3 · CREW DECK GATE TO THE LANDERS
Quarters and the mess, at the aft end of the Spine. Graffiti in the lift lobby: "YEAR 12 OF MY 3 YEAR TOUR." The far hatch leads to the Lander Bay — which means everyone going for a mudhopper walks through the crew's home.
◆ Uniforms, ID tags, personal effects — con evidence for Exit 2, disguises for Exit 4. Lockers are cheap; occupied bunks are not empty.
◆ Mess gossip = free intel. Deal these out to anyone who listens politely:
- "Nobody's tour pays out at Ledger's Rest. Numbers move."
- "There's an incident on the log now. The audit's going to eat the whole crew."
- "Complicit means converted. Asset terms. Keep your head DOWN."
- "The contractors get paid per delivered asset. Remember that."
- "Med deck drones only grab you if you're not badged."
▲ This is where the crew LIVES — off-shift crew, armed and terrified, confined to quarters from Clock 2 (minion groups 3–4; Okafor is their talkable face). They're not a faction, they're friction: nobody wants trouble, everybody's holding a stun stick, and the corridor to the landers runs past their bunks. Jumpier every Clock stage (social +1 at Clock 3+).
People here
Likely moves
- Work the gossip — Charm/Streetwise 🟪. Cheap, rich, plants every hook.
- Pass through quietly (to the Lander Bay) — Stealth or a badge-and-purpose walk, 🟪🟪, +1 per Clock past 2.
- Talk your way through — Charm/Deception/Coercion 🟪🟪; a badge, an incident report, or Okafor's blessing turns the room from wall into hallway.
- Loot quarters — Skulduggery 🟪🟪 (⬛ if occupied).
- Light the fuse — plant desertion ("the audit's coming; the hoppers land off the books"): hard social 🟪🟪🟪. If it takes, the ship starts emptying itself — emergent, ugly, and on the PCs' conscience. Never scripted.