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Ship Systems & Quality

Capability 0–6, Build Quality, Condition, complete subsystem ladders, dependencies, and the Verdigris engineering survey.

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Ship Systems & Quality — Palimpsest

Status: Private GM campaign canon Use: Describe what a ship can do, how well it was built, and how close it is to quitting Scale: Individual subsystems, not whole-ship averages Verdigris baseline: Locked from SHIP.md, SHIP-CLASSES-AND-REGISTRY.md, the live ship tour, and current maintenance cards Construction and retrofit procedure: SHIP-BUILDER.md


The three-axis rule

Every ship subsystem gets three independent ratings:

Capability / Build Quality / Condition

Example: C3 Standard / Utility / Worn.

Those words answer different questions.

AxisQuestionWhat it changes
Capability (0–6)What can this subsystem do when it works?Functions, reach, throughput, autonomy, and hard limits
Build QualityHow well was this particular installation designed and assembled?Precision, tolerance, efficiency, serviceability, integration, and failure margin
ConditionWhat state is it in right now?Reliability, available performance, faults, leaks, missing parts, and urgency

A Frontier sensor in Failing condition is still built around extraordinary science. It is also a box that lies to the bridge every third sweep. A fresh manual galley does not become an auto-kitchen because somebody polished it.

Capability scale

CNameGeneral meaning
0Absent / ManualNo dedicated system, or the job is done by people with portable tools and nerve
1RudimentaryDedicated but narrow; local control, low throughput, little redundancy
2BasicUseful shipboard installation; limited automation, range, capacity, or treatment depth
3StandardMature working-ship capability for its role; integrated, repeatable, and supportable
4AdvancedMarkedly better than ordinary commercial equipment; high autonomy, resilience, or performance
5FrontierRare, expensive, and strategically valuable; does things normal yards cannot reproduce
6Near-MiraculousThe setting's practical ceiling; effects look impossible until the service manual ruins the mood

Capability is subsystem-specific. C4 armor and a C4 galley are not equal in price, mass, or military value. They only occupy the same rung inside their own jobs.

Build Quality

RatingMeaning
ImprovisedAdapted, hand-fitted, or built from mismatched parts. May be clever as hell. Documentation is usually a note taped inside a panel.
UtilityHonest industrial work. Serviceable tolerances, common parts, easy access, no money wasted on elegance.
CertifiedBuilt and installed to a recognized civil, medical, military, or survey standard with traceable parts and test records.
PrecisionTight tolerances, low losses, excellent calibration, strong integration. Wants trained technicians and correct tools.
ExceptionalMasterwork or strategic production. Redundant where it matters, unusually efficient, and difficult to copy even with the drawings.

Build Quality is not a straight synonym for reliability. An Improvised drive can be Sound because its engineer knows every weld. A Precision drive can be Failing because a port fitted the wrong coolant seal and lied on the invoice.

Condition

RatingMeaning
FailedCannot perform its primary job. It may still be dangerous, energized, pressurized, or on fire.
FailingPrimary function is intermittent, unsafe, or sharply reduced. Repair is immediate, not someday.
WornWorks, but faults are recurring, margins are thin, and hard use can expose the next weak part.
ServiceablePerforms its rated job. Ordinary maintenance is due on an ordinary schedule.
SoundFully within spec, well maintained, and carrying useful margin.
FreshNew, rebuilt, or comprehensively overhauled; baseline readings and consumables are effectively reset.

Condition can temporarily suppress available capability. Record the installed rating first, then the current limit: C4 Advanced / Precision / Failing (available as C2 until the emitter spine is aligned). Do not quietly erase the equipment the ship actually owns.

Unsurveyed and not applicable

Use Unsurveyed when the ship has not been opened, tested, or measured well enough to rate an axis. Use N/A only when the axis truly does not apply, such as Build Quality on a subsystem confirmed absent. Unknown numbers remain Unsurveyed. Do not fill an empty box with decorative engineering.


Why Tech Level is separate

Tech Level describes the scientific and industrial base behind a design: available materials, manufacturing methods, computation, medicine, power physics, and what a competent yard of that era could build. It does not say what was installed on this hull.

A high-TL lifeboat may still have C1 Rudimentary navigation because it only needs to find the nearest beacon. Its components can be tiny, efficient, and Exceptional without gaining interstellar survey capability. The reverse matters too: an old C4 Advanced hospital may perform broader medicine than a new C2 Basic clinic, even if the new clinic uses cleaner, later-generation components.

Keep TL as provenance:

  • TL sets the design vocabulary and possible ceiling.
  • Capability records mission effect.
  • Build Quality records execution.
  • Condition records the present mess.

When a lower-TL system achieves a high Capability rating, expect size, crew, fuel, heat, or maintenance penalties. When a higher-TL system performs a modest job, expect compactness, lower demand, or better Quality—not free extra functions.


Subsystem capability ladders

Hull / structure

CConcrete capability
0 — Absent / ManualOpen frame, pressure tent, or carried module. No integrated pressure hull; crew survives through suits or local shelters.
1 — RudimentarySingle pressure shell with minimal compartment framing. Limited acceleration and landing loads; one serious breach threatens most occupied volume.
2 — BasicZoned pressure hull with ordinary frames, local reinforcement, and basic fatigue monitoring. Handles routine docking, burns, and planetary operations within a narrow envelope.
3 — StandardMulti-compartment working hull with load paths for rated drives, landing gear, cargo, and hardpoints. Breaches can be isolated; structural health is monitored at key nodes.
4 — AdvancedSmart-load structure actively redistributes stress, seals small fractures, and tolerates aggressive burns or repeated atmosphere cycles with reduced fatigue.
5 — FrontierAdaptive metamaterial frame changes stiffness and geometry in flight, routes force around major damage, and can grow replacement members from feedstock.
6 — Near-MiraculousTopology-controlled hull preserves habitable volume through impacts or accelerations that should pulp the ship; severed structure reknits around surviving compartments.

