This is an old revision of the document!
Take it from me: not every skipper is, shall we say, managerial material. The smartest ones know how to delegate the actual business of running things to somebody else more competent, and the dumb ones generally don't. The dumbest ones of all delegate running things to me, which is why I'm re-delegating to you.
Starbucks are of moderate use on small personal vehicles, but become indispensable on larger affairs with huge numbers of crew, passengers and cargo to keep track of. Starbuck can be combined with another class that actually provides a vehicle such as Driver or Sailor if desired, but this isn't necessarily required if somebody else in your party already has a vehicle for you to step in and manage.
Starbuck | Manage vehicle operations. | |
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caret-right | Cargomaster | Carry more or carry it hidden. |
caret-right | Emergency Protocol | Quickly remove conditions and repair damage. |
caret-right | Fuelmeister | Free fuel refills. |
caret-right | Navigator | Increase overland travel speeds. |
caret-right | Rationing | Stretch resources further. |
Enterprises | Airfield Fuel Depot Garage Hangar Repair Shop Shipyard Starbuck School Stardock |
Utility | plus-circleFirst Mate's Burden: You are an excellent steward and manager of vehicle operations. When riding on a vehicle, the crew requirements of that vehicle are reduced to that of a vehicle one size category smaller. Crew requirements cannot be reduced below 1 (every vehicle still needs a pilot). plus-circleLevel-Scaling: The crew-reducing effects of Starbuck increase with higher level. Affected vehicles are treated as one size smaller than they actually are for crew purposes for every five levels the Starbuck has. minus-circleToo Many Cooks: Multiple Starbucks do not give stacking bonuses no matter how many there are on board. |
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Utility | plus-circleEfficient Packing: Any vehicle you are riding in can carry weight as if it was one size category larger than it actually is thanks to your knowledge of packing, storage, and balance. | |
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Utility | plus-circleSmuggler's Hold: When carrying a load that does not exceed your vehicle's usual limit, you can store it in a way that hides it completely from all but the most determined inspectors. Effects that reveal secret doors or hidden spaces might still find your secrets, but nothing else will. | |
Protection | plus-circleNot On My Watch: You know how to respond to vehicular emergencies quickly and decisively. If a vehicle fails to recover from a condition it is suffering from at the end of a round, you can spend one Supply or Component Pack use to remove the condition anyway. | |
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Protection | plus-circleRolling Repair: You can repair a point of Vitality to a vehicle you're riding in as a single action instead of requiring a procedure of work. plus-circleSupply Cost: Repairing lost Vitality still costs Supply/Component Pack use on a 1-for-1 basis. Only the time requirement is reduced. doubledSecondary Repair: If you are riding in an aircraft from the Aviator class whose owner knows the Flight Patches ability, repairing a lost point of Vitality also removes one point of Tatter with no additional cost in time or Supply/Component Pack uses. doubledSecondary Repair: If you are riding in a spacecraft from the Astronaut class whose owner knows the Reactive Hull ability, repairing a lost point of Vitality also removes one point of Breach with no additional cost in time or Supply/Component Pack uses. |
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Utility | plus-circleDepot Stops: Any Fuel Can items in your inventory are automatically refilled at the beginning of each session at no cost to you, even when you're not in a civilized area. | |
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Utility | plus-circleMore Guzzaline: When you would mark off the last use in a Fuel Can, roll a trigger die. If the result is a 7+, you don't mark off the use after all. There is no limit to how often you can take advantage of this ability except your luck. | |
Movement | plus-circleRoute Plotting: By paying meticulous attention to maps and taking frequent measurements of location, you greatly increase the traveling efficiency of the vehicle you are riding on. The vehicle's traveling speed in regions per day is increased by one step on the 1→ 2→ 5→ 10→ 20→ 50→ 100→ etc scale. | |
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Utility | plus-circleMess Supply: A vehicle acts as a mobile storehouse, multiplying your resources. When you spend Supply or a use from a Commissary Kit to feed yourself for a day, you also feed every crew member and passenger that is riding on the same vehicle with you for free. minus-circleDaily Upkeep Only: Supply/Commissary Kit uses spent for any reason other than daily feeding is unaffected by this ability. |
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Airfield | Aircraft can freely take off and land in the settlement. |
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Fuel Depot | Vehicles (or synthetic creatures) that end a day in the settlement do not need to use Fuel Cans or spend Supply to feed themselves. Fuel items can be bought in the settlement for 1 Supply instead of 3. |
Garage | New wheeled vehicles can be purchased in the settlement by anyone with the Driver class. |
Hangar | New aircraft can be purchased in the settlement by anyone with the Aviator class. |
Repair Shop | Lost points of Vitality can be restored to vehicles (or synthetic creatures) in the settlement at a cost of 1 Supply per 3 Vitality restored instead of 1-for-1 as normal. |
Shipyard | New watercraft can be purchased in the settlement by anyone with the Sailor class. |
Starbuck School | The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here: the first such keystone per session costs 1 Supply, the second 2, the third 3, and so on. |
Stardock | New spacecraft can be purchased in the settlement by anyone with the Astronaut class. |