overheard at townhall 2008 in San Diego: BardMal: "When are we going to have a Pirate Expansion?" Leurocian: " We have received a lot of interest, and we would like to create a pirate class in the game." BardMal: "Is that why they're making a gargoyle expansion now instead?" Leurocian gives BardMal "THE look". I believe that both the player base and the game developers would like to add pirates to the game. Here are some thoughts, some possible, and others maybe not so. Feel free to add your own. Pirate class would be a "skill group" similar to necromancy, where weapons and or spell could be used. Also, it would require two skill groups, like mager/eval, necromany/spirit speak - one as "an ability" check, one as a "strength check". For the purpose of illustration, let's refer to them as : "Piracy" and "blood thirst"; or "P" and "BT", where "BT is similar to eval or spirit speak - a "strength modifier". Some overall ideas for the class: "Stealing" skill to be a modifier to BT in a similar way that inscription is to magery. Being "Red" adds" a 5% modifier to BT, or a base value to "Piracy" skill. "Snooping" skill adds an ability to "notice" which players/mobs have the highest gold value or insurance - similar to higher resources for human when resource gathering. "fishing" skill adds a base value to "Piracy" skill or a similar addition to resource/gold as snooping - maybe like an increase in luck against mobs. "Cartography" skill adds an addition to the base "Piracy" skill" "Lockpicking" skill adds an addition to the base of "BT" skill. "Tracking" skill can be a modifier for specific abilities. This would allow for the revamping and enjoyment of many current templates. Now on to some abilities UO has been an "8 based" system in spells, so let's start with: "Pieces of Eight": a 1st level spell designed to increase the luck drop on a targeted mob, similar to "enemy of one" in chiv. Increase strength based on a combination formula including both Piracy and Blood Thirst. "Scurvy": a damage ability; causes a 5 (?) point str reduction & places an area effect of poison damage on the targeted mob or player, where the inflicted target receives damage equal to the combined damage of everything within that target radius. Radius and duration effected by"caster's" BT level. "Shiver Mi Timbers": converts damage against a specific target to effect against targets cold resist - similar to "corpse skin". Strength and duration caused by caster's BT. "Keel Haul": target receives a "bleed effect" on stamina, the strength and duration based on a comparative formula of the caster's BT against the targets MR. "Arrr": converts a percentage of the caster's mana into "live" hit points - "he'll live, but be dumber for it". Strength and duration determined by a combination of caster's Piracy and BT. "Tie 'em to the Yardarms": similar to an "area peace" except there are rumors that Legendary Pirates can use this to cause many mobs to target specific players. Causes a momentary pause in mobs combat and allows caster to place mob targeting on specific players by a comparison of BT to MR. That's all I have time for now, I hear the bell ringing in tha poop deck.