WAYWARD SUN
PEOPLE · CREW

Crew

Crew are persistent people who learn, specialize, tire, recover, get injured, and carry experience from ship to ship. Their value comes from the history you build with them, not just the rarity label they rolled with.

Your ship's hardware sets the ceiling. Crew determine how much of it you can use.Good equipment with weak staffing can underperform. Experienced Crew can make a familiar ship dramatically more capable, but they still need the right hardware and enough support to work safely.

Recruit. Guide. Operate. Grow. Recover.

Crew progression happens through real duty. Relevant work builds professional skills and service history, while traits, specialties, readiness, and long-term resilience shape how each person develops and contributes.

01RecruitHire people with different rarity, starting skills, traits, specialties, and long-term potential.
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02GuideSet a department preference or leave them General / Auto; the ship staffs active rosters automatically.
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03OperateRelevant ship work builds professional skill and meaningful on-duty service time.
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04GrowSkills rise toward individual caps and service standing adds a separate veteran contribution.
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05Rotate & recoverManage fatigue, stress, injuries, and long-term readiness.

What a Crew member actually tells you.

The current Crew detail view separates professional potential, duty preference, current Auto-selected shift work, readiness, service standing, specialty, trait, and current ship contribution. The example below uses illustrative values inside the current Uncommon potential range.

CrewShip → Crew
FarstarShip → Crew
Crew 8 / 12
UNCOMMON · ENGINEERING

Rin Vale

Veteran ship engineer · On shift
Ready
SkillCurrentPotential
Engineering3461
Maintenance2958
Industrial Ops2263
Health100%
Fatigue21
Stress11
Readiness92%
Resilience34
Rarity primarily raises long-term skill ceilings. Starting skill is generated in the same band across rarities; traits and specialty can raise favored ceilings further.

Rarity is long-term headroom, not starting power.

New recruits use the same starting skill band regardless of rarity. Rarity raises the range of possible long-term skill caps; a person's trait and inherent specialty can push favored skills farther still. A seasoned lower-rarity veteran can therefore outperform a newly hired high-rarity recruit for a long time.

CURRENT SKILL

What they can do today.

Professional skill grows through relevant work and contributes to ship performance now.

POTENTIAL

How far each skill can eventually go.

Rarity establishes the broad potential band, then the person's trait, specialty, and stable per-skill roll determine the individual ceiling.

You guide careers; the ship staffs the watch.

Auto is the normal staffing model. For every active professional roster, the ship selects capable, ready Crew based primarily on professional skill and readiness. A department assignment adds a modest preference toward matching work; it is not a hard job lock, and General / Auto remains fully flexible.

General / AutoEngineeringFlightIndustryScienceCombat

Raw skill is only one part of a veteran.

Professional contribution also reflects inherent specialty, accumulated service standing, current readiness, and—where a system calls for it—relevant engineering knowledge. The game keeps those layers separate so a veteran can be valuable for more than one number.

Professional skill+Specialty & service×Readiness+Relevant expertise→Ship contribution

People cannot stay at peak output forever.

Normal duty moves fatigue and stress toward an operating equilibrium rather than increasing forever. Understaffing, combat, expertise burden, harsh environments, and weak living conditions push that equilibrium upward; off-shift time, better habitation, amenities, and station recovery pull it back down.

FatiguePhysical and cognitive exhaustion from sustained work.
StressPsychological load from danger, pressure, and difficult operation.
ResilienceLong-term tolerance for sustained fatigue and stress.
RecoveryOff-shift recovery, habitation quality, amenities, station accommodations, and medical treatment address different parts of human condition.

Combat can take people out of the ship permanently.

Wounded Crew are unavailable for duty until their recovery timestamp completes. Critical casualties have a survival deadline: onboard critical-care capacity can stabilize them into a severe wound, while an unstabilized critical casualty can die. Station medical care can take wounded personnel off the ship for treatment and later reassignment.

WoundedUnavailable until recovery completes.
CriticalNeeds stabilization before the condition becomes fatal.
Medical supportPatient capacity, treatment, and surgical capability determine whether the ship can stabilize and recover casualties aboard.
RotationKeeping reserve personnel matters more as operations become demanding.
Veteran valueLosing an experienced person means losing accumulated history, not just filling an empty slot.

The same hull can become a different vessel with different people aboard.

Crew contributions feed travel, extraction, recovery, science, combat, repairs, and other resolved capabilities alongside the Captain, hull, and installed systems. As your people specialize, ships can become more effective without changing a single physical component.

ExtractionIndustrial skills and relevant expertise support mining, ice, and gas work.
RecoveryEngineering, Industrial Operations, Surveying, Research, and relevant expertise support salvage and derelict work depending on the activity.
Science & explorationSurveying, Science, Research, and Navigation shape information-heavy careers.
CombatGunnery, Piloting, Engineering, and Command all matter under fire.
TravelFlight and Navigation help turn drive capability into effective transit.
Repair & supportEngineering and maintenance knowledge keep ships useful over long careers.