Star Gate Rules May 10
Transcript of Star Gate Rules May 10
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ContentsContentsContentsContents
Contents ....................................................................2Version History ...........................................................3
Changes from 4.1 to 5.0 ................................................. 3OOC Information.......................................................6
The Spirit of the Game .................................................... 6Game structure ............................................................... 6Credits .............................................................................. 6Acknowledgement ........................................................ 6Safety ............................................................................... 6Head Hits ......................................................................... 7Game Calls ..................................................................... 7IC / OOC ......................................................................... 7Public locations .............................................................. 7Consistency..................................................................... 7
Character Generation ..............................................8Summary ......................................................................... 8Backgrounds ................................................................... 8
Military Characters ................................................................. 8Military Soldier ......................................................................... 8Military Specialist..................................................................... 8
Intelligence Service Characters ........................................... 9Intelligence operative ........................................................... 9Intelligence Analyst ................................................................ 9
Civilian Characters ................................................................. 9Aliens ............................................................................... 9
Player Character Jaffa ........................................................... 9Death ............................................................................... 9
Skills ..........................................................................10Academic Skills ............................................................ 10
Skill Game System ................................................................ 10Biological Science ................................................................ 11Physical Sciences ................................................................. 11Engineering ............................................................................ 11Psychology ............................................................................ 12Maths and Computing ......................................................... 12Archaeo-Anthropology ........................................................ 13Linguistics ............................................................................... 14
Language Families ............................................................... 14Vitality ............................................................................ 14Medicine ....................................................................... 15
Medical specialities.............................................................. 15
Combat Skills ................................................................ 16Specialist Background Skills ........................................ 17Veteran Skills ................................................................. 18
Advancement Points .............................................. 24Advancement List ......................................................... 24
Feats ......................................................................... 26Feats List ......................................................................... 27
Damage and Health ............................................... 36Damage ........................................................................ 36
Casualty Cards ...................................................................... 36Health............................................................................. 37
Special Medical Abilities ..................................................... 38Medical Technologies .......................................................... 38Overdose ............................................................................... 40Addiction ............................................................................... 40
Combat ................................................................... 41Armour ........................................................................... 41Weapons Jamming ...................................................... 41Weapons Damage ....................................................... 42
Small Firearms ....................................................................... 42Medium Firearms .................................................................. 42Large Firearms ....................................................................... 42Sniper ...................................................................................... 42Melee ..................................................................................... 43Thrown / Ranged ................................................................... 43Support Firearms ................................................................... 43Grenades ............................................................................... 43Demolitions ............................................................................ 44Alien Technology .................................................................. 44
Other combat calls ...................................................... 45Reloading ...................................................................... 46
Downtime ................................................................ 47Post-Event ...................................................................... 47Downtime Returns ......................................................... 47
Development ......................................................................... 47Background Skill Usage ....................................................... 47Research ................................................................................ 47
Cheating .................................................................. 48Unsafe Play for Crew or Players ........................................... 48System referees ..................................................................... 48
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Version HistoryVersion HistoryVersion HistoryVersion History
Changes fromChanges fromChanges fromChanges from 4 . 1 to 5 .04 . 1 to 5 .04 . 1 to 5 .04 . 1 to 5 .0
Please note that the major changes from 4.1 to 5.0 are listed below changes to formatting or layout are not listed. If for
any reason, a feat that a player has is no longer valid (i.e. has been removed) then the player will be allowed to pick a new
feat to replace it.
OOC Information
Reformatted and slightly reworded to bring in line with current game.
Character Generation
Reformatted and added more explainations. Added Character Death Section
Skills Renamed Programming/Hacking to be Computing so that it makes the other skills in saying actually what it does! Some skills have had their training time reduced (no skill has had it increased) if you are currently training a skill whose time has
been decreased, your training time will decrease accordingly. This affects most skills where it was 13 months for the first skill in a
section and then 7 months training for follow up skills(most of these have been reduced to 12 and 6 months respectively in order to
remove a lot of the hanging time.
Psychology has been reduced from 10 months training to 9 months Linguistics has been dropped from 7 months to 6 months training Paramedic has had its training time reduced from 7 month to 6 months training Doctor has been reduced from 25 months to 24 months training. Additional ability added to Ciphers and also given the ability to increase the Ciphers ability. Unarmed Combat has been renamed Expert Unarmed there is no change to the skill, but its training time is now 7 Months,
down from 10 months but you require Basic Unarmed as a pre-requisite (so therefore not affecting the overall training time)
Basic Unarmed has been added as a new skill, with a training time of 3 months which allows you to do only Strike finallyallowing an easy way for people to punch easy other.
Medics now can treat and stabilise people (rather than the former treatment limit) but cannot read or treat wound cards Paramedics and now read and treat all green wound cards (rather than the former treatment limit) Added in the vitality cap limit of 20 and note about Advancement Points Basic Skills have been merged with Veteran skills under the banner of Veteran Skills Clarifications have been made on what cards are gained under basic skills Clarifications have been made on how Basic skills affect training. Armoursmith and Weaponsmith have been merged to become Armourer if you have either skill you automatically upgrade to
having the Armourer skill. The time taken to learn the new skill is the same as it was to learn Armoursmith and Weaponsmith
separately
Expert Bodybuilder now grants +3 body rather than +2 body. Pilot Aircraft now allows you to pick extra aircraft for 2 months training Pilot Boat now allows you to pick extra boats/ships for 2 months training Taxidermy added as a new Veteran Skill Xeno-Cookery added as a new Veteran Skill Larceny added as a new Veteran Skill Stay With Me added as a new Veteran skill Added descriptions to the alien technology skills that are currently known. Formatted the alien tech skills into the standard veteran skills.
