-About AAARRRR Crew-
The Pirate Crew
There is a defined hierarchy on board of a any pirate ship, which follows the most important functions. This hierarchy is not geared towards who has more say on board, but what the chain of command is in any particular situation.
Captain
Barnabas Horatio VillaLobos III aka "Woolbeard"
Most pirate Captain's were democratically elected by the ship’s crew, and possess qualities of leadership and courage that inspire their crew to follow them and rely on their prowess in battle. Daring and decisive during any engagement, the captain is commonly looked upon with respect, as a knowledgeable leader of men. During chase or in a battle the captain's power is absolute and he can discipline anyone who disobeyed his orders. He also has life or death power over anyone taken as prisoner.
The captain has skills in navigation and seamanship, but first and foremost he has the type of personality required to hold together a rowdy crew of seamen. Other than battle, the captain usually would be delegating most of the everyday tasks to the Quartermaster or other junior officers. He needs to be overseeing all shipboard activity with the barest level of discipline necessary to keep an even keel.
Since most pirate captain's were elected, they could be replaced at any time by a majority vote of the crewmen. For example some captains were voted out and removed for not being as aggressive in the pursuit of prizes as the crew would have liked. And others were abandoned by their crews for being a little to bloodthirsty and brutal. A few were even murdered by their own men.
Quartermaster
Willard "Willie" Hardcastle
The Quartermaster is next in line after the captain in exercising authority over the crew. His authority on the ship takes up where the captain’s leaves off. Whenever the ship is not in chase or battle, the Quartermaster makes most of the decisions regarding the day-to-day ship activities.
The Quartermaster's main purpose was the distribution of things. He distributed rations, work, prize, and punishment. Pirates didn't trust authority and therefore saw no reason to let all the power of a ship rest on one man. Therefore they split the power between the Captain, who led the ship in battle and navigated the ship, and the Quartermaster, who usually led the way on most boarding parties, and kept custody of all prize or booty. As expected all gold, silver, or coin was taken, but beyond that, it was the Quartermaster who decided what else was worth taking. He made his decisions based on time and on how much room the ship had. If the ship was already cramped, exotic materials may be burned rather that stolen.
The Quartermaster was sometimes elected by the crew to represent their best interests and he receives an extra share of the booty when it is divided. Above all, he protects the Seaman against each other by maintaining order, settling quarrels, and distributing food and other essentials.
The Quartermaster also watches over the treasure until it is divided among the crew. The Quartermaster also settled individual quarrels and if need be, acted as a witness to any duels, to insure that duels were fair and just.
Serious crimes were tried by a jury of the crew, but the Quartermaster could punish minor offenses. Only he could physically punish a seaman after a vote from the Crew.
Boatswain
Lith'Doren
The Boatswain supervises the maintenance of the vessel and its supply stores. He is responsible for inspecting the ship and it's sails and rigging everyday, and reporting their state to the Captain. The Boatswain is also in charge of all deck activities, including weighing and dropping anchor, and the handling of the sails. He would be responsible for the crew's morale and work efficiency as well as the maintenance and repair of the hull, rigging, lines, cables, sails, and anchors.
((Lumberjacking- 75+, Axe Mastery- 75+))
Ocean Guide
John "Mappy" Klek
This is the officer who is in charge of navigation and the sailing of the ship. He directs the course and looks after the maps and instruments necessary for navigation. Since the charts are often inaccurate or nonexistent, his job is a difficult one. It is said that a good navigator is worth his weight in gold. He is perhaps the most valued person aboard a ship other than the captain because so much depends upon his skill.
((Some form of mapping mod))
Carpenter
A person in this valuable position worked under the direction of the ship's Boatswain using their skill to not only repair battle damage to masts, yards, hatches, and the hull, but to keep the ship's leaky seams in check with wooden plugs and oakum fibers. He would often have separate quarters combined with a workspace. There could probably be no more highly regarded artisan in a pirate ship crew when your life and livelihood depended on the soundness of the wood around and beneath you.
((Lumberjacking- 50+, Axe Mastery- 50+))
Gunner
The Gunner is responsible for the ship's guns and ammunition. This includes sifting the powder to keep it dry and prevent it from separating, insuring the cannon balls were kept free of rust, and all weapons were kept in good repair. A knowledgeable Gunner is essential to the crew's safety and effective use of their weapons.
((Blacksmithing- 75+))
Cook
Marin Coventina
A well versed cook is essential in keeping the crew healthy and happy. Knowing the needed dietary intake of everyone can be a difficult job, but having a knowledgable cook that can turn minimal materials into vast amounts of edibles can keep any ship afloat. Knowledge of plants and their healing abilities is also helpful as the cook acts as the crews sole medic. Tending the Port's farms help to gather needed supplies.
((Cooking- 75+, Farming- 75+))
Musicians
Clud
Those who could play drums, bagpipes, trumpets, accordions, fiddles, and other instruments were so well liked that they escaped torture if captured by pirates. With entertainment at a premium on most uneventful days at sea, they would be expected to play a jig to dance to, lead a shanty for work tempo, or provide dinner music. Musicians would usually play prior to and during a battle, blaring out martial tunes, nautical favorites, or simple loud noise to inspire the crew.
((Own at least 1 disc, preferably more))
Able Seamen
The common sailor, which are the backbone of the ship, need to know the rigging and the sails. As well as how to steer the ship and apply it to the purposes of navigation. He needs to know how to read the skies, weather, winds and most importantly the moods of his commanders.
Striker
Charles "Striker" Greymane
Often overlooked, the Striker was a native of the Wilds. They are expert hunters who fish and hunt wild game when the crew is ashore. Their knowledge of local plants aids in collecting edible fruits and vegetables. Their expert ability at hunting and fishing earns them a spot among the crew, Their hatred of government assures their loyalty and ferocity in battle. They are not kept aboard for their seamanship, their job is to hunt game and kill Alrasians.
((Archery- 50+))
Powder Monkeys
Many powder monkeys are probably pressed into service, being kidnapped and forced to serve aboard the ship. Often the powder monkeys are young lads no more than eleven to thirteen human years old. They mainly assist the Gunner and learn most of the ships basics but are paid very little (if anything), treated poorly, and are expendable. Chiefly responsible for the creation, and finding of gunpowder, they spend a lot of time standing in front of a furnace. If they manage to live a few years, they might eventually make it to a position of more importance on the ship. Often, due to their harsh life, powder monkeys are quick to try and desert a ship.
((Blacksmithing- 0.))
Prisoners / Brig
The ships Brig is a cell specially made to hold prisoners of raids and skirmishes. Willing prisoners are sometimes forced into service on deck of the ship.
Everyone aboard must have a combat skill above 50 to show prowess in fighting.