Starter Wake Ships are vessels that have already proven they can move—but are still open to becoming something more. They are forgiving, responsive, and relatively stable, making them ideal for newly established Anchors.
None of these ships are unique.
All of them are personal.
Skiff-Class | Personal Exploration Craft
A compact, single-hull Wake Ship designed for solo or duo travel. The Wayfarer’s Wake responds quickly to intent and is known for “listening” closely to its pilot.
Profile
Crew: 1–2
Strengths: Agility, responsiveness, low maintenance
Weaknesses: Minimal redundancy, limited cargo
Narrative Tone: Freedom, curiosity, early independence
Starting Configuration
Light adaptive hull
Basic Core Assembly (Exploration-aligned)
Standard Wake propulsion
Minimal stabilization suite
Simple navigation interface
Why It’s a Starter
The Wayfarer’s Wake teaches players how alignment and intent matter. It forgives mistakes—but remembers patterns.
Cutter-Class | Party Standard Vessel
A reliable, multi-seat Wake Ship built for small groups. The Crossroads Cutter is balanced and unassuming, often chosen by Anchors who expect to travel together for some time.
Profile
Crew: 3–5
Strengths: Balance, customization flexibility
Weaknesses: Requires cooperation to function well
Narrative Tone: Fellowship, shared purpose
Starting Configuration
Reinforced mid-frame hull
Cooperative Core Assembly
Stable propulsion system
Moderate stabilization components
Dual-interface control system
Why It’s a Starter
This ship rewards teamwork. When the crew aligns, it performs better than expected. When they don’t, it gently but firmly makes that obvious.
Skiff-Class | Guidance & Recovery Craft
A small Wake Ship outfitted with enhanced navigation and stabilization, favored by Anchors who expect to work near unstable realms or fading paths.
Profile
Crew: 1–3
Strengths: Navigation, Wake hazard resistance
Weaknesses: Low speed, limited combat avoidance
Narrative Tone: Vigilance, responsibility
Starting Configuration
Narrow, resilient hull
Stability-focused Core Assembly
Precision Wake propulsion
Advanced navigation suite
Reinforced integrity systems
Why It’s a Starter
The Lantern Drift teaches players that not all paths should be taken. It excels at retreat, recovery, and safe passage.
Cutter-Class | Support & Transport Vessel
A warmer, slower ship built with crew comfort and cargo in mind. The Hearthbound is often chosen by Anchors who expect to ferry others or carry more than just themselves.
Profile
Crew: 3–6
Strengths: Support systems, endurance
Weaknesses: Slower response, larger profile
Narrative Tone: Care, continuity
Starting Configuration
Broad-frame hull
Sustenance-aligned Core Assembly
Steady propulsion
Expanded utility modules
Reinforced habitation systems
Why It’s a Starter
The Hearthbound makes rest and recovery feel natural. It is forgiving of inexperience—but demands care in return.
Skiff-Class | Stealth & Precision Craft
A low-profile Wake Ship designed to minimize narrative disturbance. Favored by Anchors who prefer to avoid attention from the Storywake itself.
Profile
Crew: 1–2
Strengths: Stealth, low Wake signature
Weaknesses: Fragile under pressure
Narrative Tone: Caution, subtlety
Starting Configuration
Narrow silhouette hull
Suppression-tuned Core Assembly
Low-output propulsion
Resonance-dampening systems
Minimal external modules
Why It’s a Starter
The Quiet Vector teaches that sometimes survival means not being noticed. It rewards restraint and planning.
Cutter-Class | Adaptable Generalist
A versatile, modular ship with no strong initial alignment—designed to grow into whatever the crew needs over time.
Profile
Crew: 3–5
Strengths: Adaptability, modular expansion
Weaknesses: No early specialization
Narrative Tone: Becoming
Starting Configuration
Neutral modular hull
Open-ended Core Assembly
Standard propulsion
Expansion-ready interfaces
Flexible utility slots
Why It’s a Starter
The Common Thread becomes what the story demands. It starts modest—and ends up memorable.
Starter Wake Ships are not chosen for power.
They are chosen for compatibility.
A ship that answers you early will grow with you.
A ship that resists you will teach you why.
Your first Wake Ship is not your destiny—
but it will remember how you began to move.