Yeah, but some guidance on expected pay per skill level would be nice.
I'm peeking at rules in
The Traveller Book, since that's what I have handy. Considering crew in other versions make between 1000-6000 per month for skill-1 (+10% per +1 over that), and considering that an "ordinary level" of subsistence costs 200 per month, I'd set up a structure like this:
Salary (Cr) per Month
Skill Level | "Unskilled" Labor / Trade | Common Skill | Uncommon Skill | Rare Skill |
0 | 200 | 300 | 450 | 600 |
1 | 220 | 330 | 495 | 690 |
2 | 242 | 379 | 594 | 862 |
3 | 266 | 455 | 772 | 1164 |
Divide by 30 to get daily wages.
I basically picked a skill-0 wage arbitrarily, but based the lowest level trade wage on a subsistence level and the rarest skill on the pilot wage. The Unskilled column increases uniformly by +10% per skill point. The Common column increases 10%, 15%, 20%. The Uncommon column increases 10%, 20%, 30%. The Rare column increases 15%, 25%, 35%.
I felt a rarer skill at higher levels was worth more than a more common skill at higher levels.
If you're offering room & board as well as a salary, I'd subtract 200Cr from the monthly wage.
You have to decide what skills fall into each categories. Offhand, I'd do this...
Unskilled: not skills, but maybe a particular trade or knowledge of something or somewhere -- the skill level probably represents a stat bonus.
Common: Admin, Animals, Athletics, Carousing, Comms, Gambling, Recon, Steward, Streetwise, Gunnery/Turret, Gunnery/Heavy Weapons, Melee Combat, Vehicle/Wheeled, Vehicle/Watercraft
Uncommon: Advocate, Animals/Vet, Bribery, Broker, Computer, Electronics, Leadership, Liaison, Mechanics, Navigation, Sciences, Tactics, Zero-G, Gun Combat, Gunnery/Bay Weapons, Gunnery/Screens, Vehicle/Tracked, Vehicle/Mole
Rare: Battle Dress, Demolitions, Engineering, Gravitics, Linguistics, Piloting, Gunnery/Spinal Mounts, Vehicle/Aircraft
Rarity will differ per world, but those are general ideas.
Feel free to quibble with the specifics, but use the approach with your own charts.