• Overview
  • Map
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  • Points of Interest
  • Characters
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  • Feats
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  • One-Shots
  • Game Master
  1. Drift💫A Space Odyssey
  2. Lore

Etiquette and Frictions

Sharing a Ship

Crews with more than one species have to make room for each other, or tempers rise fast.

  • Sereans. They are built for thick air and flight. In normal gravity they tire fast and need a harness sling or a padded seat. A Serean forced to stand all day gets cranky. Smart crews keep a hammock rig for them.

  • Keth. Their bones are hollow, so hard drops and steep stairs are dangerous. They want ladders, ramps and padded grips. A ship with only steep steel stairs is a real danger to a Keth.

  • Vellari. They dry out in dry air. On long trips they need a mist spray or a damp cabin. Taking that away is seen as cruelty.

  • Talarq. They need heat. A cold ship makes them slow. Most crews give them a heat rod and a warm corner. Everyone else complains about the corner.

  • Caraphex. Their shells are tough, but they are heavy. A cheap cot breaks under them, and they take it as an insult. Give them a solid bunk and a locker for tools, and they stay loyal.

  • Synthborn. They need power and a repair bench. A crew that cuts their power or blocks their repairs is asking for a walkout. Many carry their own charge packs.

  • Humans. Humans adjust easily but expect everyone else to adjust to them. That causes friction.

  • * *

Making Deals

Each species has a few things it will not bend on.

  • Keth. Dates, amounts and pay must be exact. A vague deal is worthless to them.

  • Vellari. They always ask about water. Who gets it, who pays for it, and where it came from. A deal that skips water is not finished.

  • Talarq. Parts must be real and rated for the heat. A fake part is sabotage in their eyes.

  • Caraphex. They want tool access, fair hours and pay on time. Late pay is theft, and a clade does not forget it.

  • Sereans. They care about storm seasons. Ask them to fly into a known storm and they will refuse and take offense.

  • Synthborn. They want the right to repair themselves. A contract that blocks that is slavery to them.

  • Humans. It depends. Core humans like long contracts full of fine print. Rim humans expect to renegotiate when things change.

  • * *

Fights

Most fights on mixed crews are about money, safety and survival, not culture.

  • Late pay. Caraphex and Synthborn take it as betrayal. Talarq mark the client as unsafe. Humans add interest.

  • Unsafe work. Keth walk off bad navigation jobs. Talarq will not touch fake parts. Vellari hate wasted water. Sereans will not dive into a storm for any price.

  • Small slights. Forgetting a Talarq's heat or laughing at a Serean's harness turns into a real fight if it keeps happening.

  • How it ends. Money, if anyone has some. A local judge or a data broker's records. A fistfight or clade justice on the Rim. Or someone walks away and eats the debt.

  • * *

Rules for Crews

  • Keep your own logs. Write down jobs, deliveries and payments. Every species trusts a log more than a promise.

  • Take turns. One week the ship runs warm for the Talarq, the next week damp for the Vellari. Everyone is a little uncomfortable, and that is fair.

  • Use people's strengths. Put the Keth on the charts and the Caraphex on the heavy lifting.

  • Pay on time. Even a small delay causes lasting grudges.

  • Never sell fake parts or fake charts. It makes enemies fast.

  • Respect what people need to live. Harness, damp air, heat, a strong bunk and power. Taking these away is an attack.