Or patches, badges, tattoos. This covers a broad category of unofficial trophies that can be earned by a member of a starship crew in the form of some sort of physical mark to be worn.
They have the following things in common:
- They
are awarded by Hands only.
- They
are entirely unofficial.
- They
open social doors.
Earning a Pin
The story goes that the first Pins were hammered together
from scrap metal, awarded to Hands, by Hands, as a jab at the Heads and
Officers who would chase medals and wear them with pride. Some ships banned
them, but they were still awarded as tattoos hidden away beneath uniforms.
Although tradition still dictates that only Hands can award
a Pin, they are now considered universal, with Heads, Officers, and even some
Captains ensuring they receive their dues.
The system is strict, intended to avoid the need for a
neutral judge. If somebody can prove they’ve met the requirements for a Pin for
the first time, usually through witnesses, then they’re eligible for it, and
that’s that. Each Pin can only be earned once.
Pins are usually awarded in batches, in a combination of
sacred ritual, hazing ordeal, and rowdy party.
Unofficial Accolades
This whole system has been allowed to flourish because it
gives the crew a sense of accomplishment on what can be a rather repetitive
life of drudgery. When the Hands are excited about earning some shiny new
trinket then they stop considering other career options or asking for a raise.
Bonding and Recognition
The crew already has an unofficial hierarchy of Seniority
denoting how well respected they are in their job, with tiers of First down to
Third.
Pins are more of a social element. Having lots of Pins won’t
earn respect alone, but it can allow access to social events that require a
specific Pin.
The system indulges in faux-grandeur as a winking parody of
naval tradition, but the nepotism can be very real.
Specific Pins
There are twenty-one Pins that are traditionally considered
to be the core set, and countless others that are newly created, guarded
secrets, or mostly forgotten.
Although designs are not standardised, the name usually
gives a hint.
- Order
of the Mole: Travel via a gate.
- Goat’s
Eye: Witness a ship being destroyed.
- Stone
Skull: Suffer a wound from a Warp attack.
- Red
Hand: Comfort another crew member as they die.
- Left-Lung
Fellowship: Float freely in space with no suit or breather.
- Electric
Eye: Visit a Star outside the Home Cluster.
- Crossed
Axes: Take part in boarding action on another ship.
- Mark
of the Laughing Fool: Make an officer bleed.
- Black
Heart: Get badly injured (Critical Wound) on the job.
- Maggot
Club: Return to the world on which you were born.
- Court
of the Plastic Queen: Make the “big jump” between the Processor and the
Titan.
- Dusty
Band: Set foot on an unoccupied world.
- Mark
of the Violet Chamber: Defend this ship from boarding.
- Artful
Society of Journeyers: Visit all seventeen stars in the Home
Cluster.
- Bonepile
Crew: Catch, kill, and eat an animal living on the ship.
- Roach
Society: Survive the destruction of a vessel.
- Dead
Duck: Endure a Transit of 15 days or more.
- House
Java: Stay the night at Hotel Java on Whiteout in the Dragon System
- Elder
League: Visit a world claiming to be a new Bastion.
- Clan
of Cousins: Spend a whole month on the commons deck only.
- Golden
Star: A picture of the Captain is put on display somewhere only the Hands
know. If it remains untouched for a whole month then the Captain has
earned this pin.
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