House Rules

Morale
There are five levels of morale of a crew. All new crews start at zero morale, or at the base of Scurvy Morale. Here are the morale levels and what they entail:
 * Mutinous: -10 to -1: Crew is very dissatisfied with their current status and are likely to cause trouble for the captain and other officers. They will frequently fight with one another and do not work at all together as a team.  The closer to -10 the crew drops in morale, the more likely they are to either mutiny or leave the ship en masse, and at -10, this outcome is guaranteed.
 * NPCs in Mutinous Crews get a -1 penalty to all of their skills and a -1 penalty to their resolve
 * PCs in Mutinous Crews get a -1 penalty to their resolve
 * Scurvy: 0 to 9: The crew is not happy, but they are not prepared to revolt either. The crew typically does not put out their full effort, and are likely to make demands of the captain and other officers.  They do not mesh well with one another, and simply tolerate one another's presence.
 * NPCs and PCs in a Scurvy crew gain no bonuses or penalties to their skills or resolve.
 * Common: 10 to 19: The crew is satisfied with the captain and officers. Rivalries do arise between crew members at times, but it doesn't frequently get in the way of their work.  They work moderately well together, though they don't pull out all the stops.  They are likely to obey orders given by a superior officer, so long as they don't conflict with their own interests.
 * NPCs in Common crews get a +1 bonus to their primary skill(s) and a +1 bonus to their resolve
 * PCs in a common crew get a +1 bonus to their resolve
 * Competent: 20 to 39: The crew gets along well together and doesn't mind following the orders of the captain and officers. They are willing to risk injury and possible death for the good of the ship, and they are likely to self police any other crew members that speak ill of a superior officer.  They rarely grumble about conditions.  Since Competent crews are relatively rare, when word gets out that they are looking for new members, many potential clamor to join the crew.
 * NPCs in Competent crews get a +2 bonus to their primary skill(s), a +2 bonus to their resolve, and a +1 bonus to their presence
 * PCs in a common crew get a +2 bonus to their resolve and a +1 bonus to their presence
 * Elite: 40+: The crew are soul-mates with one another and work together like a well-oiled machine. They are willing to do anything for their captain and officers.  Orders are rarely needed at this stage, as the crew instinctively already knows what is needed to be done and has it completed before the command crew would need to ask.
 * NPCs in Elite crews get a +4 bonus to their primary skill(s). a +4 bonus to their resolve, a +2 bonus to their presence
 * PCs in an Elite crew get a +4 to their resolve and a +2 bonus to their presence

Morale Modifiers
Crew gains morale if: Crew loses morale if:
 * Ship achieves a minor or medium victory: +2 morale per victory
 * Ship achieves a major victory: +4 morale per victory
 * Shore Leave after flying for at least two days: +1 morale per week of shore leave, no more than +4 morale for any single session of shore leave. This will not increase morale above 20.
 * Begin an Exciting Mission (A significant mission that brings great adventure, danger, or concerns major legends): +1 to +5 morale, depending on the mission.
 * Crew receives double salary for the week: +2 morale for the week, will not increase above 15 morale
 * Crew receives triple salary for the week: +3 morale for the week, will not increase above 25 morale
 * Crew receives quadruple salary for the week: +4 morale for the week
 * Alcohol (1 He worth per crew member) will temporarily increase the morale of a crew by +10 for a day, gaining all the benefits therein, but giving a -2 penalty to all skills for all NPC and PC crew members for the day.
 * An officer (Junior or Senior) insults or humiliates a superior officer in the presence of the crew: -1 per occurrence. No morale lost if morale is below 10.
 * Flight Weariness: -1 morale per day of flight
 * Crewman critically injured: -1 morale per three crewman injured.
 * Crewman killed: -1 morale for every crewman killed
 * Officer critically injured: -1 for every officer injured
 * Officer killed: -3 for every officer killed
 * Captain critically injured: -3 morale
 * Captain killed: -10 morale
 * Salary not received for week: -3 morale. This penalty doubles each subsequent week salaries are not paid (-6 the second week, -12 the third, and so on)

Crew Positions & Skills and Standard Salaries
The salaries listed below are for the spending cash given to each crew member. The basic needs, food, shelter, clothing, etc. are taking care of out of the ship funds.

Officers:
Captain - Commands entire crew and serves as its leader. Is the ultimate decision maker on a ship and has final say on any disputes First Officer - The second-in-command on the crew. They oversee the work of the other crew members and answer only to the captain. Chief Station Officers - The chief officers of the various areas on the ship. These senior officers typically represent their departments on the bridge, but also serve alongside the Bridge Control Officers as the most senior ranking station officers on the ship. All junior officers and members of their stations report to them, and they answer only to the First Officer and the Captain. Roles here include the Chief of Engineering, Head of Security, Chief Weapons Officer, Chief Medical Officer, Chief Science Officer,. Bridge Control Officers - These are the senior officers in charge of the operation of the bridge. They oversee the activity of the bridge, but are also extremely skilled and can cover the positions if needed. Roles here include the Chief Helmsman and Navigation Officer. On smaller vessels, these are sometimes the same person. Officer of the Deck - These are the executive officers on the ship. Not all ships have Exos, but ships under which the Captain and Senior officers depart to complete missions frequently employ them to keep order on the ship. They answer to all Senior officers and the Captain, but all other positions must answer to them. Larger ships tend to employ three Exos, so one can remain on staff on the deck at all times in shifts of 8 hours. Quartermaster - This officer is in charge of overseeing ship preparations and announcing when the ship is ready to set sail. They also assign crew quarters. They also tend to be knowledgeable about the weather, and can advise whether it is wise to set sail or not. The quartermaster also is typically in charge of dispersing the ship's funds to pay salary each week. This position is typically only filled on larger ships, on smaller vessels, the First Officer fulfills this role. Junior Officer: These are the senior member of the crew stations below. Their expertise grants the station a +1 bonus to the Primary Skill(s) of the crew positions, but they are paid twice the salary of the rest of their crew. Those at their station answer to them, but they still answer to all other officers aboard the ship.
 * .Salary: 35 He per week
 * Salary: 25 He per week
 * Salary: 25 He per week
 * Salary: 25 He per week
 * Salary: 15 He per week
 * Primary Skills: Leadership, Firearms, Intimidate
 * Stats: Physical +6, Mental +6
 * Salary: 10 He per week
 * Primary Skills: Sky Lore, Mathematics, Perception
 * Stats: Physical +2, Mental +6

