The five major powers do not wait for the crew to act. Corporations pursue contracts. Organizations work their missions. Clans press old claims. The Meridian Verge has at least a dozen interests operating inside it at any given moment, and most of them are moving toward something without asking anyone's permission.
This chapter gives you a tool to make that true at the table: faction clocks. A faction clock is a structured way to track what a power, corporation, or organization is trying to accomplish, how far along it is, and what changes when it finishes. Clocks make the universe feel consequential. They ensure that ignoring a faction has costs, and that the crew's choices shift something real.
Running four or five clocks at once sounds complex. The system here is designed to stay simple: a clock is just a goal, a progress count, some observable signs, and a consequence. The complexity comes from the interactions, not the bookkeeping.
In This Chapter
- What a faction clock is and how to run one
- Clock seeds for all five major powers in the Meridian Verge
- Corporate clocks and how they differ from power clocks
- Independent organization clocks
- Running multiple clocks without losing the thread
- Faction reaction tables and the reputation tier system
- The crew as a faction
What a Faction Clock Is
A faction clock has five components.
Goal. What the faction is trying to accomplish. Goals should be concrete: not “expand influence” but “establish a licensed inspection post at Vanta Relay.” Not “acquire resources” but “secure the mining rights to the Harrowspan debris belt before the Funtari claim expires.”
Progress. A number from zero to the clock's maximum. Four-step clocks move fast and suit short-term goals. Six-step clocks suit medium-term political moves. Eight-step clocks suit major campaigns that should take a full arc to resolve.
Trigger for the next step. Each step advances when something happens. Steps can advance off-screen, based on how much time has passed and what resources the faction has. They can also advance on-screen, because of something the crew did or failed to do.
What players can see. The observable signs that a faction is working toward something. Players do not read your notes. They see patrol patterns change, hear rumors at the docking bay, notice that the inspection post at Merrow Gate now has a second officer who asks different questions. These signals are your primary way of inviting the crew into the clock before it fills.
What happens when the clock fills. The consequence. Something changes in the setting: a new inspection post exists, a corporate concession is signed, a clan takes control of a relay station. Consequences should be specific, persistent, and hard to undo without direct effort.
The GM Decision Points
Every clock involves three GM decisions you make in play.
When to advance. Off-screen advancement simulates a faction working while the crew is doing other things. Between sessions, look at each active clock. If the faction has resources, motivation, and no obstacle the crew created, advance it one step. If the crew has been directly opposing it, hold the clock or roll back a step.
When to signal. Signal earlier than you think you need to. The first signal should appear at step one or two, when the crew still has time to respond. A clock the players never saw coming is a clock that generates resentment instead of drama.
When to complicate. Sometimes a faction reaches its goal and something unexpected happens. A completed clock can open a new clock. The Caliphate inspection post gets established, but the official who runs it turns out to have his own agenda separate from his orders. Let clocks generate new clocks.
Off-Ramps and Interference
Faction clocks exist so the crew can interfere with them.
The crew can interfere directly by taking actions that remove progress: exposing the corporate agent, destroying the supply shipment, leaking the diplomatic memo. They can interfere indirectly by helping a rival faction that opposes the same goal.
Always have an off-ramp available. If the clock reaches step six and the crew has had no chance to intervene, something went wrong with your signaling. Faction clocks should feel like pressure the crew navigated, not a cutscene they watched.
The Five Powers as Factions
Each major power operates in the Meridian Verge with specific goals. These are starting seeds, not fixed plots. Change them freely based on what your table finds interesting.
Irnan Directorate
Current goal in the Verge: Establish certified inspection infrastructure at Vanta Relay and bring the damaged relay station under Directorate maintenance jurisdiction.
Methods: Bureaucratic negotiation with the Verge treaty courts, deployment of Border Administration officers from Ilythar, contracting Gatewright Logistics to handle the physical repair work, and gradual credentialing of local traders who accept Directorate registry standards.