Advancement Points
A new section has been added on Advancement Points adding in extra i tems that can be bought for characters who havereached 20 vitality
Vitality is now capped at 20 points if you currently have more than 20 vitality, you gain 1 AP (Advancement Point) per point youhave above 20 and drop to 20 points, and for every event you attend where you are on 20 vitality you gain 1 AP instead of gaining
1 Vitality.
All Advancement Points added
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Feats
Feats have been altered to either be one off skills, or (in most part) have three levels One Off / Once per Day / Once Per Mission this has meant that some feats have been rebalanced. Temporary Feats have not had their name changed Permanent Feats are
now called Upgrade Feats, and the new third level is called Advanced Upgrade Feats
Tracker has been added as the starting level feat for Blood Hound anyone with Blood Hound remains upgraded. But any newpurchases should be at the temporary level the same as all other feats
Blood Hound is now once per day (was once per mission) Nash Big Game Hunter has now been added as an advanced upgrade forBloodHound), permanently active usable at will. Tricks of the Trade added as an advanced upgrade forMacGuyver (BotchJob) Defender added as an advanced upgrade for Bodyguard (BulletCatcher) Crash Course has been removed from the game if you have any Crash Course feats, you will be refunded those points if you
used a crash course at the last event you still gain the training benefit in this downtime (for one last time!)
What Would X Do? has been removed from the game if you have any What Would X Do? feats you will be refunded thosepoints. If you have any permanent versions of what would X do? (through specific roleplaying items/referee feats) then you keep
those feats - i.e. Luckys Gestalt Personality, Modekis Inside Knights Head and Nashs Heroic Death of Masters feats.
Expert Technician has been renamed Practiced Technician Intuitive Electrician has been renamed Practiced Electrician Natural Born Hacker has been renamed Practiced Hacker Natural Signaller has been renamed Practiced Signaller Steady Nerve has been renamed Practiced Disposer Expert (Technician, Electrician, Hacker, Signaller, Disposer) have been added as upgrades for the Practiced (Technician,
Electrician, Hacker, Signaller, Disposer) feats
Natural (Technician, Electrician, Hacker, Signaller, Disposer) have been added as an advanced upgrade for the Expert(Technician, Electrician, Hacker, Signaller, Disposer) feats. These Natural feats are permanently on feats, but you can have only
one allowing you to specialise heavily in one area and differentiate yourself from other characters!
Natural Immunity has been renamed Natural Resistance and while the overall effect hasnt changed (you still take no damagingeffects of a toxin or disease) it has been clarified that this confers resistance to the effect, not that you are immediately immune
and thus you should roleplay the majority of the symptoms rather than just completely ignore the call.
Well Balanced, the upgrade of Cat Like Reflexes has been removed from the game this feat now no longer has any trade ups. Ithas also been implicitly noted that it does not affect any unarmed abilities. If you have any Well Balanced feats, they will be
removed (as they are trade ups, since they didnt require feats to be spent directly on them, there is no refund points)
Choke, Grapple, Break Hold, Throw and Disarm all now deliberately state that it can be taken multiple times. And a limit of 10 havebeen imposed.
Deaths Door now deliberately states that it can be taken multiple times. Die Hard now regains all of a persons body points (up from two points) but can only be used once per hour. Critical Hits upgrade now has two levels Crack Shot and Dead Shot anyone who had On The Nose, Blind Shot orCalled Shot
combines their total of these three and gains the equivalent in Crack Shots but this can now only be used once per day (but you
get the choice of what effect you want, rather than having to take all three skills).
If you get hit by a Critical Hit you now always open an extra Green Wound Card in addition to any other Wound Cards you open. Disarm/Rearm (Melee version) is now called Firm Grip to differentiate it between the Unarmed and the Melee versions. Emergency Measures is now available for Paramedics and Doctors and clarifications on upgrades. Surgeon has clarifications on upgrades. More (Technical Tools, Programs, Signals, Electrical Tools, Disposals Gear) have been added as new feats Extra (Technical Tools, Programs, Signals, Electrical Tools, Disposals Gear) have been added as upgrades forMore (Technical Tools,
Programs, Signals, Electrical Tools, Disposals Gear)
Bottomless (Technical Tools, Programs, Signals, Electrical Tools, Disposals Gear) have been added as new feats for Extra (TechnicalTools, Programs, Signals, Electrical Tools, Disposals Gear). These Bottomless feats are permanently on feats, but you can have
only one allowing you to specialise heavily in one area and differentiate yourself from other characters!
Sniper Shot upgrades now have two levels Marksman and Kill Shot. Marksman can now be used only once per day (rather thanonce per mission previously), with the upgrade usable Once Per Mission.
Houdini added as upgrade from Escapologist
Museum Expert (with its upgrades Grave Robber and Tomb Raider) added [Please note that these are different from the specialfeats people currently have in their special sections).
Stay With Me is no longer a feat its now become a Veteran Skill if you currently have any Stay With Me Feats they will beconverted to Skills.
Going Burko now no-longer requires a friend/team mate to die, it now requires them just to be on -1 instead. Flesh Wounds has a clarification on the description i.e. that i t does not stop your descent to -5. Killing Blow/Killing Strike has clarification on its use. Tracker has been added as the starting level feat for Blood Hound anyone with Blood Hound remains upgraded. Self-Stabilise has been clarified, on what happens if a wound card makes you unconscious, thus unable to bandage yourself. Mass Negotiation has been added as the advanced upgrade of Negotiator Ambidexterous has been added as the advanced upgrade of Spontaneous Ambidexterity True Ambidexterity has been renamed as Practiced Ambixdeterity Spontaneous Ambidexterity has been re-written to slightly modify the effects it has.
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Health / Healing / Medical
Seperated out the Health/Healing/Medical items from Combat to differentiate them Moved the medical rules from the skills section to the health section
Combat
Damage for most weapons has been rebalanced. Through Damage has mostly been removed. Guns now deliberately state what can and cant critical, and what can and cant be used ambixterity New Heavy Pistol added to Pistols New Auto Shotgun added to Large Firearms Added Anti-Material Rifle to Sniper Added Medum Machine Gun to Support Firearms Clarified description of This is not a heroic weapon to Flame Thrower Added Automatic Grenade Launcher to Support Weapons Simplified Grenade Descriptions Added Staff Cannon to Alien Technology Added Goauld Stun Grenade to Alien Technology To now become compliant with Stargate Cannon Zatnikatels no longer have a third shot disintegrates option. Just doesnt
happen.
Added Intar to weapons list Added Taser to weapons list Added Thermite to demolitions Covering Fire / Spray Fire / Heavy Fire slightly re-written to clarify. Also what weapons can do Spray / Heavy / Covering Fire have
now been changed to balance out the weapons.
