TEXT:  
  HIGHLANDER’S CLAYMORE 
  A rare design in these parts, 
  with an unusually keen edge. 
   
  Great Sword (+1 Damage); Retail 
  300. 
  Melee; 2-Hand; Parry -1; 
  Damage Str+d10+1;  
  Wt 12 lb. 
  Superior Edge.  Increased 
  damage. 
   
   
  EBONY RAPIER 
  A finely-balanced blade with a 
  wrought wire hand guard, and 
  a grip of polished ebony. 
   
  Rapier (+1 Parry); Retail 350. 
  Melee; 1-Hand; +2 Parry; 
  Damage Str+d4; Wt 3 lb. 
  Superior Guard.  Increased 
  Parry (total of +2). 
   
  WOLF’S HEAD CUTLASS 
  The cross-guard and pommel 
  are bronze, wrought to 
  suggest snarling wolves’ 
  heads. 
   
  Short Sword (+1 Fighting); 
  Retail 100. 
  Melee; 1-Hand; Damage 
  Str+d6; Wt 4 lb. 
  Superior Balance.  Fighting +1. 
   
   
  DUELING PISTOLS 
  A pair of breach-firing pistols in 
  a watertight case. 
   
  2 Turn-Out Pistols (+1 Shooting); 
  Retail 600 (set). 
  Ranged (powder); 1-Hand; 
  Damage 2d6+1; Range 
  10/20/40; Min Str d6; Reload 2 
  actions; Wt 5 lb. 
  Accurate. Shooting +1. 
   
  CAT’S BLADE 
  The hand guard depicts a 
  woman in the company of cats – 
  and the pommel is shaped like a 
  cat’s head.  Someone likes cats. 
   
  Rapier (+1 Fighting); Retail 200. 
  Melee; 1-Hand; Damage Str+d4; 
  Wt 3 lb. 
  Superior Balance.  Fighting +1. 
   
  LUCKY LEATHER GORGET 
  A leather neck protector. 
  +1 armor only against called 
  attacks to head; Wt 1 lb; 
  Retail 50. 
  Lucky Item.  Once, wearer 
  may add 1 to number of 
  wounds negated by a Soak 
  roll.  This item is destroyed. 
   
  EXTRA-FINE POWDER HORN 
  A polished bull horn filled with 
  gunpowder, with a pouch of shot 
  and cotton wadding. 
   
  Wt 1 lb; Retail 50; 10 shots 
  (powder & shot).   
  Extra-Fine Gunpowder (p. 207, 
  PotSM).  Increases the range 
  brackets of regular black 
  powder weapons by 50%. 
   
   
  STURDY HATCHET 
  A simple, but well-made tool 
  and weapon. 
   
  Axe, Throwing; Retail 100 
  Melee/Thrown; 1-Hand; 
  Damage Str+d6; Range 
  3/6/12; Wt 2 lb.   
  Well-Weighted.  +1 to 
  Throwing rolls to hit.   
   
  STEEL ÉPÉE 
  Sharp only at the tip, with a 
  rigid, triangular-cross-section, 
  fuller groove, and Italian grip. 
   
  Épée; Retail 400. 
  Melee, 1-Hand, +1 Parry, AP 1, 
  Damage Str+d4, Wt 2 lb. 
  Precision.  AP 2 and +1d8 dam 
  on one or more Raises. 
  Thrusting.  Cannot Sweep. 
   
   
  MARINER’S SPYGLASS 
  Beautifully engineered, with 
  lenses of great precision and 
  quality. 
   
  Wt 1 lb; Value 500; Treasure. 
  Spyglass.  +2 Notice to spot 
  distant objects when looking 
  through the spyglass. 
   
   
  SMUGGLER’S JOURNAL 
  A mixture of tedious records 
  and colorful exploits of a long-
  dead smuggler. 
   
  Wt 2 lb; Retail 100. 
   