Clock length: Six steps.
| Step | What Happens |
|---|---|
| 1 | A Border Administration survey team arrives at Port Meridian and begins auditing transit records. |
| 2 | Gatewright Logistics files for a repair concession at Vanta Relay. The filing is public. |
| 3 | A Directorate liaison officer sets up a temporary desk at Port Meridian's customs hall. |
| 4 | First Directorate repair crew arrives at Vanta Relay. Funtari clans in Red Vale protest. |
| 5 | Vanta Relay comes online under partial Directorate maintenance authority. Traffic through it now requires Directorate registry acknowledgment. |
| 6 | Permanent inspection post established. The Verge is now meaningfully closer to Directorate border space. |
Observable signs: More Irnan-flagged courier ships at Port Meridian; a Gatewright Logistics tender vessel moored near Vanta Relay; the Directorate liaison asks politely about everyone's registry status.
What happens if the clock fills: The Verge's neutral status takes a concrete blow. Funtari clan ships begin refusing to use the Vanta relay lane. A second clock opens: the Funtari Confederacy begins organizing a counter-claim.
What happens if ignored: The inspection post exists. Every future job that passes through Vanta Relay now involves Directorate credential checks. Ships without valid registry face delays or impoundment.
Funtari Confederacy
Current goal in the Verge: Secure the Harrowspan debris belt for a coalition of Nerezza and Cass Varo salvage clans before the field's richest section gets absorbed by a corporate claim.
Methods: Deploying armed clan escort ships to hold the field perimeter, negotiating salvage rights through Verge treaty courts, pressuring independent salvagers to register under Funtari clan law, and running disinformation about the belt's value to slow corporate interest.
Clock length: Five steps.
| Step | What Happens |
|---|---|
| 1 | Two Nerezza clan ships arrive at Harrowspan and begin informal patrols. |
| 2 | Clan representatives file a salvage claim at Port Meridian's treaty court. The paperwork is contested. |
| 3 | A Funtari clan port opens in the outer Harrowspan field. Independent salvagers are offered contracts. |
| 4 | Clan escort ships begin intercepting non-registered salvagers. Some are warned off; some are fined. |
| 5 | Funtari salvage law is recognized in the Harrowspan zone by the treaty court, under pressure. |
Observable signs: Funtari-flagged escorts near Harrowspan; a new informal docking ring set up inside the debris field; independent salvagers at Port Meridian complaining about being muscled out.
What happens if the clock fills: The Harrowspan field becomes effectively Funtari-administered. Any crew doing salvage work there needs clan authorization. Corporate claims become expensive legal fights.
What happens if ignored: The crew finds Harrowspan increasingly difficult to use as a free haven. The unofficial port charges fees, the clan escorts ask questions, and anyone who made enemies with a Nerezza ship months ago now has a problem.
Jaziri Caliphate
Current goal in the Verge: Expand the Saint Orra's Rest station into a formal diplomatic mission with inspection authority over pilgrimage traffic through the Verge.
Methods: Deploying additional clergy and administrative staff, funding the station's infrastructure expansion through Vessel of Saint Orra, negotiating with Port Meridian's treaty courts for inspection jurisdiction over designated pilgrim routes, and creating situations where the inspection authority is practically necessary before it is legally established.
Clock length: Six steps.
| Step | What Happens |
|---|---|
| 1 | Vessel of Saint Orra opens a new pilgrim hostel at Saint Orra's Rest, funded by Caliphal donors. |
| 2 | A senior cleric arrives at the station; his rank is above what a simple pilgrimage support mission needs. |
| 3 | A pilgrim convoy is intercepted by pirates in the outer Verge. The Caliphate uses this to argue that inspection authority would have prevented it. |
| 4 | Caliphal diplomatic representatives file for formal mission status with the Port Meridian treaty courts. |
| 5 | Inspections of pilgrim ships begin informally. No one has granted authority, but no one is stopping them. |
| 6 | Formal diplomatic mission established. Saint Orra's Rest now has recognized inspection jurisdiction over designated Verge pilgrim routes. |
Observable signs: More pilgrim ships at Saint Orra's Rest than the season would explain; construction crews expanding the station's docking ring; a Caliphal cleric at Port Meridian treaty court offices, always watching, never filing anything yet.