Armor

CConcrete capability
0 — Absent / ManualPressure skin only. Sandbags, cargo, patch plates, or suits provide whatever protection the crew can arrange.
1 — RudimentaryLocal bumper plates around crew, tanks, or reactor. Stops grit and glancing fragments, not sustained weapon fire.
2 — BasicGeneral micrometeor and debris armor with a few hardened sectors. Survives ordinary lane hazards and light small-craft fire long enough to disengage.
3 — StandardLayered hull armor with sacrificial tiles, spall control, and deliberate protection of vital systems. Replaceable after moderate hits.
4 — AdvancedReactive smart laminate shifts density and ablates in controlled layers; strong against kinetic, thermal, and directed-energy attacks across several sectors.
5 — FrontierField-coupled armor disperses impact and heat across the hull, regenerates protective layers, and changes response after identifying a weapon signature.
6 — Near-MiraculousCausal or phase-managed shell diverts most incoming energy away from occupied space; only sustained strategic weapons reliably couple to the hull.

Maneuver drive

CConcrete capability
0 — Absent / ManualNo main drive. Tugs, tow lines, cold-gas bottles, or EVA thrusters move the hull.
1 — RudimentaryLow-thrust orbital and docking propulsion. Long burns, poor abort authority, and little reserve for combat maneuver.
2 — BasicReliable in-system drive for transfers and landings on suitable worlds. Acceleration is modest; high-output operation is brief or maintenance-heavy.
3 — StandardSustained working-ship acceleration with controlled cruise, meaningful emergency output, and integrated attitude control.
4 — AdvancedHigh-efficiency drive supports multi-G burns, precision vectoring, rapid landing cycles, and graceful operation after losing an engine segment.
5 — FrontierExtreme-energy propulsion provides warship acceleration with commercial endurance, plume control, and inertial shaping that keeps crew alive.
6 — Near-MiraculousNear-instant vector change or inertia-managed thrust across a system without conventional propellant limits; local space notices and complains.

Reactor

CConcrete capability
0 — Absent / ManualBatteries, fuel cells, hand generators, or shore power only. No sustained ship-scale generation.
1 — RudimentarySmall generator supports essential lights, controls, and one major load at a time. Startup and balancing require local crew.
2 — BasicStable shipboard plant supports routine hotel loads and modest propulsion or industrial work, but peak loads compete sharply.
3 — StandardIntegrated primary reactor supports rated drive, life support, and normal mission systems with reserve for short peaks.
4 — AdvancedCompact high-output plant with rapid load following, strong containment, low waste heat, and continued operation after component loss.
5 — FrontierExotic conversion core produces strategic power density, recycles most waste, and can cold-start from stored seed energy in minutes.
6 — Near-MiraculousVacuum, dimensional, or equivalent source supplies effectively inexhaustible ship-scale power with containment—not fuel—as the only meaningful limit.

Power distribution / storage

CConcrete capability
0 — Absent / ManualExtension leads, local cells, hand-thrown breakers, and no central load management.
1 — RudimentarySingle main bus with basic breakers and small emergency batteries. One bus fault can black out most of the ship.
2 — BasicZoned distribution, manual cross-connects, surge protection, and enough storage for controlled shutdown or brief emergency loads.
3 — StandardRedundant buses, automatic load shedding, buffered mission loads, and black-start storage for essential systems.
4 — AdvancedSolid-state routing predicts demand, isolates faults in milliseconds, and stores enough energy for drive, shields, or weapons through reactor transients.
5 — FrontierLossless or near-lossless grid carries enormous pulsed loads, self-reroutes around battle damage, and uses structural storage throughout the hull.
6 — Near-MiraculousPower appears where required with negligible transmission loss or delay; damaged sections can draw through intact topology without a physical conductor path.

Reaction-mass / fuel systems

CConcrete capability
0 — Absent / ManualPortable cans, drums, or no onboard propellant. Transfer is exposed and slow.
1 — RudimentaryOne tank set, simple pumps, crude gauging, and limited reserve. No processing beyond filtration.
2 — BasicBaffled tanks, standard transfer manifolds, reserve isolation, and safe port refueling. Can handle one approved propellant grade.
3 — StandardZoned tanks, accurate mass accounting, cross-feed, emergency reserve, boil-off control, and routine scoop or dirty-fuel conditioning where fitted.
4 — AdvancedMulti-feedstock cracking and purification, fast transfer, self-sealing tanks, and active mass placement to preserve balance during combat burns.
5 — FrontierMolecular sorting turns ice, gas, waste, and common volatiles into drive-grade feedstock; storage density and thermal control vastly exceed civil norms.
6 — Near-MiraculousClosed-cycle mass recovery or direct mass conversion makes propellant endurance effectively limited by reactor and mission duration rather than tankage.

