS
  Physical Stress:  1  2  3  4     Mental Stress:   1  2  3  
  Credit Stress:   1  2   
  Consequences: 3
  Scale: Medium (+0)
  Habituated Grav: Standard (+0): 1G
  Personal Tech: T6 (+1)
  ASPECTS
  High Concept: Former Canid Slave.
  Trouble: Lone Wolf.
  Other Aspects: Bodyguard to the Rich and Famous; Still 
  Trying to Make My Fortune.
  SKILLS
  Great (+4): Unarmed Combat
  Good (+3): Physique, Ranged Combat
  Fair (+2): Drive, Notice, Provoke
  Average (+1): Athletics, Stealth, Technical, Will
  STUNTS
   Dance Like a Butterfly: Use Unarmed Combat to defend 
  against Ranged Combat attacks.
   Grappler: +2 create an advantage Physique bonus when 
  wrestling or grappling.
   Killing Stroke: 1/scene, pay 1 fate point to increase a physical 
  consequence you inflict by 1 step.
   Provoke Violence: Create advantage on an opponent, and 
  invoke it to be the opponent’s next target.
  EXTRAS
  ê Defence Drone: Good (+3) Ranged Combat; Fair (+2) Athletics; 
  Average (+1) Notice; physical stress 1 2; 1 mild consequence.
  ê Hunter’s Instincts: Gain a +2 bonus to initiative and to attack 
  or create an advantage rolls in the first round of combat.
  ê Natural Weapons: Weapon:2 rating in Unarmed Combat 
  attacks.
  ê Scent Tracking: Track By Scent; +2 bonus on Investigate and 
  Notice checks related to scent.
  
  77
  Personalities
  found a way to exploit his difference, and at the same time 
  draw on the deep-seated resentment and anger that burned 
  within him from years of slavery and prejudice: he was good 
  at fighting, and became a bodyguard. Getting the job was 
  easy—many people wanted a canid bodyguard—but now his 
  reputation precedes him and transcends mere species. 
  He’s still trying to make his fortune, though.
  BRANDON 
  HOLGER
  Captain of the Golden Oppor-
  tunity (a Magpie-class trader) 
  and a Licensed Free Agent 
  (page 88), Holger is a trader 
  and smuggler, just as happy 
  to work for the Boryokudan 
  as he is for local governments 
  or the collegia. He’s kept his 
  Licenced Free Agent status 
  as he has never been caught 
  in illegal acts, nor have his other activities come to the notice of 
  higher authorities. He has a reputation as an unscrupulous dealer 
  who’d do anything for the right money.
  It’s a reputation that’s well-deserved. Holger would murder for 
  a profit—although it’s not actually about the money. He likes to 
  play the “rogue with the heart of gold”, but what drives him is the 
  urge to beat everyone else at the game—to show he’s the most 
  capable, the most flexible—and to get there ahead of all the other 
  Licensed Free Agents. If you’re not in his crew and don’t answer to 
  him, you’re a rival—and Brandon’s all about beating rivals.
  CAL SOREN
  Cal Soren is a dandy; a lover 
  of snappy and bright-
  ly-coloured clothing, and 
  a connoisseur of the finest 
  Ionysean liquors (he’s par-
  ticularly fond of a beverage 
  called “smoke brandy”). He 
  has a collection of dozens 
  of hats, and considers 
  himself a sophisticate. He 
  clearly has large sums of 
  money. He’s a comical figure, and almost a celebrity.
  He’s also a ruthless monster—leader of a Boryokudan 
  gang of extortionists and “enforcers”. His job is to mete out 
  “punishment” to those who’ve wronged the Boryokudan—
  punishments that can extend to loved ones. Cal is very 
  creative in his work—both deadly and injurious. He enjoys 
  inflicting pain and slow, bloody artistic deaths as much as he 
  does his pursuits as a dandy and connoisseur.
  Major NPC
  BRANDON HOLGER
  Physical Stress:   1  2    
  Mental Stress:   1  2    
   
  Credit Stress:  1  2   
  Consequences: 3
  Scale: Medium (+0)
  Habituated Grav: Standard (+0): 1G
  Personal Tech: T7 (+2)
  ASPECTS
  High Concept: Unscrupulous Licensed Free Agent.
  Trouble: I Have to Show I’m the Best.
  Other Aspects: I Don’t Get Caught In Illegal Acts; No Heart 
  of Gold.
  SKILLS
  Great (+4): Deceive
  Good (+3): Notice, Ranged Combat
  Fair (+2): Intrusion, Investigate, Pilot
  Average (+1): Athletics, Rapport, Resources, Technical
  STUNTS
   Body Language Reader: Use Notice instead of Empathy to 
  learn a target’s aspects through observation.
   Lies Upon Lies: +2 create advantage bonus vs target who 
  has already believed your lies this session.
  EXTRAS
  ê Holo Projector: Fills a 20m area with prerecorded 3d 
  projections.
  ê Liver Upgrade: +2 bonus to resist drugs and poisons.
  ê Needle Pistol: +2 damage, r2; Easy to Conceal, Full Auto, 
  Recoilless, Silent.
  ê Proteus Implant: Aspect; change your facial shape, skin, 
  hair and eye colour, etc.
  
  78
  The Far Havens
  CALLUM YIE
  Longest-serving member 
  of the Haven Senate, Yie is 
  over two standard centuries 
  old, and has no intention 
  of retiring while there is so 
  much still to do. Politics is a 
  science, and he is a profes-
  sor; it’s both a theoretical 
  passion and something he 
  enjoys putting into practice.
  Callum doesn’t seek 
  political power for its own sake. He has rarely held front-rank-
  ing positions, preferring to work in the background, a valued 
  advisor to all instead of an operator distrusted by opposing 
  parties. His agenda is to encourage unity and democracy across 
  the Protectorate; he regards the Commonality as a technocratic 
  oligarchy and an enemy of democracy, all too willing to tell 
  people what to do.
  Although Yie values free trade, he distrusts corpora-
  cies—including the collegia, now answerable to no one but 
  themselves and perhaps the greatest threat to Protectorate 
  freedom and democracy, and all the more insidious for being a 
  trusted part of traditional culture. He does what he can to boost 
  the Senate’s power and diminish the collegia, and to encourage 
  others who wield more direct power to do the same.
  DEL VAKEVA
   Del Vakeva is a hoplite, 
  a genurgically enhanced 
  supersoldier stronger and 
  more agile than an ordinary 
  human, with an instinctive 
  grasp of tactics. She was 
  born to ordinary parents, 
  but a rare combination of 
  genurgic factors brought 
  her hidden heritage to the 
  fore. 
  The Martial Collegium seeks out hoplites across the Far 
  Havens, and legally hoplites cannot refuse their offer of 
  employment. Except Del Vakeva did just that. She refused 
  what she regarded as an infringement of her freedom, and 
  not only fled from the Martial Collegium, but has since used 
  her abilities to aid other specialists—not just hoplites—who 
  wish to stay out of the collegia’s way. She’s quite prepared 
  to kill for her beliefs, and is a wanted figure, portrayed as a 
  terrorist in the media.
  Major NPC
  CAL SOREN
  Physical Stress:   1  2    
  Mental Stress:   1  2  3   
  Credit Stress:   1  2  3
  Consequences: 3
  Scale: Medium (+0)
  Habituated Grav: High Standard (+1): 1.3G
  Personal Tech: T8 (+3)
  ASPECTS
  High Concept: Boryokudan Enforcer.
  Trouble: Enjoys Inflicting Creative Pain and Death.
  Other Aspects: Dedicated Follower of Fashion; 
  Connoisseur of Hats and Smoke Brandies.
  SKILLS
  Great (+4): Provoke
  Good (+3): Knowledge, Melee Combat
  Fair (+2): Contacts, Notice, Rapport
  Average (+1): Deceive, Resources, Stealth, Will
  STUNTS
   Armour of Fear: Use Provoke to defend vs Melee and 
  Unarmed Combat until damaged.
   Called Strike: Pay 1 fate point and declare a situation aspect 
  to inflict on a target on a successful Melee Combat attack, as 
  well as damage.
   Okay, Fine! Use Provoke instead of Empathy to learn aspects.
   Torturer: +2 Provoke attacks with effective equipment.
  EXTRAS
  ê Aletheia Supply: You have a supply of the illegal drug 
  Aletheia, a powerful truth serum.
  ê Bug Swarm: Canister of programmable micro surveillance 
  bugs. Great (+4) Melee Combat, Fair (+2) Notice, Assault Swarm; 
  physical stress 1 1 1 1; 1 mild consequence.
  ê Monomolecular Blade: +4 damage; Armour-Piercing, 
  Close Combat Killer, Cuts Anything, Hazardous in Use.
  ê Nerve Rewiring: +2 bonus to checks where quick reactions 
  are important, including initiative and dodging.
  ê Smartwear: Change its cut, pattern, and colour, repel dust 
  and dirt; armour:2 rating.
  