Assault Rifle Special is now Quad rather than Double Through Shotguns have been upgraded from Double/Double Knockdown to Triple/Triple Knockdown but now cannot critical Light Machine Guns have been changed from doing Double/Double Through to doing Quad Heavy Machine Guns now actually have stats LMGs now cannot Critical MMGs now cannot Critical HMGs now cannot Critical SMGs can be used ambidexterously, but have lost the ability of covering fire Assault Rifles cannot be used ambidexterously, but can cover-fire. Spray Fire has been corrected to double-through per call rather than triple-through Armour has been upgraded (IC this is due to the work by Duncan Waterhouse) Weapons Jamming has been added.
Downtime
Formatting changes (and alien technology skills moved to the Veteren Skill section) and just tidying up of wording.
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OOC InformationOOC InformationOOC InformationOOC Information
The Sp ir it of the GameThe Sp ir it of the GameThe Sp ir it of the GameThe Sp ir it of the Game
The inspiration in creating Stargate LARP is and will
remain, Stargate: The motion picture and Stargate:
SG1 and its relations. The intention is to create, as
closely as possible on a budget of hundreds and
not millions, the opportunity to travel through the
Stargate to other worlds. These are not journeys of
conquest, but of exploration: sometimes
dangerous, sometimes frightening, sometimes
emotional but always challenging. They may not
be in the universe quite as it has already been
drawn in SG1, but there are enemies and friends to
be found and made out there. Go as ambassadors
and defenders, however remember that who
becomes an enemy and who becomes a friend is
literally down to your actions and conduct.
This is a living document and the rules it contains
are constantly evolving and developing. If you
have any suggestions please let us know by visiting
the website (www.stargatelrp.com) and contacting
us.
Game structureGame structureGame structureGame structure
Stargate Live Role Playing (Stargate LRP) is
designed as a 24 hour time in style system (time ishof a night depends on the event and which players
and monsters are awake!.
An out of character camping area will be
provided, away from the In Character area. You
can choose whether to have an IC tent or an OOC
tent.
Out of character staff will be available and clearly
distinguishable (usually wearing a Hi-Visibility vest),
to deal with any issues which cannot be resolved
by in character means, such as safety and first aid.
The crew area is an out of character, and is off
limits to players without the approval of a referee.
Cred itsCred itsCred itsCred its
Original Game Concept:, System Design And Rules:
2005,2006
Rules - Samantha Griffin, Tony Boyd, Matt Challenor,
John David, Mel Duffy, Tony Kehoe
Design Samantha Griffin
Current Rules : 2010
Rules - Paul Brozyna, John David, Tony Kehoe with
thanks to the Players for Suggestions
Design John David
AcknowledgementAcknowledgementAcknowledgementAcknowledgement
Stargate SG-1 and its characters are the property of
Stargate Productions, SCI FI Channel,
Showtime/Viacom, MGM/UA, Double Secret
Productions, and Gekko Productions.
SafetySafetySafetySafety
Safety is of the utmost importance. It is important
that referees and players check that Melee
weapons are in a good state of repair and not
unsafe. Since even a safe weapon may be used
dangerously it is important that all blows should be
pulled (i.e. the full strength of the blow should not
be delivered) If a referee thinks a weapon is being
used in a dangerous fashion. The referees have the
power to ban a weapon or to stop combat to
remove someone from play.
Everyone taking part is responsible for their own
safety and for ensuring that they act in a manner
that does not endanger the safety of others.
This is a live action role-playing game, and melee
and unarmed combat can and will take place. If
you are unsure of how LARP combat works speak to
a referee who will show you how to fight in a safe
and enjoyable manner.
AT NO TIME MUST A PLAYER STRIKE, KICK,
TRIP, CHOKE, FORCIBLY RESTRAIN, THROW
OR USE ANY MARTIAL ART ON ANY
ANOTHER PLAYER
Anyone who breaks this rule will be
asked to leave the event.
The main weapon physrep for the game is the BB
gun, or other non-LARP safe object. These come in
many shapes, sizes and are made from different
materials (Plastic or metal). It is important to
understand that at no time should BBs be broughtonto site. It is also important that no non LARP safe
weapon is used in melee combat. Before the game
starts, all weapons must be inspected by a referee.
Missile weapons are particularly dangerous if
unsafe, therefore it is recommended that you do
not use arrows and bolts unless you are sure that
they were made safely. Arrows should be
constructed from blunts in such a way that the tip
will not come through the foam head during use.
The arrow head should be larger than an eye
socket.
If a player sustains a real injury, play should cease
immediately so that appropriate measures may be
taken. There is a first aider on site at all times andthey must be informed of the injury and it must be
recorded in the incident book (kept in the crew
area).
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Head H itsHead H itsHead H itsHead H its
For safety reasons, no one should ever aim to hit
someone else on the head. If through ill fortune
someone receives an in-character head hit they
should role-play it, after it has been confirmed that
the player is uninjured.
Game CallsGame CallsGame CallsGame Calls
Time Freeze
Stop where you are, close your eyes and hum
quietly until "Time In" is called. Don't chat out-of-
character and pay no attention to anything you
hear during this time. This call is used to enable
referees and crew to set up effects, move objects
brief individuals etc. As far as the characters are
concerned, there is no gap in time.
Time Out
Stop any in-character actions, but remember
where you were and what you were doing, so that
you can pick the action up again later when "Time
In" is called. This call will be made to stop play in the
case of suspected genuine injury. Be aware that
important instructions may be issued to players in
this time.
Time In
Pick up the action from where you stopped when
"Time Out" or "Time Freeze" was called.
Man Down
Someone is seriously injured. THIS MUST NOT BE USED
IN CHARACTER
IC / OOCIC / OOCIC / OOCIC / OOC
Wounds received in-character should be
acknowledged and reacted to: e.g. writhing in
agony and/or crying out in pain. This helps the
atmosphere and lends urgency to the healer's task.
If a situation has developed which has a strong
atmosphere (e.g. fear of a monster, tense
anticipation or other focused role-playing) do not
deliberately attempt to break the mood.
Stay in-character between adventure encounters
unless a "Time-out" has been called. These periods
of time are excellent for developing in-character
relationships and finding out more about your
environment and companions.
Remember that some woodland used for
adventuring may have rules regarding smoking.
