🫵 Digger Crew: Captain -
As the chosen Captain of the DeepEye mission, the Player in this role will have a number of sole responsibilities. The mission, though supported by the city’s provisional council is a private enterprise, narratively funded by the captain themself. More information about the Captain’s position and priorities will be available in their personal briefing, but mechanically they have the final say on how, when and where the digger will move during a turn.
To represent this deference, the Captain Player begins the game with two voting power during the ‘All Hands’ Phase, giving their leadership the benefit of the doubt when it comes to confidence in their leadership on the mission. Their position is still vulnerable, however, so building strong ties among the crew will be essential to their ongoing success. If depose from the Captain position, the Captain Player will replace whichever command station is vacated by the incoming replacement Captain. In this event, they may also request a transfer, following the associated rule, detailed later in the handbook.
The Captain has few direct controls to manipulate in the operation of the DeepEye and so must rely on the collaboration of their crew in order to make things happen. The DeepEye is a complex machine and the Captain’s best input is in helping coordinate the various operations and timings within the vessel, using their manual and intimate knowledge of the digger’s inner workings.
Captain’s Journal -
The DeepEye digging platform is a complex, arcano-scientific behemoth of twisted magics and whirring axles. Only the Captain has the experience and knowledge to herd that shifting, amorphous conspiracy of motive forces into an operational vehicle. Luckily, they wrote it all down. The Captain will be in possession of their Captain’s Journal, which contains a manual that lists the various start up sequences and adjustments that must be made to the digger during its operation, to keep it on track and running smoothly. These patterns are important for the other command stations to know, in order to avoid damage to the core and drills. See the appropriate sections for start up and shut down procedures for more information on how this process works. The Manual may also contain, other, more personal details that are best kept to one’s self. It is potentially a bad idea for the manual to fall into unsympathetic hands.
The Captain’s Journal stays with the original Captain of the DeepEye. Should a new Captain be elected they will need to negotiate or otherwise acquire use of the manual within in order to control the vessel.
Captain’s Prerogative -
Once per-game the Captain may push through a readiness or emergency repair check by force of will alone. Any card check passes immediately, and a red card is added to the top of every readiness deck. In the case of emergency repair, the decks are treated as though each station drew all green and are added to the decks like normal, though the red cards are still added.
The Captain must declare Captain’s Prerogative before any cards are drawn in the check. If a new Captain is selected, this ability refreshes. This ability does not refresh if the Captain regains their position after having been previously removed, if they already used their prerogative. Captain’s prerogative has no affect on repair draws in the Repair and Maintenance Phase.
Give it a Little Elbow -
The Captain will also start the game with a few substitute resources called ‘Persuaders.’ These will take the form of a game component which control will distribute. The Captain Player may hand them into Control during any check to add the equivalent of one green card to a hand drawn in any command station aboard the digger.