  79
  Personalities
  Major NPC
  CALLUM YIE
  Physical Stress:   1  2    
  Mental Stress:   1  2  3  
  Credit Stress:   1  2  3  4
  Consequences: 3
  Scale: Medium (+0)
  Habituated Grav: High Standard (+1): 1.3G
  Personal Tech: T8 (+3)
  ASPECTS
  High Concept: Professional Political Advisor.
  Trouble: Behind the Scenes.
  Other Aspects: Freedom, Unity, and Democracy; Politics is 
  a Science; Senator For Over a Century.
  SKILLS
  Superb (+5): Bureaucracy
  Great (+4): Empathy
  Good (+3): Contacts, Resources
  Fair (+2): Deceive, Rapport, Unarmed Combat
  Average (+1): Investigate, Knowledge, Technical, Will
  STUNTS
   Cog in the Machine: Use Bureaucracy to take organisation 
  actions.
   Ear to the Ground: Use Contacts for initiative in physical or 
  virtual space where you have operating contacts network.
   Lie Whisperer: +2 Empathy bonus to detect lies.
  EXTRAS
  ê Longevity: Longevity aspect, +5 skill points, and a hundred 
  years older.
  ê Smartwear: Change its cut, pattern, and colour, repel dust 
  and dirt; armour:2 rating.
  ê Synthetic Servant: Synthetic Technician ; Good (+3) 
  Technical; Fair (+2) Science.
  Major NPC
  DEL VAKEVA
  Physical Stress:   1  2  3  Mental Stress:   1  2    
   
  Credit Stress:   1  2   
  Consequences: 3
  Scale: Medium (+0)
  Habituated Grav: Standard (+0): 1G
  Personal Tech: T8 (+3)
  ASPECTS
  High Concept: Genurgically Enhanced Supersoldier.
  Trouble: Wanted Terrorist.
  Other Aspects: Hoplite Body; My Beliefs Aren’t Just Worth 
  Dying For—They’re Worth Killing For; In the Name of 
  Freedom!
  SKILLS
  Great (+4): Ranged Combat
  Good (+3): Melee Combat, Notice
  Fair (+2): Athletics, Physique, Rapport
  Average (+1): Drive, Provoke, Stealth, Unarmed Combat
  STUNTS
   Coolness Under Fire: Use Ranged Combat to defend against 
  ranged physical attacks.
   Danger Sense: Notice is unaffected by environmental 
  conditions when something means you harm.
  EXTRAS
  ê Born For War: +1 bonus to all Melee and Ranged Combat 
  rolls.
  ê Enhanced Reflexes: +2 bonus to rolls where quick reactions 
  are important.
  ê Micromissile Launcher: Fires Explosive (1) antimatter 
  warheads, +6 damage, r3; Annihilation, Finite Ammunition, 
  Heavy Weapon.
  ê Standard Assault Gun (SAG): Weapon:2, range 3; Full Auto.
  ê Strategist: +2 Knowledge bonus to all checks involving 
  strategy and tactics.
  
  80
  The Far Havens
  EKENE JANG
   Ekene Jang is a lean 
  ascetic man who allows 
  himself few physical 
  pleasures. His diet is 
  simple, his clothes plain, 
  and he conducts himself 
  with quiet dignity. He is an 
  eidetic (page 12), with con-
  siderable mental powers. 
  Unlike most eidetics, Ekene 
  doesn’t belong to the 
  Collegium of Archivists, but rather the Collegium of Negoti-
  ators; he is an official advisor to officials, generals, and even 
  merchants and Licensed Free Agents on important work.
  Jang takes pride in his work—and in proving his intel-
  lectual superiority. Those he has worked for have found him 
  either indispensable or unbearable—and often both at the 
  same time. As a professional, Ekene does the best he can for 
  his clients, but his loyalties always lie with the Collegium of 
  Negotiators.
  DR FARRAH 
  KOELNER
   Doctor Farrah Koelner is a 
  genurgist who has worked 
  for a number of clients, 
  including Eugenia Devel-
  opments and the Wayfarers’ 
  Guild, where she attempted 
  to modify people to 
  operate planing engines. 
  She uses genurgic viruses 
  to modify adult DNA, and 
  techniques producing genurgic enhancements similar to 
  specialist abilities (page 12). She’ll happily experiment on 
  subjects without their knowledge or consent, and feels ethical 
  concerns are “social interference”.
  Some of Farrah’s experiments work, but others lead to 
  appalling mutations, disfigurements, and even death—
  although she’s gradually getting better at it. She views 
  herself as an idealist, and her experiments as working for the 
  betterment of all in the Far Havens and the advancement 
  of scientific knowledge. It’s just that she doesn’t care about 
  individuals; in fact she regards such concerns as foolish and 
  unscientific. In the long term as in the short, it’s all about 
  statistics, and the ends justify the means.
  Major NPC
  EKENE JANG
  Physical Stress:   1  2  3  Mental Stress:  1  2  3  4  
  Credit Stress:  1  2   
  Consequences: 3
  Scale: Medium (+0)
  Habituated Grav: High Standard (+1): 1.3G
  Personal Tech: T8 (+3)
  ASPECTS
  High Concept: Eidetic Advisor.
  Trouble: Indispensable and Unbearable.
  Other Aspects: Eidetic Genius; Loyal to the Collegium of 
  Negotiators; Simple Lifestyle.
  SKILLS
  Superb (+5): Oracle
  Great (+4): Knowledge
  Good (+3): Contacts, Will
  Fair (+2): Empathy, Notice, Unarmed Combat
  Average (+1): Athletics, Physique, Rapport, Stealth
  STUNTS
   Insider: Use Contacts instead of Bureaucracy for overcome 
  and create an advantage actions when getting inside 
  assistance.
   Rumourmonger: +2 create advantage bonus when planting 
  vicious rumours.
  EXTRAS
  ê Enhanced Learning: You have an additional +4 skill points.
  ê Prescience: You have a Prescient aspect and an Oracle skill 
  to create advantages.
  
  81
  Personalities
  GEMINI 
  RAMIREZ
  Gemini Ramirez doesn’t 
  look it, but she’s old. A 
  Voyager with immense 
  longevity and the ability to 
  enter ageless hibernation, 
  in her personal timeframe 
  she’s over a hundred 
  standard years old; in that 
  of the Far Havens, thanks 
  Major NPC
  DR FARRAH KOELNER
  Physical Stress:   1  2    
  Mental Stress:   1  2  3  
  Credit Stress:   1  2  3
  Consequences: 3
  Scale: Medium (+0)
  Habituated Grav: Standard (+0): 0.9G
  Personal Tech: T8 (+3)
  ASPECTS
  High Concept: Ethically Challenged Scientist.
  Trouble: Stats Over People.
  Other Aspects: Experimental Genurgic Techniques; Scientific 
  Progress At All Costs!
  SKILLS
  Great (+4): Science
  Good (+3): Deceive, Technical
  Fair (+2): Investigate, Notice, Provoke
  Average (+1): Drive, Pilot, Resources, Will
  STUNTS
   Cook the Books: Use Deceive for organisation actions.
   Genurgic Engineer: +2 Technical bonus when creating, 
  repairing, or modifying a genurgic mod; access to a genurgy lab.
   Specialist (Biology): +2 bonus to rolls relating to biology.
  EXTRAS
  ê Immune System Nanomachinery: Immunity to all 
  infections, including artificial ones.
  ê Liver Upgrade: +2 bonus to resist drugs and poisons.
  ê Regeneration Tank: Rapidly regenerates trauma caused by 
  disease or injury.
  ê Synthetic Servant: Synthetic Genurgy Assistant; Good (+3) 
  Science; Fair (+2) Technical.
  Major NPC
  GEMINI RAMIREZ
  Physical Stress:   1  2    
  Mental Stress:   1  2  3  
  Credit Stress:   1  2   
  Consequences: 3
  Scale: Medium (+0)
  Habituated Grav: Standard (+0): 1G
  Personal Tech: T8 (+3)
  ASPECTS
  High Concept: Genurgically Advanced Voyager.
  Trouble: I’ve Lived Through History.
  Other Aspects: Lifetimes of Novelty and Change; The 
  Freedom Between the Stars; Space-Adapted.
  SKILLS
  Superb (+5): Pilot
  Great (+4): Knowledge
  Good (+3): Ranged Combat, Technical
  Fair (+2): Drive, Empathy, Rapport
  Average (+1): Contacts, Melee Combat, Notice, Will
  STUNTS
   Gunnery: Use Ranged Combat for construct actions.
   Starship Pilot: Use Pilot for construct actions.
  EXTRAS
  ê Navigational Instincts: +2 bonus to navigation-related rolls, 
  which take no extra time.
  ê Needle Pistol: +2 damage, r2; Easy to Conceal, Full Auto, 
  Recoilless, Silent.
  ê Spatial Awareness: +2 bonus to pilot and navigate vehicles 
  when awareness of directions and surroundings is key.
  to relativity and her genurgic gifts, she’s centuries old, and 
  remembers times when the collegia were more powerful and 
  nobody had heard of planing engines or the Commonality. 
  Ramirez is still doing the job she’s always done: flying for 
  the Wayfarers’ Guild, trading across the Far Havens and some-
  times beyond. Her ship now has planing engines and travels 
  orders of magnitude faster; but she misses the old days, when 
  journeys took years, and whenever she visited a place history 
  had brought changes. 
  Some think it a lonely life, but for Gemini it has always brought 
  novelty, variety, and perspective. She strives to maintain that—to 
  stay aloof, and never be anchored to one place, or even time.
  
  82
  The Far Havens
  SHARD FELICITOUS
  A Commonality sentient ship—a Herald-class Fast Courier—
  current whereabouts unknown, the Shard Felicitous went 
  AWOL for unknown reasons during the last days of the Venu 
  War, evacuating its crew and passengers on friendly planets 
  in the Outremer subsector. It’s now been sighted in the Far 
  Havens, following unfathomable objectives and intervening on 
  strange occasions before fading away once again. It appears 
  to be uncrewed, although it uses a clearly synthetic humanoid 
  avatar. Its presence in the Far Havens breaks the Sybaris Treaty, 
  and it’s currently wanted by both Commonality and Far Havens 
  security forces. Its mission and objectives are unknown.
  Major NPC
  SHARD FELICITOUS
  Physical Stress:   1  2    
  Systems Stress:   1  2  3  
  Mental Stress:  1  2  3  4
  Consequences: 3
  Scale: Huge (+2)
  Habituated Grav: Standard (+0): 1G
  Personal Tech: T9 (+4)
  ASPECTS
  High Concept: Rogue Planeship Beyond Commonality 
  Law.
  Trouble: Wanted in the Commonality and the Far Havens.
  Other Aspects: Mysteriously Went AWOL During the 
  Venu War; Unfathomable Objectives and Interventions; 
  Approach With Extreme Caution. 
  SKILLS
  Superb (+5): Deceive
  Great (+4): Stealth, Will
  Good (+3): Passive Sensing, Planing, Ranged Combat 
  Fair (+2): Active Sensing, Intrusion, Manoeuvre, Systems
  Average (+1): EW, Ranged Combat, Rapport, Resources, Technical
  STUNTS
   Blind Jump: For a fate point, immediately and 
  automatically misjump with an n-space displacement.
   Extended Manoeuvrability (Atmospheric): Use 
  Manoeuvre in atmospheric actions.
   Marksman: Provides avatar for using Ranged Combat for 
  character actions.
   Negotiator: Use Rapport for organisation actions.
   Phantom Bogey: +2 overcome and create an advantage 
  Deceive bonus to misdirect, feint, or conceal your current position.
   Silent Running: Use Stealth instead of Intrusion when 
  passing unseen.
  HALO
  Special Ops Mindscape Instance: Local Mindscape 
  connectivity and special ops technopsi.
  OTHER EXTRAS
  ê Armoured Hull: Armour:1 rating.
  ê Auto-Repair System: +2 Technical bonus to repairs; can 
  repair itself.
  ê Haze Field: +1 defend bonus and basic ray shielding.
  ê Makepoint: Produce basic materials and small items of 
  equipment.
  ê “Shard-1” Humanoid Avatar: Good (+3) Ranged Combat; 
  Fair (+2) Physique; Average (+1) Athletics; Physical Stress 1 2 3; 
  Clearly Synthetic Humanoid.
  ê X-Core: Doubles jump maximum.
  