Stations:
Deck Worker - These are the basic workers who serve aboard the ship. They tend to by more physically These include the following positions on the deck: Ballast control, Rigging, Lookouts, Lift Gas Controller, Cabin Boy, Galley-man, Blacksmith, and Tailor. Cook - These crewmen serve to prepare and serve food to the crewmen aboard the ship. Legends of master cooks have been known to feed food good enough to improve the moral of a crew by itself. Security - These are the crewmen responsible for enforcing security aboard the ship. Furthermore, they are the first line of defense in physical altercations aboard the ship by any who are attempting to board it by force Weapons and Gunnery - These crewmen are well versed in many forms of ranged combat as well as in the maintenance and firing of the gunnery aboard a ship. They also are skilled with explosives when necessary. Scholarly Crewmen - These are the individuals aboard a ship who serve as the advisers and educators aboard a ship. These include Teachers, Scholars, Archaeologists, Chroniclers, Artists, Scientists, Merchants, Musicians and Lookouts. Engineering - These are the crewmen who monitor existing equipment and perform adjustments to them to get the optimal performance out of them. They also frequently work to develop new installations or constructions that would serve to improve the ship's overall performance. They tend to work hand-in-hand with Maintenance. Maintenance - These are the crewmen who are responsible for maintaining the current operation of the ship and also to make repairs should they be needed. They work closely with the Engineers. Pilot - These are the primary pilots that steer the ship. They tend to pilot the ship during major activity, though usually the Chief Helmsman is in charge of takeoff and landing, or during any difficult conditions. Most larger ships tend to employ three pilots so they can work opposite of one another in 8 hour shifts. Medical - These are experienced doctors and nurses who serve to treat the crew's injuries and handle the sick aboard the ship. Many who are unfortunate enough to suffer injury are grateful to have them on board.
 * Salary: 2 He per week
 * Primary Skill: Might (Ballast control, Rigging, Cabin Boy, Galley-man, Lift Gas Controller), Craft-Tailor (Tailor), or Craft-Blacksmith (Blacksmith)
 * Stats: Physical +4, Mental +0
 * Salary: 4 He per week
 * Primary Skill: Cooking
 * Stats: Physical +2, Mental +3
 * Salary: 4 He per week
 * Primay Skills: Firearms, Swordsmanship
 * Stats: Physical +4, Mental +1
 * Salary: 8 He per week
 * Primary Skills: Firearms, Gunnery, Demolition
 * Stats: Physical +5, Mental +2
 * Salary: 3 He per week
 * Primary Skills: Teaching (Teachers), Research (Scholars), History (Archaeologists), Art:Choose One (Artists), Science:Choose One (Scientists), Business (Merchants), or Perform (Musicians), Perception (Lookouts)
 * Stats: Physical +0, Mental +4
 * Salary: 5 He per week
 * Primary Skills: Engineering:All, Craft: Metalworking, Craft: Steamsmith
 * Stats: Physical +1, Mental +4
 * Salary: 5 He per week
 * Primary Skills: Ad-Hoc Repair, Craft: Carpentry
 * Stats: Physical +3, Mental +3
 * Salary: 10 He per week
 * Primary Skills: Pilot, Navigation, Sky-Lore
 * Stats: Physical +2, Mental +5
 * Salary: 10 He per week
 * Primary Skills: Medicine, Science: Biology, Research
 * Stats: Physical +2, Mental +5

Crew Skill House Rules

Instead of making singular skill checks unified as a crew, the collective crew members of an individual station will make checks as a group on their individual task. The number of crew members, minimum skill level of the station, and presence of a Junior Officer, will improve how a particular station performs. Things that can enhance or penalize:

Station has less than three members: -1 to Primary Skill(s)

Stations has three to five members: No bonus or penalty to Primary Skill(s)

Station has more than five members: +1 bonus to Primary Skill(s) for every five crewman in the station above one (+1 at Six, +2 at Eleven, +3 at Fifteen, etc.) - Warning: Don't just meet the minimum, as if you lose crew members from a station or they become injured, you can lose your bonus if you don't have enough extra. Some stations will not benefit from this (Having twenty pilots doesn't logically help much compared to three)

Station has a Junior Officer: +1 bonus granted to the crew's Primary Skill(s). The Junior Officer is more skilled than the rest of his station, and uses his expertise to aid his crew at their role. The Junior Officer makes twice what the rest of this station would make individually.

Minimum Skill Level of station is of Journeyman skill. All station members are paid at 1.5 times normal salary, but are more skilled than average workers of that station. That station gains a +1 bonus to their primary skill(s).

Minimum Skill Level of station is of Master skill. All station members are paid at 2 times normal salary, but are masters of their skills. The station gains a +2 bonus to their primary skill(s)