TEXT: Savage Worlds™ is a trademark of Great White Games (http://www.peginc.com).  Pirates of the Spanish Main™ and Pirates of the Cursed Seas™ are 
  trademarks of WizKids Games (http://www.wizkidsgames.com).  Artwork © 2007-2008 by T. Jordan Peacock (http://greywolf.critter.net/pirates.htm).   
  Permission is granted to print for personal use. 
   
   
   
   
  Plunder Cards 
  Cargo Cards #1 
  (a fan-made GM accessory for the Pirates RPG by Jordan Peacock) 
   
  This document is a reference for the GM, not the players. 
  (PLAYERS: READ NO FURTHER!) 
   
  Your privateer heroes capture a prize ship laden with 
  goods, amassing four spaces of cargo that they can sell in 
  the next port.  What sort of cargo?  In the Fast! Fun! 
  Furious! world of the Pirates RPG, frankly, it doesn’t 
  really matter.  Still, sometimes it’s nice to have an extra 
  touch of color to the haul.  Maybe the haul consisted of 
  fine silks from China, or Aztec gold stolen by the Spanish.  
  Or, perhaps it’s something that could even be useful in a 
  pinch – such as cattle, which could serve as spare 
  provisions, or a distraction for a hungry sea monster. 
   
  These cards provide a way to add some variety to the 
  acquisition of cargo.  You can keep them in a stack and 
  draw randomly when a prize ship is taken, or you can pick 
  out what seems most appropriate for the circumstance.  
  Rules are included on the cards for those items that have 
  special uses beyond their raw value in pieces of eight.  
  The players can either hold onto the cards (until the 
  corresponding items are sold) or else just copy the 
  relevant information into the ship’s manifest (the list of 
  cargo on the ship reference sheet) and hand them back to 
  the GM. 
  Special Rules and Notes 
   
  Value: Values are listed in pieces of eight (or pesos de 
  oche) if the cargo is intact.  See p. 53, Pirates RPG. 
   
  Retail: Retail value is the price for this item if it were to 
  be bought new.  On a successful Streetwise roll, it can be 
  sold for a quarter of retail; on a raise, it can be sold for 
  up to half retail.  See Selling Goods, p. 52, Pirates RPG. 
   
  Standard Cargo: Standard cargo can routinely be bought 
  and sold as part of consignments.  A captured prize ship 
  usually has one space of Provisions, and one of Powder & 
  Shot.  Merchant ships fill out the remainder of their cargo 
  hold with randomly selected Standard Cargo.  Pirate and 
  privateer ships usually only carry conventional cargo if 
  they’ve recently done some plundering (10% chance). 
   
  Rare: Some cargoes are worth a lot more if you find the 
  right collector.  When selling a “rare” cargo, the sale 
  price increases by 500 pieces of eight for every raise on 
  the Streetwise roll to sell it (instead of 100). 
   
   
  
   
   
   
  
   
   
  Special Rules and Notes (continued) 
   
  Special Cargo: Some cargo items have special rules, as 
  listed on the card.  As an optional house rule, any prize 
  ship has a 10% chance of having one Special Cargo on 
  board.  (This replaces one Standard Cargo, if there’s no 
  remaining cargo space.)   
   
  General Goods: Just as with Shot & Powder, you don’t 
  determine what type of cannon shot is included until you 
  need it, this cargo has an unspecified mixture of goods of 
  a certain set retail value.  You can “buy” items (as 
  appropriate to the cargo description) from this “store,” up 
  to the listed amount.  These should only be standard 
  items from the Gear list in the Pirates RPG book, unless 
  stated otherwise; the GM has final say on what items can 
  be found in the stash.  The individual items can be sold (if 
  still in saleable condition), as with any standard goods. 
   
  Remaining (X): When found, the cargo has units equal to 
  the number (X) in parentheses.  E.g., Lumber is usable by 
  a shipwright (p. 42, PotSM).  Value of the cargo is reduced 
  proportionally with number of units expended. 
   
  Lucky/Blessed: Some cargoes have supernatural 
  properties; their powers may be invoked by any (non-
  Doubting-Thomas) Wild Card member of the ship’s crew. 
   