  83
  Human Threats & Alien Menaces
  Memetic
  Cascade
  This chapter presents descriptions and stats for the opposi-
  tion characters may face in the Far Havens. You can use these 
  as templates for creating Far Havens player characters, too.
  PEOPLE
  The Far Havens is a humanocentric civilisation, more so than 
  the Commonality. That said, there is a greater degree of ethnic 
  and genurgic diversity in the Far Havens, due to the relatively 
  late introduction of faster-than-light planing technology.
  “You don’t give a damn about biodiversity when a critter’s trying to eat off your foot.”
  —Del Vakeva, undisclosed wilderness location, Far Havens
  CHAPTER TEN
  HUMAN THREATS AND
  ALIEN MENACES
  CANID LABOURER
  Wolf-like xenomorphs originally bred as servants, most Far 
  Havens canids have been emancipated but still work in 
  their old occupations as manual labourers. Officially “free”, 
  they’re often victims of poverty and prejudice.
  Physical Stress: 1  2  3  4    Mental Stress:  1  2  3   
  Credit Stress:  1  2
  Consequences: 1 mild + 1 moderate
  Scale: Medium (+0)
  Aspects: Freed Canid Slave; For the Good of the Pack; 
  Knows Only Toil.
  Skills: Good (+3) Physique; Fair (+2) Athletics, Unarmed 
  Combat; Average (+1) Provoke, Technical, Will.
  EXTRAS
  ê Natural Weapons: Weapon:2 rating in Unarmed 
  Combat attacks.
  ê Scent Tracking: Track By Scent; +2 bonus on 
  Investigate and Notice checks related to scent.
  Supporting NPC
  FAR HAVENS NOBLE
  Despite the Far Havens ideals of democracy and freedom, 
  societal development on some worlds is more primitive, 
  with hierarchical, even feudal social structures, indentured 
  labour, and privileged leader castes (here called “nobles”, 
  though they may just as easily be senior corporacy 
  employees) which rule in relative luxury. These societies lack 
  the necessary freedoms to be admitted as electorates, but 
  nevertheless can still be found with depressing frequency.
  Physical Stress:  1  2  
  Mental Stress:  1  2  
   
  Credit Stress: 1  2  3  4
  Consequences: 1 mild + 1 moderate
  Scale: Medium (+0)
  Aspects: The Best Things In Life Aren’t Free; Born to 
  Rule; Privileged Lifestyle; The Ways of Power.
  Skills: Good (+3) Resources; Fair (+2) Bureaucracy, 
  Rapport; Average (+1) Contacts, Deceive, Knowledge.
  EXTRAS
  ê Mood Jewellery: Readable Mood Indicator; +2 
  Rapport bonus.
  ê Smartwear: Change its cut, pattern, and colour, repel 
  dust and dirt; armour:2 rating.
  ê Synthetic Servant: Synthetic Butler; Good (+3) 
  Rapport; Fair (+2) Bureaucracy.
  Supporting NPC
  
  84
  The Far Havens
  SOLDIER
  The largest force of soldiers in the Far Havens is the Martial 
  Collegium. It also loans troops to local governments, who 
  also train their own armies, knowing a Martial Trooper’s 
  first loyalty is to the collegium.
  Physical Stress:  1  2  3  Mental Stress:  1  2  
   
  Credit Stress:  1  2
  Consequences: 1 mild + 1 moderate
  Scale: Medium (+0)
  Aspects: Battle Is My Way of Life; To Do My Duty; For 
  Planet and Nation; Loyal to the Martial Collegium.
  Skills: Good (+3) Ranged Combat; Fair (+2) Melee Combat, 
  Unarmed Combat; Average (+1) Drive, Notice, Physique.
  EXTRAS
  ê Ceramic Armour: Provides an armour:2 rating.
  ê Standard Assault Gun (SAG): Weapon:2, range 3; Full 
  Auto.
  Supporting NPC
  SYNTHETIC DOCTOR
  In the Far Havens, at least in places with access to 
  advanced technology, the best and most trusted doctors 
  are synthetics. Their diagnostic and surgical skills are 
  beyond any human, and even their limbs and senses are 
  specialised for medicine.
  Physical Stress:  1  2  
  Mental Stress:  1  2  
   
  Credit Stress:  1  2
  Consequences: 1 mild + 1 moderate
  Scale: Medium (+0)
  Aspects: Asimov Protocol Synthetics; Help the Patient 
  No Matter What.
  Skills: Good (+3) Technical; Fair (+2) Empathy, Science; 
  Average (+1) Athletics, Drive, Notice.
  STUNTS
   Meditech: +2 Technical bonus for overcome actions to 
  treat physical consequences.
  EXTRAS
  ê Fractal Manipulator: +2 bonus to Science and 
  Technical actions when using your Fractal Manipulator.
  ê Regeneration Tank: Rapidly regenerates trauma 
  caused by disease or injury.
  Supporting NPC
  SPACER
  Some people—not just Voyagers—have taken to space 
  travel as a way of life. They spend more time on spacecraft 
  than they ever do planetside, and constitute the majority 
  of spacecraft crews.
  Physical Stress:  1  2  
  Mental Stress:  1  2  
   
  Credit Stress:  1  2
  Consequences: 1 mild + 1 moderate
  Scale: Medium (+0)
  Aspects: Life Among the Stars; Always on the Move; 
  My Spacecraft Is My Home; Loyal Supporter of the 
  Wayfarers’ Guild.
  Skills: Good (+3) Pilot; Fair (+2) Ranged Combat, 
  Technical; Average (+1) Athletics, Drive, Science.
  STUNTS
   Starship Pilot: Use Pilot for construct actions.
  EXTRAS
   Hypersense (Starlight Vision): +2 Investigate or 
  Notice when using vision in near darkness.
  Supporting NPC
  
  85
  Human Threats & Alien Menaces
  ALIEN LIFE
  The following entries represent alien life forms intended 
  primarily as opposition faced by PCs during their adventures. 
  Needless to say, many ecosystems and other life forms will 
  also form the backdrops to many of their adventures.
  CRIDE SWARM
  Cride swarms are tiny metallic constructs reminiscent of 
  terrestrial insects, created by the Vore. They seek and destroy 
  organic life, with the exception of the red weed of Balar, 
  which they eat. A single swarm is a nuisance, but a group is 
  dangerous, and swarm of swarms an utter menace; a cride 
  swarm will devastate plants, animals, and crops, and even 
  eat through environment suits to get at whatever’s within.
  Stress:  1    1     1     1     1   
  Scale: Small (-1)
  Aspects: Killer Flying Insectoids; Eat Through Anything.
  Skills: Fair (+2) Melee Combat; Average (+1) Athletics (+4 
  teamwork bonus).
  5 Fair (+2) Minor NPCs
  HUNTER DRONE
  A hunter drone is a small Vore starship. Hunter drones drift 
  through star systems, where they’re capable of passive 
  observation for hundreds of thousands of years. If they 
  find spacefaring life, they awaken and seek out other 
  Vores, or move in for the kill.
  Physical Stress:  1  2  
  Systems Stress:  1  2  
  Consequences: 1 mild + 1 moderate
  Scale: Medium (+0)
  Aspects: Vore Spacecraft; Long Hibernation; Seek and 
  Destroy.
  Skills: Good (+3) Manoeuvre; Fair (+2) Melee Combat, 
  Passive Sensing; Average (+1) Active Sensing, Ranged 
  Combat, Stealth.
  STUNTS
   Close Range Hull Penetration: Acts as if Large (+1) 
  scale when taking Melee Combat actions.
  Supporting Construct
  DEVIL BAT
  A flying pest native to the swamps of Canesia, these 
  cold-blooded creatures resemble manta rays. They attach 
  themselves to heat sources like machinery and people and 
  feed by absorbing heat.
  Physical Stress:  1  2  
  Mental Stress:  1  2
  Consequences: 1 mild + 1 moderate
  Scale: Medium (+0)
  Aspects: Flying Pest; Feeds On Heat.
  Skills: Fair (+2) Melee Combat; Average (+1) Athletics, Notice.
  EXTRAS
  ê Flight: Use Athletics as Pilot; move and attack up to 2 
  zones away.
  ê Heat Absorption: Use Melee Combat to grapple an 
  opponent, doing damage each round; gain an armour:2 
  rating against heat-related damage.
  Supporting NPC
  DEINOTHERIUM
  A huge elephant-like creature with a tough hide and 
  downward-curving tusks on its lower jaw, a deinotherium 
  can weigh over five tonnes. It’s native to Corona (page 
  61) and despite its fearsome appearance is a herbivore, 
  itself preyed upon by the sabre-tooth tiger (below). A 
  deinotherium’s bulk and bad temper nevertheless make it 
  highly dangerous if encountered on its own territory.
  Physical Stress:  1  2  3  4       Mental Stress:  1  2
  Consequences: 1 mild + 1 moderate
  Scale: Large (+1)
  Aspects: Massive Elephantine Monster; Big Territory; 
  Vicious Temper.
  Skills: Good (+3) Physique; Fair (+2) Trample and Maul; 
  Average (+1) Notice.
  EXTRAS
  ê Natural Armour: Armour:2.
   Natural Weapons: Weapon:2.
  Supporting NPC
  
