Player Crews
The game starts with 1-4 player crews of up to 8 players each. These crews are led by a player Team Leader or Captain. Pre-generated characters will be provided.
Team Leaders and Captains can make requests and decisions about travel, movement, group actions, big purchases, time changes, and other major actions. They'll also be the default point of contact for in-world negotiations, potentially including payment for the rest of the crew.
"Uh, before we dock, I think we oughta discuss the bonus situation..." (Alien, 1979)
This structure does not have to be followed strictly, but is there to fall back on, and reduce the coordination effort for player groups. It's also to create a degree of in-fiction status variation.
The Warden maintains a complete roster of players, to keep track of available slots organizational changes.
There are four starting crews.

Free Agents
Stuck in dead-end work in Step City, Ogroitum. An unrelenting slog from paycheck to paycheck. You want a way out. Stick together. Maybe you'll get a shot.

The Strays
Independent bounty hunters. No ship. No budget. No oversight. You are dirty dogs, always hungry, always begging for scraps, but your bodies belong to you, and you'll kill keep it that way.
![]()
LEAR Security Corporation
Tight leash. Equipment on request. A small ship, a steady salary and scheduled performance review. Mid-level doesn't care about you. Higher ups are believers in the project of Corporate Security.

Sarcoraptor
Secretive. Controlling. You are contacted by secure messenger, and surveillance is constant. There is little room for morality or error. Hide your faces. Hide your bodies. You are told little. You are paid well.