Navigation / flight controls

CConcrete capability
0 — Absent / ManualHand calculations, visual piloting, portable instruments, and local engine controls.
1 — RudimentaryBasic attitude, docking, and beacon following. Course solutions require crew verification and current external fixes.
2 — BasicIntegrated in-system navigation, landing aids, traffic data, and limited autopilot for known routes.
3 — StandardReliable autonomous course planning, gate approach, collision avoidance, and degraded-mode control across ordinary commercial operations.
4 — AdvancedPredictive multi-body navigation, high-G combat control, blind landing, and safe flight after major sensor or thruster loss.
5 — FrontierReal-time probabilistic pathfinding through chaotic hazards, hostile jamming, and relativistic traffic; anticipates viable maneuvers before threats commit.
6 — Near-MiraculousNavigates unstable spacetime, unknown folds, or causally ambiguous routes with near-perfect arrival control and no external chart support.

Sensors

CConcrete capability
0 — Absent / ManualWindows, suit instruments, handheld scopes, and whatever a port feed provides.
1 — RudimentaryShort-range radar/lidar and basic thermal warning. Poor classification and little passive sensitivity.
2 — BasicCommercial active/passive suite tracks traffic, terrain, weather, drive plumes, and obvious hazards in normal conditions.
3 — StandardMulti-band fused sensors classify ships, map surfaces, support docking and combat awareness, and maintain tracks under moderate interference.
4 — AdvancedHigh-resolution passive arrays detect cold or masked targets, image interiors imperfectly, and recover useful tracks through heavy clutter or jamming.
5 — FrontierQuantum, gravitic, neutrino, or equivalent arrays characterize distant reactors, concealed mass, and subtle biological or field activity across a system.
6 — Near-MiraculousResolves matter, energy, and spacetime events at strategic distance with predictive reconstruction of obscured objects and vanishingly few blind zones.

Comms / transponder / electronic warfare

CConcrete capability
0 — Absent / ManualSignal lamps, physical message transfer, portable radio, or no legal transponder.
1 — RudimentaryLocal voice/data, fixed identity beacon, and basic distress signal. Encryption is weak or external.
2 — BasicLicensed ship comms, standard encrypted channels, traffic handshake, and a compliant transponder with limited anti-jam measures.
3 — StandardLong-range tightbeam, robust authentication, redundant transponder modes, fleet data links, and practical commercial EW warning.
4 — AdvancedAdaptive encryption, beam hopping, deceptive emissions, strong jamming, and identity compartmentalization without losing traffic access.
5 — FrontierLow-probability-of-intercept communication, real-time hostile network exploitation, and convincing multi-ship electronic decoys across a battlespace.
6 — Near-MiraculousSecure communication remains usable through ordinary distance, occlusion, and jamming limits; hostile sensors can be fed coherent false operational histories.

Computers / automation / security

CConcrete capability
0 — Absent / ManualPaper, local switches, stand-alone instruments, and locks with keys.
1 — RudimentarySimple ship computer handles logs, alarms, and limited sequencing. Systems remain mostly local; security is passwords and physical access.
2 — BasicNetworked controls, maintenance diagnostics, routine autopilot, user permissions, and basic intrusion detection.
3 — StandardIntegrated ship management, autonomous routine operations, compartment security, resilient backups, and supervised expert systems.
4 — AdvancedPredictive maintenance, adaptive cyberdefense, damage-control coordination, and autonomous mission execution within strict command limits.
5 — FrontierTrusted synthetic crew can improvise, negotiate system damage, deceive hostile code, and rebuild its own secure execution environment.
6 — Near-MiraculousShip intelligence models crew, threats, and machinery at near-perfect fidelity, coordinates systems faster than conscious command, and remains secure under direct strategic attack.

Hardpoints / fire-control / armament

CConcrete capability
0 — Absent / ManualNo structural weapon provision. Crew may fire portable weapons from an opening, which is exactly as clever as it sounds.
1 — RudimentaryEmpty hardpoint stubs or fixed local mounts with manual control. Little stabilization, ammunition handling, or target integration.
2 — BasicOne or more working light mounts with local or simple remote fire control; suitable for civilian defensive weapons.
3 — StandardIntegrated multi-mount fire control, stabilized tracking, safe magazines, and coordinated defensive or patrol-grade armament.
4 — AdvancedDistributed apertures, predictive targeting, rapid thermal management, and simultaneous precision engagement of many maneuvering threats.
5 — FrontierStrategic beam, smart-munition, or field weapons reach across major battlespace distances and adapt effects to target defenses in real time.
6 — Near-MiraculousWeapon system can impose catastrophic energy or geometry changes at extreme range with surgical discrimination; possession alters treaty maps.

Defenses / damage control

CConcrete capability
0 — Absent / ManualHand extinguishers, patch kits, pressure doors closed by muscle, and no active defenses.
1 — RudimentaryBasic alarms, fire suppression in vital rooms, portable breach gear, and manual compartment isolation.
2 — BasicZoned suppression, pressure isolation, emergency pumps, basic shield or countermeasure sectors, and central casualty displays.
3 — StandardRedundant damage-control loops, automated fire/breach response, active defensive coverage, and stocked repair stations.
4 — AdvancedSelf-sealing services, repair drones, adaptive shields or countermeasures, and continued mission operation through multiple casualties.
5 — FrontierHull-scale field defense, autonomous reconstruction, decoy swarms, and predictive isolation before damage propagates.
6 — Near-MiraculousIncoming damage is redirected, nullified, or repaired almost as fast as it occurs; destruction requires overwhelming the whole defensive ecology at once.