Please be diligent and ensure any cigarettes are
out to avoid fires.
Please remember that the props used during an
adventure are somebody's property. While some
props may be made to be destructible, always
check with a Referee before taking any action that
may cause damage to a prop.
Never drop litter during an adventure, this includes
biodegradable items such as food.
After an event, make sure you leave the location in
the same, or better, condition than you found it. Do
not leave crap around. It is not the job of the crew
to clean up after you.
Publ ic locat ionsPubl ic locat ionsPubl ic locat ionsPubl ic locat ions
Although many of the sites we use are closed (i.e.
not usually open to the public) if a member of the
public is encountered during a mission, treat them
with courtesy. If their path takes them through an
encounter, stop the action with a "Time Out" to
allow them to pass. You will not be penalised for
dropping out of character to talk with the public.
Be aware that the weaponry carried may cause
alarm to the public, especially with the current
terror alert. The local Police will have been informed
of the type of game that is being run and may dropin. a Time Out will be called until they leave.
Respect private boundaries. Never stray into an
area where you are not permitted to go and never
engage in any activity that is likely to damage the
adventure site (e.g. climbing over stone walls or
damaging trees).
Cons istencyCons istencyCons istencyCons istency
Players must obey all rules of the game and alsorespect the authority of the referees, obeying their
instructions promptly and without argument. There
may be more to the situation than you are aware
of.
Never argue with a referee or crew member about
an aspect of the rules during the game, save any
grievance until after the mission or take it up with
the organiser away from the rest of the players as
not to disrupt them.
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Character GenerationCharacter GenerationCharacter GenerationCharacter Generation
SummarySummarySummarySummary
Select Character Background
You should pick a background this can either be
Military Characters (2 options), Civilian, or
Intelligence Service (2 options)
You are granted certain combat skills dependant on
your background
For Military characters this is Small Firearms and
Medium Firearms
For Civilian and Intelligence characters this is SmallFirearms
Select your Free Background Skill
Each of the five backgrounds gains a free skill from
a pre-selected list you should select one skill from
this list.
Select a number of skills dependant on your
background
You then gain a number of skills dependant on your
background certain skills have pre-requisites
which you will also have to purchase (i.e. for
example Doctor which requires you buy Medic :Paramedic and then Doctor)
You can choose not to spend one of your points,
and instead purchase two secondary skills these
are normally either lesser skills which give you a
broader range (Basic skills) or veteran skills which
give you knowledge in a specific area (Geology,
Piloting etc)
Body Starts at 6
This is your health this can be raised by purchasing
the Bodybuilder skill, or Expert Bodybuilder skill this
indicates how much damage you can take before
your are incapacitated or killed.
Vitality Starts at 6
This is your heroic ability to dodge damage, to
avoid shrapnel and simply not be there when a
blow lands depending on your background you
may be able to purchase extra vitality at character
generation. Vitality may also be required to power
certain feats or devices during the game.
Send Character Background and JPG Photograph to
Plot Co-ordinator
A Random feat will be selected for you to start off the
event with.
BackgroundsBackgroundsBackgroundsBackgrounds
Mil i taryM il i taryM il i taryM il i tary CharactersCharactersCharactersCharacters
The military fulfil a number of roles in the SEF
including protecting civilians performing
peacekeeping duties, and protecting team
members are they travel to other worlds. They are
also military pilots, expert in flying ships, and
eventually space ships,
The military can be drawn from any of the services,
from the army, the navy, the air force, or one of thespecial forces it would require special
dispensation from the Plot Co-ordinator to come
from any armed services other than the United
Kingdom as the SE F is based in the United Kingdom
Mil i tary Sold i er
You are a soldier in the army, an NCO or expert in
combat and work in the field your expertise is in
the area of combat and protection.
If youre an NCO youd normally start as a Corporal
or Sergeant, as an officer youd normally start as aLieutenant or Captain
Automatic Skills Granted : Small Firearms and
Medium Firearms
Select Free Skill From : +2 Vitality, Medic,
Experimental Kit, or any one combat skill
No of Skills to Select : 2
Mil i tary Spec ial istYou are a specialist, or officer in the army, you have
a particular area of expertise which is why you
have been assigned to the project. If youre an
NCO youd normally start as a Corporal or
Sergeant, as an officer youd normally start as a
Lieutenant or Captain
Automatic Skills Granted : Small Firearms and
Medium Firearms
Select Free Skill From : +1 Vitality, Experimental Kit,
Insider Information, Medic
No of Skills to Select : 2
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I ntell igence Serv iceIntell igence Serv iceIntell igence Serv iceIntell igence Serv ice
CharactersCharactersCharactersCharacters
The intelligence service also fulfils a number of roles
in the SEF drawn normally from GCHQ, the Police,
MI5 or MI6, they serve normally as information
gatherers and brokers, spying on the enemy and
passing the information back to the SEF and are avaluable resource in keeping the Earth and United
Kingdom safe from extra terrestrial threats.
I ntell igence operat ive
You work for the security services in the field, doing
the dirty work for the government, working for MI5
or MI6.
Automatic Skills Granted : Small Firearms
Select Free Skill From : +2 Vitality, Experimental Kit or
any one combat skill
No of Skills to Select : 3
I ntell igence Analyst
You work for the security services in an office, you
are an expert at encryption and decryption and
languages youre less used to field work, but have
a much larger network of information to draw from.
Automatic Skills Granted : Small Firearms
Select Free Skill From : Insider Information, Ciphers,
Programming/Hacking, Communications or one
Language skill
No of Skills to Select : 3
C iv i l ian CharactersC iv i l ian CharactersC iv i l ian CharactersC iv i l ian Characters
You are a civilian, brought in due to the expert
knowledge that you have in a particular field.
University professors, civilian scientists for example.
Automatic Skills Granted : Small Firearms
Select Free Skill From : +1 Vitality, Dreaming Spires
or any one non combat skill
No of Skills to Select : 3
AAAAl iensl iensl iensl iens
All requests for playing Alien creatures must have
prior approval from the Plot Co-ordinator. The
Stargate Programme is primarily a human
organisation and as such aliens are rare. The
starting Statistics for aliens differ from the normal
starting character statistics. People CANNOT selectan Alien creature as their first character to play in
the Stargate Universe and MUST play a human first.
