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
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CARGO
1 chest of gold pieces,
as many as will fit
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CARGO
6 barrels of tobacco
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CARGO
5 barrels of gunpowder
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CARGO
1 chest of mail
3 chests of hemp
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CARGO
3 chests of glassware
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CARGO
2 barrels of tobacco
6 barrels of salt cod
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CARGO
4 large empty barrels
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CARGO
1 large barrel of rum
3 large empty barrels
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CARGO
10 random gold pieces
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CARGO
A treasure map!
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CARGO
A chest of pistols
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CARGO
A chest of cutlasses
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CARGO
A shrubbery!
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CARGO
As many shrubberies as will fit onto the ship.
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CARGO
Two chests of silk.
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CARGO
10 barrels of rice
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CARGO
20 barrels of flour.
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CARGO
Cannon equal to the class of the cargo ship.
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CARGO
Livestock.
You must take the ship to get the livestock.
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CARGO
Timber.
You must take the ship to get the timber.
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CARGO
Three big barrels of rice.
20 small barrels of rice.
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CARGO
1 chest of muskets.
1 chest of pistols.
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CARGO
4 gold pieces in a chest
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CARGO
6 barrels of salt beef
1 chest of cotton cloth
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CARGO
5 chests of cotton cloth
1 chest of silk
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CARGO
3 barrels of gunpowder
3 barrels of molasses
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SPECIAL CHARACTER
Navigator
Can read maps, record the position of islands, and so on.
Does not get lost.
Captains have this ability automatically.
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SPECIAL CHARACTER
French Swashbuckler
+2 with cutlass,
and -2
to any sword attack against him.
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SPECIAL CHARACTER
Polish Gunner
+1 to hit for the cannon which he serves.
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SPECIAL CHARACTER
German Mercenary
+2 with two-handed axes and halberds,
and -2
to any sword or axe attack against him.
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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.
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SPECIAL CHARACTER
American Rifleman
+2 with a musket (because if he has it, it's a rifle).
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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).
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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.
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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.
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SPECIAL CHARACTER
Indian Archer
+2 with bow and arrow (treat as musket).
Nobody else, except the Islander, can use bow and arrow.
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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).
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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.
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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. . . .
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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.
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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.
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NON-COMBAT SPECIAL
Fearsome Reputation
You start the game with a +1 Reputation!
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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.
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NON-COMBAT SPECIAL
Magic Scroll
You have a scroll that you have been told will work once,
to "drive away toothy monsters."
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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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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.
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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.
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NON-COMBAT SPECIAL
Fearsome Reputation
You start the game with a +1 Reputation!
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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.
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NON-COMBAT SPECIAL
Magic Scroll
You have a scroll that you have been told will work once,
to "drive away toothy monsters."
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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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