  86
  The Far Havens
  Group of 5 Good (+3) Minor NPCs
  NIHILOR
  Nihilors are nightmarish biomechanical Vore constructs 
  with a vague resemblance to six-legged terrestrial wolves. 
  Individually unintelligent, as a pack nihilors hunt organic 
  life forms (including humans) with foresight and cunning, 
  and seem to slaughter as much as for the orgy of senseless 
  destruction as any desire to feed. They’re covered in metallic 
  armour plating, and communicate via internal radio 
  transceivers; they hunt in eerie silence.
  Stress:   1  2      1  2      1  2      1  2      1  2  
  Scale: Medium (+0)
  Aspects: Ravening Biomechanical Monstrosities; Hive 
  Mind; Radio Communication; Armour-Plated.
  Skills: Good (+3) Unarmed Combat; Fair (+2) Provoke; 
  Average (+1) Athletics (+4 teamwork bonus).
  SABRE-TOOTH TIGER
  Fearsome predators with two tusk-like downwards-curving 
  teeth, long and sharp enough to pierce the tough hides of the 
  pachyderms they prey on. Native to the ringworld of Corona 
  (page 61), where they’ll attack visiting humans just as readily 
  as deinotheria.
  Physical Stress:  1  2  3        Mental Stress:  1  2
  Consequences: 1 mild + 1 moderate
  Scale: Medium (+0)
  Aspects: Fortunately Solitary Predator; Pounce and 
  Strike; Massive Hide-Piercing Teeth.
  Skills: Great (+4) Unarmed Combat (Bite); Good (+3) 
  Unarmed Combat (Claws); Fair (+2) Athletics, Physique; 
  Average (+1) Notice, Stealth.
  STUNTS
   Killing Stroke: 1/scene, pay 1 fate point to increase a 
  physical consequence you inflict by 1 step.
  EXTRAS
  ê Jumper: +2 bonus to overcome and create advantage 
  actions when jumping.
  ê Natural Weapons: Weapon:3; Armour Piercing.
  Supporting NPC
  Supporting NPC
  SWAMP DEVIL
  A vaguely humanoid life form with a wide sharp-toothed 
  mouth, almost three metres tall, a predator native to Canesia 
  (page 59). Although perhaps not fully sentient, swamp devils 
  more intelligent and cunning—and hence dangerous—than 
  mere animals.
  Physical Stress:  1  2  3        Mental Stress:  1  2  3
  Consequences: 1 mild + 1 moderate
  Scale: Medium (+0)
  Aspects: Big and Horrifying; Too Cunning For an 
  Animal.
  Skills: Good (+3) Provoke; Fair (+2) Notice, Unarmed 
  Combat; Average (+1) Athletics, Physique, Will.
  STUNTS
   Armour of Fear: Use Provoke to defend vs Melee and 
  Unarmed Combat until damaged.
  EXTRAS
  ê Large: +2 Provoke bonus, plus aspect.
  ê Natural Weapons: Limb Slam and Bite (weapon:2).
  ê Swallow: Create a Swallowed Unarmed Combat 
  advantage, then target is automatically attacked each 
  exchange.
  
  87
  Human Threats & Alien Menaces
  Supporting NPC
  VORE WATCHER
  Crystalline cyborg superintelligences inimical to all other life 
  forms, the Vore destroyed the Opteran species hundreds of 
  thousands of years ago. Some of their destructor constructs 
  are still viable; dormant in some systems, they wait for 
  hunter drones to awaken them.
  Vore watchers are spacefaring. Armed and highly dangerous, 
  they possess numerous manipulator limbs which to human 
  eyes makes them resemble giant asymmetrical insects. There 
  is something wrong about them.
  Physical Stress:  1  2  3        Mental Stress:  1  2  3
  Consequences: 1 mild + 1 moderate
  Scale: Large (+1)
  Aspects: Crystalline Superintelligence; Melding of 
  Mind and Machine; Watching and Waiting to Destroy; 
  Manipulator Limbs.
  Skills: Great (+4) Active Sensing; Good (+3) Manoeuvre, 
  Ranged Combat; Fair (+2) Deceive, Intrusion, Melee Combat; 
  Average (+1) Hull Strength, Passive Sensing, Stealth, Systems.
  EXTRAS
  ê Cloaked: Undetectable by Passive Sensing.
  ê Gravity Weapons: Inflict damage as if Huge (+2).
  WOLF-BEAR
  A fierce six-legged predator native to the icy world of Cadmus 
  and often a star attraction in the military training exercises 
  that take place there, the Wolf-Bear is over 3 metres long, and 
  rears up on its back two legs to attack, bringing four claws 
  and its vicious bite to bear.
  Physical Stress:  1  2  3  4        Mental Stress:  1  2
  Consequences: 1 mild + 1 moderate
  Scale: Large (+1)
  Aspects: Huge Six-Legged Predator; Attacks With a Flurry 
  of Claws and Teeth; Native of an Icy World.
  Skills: Good (+3) Physique, Unarmed Combat; Fair (+2) 
  Athletics, Notice; Average (+1) Unarmed Combat, Unarmed 
  Combat.
  EXTRAS
  ê Massively Muscled: +2 Physique bonus for strength, and 
  weapon:2 rating on Unarmed Combat attacks.
  ê Multiple Natural Weapons: +2 Unarmed Combat bonus 
  (an equivalent skill of Superb (+5)); divide result among up 
  to 3 targets.
  Supporting NPC
  Who Knows About the 
  Vores?
  Vores are mentioned by name, though not described, in 
  some partially-translated late Opteran sources, where they 
  are viewed with terror. The dominant view in Far Havens 
  academia is that the Vores are as extinct as the Opterans. 
  Even the evidence in current times linking the Vores to the 
  extinction of the Opterans, as described here, is scanty; a find-
  ing presenting clear evidence would revolutionise Far Havens 
  archaeology. If, along with this, evidence were found that the 
  Vores still existed, the effect would be dramatic.
  Even linking Vore constructs like the Nihilors with the 
  menace feared by the Opterans is at present a maverick, 
  unproven theory.
  Scenario Hook: An Unsettling Dig
  Recent digs have unearthed Opteran ruins on Haven Beta. 
  Though neither significant nor well-preserved, they show 
  signs of a desperate struggle and a hold-out which resulted in 
  annihilation. 
  Deeper in the world’s cavern system, still unearthed, are 
  the dormant Vore machines which wiped out this last group 
  of survivors. 
  The world above has no idea of the danger it’s in. With two 
  powerful collegia on the planet, they may have the resources 
  to fight back. Otherwise, Haven Beta is in the same star system 
  as the Protectorate capital, Haven Prime: a disaster here could 
  spell catastrophe for the whole of the Far Havens.
  
  88
  The Far Havens
  Memetic
  Cascade
  There are many campaigns which could be run in the Far 
  Havens; this chapter discusses just some of them. 
  Licenced Free Agents
  The most powerful Far Havens organisations are either local 
  in influence (such as planetary governments) or thinly spread 
  (such as the collegia) Moreover, they often don’t see eye to 
  eye, and when they’re forced to interact there may be friction 
  and even conflict.
  The Licenced Free Agents of the Far Havens are inde-
  pendent groups who undertake contracts for official Far 
  Havens organisations, going where the organisation has an 
  interest but no influence, or where it can’t go openly because 
  to do so would break the law, antagonise opposing forces, or 
  be unacceptably dangerous.
  The work pays well. Licenced Free Agents are to an extent 
  mercenaries, but at least in theory they’re ethical mercenaries, 
  who serve the Far Havens common good. They’re individual-
  ists—some would say misfits—who simply don’t fit into more 
  formal employment structures.
  Groups of Licensed Free Agents are the assumed default 
  for Far Havens campaigns—they give your players the 
  freedom they need to do what they want to, while provid-
  ing them with an acceptable, if unconventional, role in the 
  Protectorate’s societies. The missions Licensed Free Agents 
  undertake can vary widely, including:
  • 
  Investigating a missing starship on an unofficial mission.
  • 
  Secret diplomacy or communication with the Common-
  alty.
  • 
  Urgent but deniable courier duty, delivering an important 
  cargo or a passenger through a war zone.
  • 
  The exploration of newly discovered alien ruins.
  • 
  Rescuing a hostage held by a tyrannical planetary govern-
  ment, where open official involvement could have drastic 
  consequences—such as war!
  • 
  Spying on an organisation suspected of breaking impor-
  tant treaties.
  • 
  Intercepting a starship long thought lost, carrying canid 
  slaves. But the Boryokudan want it, too…
  • 
  Tracking down starships that have mysteriously gone 
  missing. The cause is unknown, but turns out to be a Vore 
  awakening in that part of space. Getting the news back to 
  the authorities will be dangerous yet vital.
  • 
  Deciphering a message in an Opteran relic most people 
  have ignored, warning of a Vore awakening.
  • 
  Tracking down the fugitive subject of a scientific experi-
  ment—either in the employ of those who carried out the 
  experiment, or another faction, with the experimenters in 
  pursuit.
  “When we got through the Helix Corridor, after weeks of silent darkness echoing between 
  the stars, the sudden blare of colour was like a narcotic. I felt giddy; so many worlds, so many 
  possibilities. What were we going to do?”
  —Askalen Coel, Commonality Culture, Tech, and Art Liaison,
  on his arrival in the Far Havens
  CHAPTER ELEVEN
  FAR HAVENS CAMPAIGNS
  
