5 members
“DCH: Smuggling, piracy, and hits with a twist—if it can go wrong, we’ll find a way, and if it goes right, we’ll still manage to screw it up. Chaos is our business, the galactic misadventure where the only plan is no plan at all!
The History of Dystopian CrackHeads (DCH):
2945 – The Founding Fireworks Fiasco
Dystopian CrackHeads was born in the year 2945 after a group of misfit freelancers accidentally smuggled a crate of fireworks instead of vital medical supplies to Terra. The resulting citywide “light show” was declared a criminal act, but the crew proudly called it “performance art.” Their unintended infamy marked the beginning of a chaotic legacy that would define DCH for decades.
2950 – SPC’s Energy Crisis
On March 17, 2950, SPC consumed an experimental stimulant while transporting high-value cargo near Crusader. The drug’s effects turned SPC into a blur of energy, running laps around the cargo bay at speeds that defied safety protocols. The chaos culminated in SPC crashing into the ship’s controls, accidentally ejecting half the cargo into orbit. The client demanded compensation, but DCH doubled down on their motto: “If it can go wrong, we’ll make it worse.”
2951 – Gnomer’s GrimHex Light Show
On October 12, 2951, Gnomer hacked into GrimHex station’s holo-displays while the crew awaited a smuggling deal. Replacing every advertisement with videos of themselves performing interpretive dance in zero-G, Gnomer caused mass confusion among the station’s inhabitants. Security scrambled to trace the hack, but Gnomer cleverly rerouted the signal to a rival smuggling crew, who were promptly arrested. DCH escaped with their cargo and a new reputation as “the galaxy’s most creative idiots.”
2952 – TheFluteMan’s Symphony of Destruction
On June 9, 2952, TheFluteMan cemented their place in DCH infamy by using their shotgun—affectionately nicknamed “The Flute”—to bring chaos to a pirate-controlled station. When negotiations turned sour, TheFluteMan declared, “Time for a solo,” and began systematically eliminating the opposition with precise, rhythmically timed blasts.
The cacophony of death earned them the nickname “The One-Man Orchestra” among the surviving pirates. The crew retrieved the cargo, though they debated whether to bill TheFluteMan for the bloodstains. TheFluteMan simply said, “Every masterpiece requires sacrifice.”
2953 – TX_Elmo’s Asteroid Ballet
On January 22, 2953, TX_Elmo attempted to barrel-roll a Freelancer through an asteroid belt during a simple transport mission. The maneuver ended with the ship embedded in a mining station, triggering alarms across the sector. DCH barely escaped in escape pods, and TX_Elmo still insists it was a “perfectly executed tactical retreat.” The mining station’s owners, however, filed a lifetime ban against DCH.
2953 – The Quantum Drive Incident
On September 3, 2953, what should have been a routine cargo delivery turned into the legendary “Quantum Drive Incident.” While docked at a space station near ArcCorp, TX_Elmo mistakenly rerouted the ship’s quantum drive to power the station’s karaoke machine. The antimatter-fueled system caused a station-wide evacuation and a singalong that echoed across Stanton. Every DCH member earned a temporary bounty, and the incident cemented their reputation as the galaxy’s most unpredictable crew.
2954 – Havic’s Explosive Impatience
On April 14, 2954, Havic’s disdain for waiting boiled over during a stakeout at Lorville. After hours of inactivity, Havic threw a grenade into a client’s hangar to “speed things up.” The resulting explosion obliterated the client’s ship, forcing DCH to flee with no payment and a few singed eyebrows. Havic unapologetically declared, “At least something happened.”
2954 – FoxWolf’s Fungal Fiasco
On December 7, 2954, FoxWolf delivered alien spores instead of diapers to a colony on Hurston. The spores caused a massive fungal outbreak, forcing the colony to evacuate and leaving DCH with yet another ban. FoxWolf blamed poor labeling, though rumors suggest it was a deliberate prank gone wrong. His xeno baby momma was reportedly unimpressed.
2955 – Dawbson’s Verbal Assault
On March 19, 2955, Dawbson single-handedly ended a standoff with a rival pirate crew using nothing but insults. Mocking their leader’s haircut, grammar, and ship design, Dawbson reduced the crew to tears and forced their surrender. Unfortunately, the rival crew self-destructed their cargo out of spite, leaving DCH empty-handed. Dawbson defended the incident, calling it “a victory for wit over weapons.”