What happens if the clock fills: Any ship carrying passengers on Verge routes near the designated pilgrim lanes faces potential religious inspection. Contraband definitions now include proscribed materials under Caliphal law. A crew that regularly runs passengers through the Verge has a new problem.
What happens if ignored: The Verge quietly becomes less neutral. Jaziri presence at Saint Orra's Rest is now formal, permanent, and backed by a fleet capable of enforcing the inspection mandate.
Shoiyan Concord
The Shoiyan Concord does not border the Meridian Verge directly, but its interests reach there through the Glass Frontier and through corporate and medical channels.
Current goal in the Verge: Establish a licensed Viridian Lattice Yards medical facility at Port Meridian's neutral station, including a stack vault and certified restoration suite.
Methods: Lobbying Port Meridian's neutral council through Antaean League diplomatic contacts, funding Viridian Lattice Yards to provide the facility as a “humanitarian” installation, and creating demand by making Shoiyan continuity medicine the only certified restoration option in the region.
Clock length: Five steps.
| Step | What Happens |
|---|---|
| 1 | Viridian Lattice Yards files a commercial license application with Port Meridian's council. |
| 2 | A Viridian medical team arrives at Port Meridian offering emergency restoration services at reduced rates. |
| 3 | A prominent independent trader is restored after a fatal accident. The story circulates on the Verge. |
| 4 | The Port Meridian council approves a provisional medical license. |
| 5 | A Viridian facility opens with a certified stack vault. It is the only licensed restoration option within three transit days of the Verge. |
Observable signs: Viridian medical ships at Port Meridian's docking ring; notices in the station's lower decks advertising restoration services; the council chamber suddenly receptive to Shoiyan commercial proposals.
What happens if the clock fills: Stack-bearing characters in the Verge now have a nearby restoration option, but it is Shoiyan-run, which means their records enter Shoiyan systems. This is a diplomatic advantage for the Concord and a potential leverage point over anyone who has used the service.
What happens if ignored: The facility exists and the crew can use it. The complications come later, when the Concord knows more about who has been restored and under what circumstances.
Antaean League
Current goal in the Verge: Secure a relay corridor licensing agreement that routes premium Phased Relay Network traffic through Antaean-managed relay infrastructure at the Verge's edge, cutting the Directorate out of the primary data route.
Methods: Corporate lobbying through Blue Vault Syndicate and Gatewright Logistics, financing relay infrastructure improvements through Antaean contractors, and using private arbitration to make the Directorate's existing relay claims appear legally contested.
Clock length: Six steps.
| Step | What Happens |
|---|---|
| 1 | Blue Vault Syndicate files a relay financing proposal with the Port Meridian council. |
| 2 | An Antaean-funded contractor ship begins survey work on the Verge's eastern relay approaches. |
| 3 | A Directorate relay station experiences an unexplained outage. Antaean-managed relays pick up the traffic without disruption. |
| 4 | Corporate arbitration filings challenge the Directorate's relay jurisdiction in the outer Verge. |
| 5 | Port Meridian provisionally accepts Antaean relay traffic as the primary route, citing reliability. |
| 6 | The licensing agreement is signed. Antaean-managed relays are the Verge's primary data corridor. |
Observable signs: Antaean-flagged survey ships in the outer Verge; Blue Vault Syndicate representatives at Port Meridian's council sessions; the Directorate liaison officer looks worried but won't say why.
What happens if the clock fills: The Directorate loses its primary relay leverage in the Verge. Irnan-aligned ships face additional relay fees. The League's commercial position in the region improves substantially, and information through the Verge now passes through Antaean infrastructure.
