Random drawing of cargo items, special non-combat bonuses, or pirates with special abilities for Evil Stevie’s Pirate Game.
To be handed out, or randomly drawn, as suits the GM’s scenario.
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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 |
CARGO
3 chests of glassware |
CARGO
2 barrels of tobacco |
CARGO
4 large empty barrels |
CARGO
1 large barrel of rum |
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. |
CARGO
1 chest of muskets. |
CARGO
4 gold pieces in a chest |
CARGO
6 barrels of salt beef |
CARGO
5 chests of cotton cloth |
CARGO
3 barrels of gunpowder |
SPECIAL CHARACTERNavigator 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 |
NON-COMBAT SPECIAL
Island |
NON-COMBAT SPECIAL
Magic Scroll |
NON-COMBAT SPECIAL
Magic Scroll |
Where to now?
- Download the PDF version
- Continue to Pirate Names
- Return to the Evil Stevie’s Pirate Game page
- Discuss the game in the LEGO Pirates Forum
- Official Website Steve Jackson’s Home Page
Version of May 18, 2000
These rules are not licensed or approved by The LEGO Group.
Copyright 1998, 1999, 2000, 2003, 2010, 2011 and used with Steve Jackson’s permission.