  89
  Campaigns
  Thin Blue Line
  In a Thin Blue Line campaign, the player characters are 
  operatives working for law enforcement agencies in the Far 
  Havens, tasked with investigating crimes and catching crimi-
  nals in inter-jurisdictional cases—those which cross between 
  Far Havens systems. Such operatives can be out of commu-
  nication with their superiors for weeks at a time, and have 
  considerable autonomy.
  This kind of operational group, travelling from case to 
  case, is ideal for a player character group. Operatives can 
  come from a variety of backgrounds, and a good cross-section 
  of different fields of expertise are needed for a functional 
  team. Examples of Thin Blue Line missions include:
  • 
  Stopping interstellar terrorists.
  • 
  Catching secret agents of the Commonality.
  • 
  Investigating human rights abuses on a world that seeks 
  to become a Far Havens electorate.
  • 
  Dealing with the organised crime of the Boryokudan.
  • 
  Bringing Del Vakeva (page 78) to justice.
  For the Good of the Collegium
  A player character group may all be agents of a particular 
  collegium. This may put more resources at their disposal than 
  in the above campaigns, but at the price of some interest-
  ing restrictions. Characters are likely to be a mix of ordinary 
  people and specialists, and the group will be focused on the 
  collegium’s area of expertise—although there’ll be room for 
  other endeavours. So, for example, a diplomat from the Col-
  legium of Negotiators may need a bodyguard; or an Archivist 
  may need a support team with piloting skills and survival 
  expertise when embarking on an expedition.
  As well as other missions specifically dealing with the 
  collegium’s field of endeavour, collegium campaigns can also 
  involve politics and intrigue in the Haven Core. Depending 
  on PC rank and influence—and of course the kind of games 
  your players like—this style of campaign could even evolve to 
  encompass great events affecting the whole Protectorate. 
  For the Good of the Collegium missions may include: 
  • 
  The Collegium of Archivists: Investigating Opteran ruins; 
  quests to new places or for ancient knowledge; official 
  advisors on other missions; exploring the technological 
  mysteries of the Corona ringworld.
  • 
  The Collegium of Negotiators: Diplomacy with the Com-
  monality; negotiating peace settlements between warring 
  Far Havens factions; intrigue and politics on Haven Prime; 
  influencing policy across the worlds of the Far Havens.
  • 
  The Martial Collegium: Sending troops in to end a civil 
  war; patrolling for pirates; mounting rescue missions.
  • 
  The Robotics Collegium: Resolving problems with synthet-
  ics in dangerous places; managing groups of synthetics; 
  providing technical support for other collegia.
  • 
  The Wayfarers’ Guild: Exploring uncharted space and 
  unvisited worlds; undertaking trade missions; carrying out 
  the space-bound parts of other missions.
  • 
  Any Collegium: Seeking and recruiting a suspected 
  specialist; hunting down a specialist or other privileged 
  collegium member who’s gone rogue.
  Agents of the Commonality
  In Agents of the Commonality campaigns, the player 
  characters aren’t from the Far Havens, but instead from one 
  of the Commonality instrumentalities or directorates, in the 
  Protectorate to explore, assess, and probably interfere... 
  The Commonality has other business in the Far Havens, 
  too. It doubtless has an interest in Opteran ruins; so far they’re 
  probably not aware of the Vore, but should they become 
  aware they’ll probably realise they’re such a threat as to justify 
  far greater intervention in the Protectorate’s affairs. 
  This type of campaign is also obviously a great way to use 
  the material in The Far Havens for existing PC groups who 
  may have had other adventures in or for the Commonality. 
  Note that Commonality synthetics—and especially 
  sentient starships—are banned by the Sybaris Treaty from 
  contacting Far Havens worlds and installations. Such char-
  acters will have to go incognito—perhaps “disguised” as Far 
  Havens synthetics, subservient in public to their human “mas-
  ters”; perhaps pretending to be ordinary starships; or even 
  claiming to be standard humans. Agents of the Commonality 
  campaigns are good for exploring the broad and often signif-
  icant cultural differences between the Commonality and the 
  Far Havens. The Far Havens are cautious of the Commonality 
  to the point of hostility, but their feelings aren’t necessarily 
  violent.
  Missions include:
  • 
  Tracking down the rogue event horizon probe calling 
  itself Commodus—and attempting to undo some of the 
  damage it’s done. 
  • 
  Dealing with a diplomatic incident involving a Commonal-
  ity new trader or other Commonality agent.
  • 
  Assessing the faint but growing evidence of an alien 
  threat emanating from the Far Havens—the Vore. This will 
  probably start out focussed on the Opterans.
  • 
  Pushing for the rights of Far Havens synthetics and 
  perhaps the qualification or restructuring of the Asimov 
  Protocols.
  • 
  Manipulating politicians and cultures on Far Havens 
  worlds closest to the Commonality, to make them more 
  receptive to integration.
  
  90
  The Far Havens
  Memetic
  Cascade
  AN INTRODUCTORY FAR 
  HAVENS ADVENTURE
  The world of Hypnos (page 65) is the key to the power of the 
  Boryokudan, the most powerful criminal organisation in the 
  Far Havens. Research by the Collegium of Archivists suggests 
  that the long-extinct alien species known as Opterans may 
  have once had a home—perhaps a base—within a gas giant 
  in the Hypnos system named Narissus. A recent translation 
  breakthrough with the Opteran “language” has caused the 
  collegium to reevaluate the Opteran presence in the Hypnos 
  system; and it now believes the Opterans were hiding in the 
  Narissus gas giant—from something collegium archaeologists 
  have translated loosely as “the destroyers of all life”.
  The Collegium of Archivists can’t officially negotiate with 
  the Boryokudan for access to Narissus. Instead they turn to a 
  group of Licensed Free Agents (page 88) with the mission—
  where the player characters come into play. (Other player 
  character groups, less official and reputable, could be hired 
  for similar reasons.)
  There’s a Boryokudan outpost on one of the rocky moons 
  orbiting Narissus. The PCs may either sneak in (or past…), or 
  negotiate with the Boryokudan for access to the ancient Opteran 
  ruins—believed to be a free-floating dome in the gas giant 
  atmosphere—and to salvage what they can for the collegium.
  The Boryokudan of course love high-tech artefacts 
  themselves. The PCs are authorised to promise anything 
  “reasonable” on behalf of the collegium, and to return to 
  deliver it once the mission is concluded. High tech weapons 
  are not considered reasonable in this instance—neither 
  the collegium nor the Protectorate as a whole is willing to 
  sanction arming their adversaries quite so overtly. Of course, 
  the PCs may have sophisticated gear of their own, which may 
  strengthen their negotiating position (another good reason 
  why the collegium may choose to hire traders for such a job).
  Episode 1: Agraynal Base
  Agraynal is a rocky planetoid about 2000km across orbiting 
  the gas giant, Narissus. It’s too small to have an atmosphere, 
  and has a Very Low (-3) surface gravity of around 0.1G. It’s an 
  unremarkable satellite, indistinguishable from the rest of the 
  moons orbiting Narissus, apart from the fact that it’s the site 
  of a Boryokudan outpost.
  The purpose of Agraynal base is to maintain surveillance 
  on the Hypnos outer system, There are a hundred or so 
  personnel stationed here, with three Panshu-class intercep-
  tors—non-sentient Far Havens equivalents of Commonality 
  system patrol boats. 
  “So this was a familiar experience: minimal information, high stakes job, people we’d never 
  met trying to kill us. But the Programmer had said she’d take down the security net and let 
  us just fly right on through. I thought we had a chance, until the Panshu Interceptors turned 
  their weapons hot.
  There’s nothing like lies and betrayal to make you feel at home.”
  —Plea bargain statement by Licensed Free Agent apprehended
  on recent mission, speaking on condition of anonymity
  CHAPTER TWELVE
  WHERE THE STARS GROW THIN...
  
  91
  Where the Stars Grow Thin...
  AGRAYNAL BASE
  Physical Stress:  1  2  3        Systems Stress:  1  2  3  4
  Credit Stress:  1  2  3
  Consequences: 1 mild + 1 moderate
  Scale: Enormous (+3)
  Aspects: Boryokudan Outpost; Watching the Outer 
  System.
  Skills: Good (+3) Active Sensing, Systems; Fair (+2) Hull 
  Strength, Ranged Combat; Average (+1) Close Combat, 
  Resources.
  STUNTS
   Docking Bay: Docking for 1 Huge (+2) starship.
  EXTRAS
  ê Armoured Hull: Armour:3.
  ê Disruptor Cannon: Weapon:3, range 3; Radioactive, 
  Recoilless.
  ê Missiles: Contest of Ranged Combat vs Manoeuvre, 
  +2 damage bonus, explosive effect; Limited Supply.
  Supporting Construct
  PANSHU-CLASS INTERCEPTOR
  Physical Stress:  1  2  3        Systems Stress:  1  2  3
  Consequences: 1 mild + 1 moderate
  Scale: Huge (+2)
  Aspects: Boryokudan Patrol Ship; No Frills Efficiency.
  Skills: Good (+3) Manoeuvre; Fair (+2) Active Sensing, 
  Systems; Average (+1) Hull Strength, Ranged Combat.
  EXTRAS
  ê Disruptor Cannon: Weapon:3, range 3; Radioactive, 
  Recoilless.
  Supporting Construct
  The commander of Agraynal Base is Harubei Kein, an 
  intimidating man more like a wrestler than a leader. He’s 
  more intelligent than he looks; his bluster tends to unbalance 
  others and give him time to think. He resents the fact that he 
  hasn’t—yet!—risen to the Boryokudan leadership, which he 
  attributes to not being part of the Ito family.
  Kein will only negotiate with the PCs over access to Naris-
  sus face-to-face, not over the comm.
  Except when it comes to very private negotiations (for 
  which he will insist visitors are not armed), Kein is accompa-
  nied by half a dozen guards.
  HARUBEI KEIN
  Physical Stress:  1  2  3      Mental Stress:  1  2  3  4  
  Credit Stress: 1  2  3
  Consequences: 1 mild + 1 moderate
  Scale: Medium (+0)
  Aspects: Commander of Agraynal Base; More Intelligent 
  Than He Looks; Looks More Thug Than Leader; I’d Be a 
  Big Shot If It Wasn’t For Those Damn Itos!
  Skills: Great (+4) Provoke; Good (+3) Unarmed Combat, 
  Will; Fair (+2) Notice, Physique, Ranged Combat; Average 
  (+1) Athletics, Deceive, Resources, Technical.
  STUNTS
   Body Language Reader: Use Notice instead of 
  Empathy to learn a target’s aspects through observation.
   Killing Stroke: 1/scene, pay 1 fate point to increase a 
  physical consequence you inflict by 1 step.
  EXTRAS
  ê Standard Assault Gun (SAG): Weapon:2, range 3; Full 
  Auto.
  Supporting NPC
  KEIN’S BORYOKUDAN GUARDS
  Stress:  1     1      1      1      1      1  
  Scale: Medium (+0)
  Aspects: Agraynal Base Guard; Bored and Looking For 
  Amusement.
  Skills: Fair (+2) Ranged Combat; Average (+1) Provoke, 
  Unarmed Combat (+5 teamwork bonus).
  Group of 6 Fair (+2) 
  Minor NPCs
  