Player Character JaffaPlayer Character JaffaPlayer Character JaffaPlayer Character Jaffa
Vitality : 4
Body : 7
Automatic Skills Granted : Staff Weapon (Ranged)
No of Skills to Select : 4
Jaffa characters can only select the following as
starting level skills : Psychology, Archaeo-
Anthropology, Thrown/Ranged Weapons, Unarmed
Combat, Melee Weapons, Vitality, Bodybuilder,
Field First Aid, Ancient History, Any Basic Skill, Craft
Improvised Weapons, Demolitions, Fish and Game,
Geology, Navigation, Religious Studies, Occult,
Philosophy, Astronaut, Staff Weapon (Melee), Alien
Technology Use Zat'ni'katel, Alien Language
Goa'uld.
Jaffa also have the following special abilities :
Special: "Regeneration" : Your healingtimes are halved
Special: Natural Bodybuilder : You havegained +1 body, as this is natural for your
race, you do not have to upkeep this
during downtime.
Special: "Natural Immunity" : As a startingcharacter you start off with a free Natural
Immunity Feat
Special: "Alien Language Read/Write -Jaffa" : You start off being able to speak
your native language. In order to speak
English you HAVE to take the AlienLanguage Read/Write - English"
DeathDeathDeathDeath
If your character dies, for your new character you
gain the full downtime from the event you played
where the character died, and an amount of
months downtime equal to the amount of events
played by the character who died.
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SkillsSkillsSkillsSkills
Some of the skills will include performing simple tests (with quick answers) in the field. Others may involve the character
spending some time working on the problem. Some skills will need to be used in combination to perform certain tasks or
meet certain challenges. For example, it would be necessary to have nuclear physics, disposal and engineering to defuse
nuclear weapons.
Academic Sk illsAcademic Sk illsAcademic Sk illsAcademic Sk ills
The skills work by each player having a key concepts sheet, sometimes with codes to help identify items. You can also ask a
ref to give you information based on your skill. During events many items will require a wide variety of skills to solve.
Certain skills have a set of cards which can be used to solve problems. These can be downloaded separately and you
should ensure that you have one set of each of the skills you have. These are :
Communications Programming / Hacking Electrical Engineering Civil Engineering Disposal
You may want to read round the subject, watch a bit of discovery channel maybe, so you can talk the talk and bamboozle
your mates. However, you dont actually need to know the subject at all to pick it.
Sk ill Game SystemSk ill Game SystemSk ill Game SystemSk ill Game System
You are given a number of cards and a number (between 6 and 9, depending on how experienced you are) may be
chosen and taken out with you on a mission. Even if you are on base you should have your chosen cards separate from
your other card as if a problem is being worked on it is considered cheating to sort out your available cards if you are
considering helping on a problem.
These cards represent your knowledge and phys reps that you have taken out into the field, or that you have available to
hand.
A referee will have selected a set of problem cards that represent the problems with a particular device. The referee will
normally explain what the problem is (in role-playing terms) as he is playing each card and you should appropriately role-
play the effects of any cards which you are playing.
If you do not have a card that can overcome the problem then you cannot achieve what you are trying to achieve.
Other people can assist to overcome certain problems, should you be unable to deal with a specific problem card. (Note
that no more than two people can work on any one particular problem)
Different cards take different amounts of time in order to achieve their effect.
A copy of the player cards for you to print & laminate, etc. can be found on the website: www.stargatelrp.com
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B iolog ical Sc i enceB iolog ical Sc i enceB iolog ical Sc i enceB iolog ical Sc i ence
Name Description Training Time
Genetics
Genetics is the science of heredity and variation in living organisms. The
study of DNA, inheritance and the genetic basis of disease. This is useful for
a variety of tasks such as locating the nature of diseases and antidotes,
alien toxins and parasites.
12 Months for 1st
Skill in the area
6 Months if you
already have
skills in this area
Human PhysiologyPhysiology is the study of the mechanical, physical, and biochemical
functions of living organisms. The study of anatomy and the interaction of
cells. This skill combines both human and animal physiology.
Botany
Botany is the study of plant life, Botany covers a wide range of scientific
disciplines that study plants, algae, and fungi including: structure, growth,
reproduction, metabolism, development, diseases, and chemical
properties and evolutionary relationships between the different groups.
PathologyPathology is the study and diagnosis of disease, this is done through the
examination of organs, tissues, bodily fluids and Autopsies. It also
encompasses the related scientific study of disease processes.
Phys ical Sc i encesPhys ical Sc i encesPhys ical Sc i encesPhys ical Sc i ences
Name Description Training Time
AstrophysicsThis incorporates astronomy, the calculation of stellar distances and the
exploitation of other worlds. It also includes stellar navigation and stellar
matter.12 Months for 1st
Skill in the area
6 Months if you
already have
skills in this area
MaterialsThe study of materials, their properties and uses, includes Chemistry and
Physics. This skill is a requirement for a lot of alien technology research.
Nuclear PhysicsThe study of radioactivity, the fundamental principles of the universe, this
includes Quantum Physics. This skill is a requirement for many alien power
research skills.
Eng ineer ingEng ineer ingEng ineer ingEng ineer ing
Name Description Training Time
MechanicalMechanical Engineering deals with the design, manufacture and
maintenance of mechanical systems. Thermodynamics, Kinematics, Energy
and Work. Design of vehicles, industrial equipment, robotics.13 Months for 1st
Skill in the area
7 Months if you
already have
skills in this area
Electrical
Electrical Engineering (more specifically Electrical and Electronic
Engineering) deals with the study and applications of electricity,
electromagnetic forces and electronics. Also deals with power, control
systems, integrated circuits and circuit boards.
Civil
Civil Engineering deals with the design, construction and maintenance of
buildings, structures and the environment including bridges, roads, canals,
damns, aqueducts. Also surveying and environmental engineering fall into
this category.
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PsychologyPsychologyPsychologyPsychology
Name Description Training Time
Psychology
You possess a professional qualification in psychology. You have spent time
understanding and learning to treat the human mind, enabling you to offer
counselling, understand and anticipate actions and analyse the
dysfunctional.
Sample uses of Psychology are to prevent post traumatic stress, predict the
actions of a friend or foe, or push people to the edge.