What happens if ignored: The crew notices that relay access quality depends on who they are aligned with. Irnan-aligned ships get slower service. The political shift has practical effects on every job that involves information.
Corporate Factions
Corporations have goals, methods, and clocks of their own, and those goals sometimes conflict with the power they are nominally aligned with.
A corporation's faction goal and a power's faction goal can pull in opposite directions. Gatewright Logistics is embedded with Directorate customs offices, but it will also take Funtari clan contracts and Caliphal supply deals if the numbers work. The Directorate wants the Verge under Irnan registry law; Gatewright wants the Verge's freight traffic under any law that keeps its contracts running. These are not the same goal.
When you build corporate clocks, ask two questions first: what does the corporation want here, and does that align with or cut against what its nominal patron power wants?
Corporate Clock Seeds
Gatewright Logistics
Goal: Secure exclusive freight handling rights at Vanta Relay before the Directorate inspection authority formalizes, which would force Gatewright to operate under federal contracting restrictions.
Methods: Registering a subsidiary freight operation at Vanta Relay, offering discounted services to independent traders to build dependency, and lobbying the Port Meridian treaty court to recognize private freight contracts before the inspection authority filing goes through.
Clock length: Four steps.
Signs: A Gatewright subsidiary tender moored at Vanta Relay with markings that do not match the parent corporation's standard livery; independent traders at Port Meridian suddenly loyal to a company they had never mentioned before.
Tension with power: Gatewright benefits from Directorate bureaucracy because it creates complexity that drives freight to professional brokers. But exclusive rights at Vanta Relay before Directorate jurisdiction applies means the corporation and its patron are in a quiet race against each other.
Meridian Passage
Goal: Establish a licensed passenger terminal at Calder's World, converting the independent colony's informal passenger traffic into a captive market.
Methods: Offering Calder's World's council a revenue-sharing agreement for docking fees, subsidizing a shuttle service that undercuts independent operators, and using a pricing algorithm that makes independent transit slowly unaffordable.
Clock length: Four steps.
Signs: Meridian Passage shuttles at Calder's World's docking bay, cheaper than anyone expected; independent passenger ships complaining about losing contracts; the council renovating the docking infrastructure with money from somewhere.
Tension with power: Calder's World's independence is one of the reasons the Verge remains neutral. If Meridian Passage establishes a licensed terminal there, the colony becomes economically dependent on a corporation with strong Irnan commercial ties. The Funtari clans and the Jaziri mission both notice this.
Xenodyne Institute
Goal: Classify a debris world in the Harrowspan field as a protected xenobiological site, which would freeze the Funtari salvage claim and give Xenodyne exclusive survey access.
Methods: Deploying a research team under a habitat ecology license from the Antaean League, filing a protected-site claim with Port Meridian's treaty court, and generating enough scientific documentation that the claim looks credible even though the primary interest is blocking Funtari access.
Clock length: Five steps.
Signs: A Xenodyne survey ship with Glasshouse Laboratories markings parked in the outer Harrowspan field; a Port Meridian treaty court filing for ecological protection on a debris world that has been there for decades with no prior interest; Funtari clan representatives suddenly very angry at a science company.
Tension with power: Xenodyne is Antaean-aligned through its survey licensing. The Antaean League and the Funtari Confederacy have generally positive relations built on trade. Xenodyne's move in Harrowspan damages that relationship. The League's diplomatic staff did not authorize this.
Blue Vault Syndicate
Goal: Open a private escrow office at Port Meridian with jurisdiction to hold cargo bonds, freight insurance claims, and asset seizure documentation for any transaction processed through Port Meridian's treaty court.
Methods: Lobbying through Antaean diplomatic channels, offering the treaty court a percentage of bond processing fees, and providing services that the court currently struggles to offer on its own.
Clock length: Three steps.
Signs: Blue Vault Syndicate legal representatives visible at the treaty court offices; a new fee structure appearing on Port Meridian's customs documentation for bonded cargo; rumors among traders that bonds processed through the new escrow office clear faster.