Life support / environment

CConcrete capability
0 — Absent / ManualSuits, bottled gas, chemical toilets, and carried water. No habitable ship environment.
1 — RudimentaryOne pressure/air loop supports a small crew for short trips. Minimal recycling; weak species or contamination control.
2 — BasicRecycles air and some water, heats and cools occupied spaces, and supports rated crew for routine voyages with regular consumables.
3 — StandardZoned atmosphere, high water recovery, quarantine modes, species-adjustable compartments, and weeks-to-months endurance.
4 — AdvancedNear-closed-loop ecology, precise local climates, rapid contaminant removal, and robust operation after multiple loop failures.
5 — FrontierSelf-balancing biosphere supports varied species for years, recovers almost all waste, and heals its microbial ecology after shocks.
6 — Near-MiraculousCreates and maintains stable habitable environments from minimal feedstock, including alien atmospheres, with effectively indefinite closed-cycle endurance.

Medbay

CConcrete capability
0 — Absent / ManualNo facility. Primitive care from carried bandages, splints, herbs, pressure, and whoever can keep their hands steady.
1 — RudimentaryDedicated cot, sterile locker, monitors, drugs, and manual first aid. Can stop bleeding, splint injuries, and support evacuation.
2 — BasicDiagnostic scanner and assisted surgery stabilize major trauma, close wounds, manage infection, and keep a critical patient alive to port.
3 — StandardReliable auto-surgery, imaging, blood and tissue support, intensive care, and routine treatment across the ship's registered species.
4 — AdvancedRegrows organs and limbs, repairs severe neural injury, clears most toxins and pathogens, and performs complex surgery with minimal staff.
5 — FrontierReconstructs bodies after catastrophic trauma, reverses advanced degeneration, restores damaged memory pathways, and adapts treatment to undocumented biology.
6 — Near-MiraculousRebuilds a complete living body from viable cells, restores an intact nervous identity from surviving biological structure, and returns the patient without transplant rejection or gross developmental error.

Mana-garden / biodome

CConcrete capability
0 — Absent / ManualNo dedicated living system. Potted plants or carried Life-Cells provide negligible local mana and no environmental support.
1 — RudimentarySmall growth cabinet or shrine bed supports herbs and a faint mana pocket for brief ritual use. Fully dependent on imported nutrients and water.
2 — BasicSealed hydroponic room supports food supplements, medicinal plants, and intermittent low-mana work for a small crew.
3 — StandardIntegrated biodome sustains a ship-wide low-mana bubble, buffers air and humidity, and provides reliable herbs or produce with constant tending.
4 — AdvancedDiverse self-balancing ecology creates controllable mana gradients, supports demanding rituals, and recovers quickly from blight or environmental shock.
5 — FrontierEngineered living biome concentrates life force without killing its ecology, seeds new biospheres, and keeps powerful awakened crews functional in deep void.
6 — Near-MiraculousPortable living-world ecology generates stable full-mana conditions, restores collapsed ecosystems, and remains biologically coherent under extreme isolation.

Galley / food storage

CConcrete capability
0 — Absent / ManualCold ration locker, kettle, or personal heaters. No safe preparation or preservation system.
1 — RudimentaryHotplate, sink, small cold locker, and short-duration dry storage for a few people.
2 — BasicWorking galley, refrigeration, sanitation, and stores for routine crew meals; depends on regular provisioning.
3 — StandardEfficient multi-species kitchen, controlled storage, inventory tracking, waste reduction, and months of varied preserved food.
4 — AdvancedAutomated preparation, molecular safety screening, excellent preservation, and tailored nutrition from compact base ingredients.
5 — FrontierFabricates convincing fresh meals from recycled organics, preserves delicate food indefinitely, and handles exotic biochemistries without cross-contamination.
6 — Near-MiraculousConverts generic feedstock into biologically exact cuisine for almost any species, including living cultures and medically precise nutrition, with negligible waste.

Habitation / common spaces

CConcrete capability
0 — Absent / ManualCrew lives at workstations, in hammocks, or among cargo. No dedicated social or rest volume.
1 — RudimentaryShared mess nook and fold-down rest space; privacy, noise control, and recreation are afterthoughts.
2 — BasicDedicated common room with seating, table, entertainment, and tolerable lighting for the rated crew.
3 — StandardZoned social, exercise, and quiet spaces support long voyages without every disagreement becoming a docking incident.
4 — AdvancedAdaptive rooms reshape for work, recreation, therapy, and cultural needs; acoustic and environmental isolation are excellent.
5 — FrontierImmersive environments, responsive architecture, and behavioral health systems maintain crews through years of isolation with little lost volume.
6 — Near-MiraculousHabitation can provide convincing physical and sensory environments of arbitrary scale or culture while actively preserving long-term psychological health.

Crew quarters / sanitation

CConcrete capability
0 — Absent / ManualHot-bunking, privacy curtains, wipes, and portable waste containers.
1 — RudimentaryShared bunks, one basic head, limited wash water, and little species accommodation.
2 — BasicPersonal or paired berths, working toilet and washroom, lockers, and ordinary human-scale climate control.
3 — StandardPrivate berths, redundant sanitation, good water recovery, noise control, and practical accommodations for registered crew species.
4 — AdvancedIndividually controlled climate, gravity, sleep support, hygiene, and adaptive furniture with medical monitoring.
5 — FrontierQuarters actively restore body and mind, reconfigure for radically different anatomies, and recycle all water and waste locally.
6 — Near-MiraculousEach berth becomes a self-contained ideal habitat that can sustain, heal, and protect its occupant independently through shipwide catastrophe.

