Assorted PDF handouts for players, and references for GMs: house rules, new ships,
new Edges, new Hindrances, navigation maps, record sheets, etc.
UPDATE (2 Aug 2011): Custom character sheets added.
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Custom Pirates Character Sheet & Pre-Generated Heroes (Updated 2 Aug 2011.) An alternative character sheet for Pirates RPG. (Note: This includes a "morale" box, as per my house rules concerning morale/sanity. Feel free to ignore it!) I've also included some sample heroes - pre-generated characters for my campaign at The Amorous Armadillo Game Shoppe. |
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Custom Pirates "Extras" Half-Sheet (Updated 2 Aug 2011.) An abbreviated version of my custom character sheet, so that two can fit on a page - for Extras, such as crewman allies, henchmen, sidekicks, pets, etc. Includes sample characters filled out for my campaign. |
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Supplementary Pirates RPG Adventure Deck (Updated 21 Jul 2011.) 56 optional Adventure Cards, for adding to or swapping with cards from your Adventure Deck. Special thanks go to JackAce and Algorond on the Pinnacle Forums for their critiques, which are reflected in some changes to these cards. Requires the Savage Worlds Adventure Deck PDF or else the new Savage Worlds Action & Adventure Decks. |
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Ships of the Spanish Main Updated house rules for my Pirates RPG campaign, covering new ship types from the CSG. Ship types include Viking longships, junks (with up to 10 masts), Barbary Corsair galleys, and more. Special rules are included for new Ship Edges and Ship Hindrances meant to recreate some of the distinctive features of various ships from the CSG. (Edited 11 Jun 2008, moving 1800s-era and "weird science" technology and ship styles to a separate document.) |
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Ships of the Mysterious Islands Updated house rules for my Pirates RPG campaign, covering submarines and other ship types from the slightly steampunk 19th century setting of "Pirates of the Mysterious Islands" and beyond. Ship types include submarines of various types, turbines (steamships), catamarans, and more. This builds upon (and references) the special rules for Edges and Hindrances introduced in the "Ships of the Spanish Main" house rules above. |
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Flotilla Sheet (Updated 27 May 2008.) This is my latest attempt to provide a way for players with multiple ships in their "flotilla" to keep track of the stats without spanning multiple sheets. This is still a work-in-progress (and has not yet been playtested in its current form, as of this writing), so I'll post updates as I get feedback from my group on how to improve upon it. |
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Ship Conversion Rules - CSG to RPG (Updated 27 May 2008.) These are "quick-and-dirty" house rules for a way to "convert" ships from the Pirates PocketModel game to statistics usable (at least in theory) for the Pirates RPG. The emphasis here, alas, is more on "dirty" than "quick," as this is a rather experimental venture. |
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Mediterranean Travel Map (Barbary Coast) A travel map, patterned after the official Spanish Main travel maps you can download from the Pinnacle site, covering the Barbary Coast and the rest of the Mediterranean, circa the late 17th to early 18th centuries (or thereabouts). Historical accuracy is not in the least bit guaranteed, since this is a game reference. |
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Northwest Europe Travel Map A travel map, patterned after the official Spanish Main travel maps you can download from the Pinnacle site, covering a portion of northwestern Europe (particularly the areas around England, Scotland and Ireland), circa 1700 or thereabouts. Historical accuracy is not in the least bit guaranteed, since this is a game reference, and I still need to add in "prevailing winds" indicators for full Savage Worlds functionality. Please note that this doesn't match up perfectly with my Mediterranean map, due to shifting map scales. Also, the "1 square = 30 miles" isn't guaranteed to be entirely accurate, either, since I was working from a Mercator-type projection. |
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North Atlantic Travel Map A travel map for use in traversing the Atlantic, between the Old and New Worlds. Unlike the official Spanish Main travel maps, this uses a scale of 1 square = 210 miles (whereas the usual scale is 1 square = 30 miles). The impact of this is that journeys are handled by the week instead of by the day. Instructions are included on how to handle this, though you'll of course still need the basic Pirates RPG rules to start with. |
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