# [CREW NAME]

> Rule: if you can remove the narrative hook and the crew member still "works," they are probably too shallow.

## 1) Core identity
- Civilization:
- Role / profession:
- First impression:
- Why a captain would hire them:
- Why a captain might fear hiring them:

## 2) Mechanical profile
- Ship ability:
- Combat effect:
- Cultural knowledge provided:
- Narrative hook:
- Loyalty arc seed:
- Absence / injury penalty:
- Morale failure consequence:

## 3) Campaign posture change
- How this crew member changes trade:
- How this crew member changes combat:
- How this crew member changes culture:
- How this crew member changes investigation:

## 4) Relationship pressure
- What they need:
- What they resent:
- What earns trust:
- What causes departure risk:
- What debt / obligation they bring:

## 5) Content hooks
- Associated station(s):
- Associated faction(s):
- Associated thread(s):
- Special encounter tie:
- Trade access / route access unlocked:

## 6) Failure state
- What happens when neglected:
- What capability disappears:
- What long-tail consequence remains after departure:

## 7) Validation
- One state change that ripples across 3+ layers:
- Why this crew member is not a buff package:
- Which existing crew member they most strongly contrast with:
