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Crew Upkeep and Carousing

(Adapted from 50F) Sailing isn’t all firing cannons and swinging from the yardarms. The crew must be fed, paid, and even entertained on occasion or their health and morale begin to suffer.  

Provisions

The crews of ships must eat and drink, and ensuring each vessel is properly provisioned is a major concern of any captain. To keep things simple, provisions are purchased as generic “points” rather than tracking every bit of food and water required. Each point represents one day’s food, water, and other supplies for each man on board, and costs 1 GP per head. This includes fruit capable of staving off scurvy.   Every 500 points of provisions takes up one cargo space.   Note that provisions are not the same as “Food” that can be bought and sold at ports. Provisions are biscuits, hardtack, and water. Food is fruit, bread, grain, wine, and other “luxuries.” A cargo space worth of Food can be converted into 50 provisions in an emergency.

Hunger

Wild Cards suffer from starvation normally (one provision a day counts as adequate food). For the rest of the crew, make a group Vigor roll each day they have half rations (one provision for every two men). Subtract 2 if the men have less than this. Should the crew collectively reach Incapacitated state, 10% of the men perish each day from starvation. Most crews mutiny long before this starts to happen. 

Pay

The standard fee for sailors is 50 GP per month. A crew of 12, for example, costs 600 GP each month in wages. The captain must also pay for their provisions (see above). First mates, mages, navigators, surgeons, supers, and other specialized crew cost an additional 100 GP per month. If the crew comes upon a prize of some kind, such as a floating hulk, buried treasure, or the Booty of some creature they manage to kill, it is divided up in shares.  

Shares 

Pirate ships and privateers don’t pay their crews—they give them shares of any booty. Paid crews use shares as well when figuring how to split unexpected payouts. The typical arrangement is two shares for the ship’s “bank,” (to be used for repairs, provisions, and so on), three shares for the captain, two shares for the first mate, navigator, mages, super, and surgeon. The rest of the crew get one share each.  

Cabin Fever

One of the worst problems faced by a ship’s crew isn’t monsters or pirates but sheer boredom. Most of their time isn’t spent in swashbuckling adventures—it’s spent swabbing the decks, splicing ropes, or mending sails. Discipline is usually quite fierce on a boat as well. Most captains don’t allow gambling or drunkenness (it tends to cause deadly fights). That’s why sailors tend to spend so much of their hard-earned (or ill-gotten) booty in port taverns or brothels.   All characters are automatically Fatigued after every 30 days spent in space. The crew never becomes Incapacitated due to Cabin Fever, but when that state would otherwise be met, the sailors might start whispering mutinous thoughts.  

Carousing

A night spent carousing “resets” the crew’s clock. Start the 30-day countdown again. Fatigue lost to Cabin Fever can only be relieved by rest and relaxation. This means carousing in a port with plenty of booze and companionship for most. Historically, sailors have often spent the equivalent of a year’s pay in a single week.   Each week spent in port where the crew can relax (which usually means boozing and finding companionship) removes one level of fatigue due to Cabin Fever. Each night of carousing costs 1d6 x 5 GP for player characters. Extras spend their own pay or shares and their expenses should not be tracked.   Rushing: Characters may unwind quicker by spending more money on good food, drink, and company. Spending 2d6 x $5 reduces the time to remove Fatigue to four days; 3d6 x 5 GP reduces the interval to three days, and so on, to a minimum of one day and 5d6 x GP.    Player characters can also encourage their crews along. Each additional $5 GP reduces the time to remove Fatigue by one day, to a minimum of one day and 20 GP per head.   Getting Drunk: Carousing characters must make a Smarts roll each night to avoid getting drunk. A failure means they barely manage to make it back to their hammock that night, and suffer a grueling hangover the next morning (they are Fatigued until sometime after lunch). Success means the party-goer is drunk, but can mostly handle himself. Agility, Smarts, and all related skill rolls suffer a –1 penalty, but Toughness is increased by 1.   Contacts: Carousing has one additional effect. Every full week spent in a port drinking with the locals adds +1 to the character’s Networking rolls, to a maximum of +2. This can be very helpful when tracking leads or trying to buy or sell cargo.

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