  Book. +1 bonus to Knowledge 
  (Area: Spanish Main). 
   
   
  GERMAN ZWEIHÄNDER 
  A huge and somewhat unwieldy 
  blade, with elaborate parrying 
  hooks on the cross-guard. 
   
  Great Sword (+1 Parry); Retail 
  500. 
  Melee, 2-Hand, -0 Parry, 
  Damage Str+d10, Wt 12 lb. 
  Improved Guard.  Parry 
  penalty reduced to -0. 
  
   
  STAFF OF ANUBIS 
  A sturdy cedar staff with an 
  ebony headpiece inlaid with 
  gold, crafted to resemble a 
  jackal’s head. 
  Staff; Value 500; Treasure. 
  Melee; 2-Hand; Parry +1; Reach 
  1; Damage Str+d4, Wt 8 lb. 
  Blessed.  Additional +1 to 
  Fighting and damage vs. 
  Undead. 
   
   
  SCARAB AMULET 
  A golden amulet with a scarab 
  of lapis lazuli, inlaid with jade, 
  turquoise, agate and carnelian. 
   
  Wt 1 lb; Value 500; Treasure. 
  Lucky.  Grants +1 benny at the 
  start of each session.  (Must be 
  used first; cannot be used for 
  Experience Points.  Only one 
  lucky item per person.) 
   
   
  FALCON STATUE 
  A figurine of a perched falcon, 
  carved from dark green stone 
  with a waxy luster. 
   
  Wt 7 lb; Value 50; Treasure. 
   
   
   
   
  DARK STEEL SCIMITAR 
  The curved blade is darkly 
  stained and razor-sharp, with 
  a polished cedar grip. 
  Long Sword (+1 Damage); 
  Retail 250. 
  Melee; 1-Hand; Damage 
  Str+d8+1; Wt 8 lb. 
  Superior Edge.  Increased 
  damage. 
   
   
  MALTESE CROSS 
  A golden crucifix in the style of 
  the Knights of Malta. 
   
  Wt 1 lb; Value 500; Treasure. 
  Blessing of Courage.  Wearer 
  gains +1 to Guts checks vs. 
  Fear. 
   
   
  GOLDEN FALCON OF MALTA 
  A hollow gold figurine of a 
  perched falcon – its true value 
  once disguised by a layer of 
  waxy dark green enamel. 
   
  Wt 7 lb; Value 500; Treasure. 
  Lost Relic.  Bearer will gain 2 
  Fame if he returns this lost 
  relic to the Knights of Malta. 
   
   
  SACRAMENTAL CHALICE 
  A golden chalice inlaid with lapis 
  lazuli, intricately ornamented 
  with Biblical scenes. 
   
  Wt 1 lb; Value 500; Treasure. 
  Lost Relic.  Bearer will gain 2 
  Fame if he returns this lost 
  relic to the Knights of Malta. 
   
   
   
  CRUSADER’S SWORD 
  The cross-guard depicts two 
  roaring lions, and two amber 
  gems are set in the pommel. 
  Long Sword; Value 400; 
  Treasure 
  Melee; 1-Hand; Damage Str+d8; 
  Wt 8 lb. 
  Blessed.  Additional +1 to 
  Fighting rolls and damage vs. 
  Undead. 
   
   
  BEDOUIN AMULET 
  A necklace of silver beads, 
  chains and coins, with a 
  polished blue lapis lazuli 
  hemisphere set in a silver 
  amulet. 
   
  Wt -; Value 100; Treasure. 
   
   
  ETHIOPIAN SHORTSWORD 
  A medallion on the pommel 
  depicts the Queen of Sheba. 
   
  Short Sword (+1 Damage); 
  Retail 100. 
  Melee; 1-Hand; Damage 
  Str+d6+1; Wt 4 lb. 
  Superior Edge.  Increased 
  damage. 
   