Cargo handling / storage

CConcrete capability
0 — Absent / ManualLoose deck space, hand loading, ropes, and no rated restraints or environmental control.
1 — RudimentarySmall hold with tie-downs, pallet access, and manual loading aids. Limited acceleration rating.
2 — BasicProper hold, powered ramp or lift, standard clamps, inventory zones, and safe handling of ordinary freight.
3 — StandardCrane or loader system, smart restraints, configurable environmental lockers, accurate mass balance, and fast port turnaround.
4 — AdvancedRobotic handling, active inertial restraint, automated customs segregation, and support for hazardous or fragile cargo under combat maneuver.
5 — FrontierVolume-dense or topology-assisted storage, autonomous cargo swarms, and molecular quarantine with near-zero handling loss.
6 — Near-MiraculousStores and retrieves cargo with negligible apparent volume or mass penalty while preserving exact environmental and temporal conditions.

Airlocks / docking / EVA

CConcrete capability
0 — Absent / ManualHull must be opened or depressurized. Docking depends on an external tender.
1 — RudimentaryOne simple lock or ramp vestibule, manual docking clamps, and portable EVA gear.
2 — BasicStandard pressure lock, docking collar, suit hookups, exterior rails, and safe routine cargo or personnel transfer.
3 — StandardRedundant locks, universal collar adapters, remote inspection, decontamination, and a proper EVA ready station.
4 — AdvancedRapid-cycle locks, autonomous docking, rescue manipulators, hull-walking drones, and strong contamination isolation.
5 — FrontierField locks move personnel or cargo without conventional pressure cycling and dock safely to tumbling, damaged, or alien structures.
6 — Near-MiraculousMatter or space interface permits seamless transfer through incompatible atmospheres, geometry, or motion without exposing either vessel.

Workshops / fabrication

CConcrete capability
0 — Absent / ManualPersonal tool rolls and a clear patch of floor. Repairs are cannibalization and profanity.
1 — RudimentaryBench, vice, diagnostic meter, hand tools, and storage for common spares.
2 — BasicEquipped mechanical/electrical shop can repair ship components and fabricate simple brackets, seals, wiring, and patches.
3 — StandardMachine tools, electronics bench, controlled materials, and additive fabrication reproduce most routine parts from certified stock.
4 — AdvancedMulti-material fab produces precision drive, medical, sensor, and armor components; automated metrology catches bad work before installation.
5 — FrontierMolecular manufacturing builds strategic components from raw feedstock, repairs exotic materials, and reverse-engineers undocumented hardware.
6 — Near-MiraculousGeneral fabricator can reproduce almost any nonliving ship component—including itself—from bulk matter and a verified pattern.

Rescue / escape

CConcrete capability
0 — Absent / ManualNo dedicated escape system. Crew relies on suits, distress calls, and reaching someone else's airlock.
1 — RudimentaryEmergency suits, beacons, first-response stores, and limited refuge points. Escape still depends on crew action.
2 — BasicRated liferafts, pods, or a hardened refuge supports the full crew until rescue on normal routes.
3 — StandardRedundant escape routes, launchable pods, autonomous distress navigation, and rescue supplies sized for all occupants plus guests.
4 — AdvancedSmart capsules extract injured crew, survive hostile reentry or deep-space drift, and evade debris or attackers.
5 — FrontierDistributed survival shells preserve occupants for years, self-repair, rendezvous, and manufacture life support from local material.
6 — Near-MiraculousAutomatic system preserves every recoverable person through total hull loss and delivers them to a safe habitat across otherwise fatal distance.

Carried craft

CConcrete capability
0 — Absent / ManualNo flight-capable carried craft. Ground loaders, carts, and EVA packs do not count.
1 — RudimentaryOne tiny tender, work pod, or unpressurized launch for local inspection and docking jobs.
2 — BasicPressurized shuttle or utility boat carries a small team between ship, station, and surface.
3 — StandardMission-capable launch with meaningful range, cargo or rescue fit, independent sensors, and routine atmospheric operation.
4 — AdvancedFast modular craft handles combat insertion, survey, rescue, or freight with autonomous recovery and high survivability.
5 — FrontierCarried craft has strategic propulsion, adaptive mission bodies, and performance rivaling ordinary independent ships.
6 — Near-MiraculousCompact craft can unfold or fabricate a full mission vehicle, operate independently across systems, and reintegrate matter and data with the mothership.

Dependencies and upgrade constraints

Nothing upgrades alone

Before raising Capability, check every dependency below. Build Quality can improve some margins, but it cannot repeal mass, heat, geometry, biology, or customs law.

ConstraintWhat to check
Structure and thrust loadsDrive, armor, hardpoints, carried craft, tanks, and cargo gear all push force into the frame. Reinforce load paths before hanging expensive machinery from tired ribs.
Mass and center of gravityAdded armor, a garden dome, turret magazines, tanks, and workshops change handling. Rebalance tanks, landing gear, and flight software after any serious refit.
Volume and accessHardware needs rooms, service clearances, ducts, magazines, quarantine gaps, and a path through the hull. If a replacement core cannot fit through a hatch, the yard cuts the ship open.
Power and pulse demandRate continuous load and peak load separately. Drives, shields, armor rigs, fabbers, medbays, and energy weapons may all work alone and still black out the bus together.
Heat rejectionReactor output is useless when radiators, coolant, or phase sinks cannot dump the waste. Advanced systems usually move the bottleneck; they do not erase it.
Fuel, reaction mass, and consumablesMore thrust needs mass flow. Better medbays need substrates. Gardens need nutrients and water. Weapons need magazines or cooling. Rescue pods need independent stores.
Data and controlSensors need computers; fire control needs sensors; automation needs trusted actuators; advanced navigation needs charts and time references. New code on a rotten bus is still rotten.
Crew and doctrineCapability assumes somebody can operate, maintain, and safely override it. Automation can reduce watchstanding, not accountability.
CompatibilitySpecies biology, atmospheres, electrical standards, software trust, docking collars, and ammunition families can block a nominally simple swap.
Legal and registryWeapons, jump systems, Life-Cells, synthetic crew, medical reconstruction, transponders, and high-energy reactors attract permits or seizure. A system can fit physically and remain unusable in a legal port.
Supply chainFrontier and Near-Miraculous kit may have no ordinary spares, no local calibration source, and one technician three gates away who hates you.
Mana ecologyA mana-garden is living infrastructure, not a capacitor with leaves glued on. Faster growth, higher extraction, Null proximity, disease, and reactor heat can destabilize it.

