Establishing a crew requires someone to have trained to be a Captain. Once a crew is formed, potential members within the faction can join by investing 5 DT. Organizing a crew is crucial not only for survival but also for maintaining order and efficiency. Further, after joining a crew each member can train themselves to be assigned a specific role within the crew to gain benefits.
Note this will be a tiered system in which every time your PC reaches a new Blue Rank their passive gets better.
Crew Member limit is raised when your Captain raises into the next rank of game play.
Crew member Max per rank of Game play; (Blue 5, Paradise 6, Ocean Floor/Vearth 7 New World 8, End of World 9)
You cannot have infinite crew members, even if some of them are unofficial.
Captain
(Requires 8 DT for training)
The Captain serves as the authoritative figure, leading the crew through perilous contracts and missions.
+2 to Persuasion or Intimidation
You unlock the ability to make your crew's T3 influenced island your crew's headquarters. For 12 DT you may make an island your crew's Headquarters. Your crew may have one headquarters.
First Mate
(Requires 5 DT for training)
First mates are the second command and the backbone of the crew
+1 Any Selected Skill or Tool Check (must be decided upon training)
Engineer
(Requires 5 DT for training)
The Engineer is responsible for the maintenance of the ship's weapons and ensuring that all crew members' weapons are in optimal condition.
+2 to Weapon, armor, or firearm crafting (choose 1)
Entertainer
(Requires 5 DT for training)
The Entertainer is tasked with boosting crew morale.
+2 to performance checks
Cook
(Requires 5 DT for training)
The Cook ensures that everyone on board is well-fed.
+2 to Chefs Tool
Doctor
(Requires 5 DT for training)
A vital role, the Doctor ensures the well-being of the crew, a crucial asset recognized by every good Captain.
+2 Medical Tools
Scholar
(Requires 5 DT for training)
Scholars are entrusted with preserving knowledge about the ship and possessing extensive knowledge about the world.
+2 to artifact knowledge
Navigator
(Requires 5 DT for training)
Navigators are responsible for planning and charting courses to guide the crew through the seas to their destinations.
+2 Cartographers Tool check
Treasurer
(Requires 5 DT for training)
Treasurers manage the ship's supplies, ensuring the crew is well-stocked before every voyage.
10% discount from sea post store
Treasures additionally have the ability to expand your crew's HQ. For 5 DT you are able to make a T1 Vault.
(T1 Vault - Your HQ has a vault capable of holding 50 bulk and 250,000 Berri)
Shipwright
(Requires 5 DT for training)
Shipwrights maintain the ship's optimal condition, both before and after sailing or naval combat.
+2 Shipwright Tool Check
Hunter
(Requires 7 DT for training)
The Hunter is the tracker, the one who keeps a watchful eye on the enemies of your crew, to evade them or to find them.
May use an extra DT per day towards tracking or evading
Helmsman
Helmsman steer the ship on the crew. They know the ocean well enough to steer the ship through perilous waters.
Helmsman I
Requirements: 5 DT for training
Benefit: +2 to Vehicle (Water) checks, traveling costs 2 less TP.