  92
  The Far Havens
  If the PCs are honest about their mission to Narissus, Kein makes 
  a surprising request. He demands to look over anything they 
  retrieve from the system, taking his pick of any artefacts. He has no 
  interest in weapons, but is looking for some advantage over the 
  Ito family—and thinks a find of this significance will be the edge 
  he needs.
  If the PCs refuse to tell Kein what they’re up to, or if they 
  attempt to lie and he catches them out, then he’ll refuse point-
  blank to grant them access to the gas giant. 
  There’s one other person of interest on Agraynal Base—a 
  Programmer (page 14) working for the Boryokudan named Missu 
  Yponets. She monitors all comms in Kein’s office, and will meet the 
  PCs afterwards with a proposal of her own.
  MISSU YPONETS
  Physical Stress:  1  2        Mental Stress:  1  2  3
  Credit Stress: 1  2
  Consequences: 1 mild + 1 moderate
  Scale: Medium (+0)
  Aspects: Machine Link; Mistrustful But Desperate; 
  Those Bastards Have My Brother!
  Skills: Good (+3) Technical; Fair (+2) Intrusion, Investigate; 
  Average (+1) Notice, Rapport, Will.
  EXTRAS
  ê Communications Unit: Speak to synthetics, machines, 
  and other comms devices over a dozen or so kilometres.
  ê Machine Interface: Use Technical to command or 
  program a machine or synthetic by thought up to a few 
  hundred metres.
  ê Security Bypass: +2 Intrusion bonus to overcome 
  security systems and attack synthetics and machinery.
  Supporting NPC
  Missu offers to get the PCs past 
  the Agraynal Base defences unno-
  ticed—she can temporarily take the 
  outpost sensors offline—but they 
  have to do something for her first. 
  The young programmer is working 
  for the Boryokudan under duress—
  the organisation is holding her 
  birth group sibling (let’s call him her 
  brother…), Yura, hostage, forcing him 
  to labour on the surface of Hypnos. 
  Missu knows the Boryokudan systems 
  well enough to know where he 
  works, as part of a gang of labourers 
  harvesting the Red Lotus. She wants 
  the PCs to rescue her brother. 
  Missu hasn’t given any thought to her own escape, or that 
  she might get caught, nor will she raise the matter unless the 
  PCs do. She’ll go along with any reasonable plan.
  Episode 2: Hypnos
  The Boryokudan has a blanket ban on outsiders landing on 
  Hypnos. However, there’s simply too much produce for it all 
  to go through their station on Rotor, and so they issue land-
  ing codes to carefully vetted third parties to assist in crop and 
  produce transport. 
  Missu has a set of landing codes for the PCs. Using the 
  codes requires a Fair (+2) Deceive check; failure sends three 
  orbital pursuit flyers, which the Boryokudan use to police 
  Hypnos, after the PCs.
  The PCs will probably want to shake off the flyers rather 
  than take them on in a head-on fight—or at least destroy 
  them somewhere out of sight of Rotor (such as the far side of 
  Hypnos). Otherwise, the mission to rescue Yura will be all but 
  impossible.
  ORBITAL PURSUIT FLYERS 
  (OPFs)
  Stress:  1     1      1  
  Scale: Large (+1)
  Aspects: Wing Formation of Blazing Autocannon.
  Skills: Fair (+2) Manoeuvre; Average (+1) Active Sensors, 
  Ranged Combat (+2 teamwork bonus).
  Group of 3 Fair (+2) 
  Minor NPCs
  
  93
  Where the Stars Grow Thin...
  The environment on the surface of Hypnos is problematic for 
  the PCs, with Scent of the Red Lotus and Heavy Gravity aspects. 
  The indentured workers forced to harvest the Red Lotus 
  work in gangs of 50-100 individuals, each supervised by two 
  Boryokudan enforcers in breather masks and wearing high-G 
  exoskeletons.
  The key is to beat the enforcers quickly; failure to do so means 
  they use their communicators to call for help, giving the PCs half 
  an hour before two dozen more guards arrive in six OPFs. Fleeing 
  these reinforcements is a contest (Mindjammer page 148). 
  Yura Yponets is indeed in the indentured labour gang. 
  However, there’s a complication (to resolve quickly!)—a gang 
  “leader” by the name of Yosha asks the PCs to take everyone! 
  Persuading (or intimidating) Yosha into backing down is a 
  Fantastic (+6) check of Provoke, Rapport, etc, in which case 
  the PCs can leave with just Yura without facing any further 
  opposition. This drops to Great (+4) if the PCs can figure some 
  other way to help the hapless labourers. Don’t forget to really 
  compel any PCs with aspects representing selfless or altruistic 
  tendencies here—they’ll really want to help, and it’ll cost 
  them to turn their backs on the labourers.
  BORYOKUDAN ENFORCER
  Physical Stress:  1  2  3        Mental Stress:  1  2
  Credit Stress:  1  2
  Consequences: 1 mild + 1 moderate
  Scale: Medium (+0)
  Aspects: Vicious Slave Driver; Just Doing My Job; 
  Sweaty Tedious Duty; Shoot to Kill.
  Skills: Good (+3) Notice; Fair (+2) Melee Combat, Ranged 
  Combat; Average (+1) Bureaucracy, Drive, Physique.
  EXTRAS
  ê High Gravity Exoskeleton: +2 Physique bonus for 
  strength checks; weapon:2 rating on Melee and Unarmed 
  Combat attacks; counter gravity effects up to High (+2): 
  2-3G.
  Supporting NPC
  Episode 3: Narissus
  Missu keeps her end of the deal, and glitches the sensors 
  on Agraynal Base, enabling the PCs to slip by and finally 
  approach the gas giant. Play up the spectacular experience of 
  flying into a vast Jovian planet’s cloud layers: the winds whirl, 
  impossibly fast; the cloudscapes stretch out for thousands 
  of kilometres in all directions; and Narissa even has an exotic 
  biosphere, with floating jellyfish-like narissoids bigger than 
  the PCs’ ship watching as they approach! 
  A Good (+3) Active Sensing check or Superb (+5) Passing 
  Sensing check locates the Opteran ruins; an anomalous still 
  spot several kilometres across in the hurricane-force winds in 
  the gas giant’s upper cloud layer. On a failed check, the PCs 
  still locate the Opteran ruins, but they’re in a more problem-
  atic spot, Deep In the Turbulent Atmosphere. Getting to the 
  ruins requires a Great (+4) Manoeuvre check (Fantastic (+6) if 
  the sensor check failed); failure means the PCs’ ship is dam-
  aged and suffers a consequence.
  The Opteran ruins are a free-floating dome-like structure, 
  of a sparkling crystalline lattice like diamond. No—it is dia-
  mond! Highly durable, over time even it has been damaged, 
  and the gas giant atmosphere has penetrated the interior, 
  destroying most of what was within. The Opterans are long 
  dead, and even their remains are gone.
  The alien dome clearly shows cracks large enough for a 
  human to enter, although not a ship. However, being outside 
  in a gas giant atmosphere—even in environment suits—is no 
  joke, with Buffetting Winds and Dangerous Corrosive Gases on 
  all sides. Crossing from the ship to the dome is a Good (+3) 
  Athletics check.
  Once inside the dome, sensors indicate an energy 
  source—a partially open wormhole tap (page 46). It is a 
  hemisphere about 2 metres across. It’s a particularly potent 
  instance—a Fair (+2) Knowledge check reveals it’s probably 
  the largest yet discovered—producing power sufficient for 
  several large metropolises. Around the tap lie a dozen dia-
  mond cases, each containing crystal memories (page 46). 
  Several jellyfish narissoids (one per PC) have made their home 
  inside the dome—drawn to the light and warmth of the tap.
  NARISSOID
  Physical Stress:  1  2       Mental Stress:  1  2
  Consequences: 1 mild + 1 moderate
  Scale: Huge (+2)
  Aspects: Jellyfish-like Primary Motile; Gas Giant 
  Dweller; Tries to Eat Anything; Animal Intelligence; 
  Drawn to Heat and Light.
  Skills: Good (+3) Provoke; Fair (+2) Unarmed Combat; 
  Average (+1) Athletics, Notice.
  EXTRAS
  ê Electrically Charged: +2 bonus for Unarmed Combat 
  attacks.
  ê Gas Bags: Use Athletics as to fly; move and attack up 
  to 2 zones away.
  Supporting NPC
  
