Cargo, Crew and Non-Combat Special Slips

Copyright © 1998, 1999, 2000 by Steve Jackson.
Version of May 18, 2000
To be handed out, or randomly drawn, as suits the GM's scenario.

CARGO

1 chest silver

CARGO

1 chest of gold pieces, as many as will fit

CARGO

6 barrels of tobacco

CARGO

5 barrels of gunpowder

CARGO

1 chest of mail
3 chests of hemp

CARGO

3 chests of glassware

CARGO

2 barrels of tobacco
6 barrels of salt cod

CARGO

4 large empty barrels

CARGO

1 large barrel of rum
3 large empty barrels

CARGO

10 random gold pieces

CARGO

A treasure map!

CARGO

A chest of pistols

CARGO

A chest of cutlasses

CARGO

A shrubbery!

CARGO

As many shrubberies as will fit onto the ship.

CARGO

Two chests of silk.

CARGO

10 barrels of rice

CARGO

20 barrels of flour.

CARGO

Cannon equal to the class of the cargo ship.

CARGO

Livestock. You must take the ship to get the livestock.

CARGO

Timber. You must take the ship to get the timber.

CARGO

Three big barrels of rice.
20 small barrels of rice.

CARGO

1 chest of muskets.
1 chest of pistols.

CARGO

4 gold pieces in a chest

CARGO

6 barrels of salt beef
1 chest of cotton cloth

CARGO

5 chests of cotton cloth
1 chest of silk

CARGO

3 barrels of gunpowder
3 barrels of molasses

 

SPECIAL CHARACTER

Navigator

Can read maps, record the position of islands, and so on. Does not get lost. Captains have this ability automatically.

SPECIAL CHARACTER

French Swashbuckler

+2 with cutlass, and -2 to any sword attack against him.

SPECIAL CHARACTER

Polish Gunner

+1 to hit for the cannon which he serves.

SPECIAL CHARACTER

German Mercenary

+2 with two-handed axes and halberds, and -2 to any sword or axe attack against him.

SPECIAL CHARACTER

Dutch Helmsman

+2" to ship movement any turn he is at the helm (that is, handling the ship rather than fighting or doing anything else). This is not an initiative bonus, however.

SPECIAL CHARACTER

American Rifleman

+2 with a musket (because if he has it, it's a rifle).

SPECIAL CHARACTER

Scottish Engineer

Automatically succeeds, by himself, in any damage control effort (that is, he is the equivalent of a six-man damage control party).

SPECIAL CHARACTER

British Mutineer

This pirate fled the rigid discipline of the Royal Navy. He is familiar with all the British ships that are normally found in these waters, and knows his way around the Navy bases. The referee will use him as a conduit for information at appropriate times.

SPECIAL CHARACTER

Spanish Mutineer

This pirate escaped from the Spanish treasure fleet. He knows about the treasure ships and their captains. The referee will use him as a conduit for information at appropriate times.

SPECIAL CHARACTER

Indian Archer

+2 with bow and arrow (treat as musket). Nobody else, except the Islander, can use bow and arrow.

SPECIAL CHARACTER

Islander

This native decided to join the pirates and see the world. +1 with spear, and can use bow and arrow (treat as musket).

Natives can swim like fish, at 4" per turn (other pirates can barely dog-paddle). If they fall overboard, they don't drop their weapons, and they automatically make it back to the ship. If you have an Islander, you have a chance of recovering sunken treasure, rescuing men in the water, and so on (roleplay it).

SPECIAL CHARACTER

Completely Loyal Henchman

You saved this pirate's life, and he will never play you false. If you place him in charge of a prize crew, you may control that ship's actions as well as those of your own ship, wherever it goes. If you leave him in charge of an island base, the men there won't rebel or steal your goods.

SPECIAL CHARACTER

Old Salt

Knows what the next change in wind speed and direction will be, though not when. It's up to the Old Salt's player to remember to ask the referee. . . .

 

NON-COMBAT SPECIAL

Charmed Life

Applies only to Captains. You cannot die at sea, and the only way that you can die on land is of old age, starvation and exposure, or (more likely) by hanging. The pirate law forbids pirates from hanging each other, so if you fall into the hands of foes and they discover they can't kill you, they'll probably have to maroon you or let you go. Of course, non-pirate foes are free to hang you.

NON-COMBAT SPECIAL

Treasure Map

You have a piece of a treasure map. Some maps are better than others. . . . And you always have to get at least two pieces in order to use a map.

NON-COMBAT SPECIAL

Fearsome Reputation

You start the game with a +1 Reputation!

NON-COMBAT SPECIAL

Island

You know the location of an island with food, fresh water, etc., in a useful place. You may share this with other pirates if you like, and they have a normal chance of finding it if they are in that area.

NON-COMBAT SPECIAL

Magic Scroll

You have a scroll that you have been told will work once, to "drive away toothy monsters."

NON-COMBAT SPECIAL

Magic Scroll

You have a scroll that you have been told will work once, to raise a wind or calm one.

NON-COMBAT SPECIAL

Charmed Life

Applies only to Captains. You cannot die at sea, and the only way that you can die on land is of old age, starvation and exposure, or (more likely) by hanging. The pirate law forbids pirates from hanging each other, so if you fall into the hands of foes and they discover they can't kill you, they'll probably have to maroon you or let you go. Of course, non-pirate foes are free to hang you.

NON-COMBAT SPECIAL

Treasure Map

You have a piece of a treasure map. Some maps are better than others. . . . And you always have to get at least two pieces in order to use a map.

NON-COMBAT SPECIAL

Fearsome Reputation

You start the game with a +1 Reputation!

NON-COMBAT SPECIAL

Island

You know the location of an island with food, fresh water, etc., in a useful place. You may share this with other pirates if you like, and they have a normal chance of finding it if they are in that area.

NON-COMBAT SPECIAL

Magic Scroll

You have a scroll that you have been told will work once, to "drive away toothy monsters."

NON-COMBAT SPECIAL

Magic Scroll

You have a scroll that you have been told will work once, to raise a wind or calm one.

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