Crew
Every trade you can hire, what each stat does, the Astronaut Center's levels, the faces a Meek wears, and the figures a flight moves on their card.
The trades
The price below is the trade's base. What a candidate actually asks for on the board moves around it: a higher key stat costs more, and a braver candidate signs for less than a timid one of the same skill. The hire is the only credits a Meek ever costs.
| Trade | Judged on | What they do | Base price | From level |
|---|---|---|---|---|
| Astronaut | Piloting, G-tolerance | Flies the ship. Every pod needs one aboard, and their piloting is what the turn controls answer to. | 900 cr | 1 |
| Scientist | Science | Raises every science reading's reward by 10 % per point of science while aboard. | 1,200 cr | 2 |
| Engineer | Wrench | Rides as a passenger. Nothing in flight reads the wrench stat. | 1,200 cr | 2 |
| Medic | Nerve, Science | Rides as a passenger. Their science does not pay the scientist's bonus. | 1,200 cr | 2 |
| Botanist | Science | Rides as a passenger. Their science does not pay the scientist's bonus. | 1,200 cr | 3 |
| Nuclear Scientist | Science | Rides as a passenger. Their science does not pay the scientist's bonus. | 1,400 cr | 3 |
| Tourist | Nerve | Never on the board. A contract hands you tourists when you accept it, free, and takes them back when it ends. | free | — |
"From level" is the Astronaut Center level at which that trade starts appearing on the recruit board. Every open trade keeps a place on the board, and the board always carries at least one raw astronaut.
The five stats
Every Meek has all five, from 1 to 10, whatever their trade. The two or three a trade is judged on are drawn in green on their card and start higher when they are rolled.
| Stat | What it does | Range of effect |
|---|---|---|
| Piloting | How hard the ship turns for the Meek at the controls. Only the pilot's counts. | 0.76× at 1 to 1.30× at 10 |
| Nerve | What they sign for. A braver Meek is cheaper to hire. Nothing in flight reads it. | ±2 % of the price per point |
| G-tolerance | The sustained load they stay awake through, and the rate of turn they keep their bearings through. Everyone aboard is judged on their own. | 4.6 G at 1 to 10.0 G at 10 19 rpm at 1 to 34 rpm at 10 |
| Science | A scientist's readings pay more. No other trade's science earns anything. | +10 % to +100 % |
| Wrench | The engineer's trade stat. Nothing in flight reads it. | — |
A Meek's G limit is 4 G plus 0.6 G per point of G-tolerance. Three seconds past it and they are out; they come to five seconds after the load drops a G back under. Five G past the limit for three seconds kills them.
The same stat sets a spin limit: about 19 rpm at 1 and 34 rpm at 10. Six seconds past that and they are out, whatever the load is; they come to five seconds after both the load and the spin have settled. Spinning never kills.
The Astronaut Center
Its level is how many Meek you may keep at once, and how good a candidate the board may deal you. "Recruits up to" is the highest any one stat on a candidate may be rolled at.
| Level | Meek at once | Recruits up to | Cost |
|---|---|---|---|
| 1 | 3 | 6 / 10 | free |
| 2 | 6 | 8 / 10 | 35 discovery + 3,000 credits |
| 3 | 10 | 10 / 10 | 110 discovery + 12,000 credits |
The recruit board holds 7 candidates, and each offer stands for 2 days before it is replaced. Tourists a contract lends you sit outside the "Meek at once" figure and never take a place. The building itself is in Buildings.
How a Meek grows
Stats grow only when the Meek comes home, which means recovering the ship they were on. Each stat has a counter of its own; when the counter reaches four times the stat's current value, the stat goes up one point and the counter starts again against the higher target. Piloting 5 therefore needs 20 points to reach 6. Ten is the ceiling and nothing ever falls.
| What happened | Who gets it | Stat | Points |
|---|---|---|---|
| The flight's hardest feat | The pilot | Piloting | see the ladder below |
| The flight's hardest feat | Everyone aboard | Nerve | see the ladder below |
| A feat that Meek had never reached | Everyone aboard | Nerve | +3 on top |
| Peak load came within 1 G of their limit | Everyone aboard | G-tolerance | +1 |
| Every blackout of their own they survived, from load or from spin | The one who blacked out | G-tolerance | +2 each |
| Every full hour aboard | Everyone aboard | G-tolerance | +1 each, at most 8 a flight |
| A reading filed while they were aboard | The scientist | Science | +1 |
| A reading on a world they had never read | The scientist | Science | +3 |
The hours count from boarding to recovery on the world's own clock, so a ship left parked in orbit for a day toughens its crew when it finally comes home.
The feat ladder
A flight's hardest feat is what pays. Only the hardest one counts, so a flight that lands on the Moon does not also pay for the launch and the orbit on the way.
| Feat | Piloting, for the pilot | Nerve, for everyone |
|---|---|---|
| Leaving the pad | 2 | 1 |
| Reaching space | 3 | 1 |
| Holding an orbit | 6 | 1 |
| Orbiting the Moon | 10 | 2 |
| Landing on the Moon | 15 | 2 |
| Orbiting Mars | 18 | 3 |
| Landing on Mars | 25 | 3 |
The faces
A Meek wears one face for life, and it changes with what their body is doing. There are nine of them:
| Face | When you see it |
|---|---|
| Idle | The resting face. Everywhere a Meek is shown and nothing else applies. |
| Working | Whenever the ship is being flown: under thrust, steering, or sliding on the thrusters. It is the trade's own face, so an astronaut is at the controls and an engineer has a wrench. |
| Panicked | Within two G of their own limit. |
| Passed out | Blacked out under the load. |
| Scared | On a collision course at speed, and while the ship is out of food. |
| Really happy | Coming down under an open canopy, slow enough to land safely. |
| Excited | For twenty seconds after a feat that Meek had never reached. |
| Happy | Not asked for in flight. |
| Sick | Not asked for in flight. |
A Meek with no picture yet is drawn as a plain coloured disc, and a face nobody has drawn falls back to the idle one.
What loses a Meek
| Cause | What the Lost tab says |
|---|---|
| The ship broke up on the ground or in the air | crashed |
| The ship was destroyed while you were away from it | lost on rails |
| The larder ran dry | starved |
| Killed by the load, or left aboard a flight you walked away from | lost |
Each entry keeps the world it happened over and how many flights that Meek had flown. Nothing brings them back.