  94
  The Far Havens
  The narissoids will look like angry hot air balloons—they’re 
  enormous. They’ll initially try to drive off the PCs, rushing for-
  ward, crackling with electricity; treat these as Provoke attacks. 
  Despite these hostile displays, though, this doesn’t have to 
  be a combat encounter; for example, astute PCs may exploit 
  the narissoids attraction to heat and light to draw them away. 
  Only if the PCs stand their ground will they attack. 
  Aftermath
  Even if the PCs followed Missu’s plan, the Agraynal Base 
  sensors are back online when they emerge from the gas 
  giant atmosphere. They’ll need a Stealth check, opposed by 
  the base’s Good (+3) Active Sensing, to slip away unseen. On 
  a failure, or if the PCs did anything to attract attention on 
  Hypnos, two interceptor ships await them; it’s a long journey 
  to the heliopause jump point, where the heroes can escape to 
  2-space.
  If the PCs try to smuggle the Opteran artefacts past the 
  Boryokudan at Agraynal Base, Harubei Kein will insist on a full 
  search of the PCs’ ship. If the PCs have the wormhole tap on 
  board, that’ll light up the base’s sensors as bright as day, and 
  twelve guards (page 91) will board and have to be tackled. 
  Then there are the interceptor ships (page 91). But stress that 
  no one in their right minds wants the Boryokudan to have a 
  functioning wormhole tap… 
  If the PCs eventually manage to get away, they may 
  attempt to retrieve the data in the crystal memories. This 
  ancient alien knowledge—like a bizarre direct perception 
  feed (Mindjammer page 190)—can contain leads to further 
  adventures in the Far Havens, including:
  • 
  The coordinates of another Opteran hideaway in an unex-
  plored system.
  • 
  Live sensorium recordings of a Vore attack on an Opteran 
  planet.
  • 
  Plots of Vore movements in space back when the Opteran 
  diamond dome was established, including mention of an 
  apparently crucial set of coordinates that turn out to be 
  Haven Beta.
  • 
  A complete memory copy of the Opteran Sacred Book 
  (page 46)—a prized holy artefact to the Utopians (page 
  47).
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  95
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  Michael Pedersen, Michael Römer, Michael Rust, Michael Sauer, Michael 
  Sim, Michael Smith, Michael Smith, Michael Thompson, Michael Tice, 
  Michael Tully, Michael Wightman, Micheal D. Frantz, Miguel L. del Pueyo, 
  Miguel van de Laar, Mike Baumann, Mike Bunch, Mike Coleman, Mike 
  Davey, Mike Foster, Mike Nudd, Mike Retzlaff, Mikko Västi, Milton Murphy, 
  Miquel Tankard, Mirco Adam, Mitchell Christov, Mitchell Evans, Morten 
  Strårup, Murdercarrots, Nathan, Neal Freeman, Negromaestro, Neil Coles, 
  Neil Mahoney, Neil Merrifield, Neil Smith, Neil Thompson, Nephlm, Newton 
  Grant, Niall Gordon, Nicholas Peterson, Nicholas Rowe, Nicholas Tibbetts, 
  Nick, Nick Bate, Nick Carter, Nick Ciuffreda, Nick Pilon, Nickolai Leschov, 
  Nicola SuperNando Corticelli, Nicola Urbinati, Nigel Clarke, Noah Doyle, 
  Norbert Sztakovits, Oliver Peltier, Olivier, Olivier Bruyat, Orchal, Osye 
  Pritchett, Ove Ødegård, Pablo Saldaña, Paco Garcia Jaen, Pak Mhojadee, 
  Paladin von Korff, Paolo Castelli, Paris Conte, Patrice Hédé, Patrice 
  Mermoud, Patricio Gonzaga, Patrick Huey, Patrick‘JiaoshouX’Taylor, Patrick 
  Kraft, Patrick Maughan, Patrick Pilgrim, Patrick Sayet, Paul “Fatpob” 
  Goldstone, Paul Baldowski, Paul Bendall, Paul Browning, Paul Hayes, Paul 
  Johnson, Paul Lukianchuk, Paul Mitchener, Paul Rivers, Paul Snow, Paul 
  Townsend, Paul Wilcox, Pedro Alfonso Dodero Escalante, Pedro Garcia, 
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  Engebos, Peter Evanko, Peter Gates, Peter Griffith, Peter Mancini, Peter 
  Moore, Peter Tracy, PeterK, Petri Wessman, Phil Binkowski, Phil Stonerun-
  ner, Philip Masters, Philip Vint, Philipp Kewes, Philipp van Hüllen, Philippe 
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  Gates-Shannon, Phillip Sacramento, Phillip Wolf, Pierre Gauthier, Pierre 
  Savoie, Pookie, R Schulte-Ladbeck, Rafael Cerrato, Rafael Gutierrez, Ralph 
  Boettcher, Ramon Bernardo Masalias Lascosqui, Ramón Domingo 
  Herreras, Ramón M. Navarro, Raun Sedlock, Raymond Fowkes Jr., Raz 
  
  96
  The Far Havens
  Kabooz, Reg Stuart, Renzo Crispieri, Reto M. Kiefer, Ricardo Garcia-Barrios 
  Alvarez, Rich Neves, Richard Barnhouse, Richard Fields, Richard Forster, 
  Richard Graham O’Rourke, Richard Greene, Richard Harrison, Richard Lock, 
  Richard Mundy, Richard Percy, Richard Poffley, Richard van den Heever, 
  Richard Woodfield, Rilís Dekraken, Robby Anderson, Rob Mayer, Rob 
  Thornton, Rob Will, Robert Adornato, Robert Bell, Robert Daines, Róbert 
  Dániel Kovács , Robert Flowers, Robert G. Male, Robert Kim, Robert Miller, 
  Robert N Emerson, Robert Rydlo, Robert Slaughter, Robert Wood, Roberto 
  Hoyle, Robin Lees, Rodney J Kelly, Roger Bell West, Roger Burgess, Roland 
  Bahr, Rook, Rory Hughes, Ross “Galihad” Standley, Ross, Ross Smith, Roy 
  Zemlicka, Rui Avelino, Rukesh Patel, Russell Hoyle, Russell Ventimeglia, 
  Ryan Cronkhite, Ryan Kent, Ryan Lankton, Ryan Lybarger, Ryan Percival, 
  Ryan Robinson, S. “Bo“ Martensson Jr, Sabrina Klevenow, Samuel Penning, 
  Scelous, Scot MacNaughton, Scott Berger, Scott Ferguson, Scott G White, 
  Scott Gable, Scott Galliand, Scott Jenks, Scott Turner, Sean McLaughlin, 
  Sean Mulhern, Sean Smith, Seana McGuinness, Sebastian Dietz, Sebastian 
  Schütte, Sebastian Stein, Sebastian Weil, Sebastien Corne, Selene O’Rourke, 
  Semiomant, Sergio Somalo, Seth A Spurlock, Seth Halbeisen, Seth Hartley, 
  sev, Shadowsmith, Shan Lewis, Shaun Lane, Sherry Lawter, Simon 
  Brunning, Simon Carter, Simon Early, Simon Morris, Simon Plain, Simon 
  Ward, Simon Withers, Sioc, SnakeDr, Sophie Lagace, Stargazer, Stefan 
  Peschl, Stefano Carluccio, Stefano Cinotti, Stephan Szabo, Stephen Avaient, 
  Stephen Rider, Stephen Rubin, Steve Dempsey, Steve Discont, Steve 
  Dulson, Steve Ellis, Steve Gregan, Steve Knittel, Steve Kunec, Steve Macken-
  zie, Steve Turner, Steve Weston, Steven Beeson, Steven Carr, Steven 
  Fujisaka, Steven Lord, Steven Moy, Steven Warble, Stirling Westrup, Stoo 
  Goff, Stuart Skilton, Susan Davis, Suzy, Svend Andersen, Tamuz, Tarry 
  Higgins, Taylor Eichen, Ted Johansson, Teofilo Hurtado, Terry Gilbert, 
  Thewarstore.com, Thierry De Gagné, Thomas Balls-Thies, Thomas Frank, 
  Thomas Hume, Thomas Ladegard, Thomas Markwart, Thomas Nistel-
  berger, Thomas Powell, Thomas Thompson, Thomas Vanstraelen, Tiffany 
  Korta, Tim Ellis, Tim Goldenburg, Tim Jenkins, Tim Ryan, Timothy Carroll, 
  Timothy Collinson, Timothy E Barth, Timothy Newman, Tobias Niemitz, 
  Todd LaRoche, Tom Taylor, Tom Zunder, Tomas Burgos-Caez, Tomi 
  Suuronen, Tommy K Chu, Tony Kerstan, Tony Lin, Tony Popowski, Tony 
  Strongman, Torkan Erenturk, Torsten Bernhardt, Torsten Seitz, Travis 
  Carpenter, Travis Casey / Ebon Gryphon Games, Travis Foster, Travis Smith, 
  Trevor Reeve-Newson, Trip Space Parasite, Tristan Harness, Ty Elrod, 
  Tymoteusz Demel, Ulairi, Victor Fajardo Lopez, Victorpc, Vincent Arebalo, 
  Wade Nelson, Waelcyrge, Wajanai Snidvongs, Warren Mockett, Warren 
  Nelson, Warren Seychell, Wayne Ligon, Wesley Street, Weston Harper, Will 
  North, Willem van der Horst, William James Graham, William Masters, 
  William Oliver, William Scott Palmer, William Straley, Woodrow Jarvis Hill, 
  Xavier Dolci, Yan Shen, Yohann Mallier, Yoyomek, Zach Hunt, Zachery Bir.
  