Common dependency chains

  • Maneuver drive: hull/structure → reactor → power distribution → reaction mass → heat rejection → flight controls.
  • Energy armament: hardpoint structure → reactor headroom → power storage → sensors → fire control → cooling → legal registration.
  • Missile armament: hardpoint structure → sensors/fire control → magazine volume → cargo handling → explosive safety.
  • Advanced sensors/EW: clean power → array geometry → computers → cooling → comms apertures → trained operators.
  • Advanced medbay: life support → sterile water/air → power storage → medical feedstock → species data → qualified supervision.
  • Mana-garden: pressure hull → life support → water/nutrients → lighting power → quarantine → botanist labor → distance from Null effects.
  • Carried craft: bay volume → structural attachment → fuel/charging → handling gear → airlock → rescue doctrine.
  • Higher acceleration: drive output → frame rating → cargo restraint → crew couches → med support → tank baffling. The weakest item sets the safe burn.

Upgrade procedure

  1. Survey first. Record installed Capability, Build Quality, Condition, numerical loads, interfaces, and hidden yard changes.
  2. Define the mission effect. State what the new Capability rung adds. “Better engine” is not a specification.
  3. Map dependencies. Mark required supporting upgrades, displaced rooms, lost cargo, new crew jobs, and legal exposure.
  4. Choose Build Quality deliberately. Improvised may be the only affordable path. That should change serviceability and integration, not magically lower Capability.
  5. Install and integrate. Mechanical fit, software, pressure test, power test, heat test, and emergency isolation are separate jobs.
  6. Commission under load. A dockside green light does not prove the system works during a 1.2 G burn with the galley, garden, armor rig, and fire-control bus awake.
  7. Set Condition. New work begins Fresh only after complete commissioning. A used component normally enters at its surveyed Condition. A rushed refit can begin Serviceable or Worn.

Capability jump limits

  • A field crew can usually restore Condition or make a like-for-like replacement.
  • Raising Capability by one rung normally needs design work and at least one dependency upgrade.
  • Raising it by two or more rungs is a yard conversion: structure, utilities, software, and operating doctrine all change.
  • C5–C6 systems require access to the science, materials, and calibration that make them possible. Salvaging the shiny box is not the same as owning the system.
  • Build Quality cannot rise through maintenance alone. Moving from Improvised to Certified means rebuilding interfaces, documentation, inspection, and test coverage.
  • Never average subsystem ratings into one ship score. The ugly mismatch is where the story lives.

Verdigris — locked hull record

Registry and physical constants

ItemCanon value
ShipVerdigris
RegistryVRD-7
Concord Hull ClassCHC II civilian independent mid-transport
Registry fuel-volume index~72 H-tons
Internal hull volume~200 displacement-tons
Length overall~82 m
Decks3
Legal crew minimum3
Cruise thrust0.5 G sustained
Redline thrust / emergency output~1.2 G
Reaction-mass endurance~3 days continuous torch, or weeks of coast-and-burn work
Main propulsionFusion torch; real reaction drive
Onboard jump driveNone
Hardpoints2, both wired/available and empty; no turrets mounted
Signature featureSealed dorsal mana-garden under a reinforced glass dome
MedbayCracked human-calibrated auto-surgeon; manual mode and Talyra's herbs cover the gaps

Numerical values not listed above are Unsurveyed. This includes dry mass, cargo volume, tank volume by compartment, reactor output, bus voltage, radiator area, armor thickness, shield strength, sensor range, comms range, life-support endurance, berth count beyond documented rooms, airlock dimensions, workshop throughput, and escape capacity.

The ~1.2 G figure is Verdigris's locked emergency redline. Existing maintenance language for ≥1.5 G describes the generic threshold for guaranteed damage, not a safe Verdigris rating.

Physical section list

Deck A — dorsal / flight

SectionStatusEvidence and use
Cockpit / bridge — forwardSurveyedTwo human-scale seats, analog switches, physical throttles, circular radar, multi-pane viewport, comms and engine-telemetry aux panel. Ivan flies; Talyra backs him up.
Mana-garden — dorsal aftSurveyedSealed reinforced dome; hydroponic troughs, grow lights, manual valves, drainage grating, herb racks, work table, environmental sensors. Produces the ship's low-mana bubble.
Garden access / service interfacePartly surveyedTalyra's berth has the shortest route and is described with an adjacent hatch. Exact corridor, pressure door, and maintenance crawl geometry are Unsurveyed.

