The starting line-up for Knights of the Stony Countenance is Crakkerjakk, Icelander, Jeff Murrell, and Paully. So far as I know there is no understudy haunting the wings and praying for one of the principals to break a leg. The game will be played in a Skype conference call, once per month on the Friday before the second Saturday, starting at 19:00 Texas time and ending at 23:00 California time. (That is to say: the game schedule will shift compared to UTC as Texas switches from and to daylight saving time.)
The campaign concept is that the four player-characters will be a team of deputy Imperial marshals enforcing the Imperial Crimes Act in some populous and comparatively advanced colony. As the colony is populous the ICfJ contingent will be fairly strong, and the PC team will but one brick in the wall: directly responsible for a bailwick with about 100 million people in it besides sometimes backing up their colleagues, but neither alone on the planet nor free from supervision. As is usual in such circumstances, the characters will be treated as outsiders by the society they work amongst.
Formally speaking, the adventures will be a series of high-tech police procedurals. But as honest Imperial servants in a corrupt colonial societies, able to touch major villains only when they are so imprudent as to commit an Imperial crime rather than some gross but legally local villainy, the characters (and corresponding the tone of the adventures) will have more than a little in common Raymond Chandler's quixotic knights-errant of the mean streets.
Player-characters must of course meet Imperial recruiting standards for personal integrity. But since they do not bear the awful responsibilities of naval officers they don't need to be ruthless philanthropists: a heart of gold is not necessarily a disqualification for a job with the Independent Commission for Justice. It will be very helpful if that master among them a range of criminal investigation skills, but in this campaign (by contrast with the defunct Wear a Badge, Carry a Gun) they do not need to be super-elite veteran experts capable of filling in for lacking support staff. Competent generalist detectives will be fine.
One PC will have to be the team leader, with at least a minimum of experience. Otherwise, characters can be from Imperial or Colonial backgrounds, experienced or green, young and fresh or with a slew of prior careers behind them. A character might be 22 years old and fresh out of the four-year course at an ICfJ academy. Or he or she might have worked as a detective in Tau Ceti until compulsory retirement before volunteering for Imperial Service and done the 16-week quickie course. Or transferred from another Imperial law enforcement agency (Home Office CID, Provost-general's Division etc.)
Bear in mind that player characters are best defined by mutual contrasts. Dirty Harry can only be Dirty Harry while there are reasonable rule-abiding detectives around to act as foils to show his idiosyncrasies into sharp relief. And PCs work far better in that part than NPCs. This is not to say that there ought to be conflicts among the party, but there ought to bedifferences: mutual contrasts and reciprocal foiling.
It is not appropriate to start generating characters just yet. And to prevent you from even trying I am not going to announce a points budget or other crucial constraints. However, when we do generate characters I expect that they will be GURPS characters because ForeSight is not available to three of us.