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 Steve Bliss / pirates / evilstevie / specials

Special Characters for Evil Stevie’s Pirate Game

Evil Stevie’s Pirate Game allows pirate minifigs to have special abilities, such minifigs are called special characters or figures. Any minifig may be a special character, either bought by the player or awarded by the GM. For a list of the special abilities, see the Campaign Game Rules, under the section Special Crew.

For my game, I decided it would be simpler (and maybe more fun, in a different way) to assign the special abilities to specific minifigs, and allow them to come up at random during crew selection. This simplified startup, because it allowed me to eliminate ‘bonus points’ that players would need to spend at the beginning, and players didn’t have to take time and brain cells deciding what type of characters they wanted to get. And it added a bit of interest to getting crews, because the players would sort through the crew, and see what they got...

It also offered some interesting inter-player trade possibilities, as players tried to get needed specials, especially the coveted Loyal Henchman.

I put together a ‘Special Characters’ reference sheet, giving each player a copy, so they could keep track of who was who. Below is a reproduction of that sheet, describing the special characters. Most of the information, and some of the text, is taken from Steve Jackson’s rules. Some of the images were nicked from the BrickLink catalog, the rest I prepared.

Special Characters

These figures have special attributes and abilities, when playing pirates. When they are Non-Pirate Characters (NPC), they may or may not be as special...


   Captain
This is your avatar.

-2 penalty to be hit with cutlass.
+1 to hit with any weapon.
Captains are Navigators.
Immune to cannon fire, unless the rest of the crew is gone.
Immune to gun fire unless the rest of the crew is gone OR the gun is fired by another Captain within 3”.
Peg-legged captains are sprightly as ever, despite their timber toes ~ 6” movement.
Captains may become Expert Captains, for heroic accomplishments or role-playing.
 

   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.
 

   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 Master . . .

Old Salts can also be handy for checking equipment for hidden flaws.
 

   Scottish Engineer
Automatically succeeds, by himself, in any damage control effort (that is, he is the equivalent of a 6-man damage control party).

Engineers can examine ships and equipment, possibly identifying hidden flaws.
 

   Navigator
Can read maps, record the positions of islands, and so on. Does not get lost.

All Captains have this ability.
 

   Dutch Helmsman
+2” bonus to ship speed when he is at the helm (that is, handling the ship).
This is not an initiative bonus.
 

   French Swashbuckler
+2 with cutlass
-2 to any sword attack against him.
 

   Polish Gunner
+1 to hit for the cannon which he serves.
 

   Expert Marksman
+1 to hit pistols
 

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

   American Rifleman
+1 with a musket (because if he has it, it’s a rifle).
 

   Blue Coat
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.

+1 to hit on cannons
+1 to hit with muskets
+1 to hit with pistols
 

   Red Coat
This pirate escaped from the ranks of the soldiers guarding the forts and treasures up and down the region. He knows about the treasure ships and their captains.

+1 to hit on cannons
+1 to hit with muskets
+1 to hit with pistols
 

   Indian Archer
+1 with bow and arrow (nobody else except Islanders can use bow and arrow).
 

   Islander
This native decided to join the pirates and see the world.

+1 with spear
4” swimming speed
If they fall overboard, they don’t drop their weapons.
Islanders might help recover sunken treasure, rescue men in the water, and so on.
Primary content in this document is © Steve Bliss. All other text, images, or trademarks in this document are the intellectual property of their respective owners.


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