   
   
  PERSIAN ASTROLABE 
  Exquisitely and precisely 
  wrought, with a detailed star 
  chart on the back. 
  Wt 1 lb; Value 300; Treasure. 
   
  Astrolabe.  +2 bonus to 
  Knowledge (Navigation) or 
  Boating roll when navigating. 
   
  PRIVATEER’S JOURNAL 
  The cover is embossed with an 
  elaborate knotwork crucifix 
  pattern.  Inside are tales of a 
  privateer’s struggle against 
  corsairs on the Mediterranean. 
  Wt 2 lb; Retail 100. 
   
  Book. +1 bonus to Knowledge 
  (Area: Barbary Coast). 
   
  
   
  SILVER REALES 
  A cache of Spanish coins in one-
  real and eight-real (“pieces of 
  eight”) denominations. 
   
  Wt 1 lb; Value 50; Treasure. 
   
  GOLD DOUBLOONS 
  A hoard of stamped gold coins. 
   
  Wt 1 lb; Value 200; Treasure. 
   
  FOX SPIRIT FIGURINE 
  A strange jade figurine of a 
  woman with a fox’s head and 
  two tails. 
   
  Wt 1 lb; Value 300; Treasure. 
   
   
   
  CAPTAIN’S BRIGANDINE COAT 
  A gold-embroidered red coat 
  with small metal plates sewn 
  into the lining for lightweight 
  protection. 
   
  Brigandine (“Leather”, half 
  weight); Retail 150. 
   
  +1 Armor; Covers torso, arms, 
  legs; Wt 3 lb. 
   
  INQUISITOR’S TOME 
  The brass-bound journal of a 
  possibly deranged inquisitor 
  bent on rooting out heretics, 
  witches, and … monsters? 
   
  Wt 10 lb; Retail 100. 
   
  Book. +1 bonus to Knowledge 
  (Occult) 
   
   
   
  RUM 
  A bottle of sugar cane rum. 
  Wt 1 lb; Retail 5. 
   
  Liquid Courage.  If consumed 
  as a full action, grants a +4 to 
  Guts checks, but a -1 to all 
  Agility and Smarts-linked rolls, 
  until imbiber sleeps it off. 
   
   
  INQUISITOR’S CLOAK 
  A blood red cloak with a silver 
  crucifix clasp, inset with 
  polished green tourmaline 
  gems. 
   
  Wt 3 lb; Retail 50. 
  Blessed Protection.  Wearer 
  has +1 to Parry and +1 to Soak 
  rolls vs. unholy attacks. 
   
   
   
  DARK CLOAK 
  A royal violet cloak, with a 
  golden brooch.  In the shadows, 
  the cloak looks surprisingly dull 
  and grey. 
   
  Wt 3 lb; Value 100; Treasure. 
  Camouflage.  Stealth +1 in Dim 
  light or darker, when worn. 
   
   
  ANGEL FIGUREHEAD 
  A gilded figurehead, reputed to 
  be blessed by a saint, though 
  the details are vague. 
   
  Wt 40 lb; Value 2500; Treasure. 
  Blessed Figurehead.  Grants an 
  extra benny each session to 
  the ship’s crew, to use on one 
  ship-related roll (see p. 208). 
   
  BALLROOM GOWN 
  An exquisite silk dress. 
   
  Wt 6 lb; -1 Agility; Retail 50. 
  Flattering Dress.  If worn by a 
  woman with Charisma 0 or 
  better, grants a +1 bonus to 
  Charisma. 
   
   
   
  HEALING SALVE 
  Four jars of a rare ointment 
  that stops infection and aids 
  recovery from wounds. 
   
  Wt 4 lb; Retail 1200 (for 4). 
  Salve.  Used every day for 5 
  days, grants +2 to natural 
  Healing rolls.  Each jar has 
  enough for one Healing roll. 
   
  SHIPWRIGHT’S TOOLS 
  Chisels, a mallet, a fore plane, 
  bevel, and assorted other 
  carpentry tools. 
   