After role-playing with someone for at least five minutes, 3 times per mission
you can :
See whether someones last statement was a lie See whether someone in the general conversation is
concealing something
Find out what someone is trying to achieve (in broadterms) through their words.
Detect their current emotional state.
After role-playing with someone for at least twenty minutes, once per
mission you can :
Detect someones psychological flaws.
Once per mission you are able to falsify the response to a psychological
challenge as per above .
9 Months
Maths and Comput ingMaths and Comput ingMaths and Comput ingMaths and Comput ing
Name Description Training Time
Pure Mathematics
The study of numbers, algebra, geometry, statistics.
Anyone with Pure Mathematics gains +1 Flash of Insight per day, that canbe used when trying to solve any mathematical problem.
13 Months for 1st
Skill in the area
7 Months if you
already have
skills in this area
Communications
The study of telecommunications, monitoring, satellite technology. The use
and maintenance of such technology and the development of new
signalling devices. This skill combines naturally with Electrical Engineering for
development of new devices
Ciphers Level x
Ciphers is the study of codes, cryptography, hidden meanings. Normally
used for code breaking.
You start off with Ciphers Level 1 which allows you to solve ciphers
problems, and to once per day ask for a full translation of a specifc word in
a cipher.
You can upgrade to higher levels of ciphers, which gives you more
translations per day (and may allow you to solve much harder ciphers) byspending 3 months downtime per point. There is no limit to the amount of
times it can be bought.
ComputingThe study of computer systems. This skill allows you to hack into other
operating systems and develop new systems yourself as well as
countermeasures towards hackers.
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ArchaeoArchaeoArchaeoArchaeo----AnthropologyAnthropologyAnthropologyAnthropology
Name Description Training Time
Archaeo-
Anthropology
You hold a qualification in Archaeology or Anthropology, your
understanding of the past and the development of human societies is
advanced and profound. You have the ability to recognise the artefacts,
myths and cultures of our ancestors wherever they may appear. Classical
uses of Archaeo-Anthropology are the recognition of alien languages,
recognising the cultural roots and therefore ethos of an alien world,historical forensics.
The Archaeo-Anthropology skill does not in and of itself grant the ability to
read ancient languages, this is the preserve of linguistics, but does confer
the ability to recognise the language and key elements.
You can also use this skill to assimilate into a native culture if its one of your
specialities as if you were truly a native, and you are also an expert in the
artefacts of these cultures.
Characters with Archaeo-Anthropology must also select two specialist
cultures. You may select another two cultures for an extra skill selection at
character generation.
Speciality ideas :
Egyptian Meso American/ Mayan Celtic Greco/Roman Native American Indian Middle Eastern Far East Indo-Aryan Germanic/European
You may also pick any other region you wish, the above are just examples.
Once per mission, after a period of studying a native culture, you can gain
an insight into the culture as if you had used a Flash of Insight feat
12 Months for
your first two
specialist areas.
6 Months if you
want to take
extra specialistareas.
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L ingu ist icsL ingu ist icsL ingu ist icsL ingu ist ics
The linguistics skill is the ability to speak a language other than your own. Each language family you choose gives you
access to a range of languages.
Name Description Training Time
Linguistics
The linguistics skill is the ability to speak a language other than your own.
Each language family you choose gives you access to a range of
languages.
When you take this skill, you should select a language family from the next
page.
6 Months perlanguage family.
Language Fam il i es
Language Family Languages Gained Region
Germanic German, Saxon, Swedish, Yiddish Europe
Celtic Welsh, Gaelic, Manx, Ogham Europe
Italic Latin, Italian, Spanish, French, English Europe
Indo-Aryan Punjab, Hindi, Bagheli, Sanskrit Indian Subcontinent
Slavic Russian, Serbian, Czech, Ukranian Europe
Greek Attic, Pontic, Doric Europe
Egyptian Coptic Egypt
Semitic Arabic, Hebrew, Syriac, Aramaic Middle East
Carib Yabarana, Coyaima, Bakairi Caribbean
Trans - New Guinea
& AustronesianJavenese, Malay Indonesia, Philippines
Niger Congo Tegali, Dogon, Papel Central and Western Africa
Japanese Japanese, Yoron, Kikai Japan
Uto Aztecan Hopi, Mayo, Nahuatl Mezo-America
Sino Tibetan Chinese (Mandarin), Tamang, Tibetan China
Vital ityV ital ityV ital ityV ital ity
Vitality is your heroic ability to dodge / not be there when being hit / power source for heroic abilities and forms a variety
of uses it starts off at 6 Vitality for player characters.
Vitality caps at a maximum of 20, when you surpass 20 vitality instead of gaining extra vitality you gain Advancement
Points instead which allow you to purchase (see Advancement Points later) powerful new abilities for your character.
Name Description Training Time
+1 Vitality May be taken once at character generation, for the cost of one skill point n/a
+1 VitalityMay be taken by Civilians and Military Specialists as their Free Skill at
character generationn/a
+2 VitalityMay be taken by Military Soldiers and Intelligence Operatives as their Free
Skill at character generation n/a
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Medic ineMed ic ineMed ic ineMed ic ine
Each rank in medicine needs to be taken separately from each other so purchasing Doctor requires you to also purchase
Medic and Paramedic, whether during Downtime, or at Character Gen
Each level has a certain set of skills associated with it (which can be found later in the rules)
Name Description Training Time
Medic
The character is a trained medic:
Stabilise Casualty Use Level 1 Drugs Can only treat people at -1 or above
3 Months
Paramedic
The character is a trained field paramedic:
All Medic Skills Use Level 2 Drugs Resuscitation Use Hem-Con Can diagnose (read and understand) Green Wound
Cards
Prep for Movement
6 Months
Doctor
The character is a doctor : If you take the doctor skill, you automatically
gain the Biology skill : Human Physiology
All Medic Skills Use Level 3 Drugs Surgery Hem-Con Use Critical Care Can diagnose (read and understand) All Wound Cards
24 Months
Med ical spec ial i t i esMed ical spec ial i t i esMed ical spec ial i t i esMed ical spec ial i t i es
The following skills improve the range of the Doctors skills, allowing them to go above and beyond on a variety of
techniques. While these are all covered under the generic Doctor skill learning specialities will allow to you do more
under a referees discretion when something in your speciality area occurs.