Now, in 2955, Dystopian CrackHeads is more than just a group—it’s a way of life. Their history is written in explosions, absurdity, and an unwavering commitment to chaos. Whether you’re looking to smuggle questionable goods, take on reckless heists, or just be part of the galaxy’s most entertaining disasters, DCH welcomes you to join the madness.
DCH: If it can go wrong, we’ll make it worse—and laugh while doing it.
Welcome to the galaxy’s worst-kept secret—a den of degenerates where bad ideas come to life. We’re not here to inspire hope or lead revolutions; we’re here to smuggle, steal, and blow things up for laughs. Think of us as the black hole where sanity goes to die.
Our motives? Petty. Our methods? Questionable. Our morals? Misplaced, if they exist at all. We’ll take on the jobs too dirty for the scum of the universe and fail spectacularly while doing them. But hey, at least it’s entertaining.
Rules? We have one: there are no rules. Plans? Overrated. Collateral damage? Guaranteed. If you need something smuggled, a hit carried out, or just a crew to cause mayhem, we’re your worst option—and proud of it.
We’re not the galaxy’s villains or its heroes. We’re the chaotic dumpster fire in the background that makes you question your life choices. So, if you’ve got nothing to lose (and even if you do), grab a drink, strap in, and prepare for a descent into glorious anarchy.
DCH: Pioneers of Disaster, Architects of Absurdity.
Charter of the Dystopian CrackHeads (DCH):
In the cold void of the universe, where morality is a joke and survival is a twisted game, the Dystopian CrackHeads thrive. We’re not the heroes of this story, nor are we the villains—we’re the chaos lurking in the shadows, the punchline to every galactic disaster. We don’t just live for the mayhem; we orchestrate it. If you’re looking for order, justice, or sanity, you’ve come to the wrong crew. But if you crave destruction, questionable decisions, and a front-row seat to interstellar calamity, welcome home.
Chaos is the Only Rule.
Order is for the weak. Our plans are flexible, our actions unpredictable, and our results… well, they’re results.
Failure is an Art Form.
If you’re not screwing up spectacularly, you’re not trying hard enough. Make it loud, make it messy, and make it memorable.
DCH Above All.
We may be reckless, but we’re loyal. Protect the crew, even if it means making a bigger mess in the process.
If It Shines, Steal It.
Credits, cargo, or chaos—if it’s not nailed down (and even if it is), it’s fair game.
All Explosions are Intentional.
When something blows up, act like it was part of the plan. No exceptions.
Laugh at the Void.
The universe is cruel and uncaring, so we might as well laugh while we’re wrecking it.
Improvisation Over Planning.
Who needs a solid plan when you have guts, questionable ideas, and a smuggler’s charm?
No Job Too Dirty.
Smuggling, piracy, or making a mess of the galaxy—if the credits are good, we’re in.
Mockery is a Sign of Respect.
Insults and sarcasm are how we show we care. If you can’t handle the banter, this isn’t the crew for you.
Dead or Alive, We Deliver.
Clients get what they pay for… eventually. Just don’t ask too many questions about how it got here.
Don’t Die for Free.
If you’re going down, make it worth the effort. Go big, go loud, or go home in a box.
Everyone Gets a Turn to Screw Up.
We’re all equally bad at this, and that’s what makes us great.
Never Trust a Rival.
They’ll stab you in the back—beat them to it, or at least make it funny when they try.
The Bigger the Score, the Bigger the Risk.
We don’t do safe. If it’s not dangerous, it’s not worth it.
Keep It in the Family.
What happens on the ship stays on the ship. Airlocks are for traitors.
Damage is Inevitable.
Ship, ego, or reputation—it’s all going to take a hit. Embrace it.
Take the Job, Forget the Details.
We’ll figure it out on the way… or not. Either way, it’ll be interesting.
DCH is Forever.
You don’t just join DCH—you become part of the chaos. No refunds, no regrets.
Survive and Thrive.
We may not be the smartest or the safest, but we’re still here. That counts for something.
If It Can Go Wrong, Make It Worse.
Because why settle for failure when you can create a legend?