Tension with power: Blue Vault's escrow office would give the Antaean League commercial infrastructure inside the nominally neutral Verge. The Directorate is opposed. The Caliphate is watching. Port Meridian's treaty court is understaffed and tempted.
Independent Factions
Independent organizations create pressure that is not tied to any power's agenda. They have their own goals, their own methods, and their own leverage, and they can put the crew in positions that no power can.
The Quiet Table
Goal: Establish the Meridian Verge as a recognized neutral arbitration zone where inter-power disputes can be formally mediated by a non-state body.
Methods: Funding venue construction at Port Meridian's upper station ring, brokering small disputes between Funtari clans and Irnan merchants to build a track record, and using donor diplomacy to position the organization as the only trusted neutral party in the Verge.
Clock length: Five steps.
Signs: A Quiet Table representative at Port Meridian who is always at social events and never seems to be there on business; construction on the upper ring with more privacy screens than storage facilities require; a Funtari clan and an Irnan merchant who had a very public argument and now seem to have quietly settled it.
What happens when the clock fills: The Quiet Table has formal arbitration status in the Verge. This is genuinely useful and subtly dangerous: the organization can now delay, redirect, or quietly suppress legal disputes that involve its patrons.
Vessel of Saint Orra
Goal in tension: The senior cleric driving the Saint Orra's Rest expansion wants formal Caliphal diplomatic mission status. A faction of field workers inside Vessel of Saint Orra is working to keep the station independent, giving the organization autonomy and limiting Caliphal control over its data and decisions.
Both factions are using the same resources toward different ends. Run this clock in parallel with the Caliphate's own clock. When both fill, determine who controls the outcome based on which side the crew supported.
Clock length: Four steps.
Signs: Field workers at Saint Orra's Rest unusually forthcoming with non-Jaziri travelers; rumors that the station's operational accounts are not going through Caliphal financial channels; a hostel clerk who asks whether the crew can be trusted before saying anything else.
The Red Thread Society
Goal: Establish a family message archive at Harrowspan's informal port that serves people who have gone missing in the Verge's salvage and smuggling economy.
Methods: Sending courier ships through the outer Verge on a regular circuit, paying for message storage at the informal Funtari port, and keeping careful records of everyone who shows up asking for missing relatives.
Clock length: Three steps.
Signs: A Red Thread Society courier on a regular schedule through Harrowspan; a small desk at the informal port manned by a tired archivist who takes names and asks careful questions; a growing list of missing persons that someone is clearly tracking.
What happens when the clock fills: The Society has a working archive in Harrowspan. This genuinely helps missing people of the Verge. It also creates a detailed record of who operates in Harrowspan's shadow economy that the Society's administrators find extremely useful.
Running Multiple Clocks
Three to five active clocks is the right number for an ongoing campaign. Below three and the universe feels static. Above five and you will lose the thread.
What to Track
Keep a simple index with each clock listed as:
Faction name | Goal (one line) | Step N of N | Last advanced
That is all you need to look at between sessions. The full clock details live in your faction notes; the index is just your dashboard.
When to Advance a Clock
Between sessions: Look at each clock. Ask three questions. Does the faction have the resources to make progress right now? Has enough time passed that progress is plausible? Did anything the crew did block, slow, or accelerate it? Advance by one step if the first two answers are yes and the third raises no obstacle. Hold if the crew created a real barrier. Advance by two steps if the crew actively helped the faction, even without knowing it.
During a session: Advance a clock on-screen when the crew encounters a direct signal of faction progress, when they fail at something that faction was opposing, or when they take a job for a faction and succeed. Let the clock advance visibly: show the patrol ship already in position, the paperwork already filed, the new sign at the inspection desk.
Rollback: A crew that actively works against a faction can reduce a clock's progress. Rolling back a step requires a significant success: blowing up the relay survey ship, not just heckling the survey crew.