Name Description Training Time
Cardiothoracic The study of Heart/Lungs and their associated diseases and transplantations
6 Months Each
Haematology The study of blood, blood born infections and diseases
Infectious DiseasesThe study of infectious diseases and their treatments. The study of microbial
agents, viruses, bacteria, fungi, prions etc...
Oncology The study of cancer and malign growths.
Physiology (Alien)
A specific alien race type must be selected and this skill requires a
specimen (used up in the process) to learn this skill, or a teacher. Cannot
be taken at character generation.
This skill allows you to know about of the physiology of a non-human
species. You can use this knowledgewhen trying to discover other
information about the species, such as their breeding habits, or when they
need medical care.
Plastic Surgery The study of plastic and reconstructive surgery.
Proctology The study of the colorectal region.
NeurosurgeryThe study of the brain, as well as Brain Surgery, disorders of the brain,
meninges, skull and bloody supply to the cranium and spinal nerves
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Combat Sk illsCombat Sk illsCombat Sk illsCombat Sk ills
Characters must have the appropriate phys rep in order to be issued with a particular weapon. Metal melee weapons, or
decommissioned weapons are not acceptable.
All ammunition clips/magazines must also be phys reps spare phys reps for magazines are normally issued to the IC
organisation for deployment to characters in character.
Name Description Training Time
Small FirearmsThis skill is automatically granted to all human characters. You are capable
of using a pistol.1 Month
Medium Firearms
Requires: Small Firearms
This skill is automatically granted to all military characters. You are capable
of using medium weapons examples of these are assault rifles, shotguns or
SMGs.
You are also capable of using hand grenades and under-weapon grenade
launchers.
2 Months
Large Firearms
Requires: Medium Firearms
You are capable of using Large Firearms examples of these are the M60Light Machine Gun, and automatic shotguns.
4 Months
Sniper
Requires: Medium Firearms
You are capable of using a Sniper Rifle such as the L96 or other such
weapon.
7 Months
Support Weapons
Requires: Large Firearms
You are capable of using mounted weapons, rocket launchers etc... such
as a Mini Gun, 50 Calibre etc... Support Weapons are normally not man
portable.
4 Months
Thrown / Ranged
You are capable of using bows, crossbows, thrown daggers, shuriken, blow
pipes and other thrown and ranged weapons. This does not allow the use
of alien exotic thrown / ranged weapons.
You are also capable of using hand grenades
7 Months
Melee WeaponsYou are capable of using melee weapons such as swords, daggers, pole
arms, fixed bayonets. This does not allow the use of alien exotic melee
weapons.
5 Months
Basic UnarmedYou are good to brawling. You gain the following abilities :
Strike (unlimited) : You cause SINGLE damage. 3 Months
Expert Unarmed
Requires: Basic Unarmed
You are an expert in fighting without weapons. You gain the following
abilities :
Trip (unlimited) : You cause no damage, but call Knockdown Strike (unlimited) : You cause SINGLE damage. Grapple (3 times per mission) : You can hold the target for 10
seconds
Throw (3 times per mission) : You call SINGLE Knockdown, thetarget must role-play being thrown away from you and Knocked
Down.
Break hold (3 times per mission) : You call Break Hold and youropponent must release you from a grapple, or you can resist a
throw as youve broken their hold.
7 Months
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Spec ial ist Background Sk illsSpec ial ist Background Sk illsSpec ial ist Background Sk illsSpec ial ist Background Sk ills
The following skills are normally only taken at character generation, although with Advancement Points
Name Description Training Time
Dreaming Spires
Requires: Civilian
You have access to the best research establishments in the world, and the
library card to prove it.
You are a very well known academic, during downtime you tend to learn
pieces of information from the world of academia, this can be information
around new technology discoveries or procedures, or can be academia
rumours which may be helpful to your character.
You can also decide to use this to help yourself or someone else gain an
NPC teacher for a standard or basic skill. This needs to be placed in your
downtime if you are doing so.
n/a
Experimental Kit
Requires: Military Soldier, Military Specialist or Intelligence Operative
As a card holding member of the testing brigade you are expected to test
a variety of technology that has already been invented.
This leases a piece of equipment, drugs, vehicle, latest wild device to your
character for a period of time. These technologies are being tested withpossibility of becoming "standard equipment" and are in a wide variety of
stages of development.
These pieces of equipment may have flaws which you have to work
around, or may have side effects both positive and negative and you dont
know until you test the item what it is that is going to be, although items
tend to be more geared to each individual character especially the more
experienced the character the more dangerous and more exciting the
item.
The advantage of the skill is that you are always at the cutting edge of
technology and have the opportunity to play with some advanced, albeit
dangerous, items.
n/a
Insider Information
Requires: Military Specialist or Intelligence Analyst
You can choose to use your insider information in a general manner duringdowntime, which involves just general listening in to informants, gossip in the
canteen or any other such ways of getting information - this will give you
information about the current socio-political workings, rumours, intelligence
and other snippets of information which may or may not be obvious and
may or may not be relevant to the next event.
You can also use this in a targeted way - you can choose rather than to use
this in a general manner, choose a specific person or organisation to gather
information on - you then gain much more specific information on the
person or organisation, but the downside to this is that depending on how
well connected the person is, you may find someone using this feat back at
you to sew disinformation.
This skill works differently for each character and depends on their
background as to how they go about getting their information.
n/a
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VeteranVeteranVeteranVeteran Sk illsSk illsSk illsSk ills
Veteran skills are skills which are not as wide ranging as the main skill set, but have their uses and add flavour to characters,
and you never know when these skills are going to come into play. There are also alien technology skills which you can pick
up after youve had experience with alien technology in game.
During Character Generation you can take two of these Veteran skills instead of one of the full skills but you can only
select from the list which have a tick in the Char Gen column.
Name Description Training TimeChar
Gen
AEthernaut Flight
Systems
Requires: Astronaut and Astrophysics
You care capable of understanding the fl ight systems on board an
AEthernaut vessel and how to keep the vessel flying.
