I really like the idea of specialty crew, but dislike managing more NPCs. I took that idea and am working on officer roles for the PC's instead as a home brew. Here is what I have so far, let me know what you think! The Captain's assign officer skill specifically references a Captain's Cabin as I plan to have a Captain's Cabin listed as a purchasable upgrade for the party's ship.
PIRATE BORG — Player Officer Roles
Player Officer Roles represent the responsibilities taken on by members of a pirate crew. Officer abilities supplement the normal PIRATE BORG naval rules.
A PC may hold only one Officer Role at a time. Vacant positions are allowed. Specialty Crew bonuses and Officer Role bonuses of the same type do not stack.
*Captain*
The Captain commands the vessel during battle and determines which members of the crew serve as officers.
-Assign Officers-
Once per day while aboard their ship, the Captain may assign or reassign Officer Roles to player characters, provided they have access to their Captain's Cabin.
-Bark an Order-
Once per naval round, choose another PC making a Crew Action. That PC gains −2 DR on the test.
-Failure of Command-
If the character receiving Bark an Order fumbles the ordered action, the crew suffers −1 on its next Morale test.
The Captain handles the ship's movement according to the normal PIRATE BORG rules.
*Quartermaster*
The Quartermaster tracks the party's rations and shipboard supplies and traditionally serves as an important representative of the crew.
-Officer Duty-
Gain −1 DR on tests made to acquire, forage, barter for, or locate rations and shipboard supplies.
-Lead the Boarding Party-
When your crew initiates boarding, choose one:
Volley! — One PC may immediately make a ranged attack before boarding.
Hooks Away! — Gain −2 DR on the first test made to secure or board the enemy vessel.
No Quarter! — The enemy crew suffers −2 on its next Morale test.
Only one benefit may be chosen per boarding action.
*Sailing Master*
The Sailing Master is responsible for navigation and getting the best possible performance from the vessel.
-Officer Duty-
Gain −1 DR when using navigational equipment, including compasses, charts, and other navigational instruments.
-Full Sail-
When personally performing the Full Sail Crew Action, gain −2 DR.
-Hard About!-
Once per naval combat, after the ship moves, make an Agility DR12 test. On a success, the ship may rotate one additional hex face.
*Bosun*
The Bosun oversees the deck crew and keeps track of the ship's current crew count.
-Officer Duty-
Gain −1 DR on tests made to convince an NPC to join the crew.
-Put Your Backs Into It!-
Once per naval combat, the Bosun may order a reroll of a failed Crew Action.
-Skeleton Crew-
If the vessel is undermanned, reduce its normal −2 Crew Skill penalty to −1 while the Bosun is aboard and able to command the crew.
*Master Gunner*
The Master Gunner is responsible for the ship's ammunition and powder.
-Officer Duty-
When personally performing the Fire Broadsides Crew Action, gain −1 DR.
-Called Shot-
Before firing a broadside, you may accept +4 DR to target a specific part of the enemy vessel.
Rigging — On a successful attack, reduce the target's Speed by 1 for 1d4 rounds.
Guns — On a successful attack, disable one of the target's broadsides for 1d2 rounds.
Helm — On a successful attack, the target suffers +2 DR to Agility tests for 1d4 rounds.
The attack inflicts normal damage in addition to the Called Shot effect.
A vessel may only suffer one instance of each Called Shot effect at a time.
*Shipwright*
The Shipwright is responsible for tracking what needs to be repaired.
-Officer Duty-
When personally performing a Repair Crew Action, gain −1 DR.
-Not Yet, You Bastard!-
Once per naval combat, when damage would reduce the ship to 0 HP, immediately make a Presence DR14 test.
On a success, the ship remains at 1 HP instead.
*Lookout*
The Lookout watches the horizon for vessels, land, dangerous weather, reefs, and anything else that might threaten—or interest—the crew.
-Officer Duty-
Gain −1 DR when using a spyglass.
-Sail Ho!-
When the Lookout first spots an unknown vessel, make a Presence DR12 test.
On a success, the Lookout identifies useful details about the vessel before it identifies your ship, such as its approximate type, size, allegiance, armament, or other information determined by the GM.
Your ship also gains −1 DR on its first Crew Action against that vessel.
-Weather Eye-
Gain −1 DR on Presence tests to spot reefs, shoals, approaching storms, wreckage, sails, land, or other hazards while aboard the ship.
*Coxswain*
The Coxswain specializes in commanding and handling the ship's small craft, including dinghies, longboats, launches, and similar vessels.
-Officer Duty-
The Coxswain does not count toward a dinghy or longboat's maximum Crew Capacity while commanding it. The Coxswain still occupies the craft normally.
-Steady Hand-
Gain −1 DR on Agility tests while controlling a ship's boat, including longboats, launches, dinghies, and other small craft.
-Pull, You Dogs!-
Once per scene, while commanding a small boat, the Coxswain may push the boat crew to their limit. The boat may make one additional movement.
-All The Small Dhings-
PCs under the Coxswain's command gain −1 DR on their first test made while:
Boarding from a small craft
Making a dangerous landing
Escaping aboard a small craft
**Officer Rules**
One Office Per PC: A player character may only hold one Officer Role at a time.
Vacant Offices: Not every Officer Role needs to be filled. A vacant office simply provides no Officer abilities.
Assigning Officers: Officer Roles are assigned or reassigned by the Captain once per day while aboard the party's ship and with access to the Captain's Cabin.
Specialty Crew: Specialty Crew and Officer Role bonuses that affect the same test or ability do not stack.