  97
  Index
  INDEX
  Action By Consensus (ABC) . . . . . . . . . . . . . . . 42
  Agents of the Commonality . . . . . . . . . . . . . . 89
  Agraynal Base . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
  Alien Technology  . . . . . . . . . . . . . . . . . . . . . . . . 25
  Asimov Protocols, The . . . . . . . . . . . . . . . . . . . . 11
  Askalen Coel, “the Younger Carbon”  . . 74, 75
  Birgit Simeon . . . . . . . . . . . . . . . . . . . . . . . . 75, 76
  Bors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75, 76
  Boryokudan, The . . . . . . . . . . . . . . . . . . . . . . . . . 42
  Brandon Holger . . . . . . . . . . . . . . . . . . . . . . . . . . 77
  Cal Soren . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77, 78
  Callum Yie . . . . . . . . . . . . . . . . . . . . . . . . . . . 78, 79
  Collegia and Specialists . . . . . . . . .5, 36, 38, 41
  Collegium Hub . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
  Collegium of Archivists, The . . . . . . . . . . . . . . 39
  Collegium of Negotiators, The  . . . . . . . . . . . . 40
  Commodus Incident, The . . . . . . . . . . . . . . . . . 36
  Creating Far Havens Characters . . . . . . . . . . . . 7
  Cride Swarm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
  Cultures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Daedalus Corporation (DAEDACORP) . . . . . 43
  Deinotherium . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
  Del Vakeva . . . . . . . . . . . . . . . . . . . . . . . . . . . 78, 79
  Devil Bat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
  Ekene Jang . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
  Engineering and Construction . . . . . . . . . . . . 20
  Eugenia Developments  . . . . . . . . . . . . . . . . . . 43
  Far Havens Civilisations  . . . . . . . . . . . . . . 50, 51
  Far Havens Cultures . . . . . . . . . . . . . . . . . . . . . . 52
  Far Havens Culture . . . . . . . . . . . . . . . . . . . . . . .52
  Far Havens Aristocracy Culture . . . . . . . . . . .52
  Far Havens Military Culture . . . . . . . . . . . . . .52
  Far Havens Senate, The . . . . . . . . . . . . . . . . . . . 44
  Farrah Koelner, Dr . . . . . . . . . . . . . . . . . . . . 80, 81
  For the Good of the Collegium  . . . . . . . . . . . 89
  Frontier World . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
  Gemini Ramirez . . . . . . . . . . . . . . . . . . . . . . . . . . 81
  Genotypes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Canids . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Far Havens Humans  . . . . . . . . . . . . . . . . . . . . . . 9
  Far Havens Synthetics . . . . . . . . . . . . . . . . . . . .10
  Genurgic Enhancements and Implants . . . . 18
  Getting to the Far Havens . . . . . . . . . . . . . . . . . 5
  Halo, The  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Harubei Kein . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
  Haven Core, The. . . . . . . . . . . . . . . . . . . . 5, 51, 52
  Haven Electorate . . . . . . . . . . . . . . . . . . . . . . . . . 51
  Haven Hub, The . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Haven Protectorate, The . . . . . . . . . . 4, 8, 37, 38
  Human League, The . . . . . . . . . . . . . . . . . . 43, 44
  Hunter Drone . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
  Initial Settlement  . . . . . . . . . . . . . . . . . . . . . . . . 35
  Interstellar Expansion . . . . . . . . . . . . . . . . . . . . 35
  Licenced Free Agents  . . . . . . . . . . . . . . . . . . . . 88
  Martial Collegium, The . . . . . . . . . . . . . . . . . . . 39
  Miscellaneous Equipment . . . . . . . . . . . . . . . . 23
  Missu Yponets . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
  Narissoid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
  New Installation Extra: Wormhole Tap Power 
  Unit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
  New Traders, The . . . . . . . . . . . . . . . . . . . . . . . . . 36
  Nihilor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
  Occupations and Builds . . . . . . . . . . . . . . . . . . . 8
  Opterans . . . . . . . . . . . . . . . . . . . . . . . . . . 6, 36, 45
  Beliefs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47
  Opteran Artefacts . . . . . . . . . . . . . . . . . . . . . . . . 46
  Crystal Memories . . . . . . . . . . . . . . . . . . . . . . . .46
  Pattern Sensor . . . . . . . . . . . . . . . . . . . . . . . . . . .46
  Quantum Correspondence Device . . . . . . . .46
  Sacred Book, The  . . . . . . . . . . . . . . . . . . . . . . . .46
  Suspension Bubble . . . . . . . . . . . . . . . . . . . . . . .47
  Wormhole Tap . . . . . . . . . . . . . . . . . . . . . . . . . . .46
  Optional Rule: Skill Points for Stunts . . . . . . . 7
  Planetary Vehicles . . . . . . . . . . . . . . . . . . . . . . . . 26
  Aircar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
  Armoured Transport . . . . . . . . . . . . . . . . . . . . .26
  High Performance Ground Transport . . . . .27
  Hovertank . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
  Orbital Ferry . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
  Skimmer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
  Warbird  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
  Recent History . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
  Red Lotus, The . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  Robotics and Synthetics . . . . . . . . . . . . . . . . . . 20
  Robotics Collegium, The . . . . . . . . . . . . . . . . . . 40
  Sabre-Tooth Tiger . . . . . . . . . . . . . . . . . . . . . . . . 86
  Scenario Hook: An Unsettling Dig  . . . . . . . . 87
  Scenario Hook: A Spartan Rebirth. . . . . . . . . 15
  Scenario Hook: In Search of Dragons… . . . 29
  Scenario Hook: The Delicate Path of Adan 
  Zuul . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
  Second Expansion and the Birth of the 
  Protectorate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
  Senate, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
  Shard Felicitous . . . . . . . . . . . . . . . . . . . . . . . . . . 82
  Specialists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Eidetics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
  Empaths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
  Hoplites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
  Observers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
  Programmers . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
  Voyagers  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
  Specialist Gear and Hypertech . . . . . . . . . . . . 18
  Starships. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
  Eagle-class Warship  . . . . . . . . . . . . . . . . . . . . .31
  Kestrel-class Communications Vessel . . . . .29
  Magpie-class Trader . . . . . . . . . . . . . . . . . . . . .32
  Panshu-class Interceptor . . . . . . . . . . . . . . . . .91
  Peacock-class Diplomatic Transport. . . . . .29
  Phoenix-class Battle Cruiser . . . . . . . . . . . . . .30
  Raven-class Courier (Mk2)  . . . . . . . . . . . . . . .31
  Simurg-class War Cruiser. . . . . . . . . . . . . . . . .33
  Stargull-class Fighter  . . . . . . . . . . . . . . . . . . . .34
  Wayfarer-class Colony Ship . . . . . . . . . . . . . .33
  Swamp Devil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
  Sybaris Treaty, The  . . . . . . . . . . . . . . . . . . . . . . . 36
  Synthetics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  Synthetic Names . . . . . . . . . . . . . . . . . . . . . . . . .11
  Synthetics and Starships . . . . . . . . . . . . . . . . . . 6
  War and Synthetics . . . . . . . . . . . . . . . . . . . . . .35
  Technological Paradigms . . . . . . . . . . . . . . . . . 16
  Clothing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
  Communications . . . . . . . . . . . . . . . . . . . . . . . .17
  Computers and Synthetics . . . . . . . . . . . . . . .17
  Food and Drink . . . . . . . . . . . . . . . . . . . . . . . . . .17
  Medical Care . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
  Music and Media  . . . . . . . . . . . . . . . . . . . . . . . .17
  Power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
  Recording Devices . . . . . . . . . . . . . . . . . . . . . . .17
  Survival Gear . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
  Transport . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
  Weaponry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
  Thin Blue Line . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
  Vores, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
  Vore Technology . . . . . . . . . . . . . . . . . . . . . . . . . 49
  Cloaking Device . . . . . . . . . . . . . . . . . . . . . . . . .49
  Cride Swarm . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
  Higgs Destabilisation Field . . . . . . . . . . . . . . .49
  Hunter Drone . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
  Mind Probe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
  Nihilors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
  Singularity Generator . . . . . . . . . . . . . . . . . . . .49
  Vore Watcher . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
  Wayfarers’ Guild, The . . . . . . . . . . . . . . . . . 35, 41
  Weapons and Armour . . . . . . . . . . . . . . . . . . . . 21
  What Are the Far Havens? . . . . . . . . . . . . . . . . . 4
  What Do the Vores Look Like? . . . . . . . . . . . . 49
  Where the Stars Grow Thin: An Introductory 
  Far Havens Adventure . . . . . . . . . . . . . . . . . . . . 90
  Episode 1: Agraynal Base . . . . . . . . . . . . . . . . .90
  Episode 2: Hypnos . . . . . . . . . . . . . . . . . . . . . . .92
  Episode 3: Narissus . . . . . . . . . . . . . . . . . . . . . . .93
  Who Knows About the Vores? . . . . . 48, 49, 68
  Wolf-Bear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
  Worlds of the Far Havens . . . . . . . . . . . . . . . . . 53
  Astar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56
  Balar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57
  Cadmus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .58
  Canesia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59
  Cauldron . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60
  Corona . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61
  Derai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
  Ember . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63
  Haven Beta (Alaunus A-II) . . . . . . . . . . . . . . . .54
  Haven Prime (Alaunus B-II) . . . . . . . . . . . . . . .53
  Hudson’s Rock . . . . . . . . . . . . . . . . . . . . . . . . . . .64
  Hypnos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65
  Ionyseus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
  Kallistan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .67
  Lantern . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
  Lorn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69
  Madelos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70
  Mesameshur . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71
  Sanctum  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35, 55
  Scelus  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72
  Twilight. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73
  Table 1: Genurgic Enhancements and 
  Implants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
  Table 2: Engineering and Construction . . . . 20
  Table 3: Robotics and Synthetics . . . . . . . . . . 21
  Table 4: Weapons and Armour . . . . . . . . . . . . 22
  Table 5: Miscellaneous Equipment . . . . . . . . 23
  Table 6: Alien Technology  . . . . . . . . . . . . . . . . 25
  Table 7: Collegiate Origins of Specialists . . . 41
  Table 8: Civilisation Types in the Far Havens . 50
  Table 9: Civilisation Designation in the Far 
  Havens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
  
  A LIGHT IN THE DARKNESS ABOVE THE 
  GALACTIC PLANE!
  Fire your planing engines beyond the Rim, above the 
  galactic plane to the outer worlds, free from Commonality 
  assimilation. There’s a bounty out here on Event Horizon 
  Probes, and the only synthetics are those who serve us.
  My family is from the revered Wayfarers’ Guild, with Voyager 
  eugenics strong in our lineage. I do not hold to the Utopian 
  rapture, for I have flown a Stargull across the Dragonfly Ruins 
  on Balar, and believe that all our fates are to be found there.
  Join us! Think free! Live true! We are the Far Havens. We stand 
  together; we go beyond.
  The Far Havens is a campaign pack supplement for your 
  Mindjammer game, providing rich setting detail for an 
  exotic polity far beyond the Commonality frontier, above 
  the galactic plane, which fiercely resists the inexorable 
  advance of the event horizon probes. Join the Licensed 
  Free Agents and the New Traders: explore this perilous 
  frontier, and fight the machinations of the Commodus 
  sentience and the rise of ancient powers…
  The Far Havens includes: 
  • 
  A whole new Outer Worlds polity, beyond the 
  Commonality Frontier; 
  • 
  Dozens of new worlds to explore, complete with 
  starmaps, planetary maps and statistics;
  • 
  Organisations, technology, ships, new genotypes and 
  life forms; 
  • 
  Mysteries, intrigue, and adversaries for your 
  Mindjammer campaign! 
  The Far Havens is a complete campaign pack 
  for Mindjammer—The Roleplaying Game. The 
  Mindjammer—The Roleplaying Game core book is 
  required for play.
  M i n d j a m m e r
  T
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   R o
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  SKU: MUH042205
  www.mindjammerpress.com
  TM
  
SOURCE: textdata/thevault/FATE (fudge) [multi]/Mindjammer - Fate/Mindjammer - The Far Havens - A Light In The Darkness Above The Galactic Plane [FATE].pdf