  Spices: The card text is clumsy, but for every Provision 
  unit you spend, spend a unit of Spice as well, and that day 
  effectively only counts as half a day at sea when 
  calculating the time until you suffer Cabin Fever effects. 
   
   
  Livestock: Livestock cargo may be converted into 
  provisions at a rate of 500 provision units per cargo space 
  of animals slaughtered, or 300 if your ship is plagued by 
  the Rats Hindrance.  Assume that the cargo space also 
  includes enough cattle feed, seed, etc., to keep the 
  livestock fed for any reasonable journey length. 
   
  Shot & Powder: This cargo provides gunpowder and an 
  assortment of cannonballs for cannons (p. 123, Pirates 
  RPG).  A cargo unit of Shot & Powder provides enough for 
  50 shots with an 8-pdr cannon.  4-pdr cannons use half as 
  much, and 16-pdr cannons use twice as much.  There’s no 
  need to keep track of what kind of ammunition (grape 
  shot, chain shot, different calibers, etc.) is fired; just 
  assume that the right ammunition type is on hand when 
  it’s needed.  Alternatively, one unit of Shot & Powder can 
  provide enough gunpowder and ammunition for 10 pistol 
  or musket shots. 
   
  Shipment: This is a blatant plot hook.  These items are of 
  sentimental value to someone who can afford to pay a 
  1,000 pieces of eight reward for their delivery – either as 
  a job given to the PCs, or they intercept this cargo as part 
  of some pirates’ loot and have a chance to deliver it to 
  the proper owner.  Fill in the blank with the port where 
  you’d like the heroes to take it to get their pay. 
   
  Trade Beads: Some African and New World cultures place 
  high value on shiny, colorful beads as sign of status, even 
  using them as currency.  Until the market is inevitably 
  saturated, European merchants exploit this for trade. 
   
  SPECIAL THANKS to Clint Black, “JackAce,” “DerFinsterling” and “SeekerOfTruth” from the Pinnacle Pirates Forums for corrections and suggestions 
  (http://www.peginc.com/forums).  More fan-made Pirates material can be found at http://greywolf.critter.net/pirates.htm. 
  
   
   
   
  TEA LEAVES 
  Sacks of dried tea leaves 
  imported from India. 
   
  Cargo 1; Value 500. 
   
   
  COTTON BALES 
  Bundles of cotton, wrapped up 
  in burlap and twine. 
   
  Cargo 1; Value 400. 
    
   
  FINE JADE 
  Jewelry and figurines carved 
  from green and white jade. 
   
  Cargo 1; Value 1000. 
   
   
   
  FUR PELTS 
  Cured beaver pelts from the 
  Americas. 
   
  Cargo 1; Value 500. 
   
   
   
  PORCELAIN DISHWARE 
  Plates, bowls, serving dishes, 
  saucers and tureens of fine 
  porcelain, in crates padded 
  with straw. 
   
  Cargo 1; Value 500. 
   
   
   
  FINE SILK 
  Bolts of shimmering silk in a 
  variety of bold colors. 
   
  Cargo 1; Value 800. 
   
   
   
  SUGAR 
  Bundles of sugar cane from an 
  island plantation. 
   
  Cargo 1; Value 500. 
   
   
   
  COLOMBIAN COFFEE 
  Burlap bags full of whole 
  coffee beans. 
   
  Cargo 1; Value 500. 
   
   
  EXOTIC PERFUME 
  Perfumes and scented oils from 
  the Ottoman Empire, carefully 
  packaged in crates padded with 
  straw. 
   
  Cargo 1; Value 600. 
   
   
   
  RAW IVORY 
  Elephant tusks from Africa. 
   
  Cargo 1; Value 500. 
   
   
   
  TOBACCO 
  Bundles of dried tobacco leaves 
  from the Americas, pressed 
  into strips. 
   
  Cargo 1; Value 500. 
   
   
   
  COCOA BEANS 
  Cocoa beans, ready to be 
  roasted and turned into 
  chocolate. 
   