Clock Interactions
Some clocks compete with each other and advance or block in response to other clocks filling or stalling. When the Directorate clock advances to step three, the Funtari salvage clock might automatically advance to step two as a response. When a corporate clock fills, it might open a new power clock as the affected power reacts.
Map these interactions loosely. You do not need a full diagram; you just need to know which factions are watching each other and what they would do in response to major developments.
Signaling Without Telegraphing
Signals should be observable but not obvious. The crew should be able to connect the dots if they are paying attention, but they should not feel like they are reading your notes aloud.
Good signals are concrete details: a new ship at a dock, a change in an NPC's demeanor, a rumor with a specific detail rather than a vague implication. “Something is happening at Vanta Relay” is not a signal. “A Gatewright Logistics tender has been moored at Vanta Relay for six days and no one knows what they are doing there” is a signal.
When a clock is three steps from filling, escalate the signals. The faction should be visible, and the consequences should feel close.
Faction Reaction Tables
Each major power has a default behavioral response to the crew depending on what the crew has done. These are not rigid rules; they are starting positions for any scene where the power's agents are involved.
Reputation Tiers
Track crew reputation with each major faction using six tiers.
| Tier | What It Means |
|---|---|
| Unknown | The faction does not know the crew exists. Neutral treatment at checkpoints. No access to faction jobs. |
| Known | The faction is aware of the crew as a real entity. Routine treatment. Some access to faction-adjacent work. |
| Trusted | The faction considers the crew a reliable resource. Expedited clearance at some checkpoints. Access to better jobs. Some latitude when things go wrong. |
| Owed | The faction owes the crew something meaningful, or the crew holds leverage the faction respects. Favors, access, and protection available within limits. |
| Burned | The faction considers the crew hostile or compromised. Active interference, warrants, surveillance, or denial of service depending on the faction's methods. |
| Wanted | The faction is actively trying to detain, neutralize, or destroy the crew. Patrols are briefed. Checkpoints flag the ship. Agents are deployed. |
Moving between tiers requires action, not just time. One good job moves the crew from Unknown to Known. A significant service might move them from Known to Trusted. Actively damaging a faction's interests drops the crew one or two tiers. Betraying a faction secret or destroying a significant asset drops them to Burned or Wanted immediately.
Irnan Directorate Reactions
Crew helped the Directorate: The liaison officer at Port Meridian knows the crew's name. Registry problems get resolved faster. Gatewright Logistics offers slightly better contracts. Naval patrols give the ship a second glance instead of pulling it aside.
Crew worked against the Directorate: The registry stamp gets flagged the next time the crew passes through Merrow Gate. A Border Administration officer starts asking pointed questions. Corporate contracts routed through Directorate channels dry up.
Crew ignored the Directorate: No special effect. The bureaucracy does not know or care unless the crew becomes a pattern.
Crew knows a Directorate secret: The Directorate becomes very interested in keeping the crew quiet. This may look like offers, or it may look like surveillance. It depends on what the secret is and who inside the Directorate it embarrasses.
Funtari Confederacy Reactions
Crew helped the Confederacy: A clan marks the crew as a ship worth working with. The informal port in Harrowspan has a better berth available. A clan elder in Red Vale will take a message. Certain friction at Funtari-adjacent stops becomes less obstructive.
Crew worked against the Confederacy: A different clan marks the crew as a problem. This does not mean every Funtari ship is hostile; it means the relevant clan's ships are, and their trading partners have been told. Word travels through clan networks faster than the relay system.
Crew ignored the Confederacy: No effect unless the crew is operating in Funtari-heavy space, where being unrecognized means being watched with mild suspicion.
Crew knows a Confederacy secret: Depends which clan. Some clans protect secrets through silence and favors. Some protect them through threats. A few have a third option the crew would rather not discover.
Jaziri Caliphate Reactions
Crew helped the Caliphate: A Vessel of Saint Orra mission offers aid and hospitality without the usual doctrinal scrutiny. A Caliphal merchant extends credit. The inspection officer at Saint Orra's Rest waves the crew through on a courtesy provision.