Deck B — living / medical

SectionStatusEvidence and use
Common room / galley — amidshipsSurveyedGalley counter, stove, refrigeration, dining table, lounge seating, starboard viewport, plant shelf, lockers, and a Jarvis charging alcove.
Elias's berth — portSurveyedSingle cabin used for sleep, research, technomantic work, and badly supervised experiments. No proper fabrication plant.
Talyra's berth / armor bay — starboardSurveyedFormer double berth with raised frame, powered-armor maintenance rig, diagnostic bench, tool board, herb drying, cool-pelts, and personal cold-air vent bleed.
Ivan's berth — aftSurveyedPrivate berth, weapons bench, rifle rack, exercise fittings, entertainment, and the ship's strongest local Null effect.
Medical bay — midlineSurveyedCracked table, auto-surgeon arms, monitors, human-biased scanner, sterile cabinets, expired patches, herb shelf, and garden-air canary plant.
Head / washroomCanon, unsurveyed detailA shared sanitation space exists. Fixture count, water recovery, Karthun accommodation, and exact location are Unsurveyed.
Deck B corridors / pressure divisionsUnsurveyedExact adjacency, doors, fire zones, escape routes, duct trunks, and pressure boundaries await a proper ship survey.

Deck C — working / cargo

SectionStatusEvidence and use
Engine room — aftSurveyedShielded fusion core, analog gauges, physical levers, coolant and steam services, safety rail, lower sump, workbench, and rolling tool cart. Mundane engineering; no plants in the reactor room.
Cargo bay — aft rampSurveyedMag-clamps, cargo netting, overhead crane, yellow loader tug, drain grates, faded hazard stripes, and a powered landing/cargo ramp.
Ramp vestibule / airlock functionPartly surveyedRamp seals and pressure cycling are documented; grip rails were adapted for human and Karthun reach. Separate inner-door geometry is Unsurveyed.
Storage / ship systems spacesCanon, unsurveyed detailGeneral storage and systems volume exists. Locker count, tank boundaries, pump rooms, bus trunks, and access routes are Unsurveyed.
Lower sump / machinery accessPartly surveyedVisible beneath the engine-room rail and associated with steam/coolant service. Full extent and drainage routing are Unsurveyed.

Exterior and unsurveyed spaces

SectionStatusEvidence and use
Outer pressure hull and patch platingSurveyed at working levelMismatched yard skins, old scars, sacrificial shield tiles, half-peeled VRD-7 registry decal, and recurring panel/seal maintenance.
Dorsal dome frame and panesSurveyed at working levelReinforced for the garden and Talyra's mass; known risks include rib seal weeps and impact cracking. Exact pane laminate is Unsurveyed.
Two hardpoint stationsConfirmed, internal details unsurveyedBoth empty. Conduit condition, fire-control interfaces, reinforcement drawings, and magazine routes require opening panels.
Reaction-mass tanks and feedstock cellsLocation and numbers UnsurveyedCapacity is represented by the locked endurance and ~72 H-ton registry index. Tank count, individual volume, and remaining wall life are unknown.
Radiators / heat rejectionUnsurveyedRequired by the fusion plant, but area, layout, deployment method, and spare capacity are not documented.
Landing gear / ground support pointsUnsurveyedPlanetary ramp operations imply landing capability; geometry and load rating have not been locked.
Escape lockers / refuge pointsUnsurveyedEmergency suits are referenced. Count, size range, duration, beacon inventory, and refuge rating are unknown.
Void pockets, crawlways, and former owner changesUnsurveyedNo complete as-built plan survives in current canon. Treat hidden volume as a survey result or story discovery, never free cargo space by assumption.

Verdigris — engineering inventory

Ratings describe the installed system. Parenthetical limits record what current Condition or missing survey data does to it.

