The Riders To Nowhere pick their crew name, and their ship names:
The Road Everywhere, a reliable crewship
and The Untethered; a faster, stealthier vehicle that can detach from the larger craft at a moment's notice.
The Midnight Ferrymen narrowly escape a force majeure of Pink Panther gangmembers, as they burrow deeper into the enemy hideout.
The Midnight Ferrymen get out of a sticky jam with the help of an unexpected friend, and it's not who you think.
Our heroes round out their completed missions, hot off the heels of their last one.
Will this trashteroid full of old tech be their salvation, or their grave?
Our heroes polish off the last of the sunken ship in space, and face a more daunting challenge than even its master could provide: resolving a workplace dispute.
Our heroes face off against the master of the sunken ship in space.
The Midnight Ferrymen meet a new friend in the depths of the pink panthers hideout, and attract some unwanted attention.
The Midnight Ferrymen surface from their subterranean tunnel into the hideout of the Pink Panther gang and begin their covert mission with extreme prejudice.
Alexi's reach exceeds the limits of his grasp.
Feluvia takes on the group objective with two hands.
Marie picks her first lock.
Vanille reminds everyone why they're the big gun.
Artemisia prevents a man from being tortured.
Our heroes delve into a mysterious flooded ship at the center of a gravity well.
After a terrible loss, the Midnight Ferrymen make final preparations for their big hit against the Pink Panther gang.
Vanille goes deep cover.
Marie tries blackmail.
Alexi faces his fears, and looks away.
Artemisia gives a dire warning, unheeded.
Feluvia brings cookies.
A group of Nobodies walks into a bar,
and gets hired to whack another group of nobodies.
Welcome to New Reno.
Our heroic crew turns in their last mission and optimistically picks up two more after scouring the hub station for more information.
Votes are cast for a ship and crew name, and it's a dead heat.
The Midnight Ferrymen begin a month of downtime in preparation for the large scale construction project which will create a passage to the Overcity.
Alimony plays Solitaire.
Alexi goes cold turkey.
Artemisia breaks some bad news.
Vanille does some legwork.
Marie gets room service.
The Midnight Ferrymen plan their first big merger.
Alexi tries to hold it together.
Marie gets locked out.
Vanille has a hot hand.
Our heroes continue to dither on their group name, and take on their first stealth mission: a heist to steal artifacts from the very slavers who first captured them and kicked off this whole adventure.
Lucius pulls the rip-cord.
Kuracito sees red.
Shade treads water over the abyss.
Aspen makes a new friend.
Cyran has a big gun.
The Midnight Ferrymen contend with the new threat to their territory.
Alexi gets into a bar fight.
Alimony tempts fate and courts destruction.
Vanille has a profitable week of hijinks.
The ShipWrecks (name pending) arrive at a friendly space station and gear up for their first real mission.
Everyone gets their shots, vitamins, and decide whether they want to go home or not.
Our heroes pick up the pieces from their crash landing.
Lucius doesn't want to be the center of attention.
Kuracito's horrible terrible no good very bad day.
Shade opens doors without any thumbs.
Aspen saves Lucius.
Cyran saves everyone.
Our heroes awaken in a strange prison.
Our cast:
Dr. Lucius Clarke
Cyran
Shade
Aspen
Kuracito
The Midnight Ferrymen collect their spoils from the defeated gang and make good with the Jade Snakes.
Alexi brings home a family pet and says goodbye to someone close.
Vanille is the only one to go money positive.
Artemisia says please.
Marie facetimes her mom.