  Wt 30 lb; Retail 700. 
  Tools.  +2 to Repair rolls when 
  repairing a ship.    
   
  
   
   
  JADE FIGURINES AND JEWELRY 
  Several crates of jewelry and 
  figurines carved from green and 
  white jade. 
   
  Cargo 1; Value 1000. 
   
  SALVAGED CANNONS 
  Cannons and carriages from a 
  shipwreck, though most of the 
  pieces are ruined. 
   
  Cargo 1; Retail 6000. 
   
  Two 8-pdr cannons may be 
  salvaged.  Range 8/16/32; 
  Damage 3d6+1; RoF 1; AP 4; 
  Heavy Weapon. 
   
  FINE SILKS 
  Bolts of shimmering silk, in a 
  variety of bold colors. 
   
  Cargo 1; Value 800. 
   
   
  COTTON BALES 
  Bundles of cotton, wrapped in 
  burlap and twine. 
   
  Cargo 1; Value 400. 
   
  TEA LEAVES 
  Sacks of dried tea leaves. 
   
  Cargo 1; Value 500. 
   
   
  CATTLE 
  2 head of cattle. 
  Cargo 1; Value 500 (for 2). 
  Cattle come with 30 days’ 
  worth of feed (hay/grass).  Each 
  cow slaughtered is worth 250 
  units of provisions. 
    
  (60) Feed Remaining: _____ 
   
  OAK-AGED WINE 
  Dark bottles of oak-aged wine. 
   
  Cargo 1; Value 800 (full). 
   
  Expend one unit per crew for 
  equivalent of one night’s 
  Carousing at sea.  Only works 
  once per journey, until crew gets 
  some real shore leave. 
  (80) Remaining: _________ 
   
  MEDITERRANEAN SPICES 
  Herbs, spices and sea salts. 
   
  Cargo 1; Value 500 (full). 
   
  For every two days you spend a 
  unit of this for each unit of 
  provisions, it only counts as one 
  day toward Cabin Fever 
  effects. 
  (500) Remaining: _________ 
   
  CUT LUMBER 
  Planks suitable for ship repairs. 
   
  Cargo 1; Value 500 (full). 
   
  Repairs require 1 unit of lumber 
  per Toughness of the ship, per 
  “Wound” to repair, if you have 
  a Shipwright (p. 42, PotSM). 
   
  (100) Remaining: _________ 
   
  BOAR’S HEAD ALE 
  Relatively cheap, but potent. 
   
  Cargo 1; Value 400 (full). 
   
  Expend one unit per crew for 
  equivalent of one night’s 
  Carousing at sea.  Only works 
  once per journey, until crew gets 
  some real shore leave. 
  (80) Remaining: _________ 
   
   
  COASTAL PROVISIONS 
  Fruits, dried fish and 
  vegetables, cheese, flour, weak 
  wine and other provisions. 
   
  Cargo 1; Value 500 (full). 
   
  Provisions (1 unit/crew/day). 
  (500) Remaining: __________ 
   
  ASSORTED HOUSEWARES 
  Crates packed with kettles, 
  pots, irons, hoe blades, and 
  other generally useful wares of 
  metal and wood. 
   
  Cargo 1; Value 300. 
   
  
   
  Sample Plunder Cards 
  The accompanying pages are intended to be printed off on cardstock paper, and cut out to serve as cards to give to your players as “Relics” (for Booty) – 
  or, in the case of the cards that list “Cargo,” large amounts of loot that are too heavy for an individual character to carry, and take up cargo space on a ship. 
   
  The printed edges are only a rough guide for cutting out.  You may find it useful to get a collectible card game binder (or individual pocketed CCG sheets) 
  to organize cards in.  (Failing that, a few paper clips are useful.)  It’s best to have them cut out ahead of the game, to save time. 
   
