Total Available Energy Reserves: 40 pts.
Currently 10 air, 10 fire, 10 water, 10 earth.

Routine energy costs
Lift: 1 air per hour, +1 for every 500' of altitude above sea level.
Main Engines: 1 fire, water per hour.
Keel: 1 earth per hour (required to use sails for movement).
Communications: 1 air per four hours.
Plumbing (cold showers, commode, sinks, drinking water): 1 water per four hours.
Heat (hot water, warn climate): 1 fire per four hours.

Emergency energy costs
Speed Boost: 1 fire per minute (jets)
Emergency Lift: 1 air per minute provides extra maneuverability
Shields: 1 air, earth per minute provides DR 10 to the ship and DR 5 to anyone on the deck (from off-ship attacks)
Small Guns: 10 shots per point of fire, 3d burn, 1 yard radius explosion, 20/200, RoF 1, acc 3. Recently improved by Bob to grant +2 skill to anyone who is trained by Bob to use the targeting system. Port and starboard guns can shoot on their sides of the ship, can depress and elevate to 45 degrees above and below the deckline, with a 120 degree line of fire from just off of the fore of the ship towards the aft. The aft gun is has the same elevation characteristics but can only aim at the rear 90 degree arc of the ship. On a critical failure, it is possible to shoot the Improbable by accident. 
Main Gun: 1 shot per point of fire, earth, air, water. 5d cr, 5d burn 3 yard AoE. 10/100/250, RoF 1, acc 8. Cannot be depressed below the deckline of the improbable, or turn outside of the frontal 90 degree arc of the ship.

Other energy costs
Greenhouse: 1 fire, water, air per day (light, water, humidity for plants)

Normal Operation: cruising speed is 6 knots with the main engines. This is reduced considerably if cruising upwind. The engines can be pushed (with extra energy costs and an elevated failure chance) if need be. 

The ship can also use sails (as a sailing ship) for motion, reducing the energy cost of normal operation. With the airkeel activated, the sails can generate enough force for the ship to travel at up to 15 knots. The sails require three people to man them most of the time (one check per four hours to determine maximum speed, or if all three are trained the check can be foregone in non-stress situations)