SubsystemCapabilityBuild QualityConditionEvidence / terse notes
Hull / structureC3 StandardUtilityWornZoned three-deck pressure hull, rated working transport, two hardpoints, cargo ramp, landing operations. Patched plates, fatigue events, dome-ring stress, and recurring Wear.
ArmorC2 BasicUtilityWornGeneral debris protection and replaceable shield/armor tiles; ice strikes can take a sector offline. Thickness and exact protection are Unsurveyed.
Maneuver driveC3 StandardUtilityServiceableFusion torch sustains 0.5 G and reaches ~1.2 G emergency redline. Harder flight raises damage risk and burns reaction mass fast. Thrust in newtons and drive count are Unsurveyed.
ReactorC3 StandardUtilityServiceableMundane fusion core carries drive, life support, and ordinary hotel load. Analog controls remain after a stripped digital retrofit. Output and reserve MW are Unsurveyed.
Power distribution / storageC2 BasicImprovisedWornShared plant feeds garden, medbay, armor rig, and future weapons; peak loads compete. Feed flutter, capacitor spikes, flicker, and manual panels show thin integration. Storage capacity is Unsurveyed.
Reaction-mass / fuelC3 StandardUtilityServiceable~72 H-ton registry index; ~3 days continuous torch or weeks of coast-and-burn work. Bulk prop-H plus long-lived fusion feedstock. Tank map, scoop fit, and processing rate are Unsurveyed.
Navigation / flight controlsC2 BasicUtilityWornIn-system flight, docking, gate approach, traffic/nav feeds, physical throttles, limited automation. Sticky controls, nav desync, relay faults, and manual-burn fallback.
SensorsC2 BasicUtilityWornCommercial radar and flight awareness support traffic, approach, and hazard work. Radar ghosts and scan drift recur. Bands, range, and resolution are Unsurveyed.
Comms / transponder / EWC2 BasicUtilityServiceableLicensed traffic handshakes, bounty feeds, ship comms, long-range antenna, and registry beacon. Antenna shear can reduce long-range comms. Dedicated EW capability is not documented.
Computers / automation / securityC1 RudimentaryUtilityWornAnalog-heavy local controls, basic telemetry, alarms, feeds, and simple automation. Previous digital retrofit was stripped. Jarvis is a steward aboard, not proof of an integrated ship intelligence.
Hardpoints / fire-control / armamentC1 RudimentaryUtilityServiceableTwo structural hardpoints, both empty; no turrets, magazines, or locked weapon-grade fire control. Interfaces and conduit tests are Unsurveyed.
Defenses / damage controlC2 BasicUtilityWornSector shield/armor tiles, pressure isolation, suppression cartridges, patch capability, alarms, and crew response. Much of the work is manual; cascade failures remain credible.
Life support / environmentC2 BasicUtilityWornSupports resident crew with recycled air/water and human-standard climate. Scrubber strain, CO risk, shared loops, humidity bleed, and poor Karthun comfort reduce margin. Endurance is Unsurveyed.
MedbayC2 BasicUtilityWornAssisted surgery, monitors, field stabilization, and manual care. Auto-surgeon table is cracked; arm #2 grinds; scanner assumes human geometry; some patches are expired.
Mana-garden / biodomeC3 StandardImprovisedServiceableRetrofitted sealed dorsal ecology maintains a ship-wide low-mana bubble, herbs, produce, and environmental buffering. Needs constant labor and ₡650/week baseline supplies.
Galley / food storageC2 BasicUtilityServiceableWorking stove, sink, refrigeration, ingredient storage, and real crew meals. Regulator and refrigeration failures are known maintenance risks. Capacity is Unsurveyed.
Habitation / common spacesC2 BasicImprovisedServiceableDedicated lounge/mess with seating, table, music, viewport, plants, and briefing use. Mismatched furniture and patched lighting; useful, not luxurious.
Crew quarters / sanitationC2 BasicImprovisedServiceableThree private crew berths plus shared head/washroom. Talyra's double berth and raised frame are custom; local climate fixes are hand-built. Spare berth count and sanitation throughput are Unsurveyed.
Cargo handling / storageC3 StandardUtilityWornClass II hold, powered ramp, mag-clamps, nets, overhead crane, loader tug, and manifest handling. Tight mass headroom; clamps, crane, and hydraulics need watching. Cargo volume is Unsurveyed.
Airlocks / docking / EVAC2 BasicImprovisedServiceablePowered ramp/pressure interface, routine port access, docking operations, grip rails, and suit use. Universal collar fit, lock volume, suit count, and decon capability are Unsurveyed.
Workshops / fabricationC2 BasicImprovisedServiceableEngine-room bench/cart and Talyra's armor rig support mechanical, electrical, and exo repair; Elias adds field diagnostics. No documented machine shop or general fabricator.
Rescue / escapeC1 RudimentaryUnsurveyedUnsurveyedEmergency suits and distress/repair practice are referenced. No confirmed pods, liferafts, rated refuge, or full-crew endurance figure. Survey before trusting it.
Carried craftC0 Absent / ManualN/AN/ANo flight-capable carried craft documented. The yellow cargo loader is ground handling equipment, not a shuttle. Bay provision and future launch fit are Unsurveyed.

Verdigris bottlenecks

  1. Power integration is weaker than the reactor. The core can run the ship, but the worn C2 distribution system makes simultaneous peak loads ugly. Armor-rig diagnostics already cause spikes. Energy weapons would join that argument.
  2. The frame, restraints, and tanks set the burn—not the throttle stop. 0.5 G cruise is routine. ~1.2 G is the locked emergency redline and should trigger the established stress consequences. Cargo clamps and dome ribs are part of the acceleration envelope.
  3. The garden is both mission system and living patient. It supplies mana and environmental buffering, but it consumes power, water, nutrients, labor, quarantine attention, and structural margin.
  4. The medbay stabilizes; it does not restore. At C2, the cracked auto-surgeon can keep someone alive and perform assisted surgery. It cannot regrow a limb, repair major neural loss, or safely improvise Karthun anatomy without Talyra.
  5. The ship is hardpoint-capable, not armed. Installing a turret requires a mount survey, fire-control work, power or magazine allocation, cargo loss, registration, and commissioning. Two empty rings do not shoot.
  6. Automation is the quiet weak link. Analog controls are repairable, but low integration increases crew workload and makes high-capability add-ons harder to coordinate.
  7. Rescue provision is not trusted until surveyed. “There are suits somewhere” is not an evacuation plan. Count them, fit them to bodies, test seals, inspect beacons, and find out what the previous owner pawned.

Sensible upgrade order

This is not a shopping list. It is the order that avoids buying a glorious component the ship cannot feed.

  1. Survey hull load paths, hardpoint conduits, tanks, heat rejection, escape gear, and main buses.
  2. Restore power distribution from Worn to Sound; add measured peak-load buffering.
  3. Restore navigation, sensors, armor tiles, cargo restraints, and damage control to Serviceable or Sound.
  4. Overhaul the medbay within C2, including a Karthun-safe manual package and non-expired stock.
  5. Harden life support and isolate garden humidity from bridge and medbay loops.
  6. If arming the ship, fit a low-demand defensive package first. A sandcaster and missile rack ask less of the reactor than a beam weapon and fit the Verdigris's legal, cargo, and power reality.
  7. Add better automation only after documenting the analog interfaces. Replacing understandable switches with one sealed mystery computer is not an upgrade. It is a future hostage situation.

KHES

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