  Cargo 1; Value 500. 
   
   
  Standard Cargo.  Merchant ships fill any additional cargo space (beyond a space for Provisions and Shot & Powder) with basic cargo items 
  such as these.   
  
   
   
   
  CUT LUMBER 
  Planks suitable for ship repairs. 
   
  Cargo 1; Value 500 (full). 
  Repairs.  Requires 1 unit of 
  lumber per base Toughness of 
  the ship, per “Wound” to 
  repair, with a Shipwright (p. 
  42, Pirates RPG). 
   
  Remaining (100): _________ 
   
  SALVAGED LUMBER 
  Some of this might be usable. 
   
  Cargo 1; Value 250 (full). 
  Repairs.  Requires 1 unit of 
  lumber per base Toughness of 
  the ship, per “Wound” to 
  repair, with a Shipwright (p. 
  42, Pirates RPG). 
   
  Remaining (50): _________ 
   
  CUT LUMBER 
  Planks suitable for ship repairs. 
   
  Cargo 1; Value 500 (full). 
  Repairs.  Requires 1 unit of 
  lumber per base Toughness of 
  the ship, per “Wound” to 
  repair, with a Shipwright (p. 
  42, Pirates RPG). 
   
  Remaining (100): _________ 
   
  COASTAL PROVISIONS 
  Fruits, dried fish and 
  vegetables, cheese, flour, weak 
  wine and other provisions. 
   
  Cargo 1; Value 500 (full). 
   
  Provisions (1 unit/crew/day). 
   
  Remaining (500): _________ 
   
  ORANGES 
  Well-known to keep the scurvy 
  at bay. 
   
  Cargo 1; Value 500 (full). 
   
  Provisions (1 unit/crew/day). 
  Perishable.  Remainder expires 
  after one week. 
  Remaining (500): __________ 
   
   
  LIVESTOCK 
  A couple of cows and feed. 
   
  Cargo 1; Value 500 (full). 
   
  Livestock.  Can be slaughtered 
  to provide 500 Provisions. 
   
   
  RICE 
  Burlap bags full of rice grains. 
   
  Cargo 1; Value 500 (full). 
   
  Provisions (1 unit/crew/day). 
   
  Remaining (500): __________ 
   
   
  LIMES 
  Well-known to keep the scurvy 
  at bay. 
   
  Cargo 1; Value 500 (full). 
   
  Provisions (1 unit/crew/day). 
  Perishable.  Remainder expires 
  after one week. 
  Remaining (500): __________ 
   
   
  CHICKENS 
  Several cages of hens and 
  roosters. 
   
  Cargo 1; Value 500 (full). 
   
  Livestock.  Can be slaughtered 
  to provide 500 Provisions. 
   
   
  GUNPOWDER AND SHOT 
  Barrels of powder and an 
  assortment of cannonballs and 
  musket shot. 
   
  Cargo 1; Value 500 (full). 
  Shots. Enough for 50 shots with 
  8-pdr cannon.  (Twice that for 
  4-pdr; half that for 16-pdr.) 
   
  Remaining (50): _______ 
   
  GUNPOWDER AND SHOT 
  Barrels of powder and an 
  assortment of cannonballs and 
  musket shot. 
   
  Cargo 1; Value 500 (full). 
  Shots. Enough for 50 shots with 
  8-pdr cannon.  (Twice for 4-
  pdr; half that for 16-pdr.) 
   
  Remaining (50): _______ 
   
  GUNPOWDER AND SHOT 
  Barrels of powder and an 
  assortment of cannonballs and 
  musket shot. 
   
  Cargo 1; Value 500 (full). 
  Shots. Enough for 50 shots with 
  8-pdr cannon.  (Twice that for 
  4-pdr; half that for 16-pdr.) 
   
  Remaining (50): _______ 
  Standard Cargo and Provisions.  Any given prize ship will usually have at least one space of provisions, and one space of gunpowder & 
  shot.  Additional provisions, gunpowder & shot, and spare lumber may be considered as additional “Standard Cargo.” 
  
   
   
  CARIBBEAN RUM 
  Rum.  It’s what’s for dinner. 
   
