On the one hand, oh no. She can already imagine what awaits her if even [i]maids[/i] have badges. She's gonna have to work her way [i]up[/i] to a maid outfit? Unless maids are something different on this ship? Ooooh, maybe they have assassin maids. Tasteful dresses, hiding steel stilettos. Steelettos. Mmmf, she's already getting squirmy, and it's not just tentacles getting familiar. On the other hand, should she be feeling bad about her servitors getting kidnapped with her? It's not her doing, she's not responsible, she's not the one airlifting a house into the ship, she didn't volunteer for any of this, they didn't ask for this, but. Honestly, it's more that she's guilty for not feeling more guilty? Like, she [i]also[/i] didn't ask for this. It's not her doing and she's not responsible for them kidnapping her either, but it's also super reassuring to know that she's not going to be kidnapped alone? She'll have at least twelve other people also wrestling for badges. They can form a badge kidnapping coalition, steal each others' badges, bully the ones who don't have any yet… Oh, this is a good thing. This is a [i]game.[/i] And games have [i]rules.[/i] Rules are good. She likes rules. Honestly, she doesn't understand why other people don't like rules as much as she does? They say they do, but then they contradict themselves the entire time, act like they didn't tell her one rule when yes you [i]did[/i] say that rule, you can't just decide the rules are different or act like she didn't understand them correctly. Maybe you just should say exactly what the rules are, and then we can all record it, and look back at it, and you'll see exactly what you said the rule was, and how she is [i]so[/i] following the rules, and so there! Rules are nice. They delineate the world so neatly into what to do when, if you can just figure them out. But more importantly, rules mean that Dyssia can [i]win.[/i] "So, in the assumption that backstabbing will happen at [i]some[/i] point, you've organized your society so the roles will continue, even if the person doing them is different. I wonder, does the badge confer the abilities? Some kind of scent-based prompting? That'd make things so much easier, makes so much more sense than training for a lifetime for one skill." She's talking more at Tidal than to, narrating a train of though. "Any means. Is there a system in place to keep them from immediately taking it back if you use violence, beyond the obvious of them already having beaten you? Do you declare immediately what you are, or do you just know by scent? Scent would make theft harder, if only because it means that the person you're pickpocketing can tell when the scent leaves them. Is there a grace period, a time of no-take-backsies? When I become captain, what orders can I give?" Ooooh. Oh, there are so many thoughts. "You're excluded from this, though," she says, as if it's the most obvious thing. Which it is? "You're the one running the experiment, after all. If it takes six weeks to rejigger someone into a different role, you can't have the biomancer in charge needing to constantly swap between whoever has the badge. "I wonder if you're allowed to partake, though. Must be plenty of outlaws for you to hunt and punish, but it wouldn't be fair if they couldn't take your badge, too. Must get tempting."