Crew worked against the Caliphate: Religious inspection triggers become more frequent. A Caliphal observer at Port Meridian makes note of the ship's movements. If the offense was significant, a fleet ship gets the crew's registry description with a note to hold for questioning.
Crew ignored the Caliphate: The Caliphate keeps records of ships that pass through its inspection corridors and says nothing about ships that do not.
Crew knows a Caliphate secret: The response depends entirely on whether the secret involves the Jaziri Intelligence. Ordinary political secrets earn surveillance and pressure. Anything touching the Intelligence earns something much more immediate.
Shoiyan Concord Reactions
Crew helped the Concord: Viridian medical services at Port Meridian are available at discounted rates. A Shoiyan diplomatic contact is willing to meet off the record. If any crew member has a continuity stack, restoration complications become someone else's problem to solve.
Crew worked against the Concord: Viridian medical staff are suddenly unavailable. Stack restoration documentation for crew members faces unexpected delays. A Shoiyan legal firm files a notice of interest in the crew's ship registry.
Crew ignored the Concord: The Concord does not take offense at being ignored. It takes notes.
Crew knows a Concord secret: The Concord's long game is continuity. Its response to exposed secrets is patient: buy the information, frame the leak, discredit the source, and restore the situation to something manageable. Direct retaliation is a last resort.
Antaean League Reactions
Crew helped the League: Blue Vault Syndicate processes the crew's next cargo bond faster than normal. A commercial license that was in review suddenly gets approved. An Antaean contract broker at Port Meridian has work available.
Crew worked against the League: A cargo insurance claim is denied. A commercial license application goes into indefinite review. An arbitration filing appears claiming the crew owes fees for a contract violation they may or may not have technically committed.
Crew ignored the League: The League does not require loyalty. It requires payment. Ignoring the League means paying retail for everything.
Crew knows a League secret: The League will make an offer. Everything is negotiable until it is not. If the crew refuses to negotiate, the League finds lawyers.
The Crew as a Faction
The crew has a ship, a route, a set of contacts, and a reputation. Other factions treat the crew as a faction whether the players think of themselves that way or not.
Crew Faction Elements
Goal. The crew has something it is working toward, even if that something is just “get paid and keep flying.” In the early campaign this goal is often implicit. Help the players name it: what does the crew actually want? A specific ship upgrade? A route to a particular system? Information about something? Getting out from under a specific debt?
Resources. The crew's resources are their ship, their skills, their contacts, and their reputation. These are the things other factions want to access, use, control, or remove.
Methods. The crew takes jobs. Most of what they do is in service of some job or some consequence of a previous job. This is how they affect faction clocks: usually indirectly, through their work.
Reputation. Track crew reputation with each major faction using the tier system above. The crew's combined reputation across all factions is their political position in the Verge.
How Factions Respond to the Crew
When the crew accumulates Trusted or Owed status with a faction, that faction begins to treat them as a resource worth protecting. They get better jobs, smoother checkpoints, and some buffer when things go wrong.
When the crew reaches Burned or Wanted status with a faction, that faction begins to treat them as a problem to manage. The more active the crew is in that faction's space, the more pressure arrives.
A crew that is Trusted with the Directorate and Burned with the Confederacy is constantly navigating a tension: the jobs that help one faction tend to hurt the other.
Crew Clocks
You can optionally run a crew clock alongside the faction clocks: a goal the crew is working toward that advances through play. A crew clock might be “acquire a Slipstream drive upgrade,” “establish a safe berth in Harrowspan,” or “find out what happened to the ship's previous owner.” It advances when the crew makes progress and stalls when consequences pile up. When it fills, something the crew wanted actually happens.
Crew clocks are optional because some tables prefer to let crew goals emerge from play rather than track them as a mechanic. If your table likes the clock structure, crew clocks make the crew feel like part of the same system as the factions around them.