  Relic cards represent odd relics that pop up occasionally in booty.  Rather than rolling on the Relics tables (p. 205, PotSM), choose the item you think is 
  appropriate – or draw a card randomly.  No more than one relic should be found per “booty.” 
    
  Value is listed for some items in pieces of eight (or “pesos de oche”).  Treasure items can be sold for this with a successful Streetwise roll.  (At the GM’s 
  discretion, certain common trade items may not require such a roll.  For instance, “silver reales” and “golden doubloons” are just coinage, worth the listed 
  Value.)  For Cargo, listed Value is the base selling price (see rules for Trading, p. 53, PotSM).   
   
  Retail.  Items (Cargo, Relic, or otherwise) that list Retail value only sell for a quarter of this amount with a successful Streetwise roll – or half Retail upon 
  a raise (see rules for Selling Goods, p. 52, PotSM). 
   
  Weapons.  Several of the weapons presented here do not follow the pattern for the superior weapons presented in the book.  In many cases, the weapon 
  possesses just one benefit (+1 to damage, Fighting, Shooting, or Parry) rather than the two or more common in the book.  These weapons have 
  correspondingly smaller increases to their value compared to the “better” Relic weapons found in the book (p. 206, PotSM). 
   
   
   
  Treasure.  Items marked “treasure” are made of precious materials, or are otherwise valuable as trade goods.  (See Value, above.)  Also, some “treasure” 
  items just might secretly have other properties not advertised, at the GM’s discretion.  (For instance, perhaps the Falcon Statue is secretly made of gold, but 
  only covered in dark enamel.  But if someone were to claw away at it to find out – and discover that there’s no gold in there after all – then the statue has 
  been damaged in vain, and its Value reduced.  Or, perhaps an item may possess a curse only revealed once its new owner hears a warning from a crazy old 
  sailor about it.)   
   
  Cargo is too large and heavy for a single character to carry.  It takes up the number of cargo spaces listed (default of 1).  As a house rule, any time a ship 
  is captured as a prize, there’s a 10% chance of finding a Special Cargo.  You can then randomly (or deliberately) choose a Cargo card to offer as part of the 
  booty.  (Please note, some of the sample Cargo cards in this set aren’t necessarily all that “special,” but are included for variety.) 
   
  Doubting Thomases may not use item properties with “Lucky,” “Blessed,” or “Blessing” in the name – since such abilities depend upon belief. 
   
  Remaining (X).  When found, any cargo item has a number of “units” equal to the value in parentheses.  Once units are expended, the remaining units 
  may be penciled into the provided space.  For example, the lumber represents raw materials usable by a shipwright (p. 42, PotSM).  Value of the cargo is 
  reduced by number of units expended (except in the case of cattle, where the “cattle feed” is just an accompanying supply). 
   
  Knights of Malta.  The second page of this set features several items I created for a “Pirates of the Barbary Coast” campaign.  The “Knights of Malta” may 
  be found in (appropriately enough) Malta – one of the few areas of the Mediterranean free of the influence of the Ottoman Empire and the Barbary Coast 
  Corsairs.  If a good-hearted hero returns such an item (without expecting recompense) to the order, he gains a bonus to Fame as word spreads of his heroism, 
  piety, and generosity. 
   
  The Savage Worlds system and the Pirates RPG are properties of Pinnacle Games (www.peginc.com), and Pirates of the Spanish Main is a trademark of Wizkids Games 
  (www.wizkidsgames.com).  This is a fan-made document, and is in no way meant to challenge copyright or trademark status.  The artwork in this document is © 2007 by T. Jordan “Greywolf” 
  Peacock.  All rights reserved.  Permission is granted to print this document for personal use.  More materials at greywolf.critter.net/pirates.htm.  Special thanks to JackAce, DerFinsterling and 
  Clint Black from the Pinnacle Forums for corrections. 
  
SOURCE: textdata/thevault/Pirates of the Spanish Main (SWADE)/Pirates of the Spanish Main Plunder Cards.pdf