  Cargo 1; Value 500 (full). 
  Spirits.  Expend one unit per 
  crew for equivalent of one 
  night’s Carousing at sea.  Only 
  works once per journey, until 
  the crew gets some real shore 
  leave. 
  (50) Remaining: _________ 
   
  OAK-AGED WINE 
  Dark bottles of oak-aged wine. 
   
  Cargo 1; Value 800 (full). 
  Spirits.  Expend one unit per 
  crew for equivalent of one 
  night’s Carousing at sea.  
  Only works once per journey, 
  until the crew gets some real 
  shore leave. 
  (80) Remaining: _________  
   
  BOAR’S HEAD ALE 
  Relatively cheap, but potent. 
   
  Cargo 1; Value 400 (full). 
  Spirits.  Expend one unit per 
  crew for equivalent of one 
  night’s Carousing at sea.  Only 
  works once per journey, until 
  the crew gets some real shore 
  leave. 
  (80) Remaining: _________  
   
   
  MEDITERRANEAN SPICES 
  Herbs, spices and sea salts. 
   
  Cargo 1; Value 500 (full). 
               . 
  Spices.  For every two days you 
  spend a unit of this with each 
  unit of provisions, it only 
  counts as one day toward 
  Cabin Fever effects. 
  (500) Remaining: _________ 
   
   
  RELICS 
  A large collection of curios and 
  antiquities. 
   
  Cargo 1; Value 500 [Rare]. 
   
  Lucky. If ship is hit, sacrifice 
  this cargo to make a Soak roll 
  (using a group crew Spirit roll 
  instead of Vigor).  The relics 
  mysteriously vanish. 
   
   
   
  SALVAGED CANNONS 
  Cannons and carriages from a 
  shipwreck. 
   
  Cargo 1; Retail 12,000. 
   
  Cannons.  Eight 4-pdr cannons, 
  including wooden trucks.  Range 
  4/8/16; Damage 2d6+2; AP 2; 
  Heavy Weapon. 
   
  SMUGGLED GUNS 
  Amidst barrels of spoiled 
  provisions are some hidden 
  weapons. 
   
  Cargo 1; Retail 2000 (full). 
  General Goods.  Weapons and 
  ammunition may be procured 
  from this stockpile, up to the 
  listed retail value. 
  (2000) Remaining: _________  
   
  HOUSEHOLD GOODS 
  Assorted tools and supplies. 
   
  Cargo 1; Retail 2000 (full). 
  General Goods.  Non-weapon, 
  non-ammunition items may 
  be procured from this 
  stockpile, up to the listed 
  retail value. 
   
  (2000) Remaining: _________  
   
  TRADE BEADS 
  Decorative, colorful glass beads 
  with little intrinsic value. 
   
  Cargo 1; Value 100. 
   
  Trade Beads.  With cultures 
  that don’t use conventional 
  currency, on a successful 
  Streetwise roll, may trade for 
  one Cargo worth up to 500. 
   
  MONKEYS 
  They sometimes escape their 
  cages and start throwing things. 
   
  Cargo 1; Value 600. 
   
  Monkey Business.  Any ship 
  with this cargo is affected as 
  per the Ghost Crew Hindrance 
  until unloaded. 
   
  SEA MONSTER RELICS 
  Each tooth alone is at least the 
  length of a man’s arm. 
   
  Cargo 1; Value 100 x d12. 
   
  Curiosity.  The Value may be 
  rolled once for each port of 
  call.  Someone might be 
  interested in a unique trophy. 
   
  SPECIAL DELIVERY 
  Just some old clothes and 
  heirlooms of little value. 
   
  Cargo 1; Value 100. 
   
  Shipment.  If delivered to the 
  port of                             , 
  receive a 1000 reward from 
  the recipient. 
   
  Special Cargo.  There’s a 10% chance of any prize ship containing one of these unusual cargoes. 
  
SOURCE: textdata/thevault/Pirates of the Spanish Main (SWADE)/Savage Worlds - Pirates of the Spanish Main - Plunder Cards - Cargo Cards #01.pdf