If you also have a Piloting skill, this grants you with Pilot AEthernaut
Vessel
4 Months
AEthernaut Power
Systems
Requires: Materials and Nuclear Physics
You care capable of understanding the power systems of
AEthernaut technology
This grants the Electrical Engineering Card : AEthernaut Generatorand the Mechanical Engineering Card : AEthernaut Generator
4 Months
AEthernaut
Weaponry
Requires: Weaponsmithing and AEthernaut Power Systems
This skill allows you to repair, and use AEthernaut Weapons (as long
as the AEthernaut weapons are of a size that you can use) you
can also develop the technologies as required as long as you
have the raw materials.
2 Months
Alien Culture
Requires: Teacher or Time Spent with Culture
You have spent time amongst people of an alien culture and have
observed their ways and their customs you are therefore more
proficient in dealings with people from this culture and may, at a
referees discretion be given more information in dealings with these
specific cultures and other benefits in negotiation and infiltation.
Please note that this does not confer any linguistic ability.
AEthernaut: 4 Months Ancient: 6 Months Asgard: 4 Months Elesia: 3 Months Coluu: 6 Months Free Jaffa: 4 Months (2 Months if you have Alien Culture
Jaffa)
GGC: 3 Months Hannan: 3 Months Jaffa: 3 Months (2 Months if you have Alien Culture Free
Jaffa)
Tauri (Jaffa Characters Only): 2 MonthsIf you have any archaeo-anthropology skill the time above is
reduced by 1 month.
Varies
Alien Language
Spoken
Requires: Teacher or Source Material
You have the ability to speak and understand an alien language.
You can chose from
Ancient : 9 Months (6 Months if you have latin) Asgard : 6 Months Goauld / Jaffa : 6 Months
Alien Language skills are increased in training time if you do not have
a linguistics skill (by 3 months), but are reduced by 3 months if you
have the equivalent spoken/written already.
Varies
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Name Description Training TimeChar
Gen
Alien Language
Written
Requires: Teacher or Source Material
You have the ability to read and write an alien language or
solve any alien puzzles which are in this language.
You can chose from
Ancient : 9 Months (6 Months if you have latin) Asgard : 6 Months Goauld / Jaffa : 6 Months
Alien Language skills are increased in training time if you do not have
a linguistics skill (by 3 months), but are reduced by 3 months if you
have the equivalent spoken/written already.
Varies
Ancient HistoryYou have read up on Ancient History, and have a basic knowledge of
the main events that occurred during this time.3 Months
Armourer
You are capable of repairing damaged armour, and damaged
weapons as long as you have a toolkit and supplies it takes 20
minutes to repair one point of armour. You are also capable of
researching new armour and weapons. You can craft special
ammunition (with the relevant machinery) such as silver bullets, or
specific calibre bullets and reworking ammunition. This also covers
weapons such as bows and arrows as well as smithing melee
weapons
6 Months
AstronautYou are adept at piloting space craft and at Zero-g manoeuvring
giving you a distinct advantage when in space, or other such
environments
6 Months
Barrack Room
Lawyer
You are an expert at military law and discipline, and often get called
in by soldiers and other service personnel who need representing in
order to promote their cases.
3 Months
Basic BiologyYou have learnt the basic techniques of biology if you attempt to
learn Genetics, Pathology or Physiology skills you can reduce the time
taken to learn one of these skills by 3 months.
3 Months
Basic Botany
You have learnt the basic techniques of botany if you attempt to
learn the full botany skill you can reduce the time taken to learn it by3 months.
3 Months
Basic ChemistryYou have learnt the basic techniques of chemistry if you attempt to
learn the full Material Science skill you can reduce the time taken to
learn it by 3 months.
3 Months
Basic Computers
You have learnt the basic techniques of computer science if you
attempt to learn Computing or Communications skills you can reduce
the time taken to learn one of these skills by 3 months.
You gain the ability to use one card from Computing and one card
from Communications when preparing for a skill game.
3 Months
Basic Engineering
You have learnt the basic techniques of engineering if you attempt
to learn Mechnanical, Electrical or Civil Engineering skills you can
reduce the time taken to learn one of these skills by 3 months.You gain the ability to use one card from Mechanical Engineering
and one card from Electrical Engineering when preparing for a skill
game.
3 Months
Basic LanguageYou have learnt to speak one specific language from a language
family if you wish to learn that specific full language family, you can
reduce the time to learn it by 3 months.
3 Months
Basic Mathematics
You have learnt the basic techniques of mathematics if you attempt
to learn the Pure Mathematics and Ciphers skills you can reduce the
time taken to learn one of these skills by 3 months.
You can attempt to solve a cipher using this skill, but the time taken
will be significantly increased.
3 Months
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Name Description Training TimeChar
Gen
Basic
Nanotechnology
Requires: Electrical Engineering and Communications and
Hacking
You are an expert at nanotechnology, more specifically the
nanotechnology that the SEF has developed over the years as
such you can reduce the time taken to use any Hacking,
Communications and Electrical Engineering Card Tasks by 1/3rd.
But as youre using nanites to perform this task, there may be times
when this can be used against you
3 Months
Basic PhysicsYou have learnt the basic techniques of physics if you attempt to
learn the Nuclear Physics or Material Science skill you can reduce the
time taken to learn one of these skills by 3 months.
3 Months
Basic ZoologyYou have learnt the basic techniques of zoology if you attempt to
learn the full Veterniary Science skill you can reduce the time taken to
learn it by 3 months.
3 Months
Bio-Engineering
Requires Doctor or a Biology Skill
You are an expert at Bio-Engineering, a science which covers both
Engineering and Biology including genetic engineering, modification
of plants and tissue engineering.
The time taken to learn this skill is reduced by 3 months if you have a
physical science skill.
9 Months
Bodybuilder
You have spent a long time in the gymnasium and have honed your
body.
But this comes with a price, and you have to maintain your bulk
You gain +1 to your Body Hits, as long as you spend 1 Month every
downtime in the gym maintaining this skill.
3 Months
CateringYou are an expert at field catering, you can cook, for people, in the
field, using ingrediants and things.3 Months
Craft Improvised
Weapon
You are capable of making a weapon out of equipment you have to
hand this is capable of making a temporary melee, thrown or
ranged weapon.
You must have access to a source of materials to make the weaponsand a referee will decide on the damage / durability of the weapon.
The time taken to learn this skill is reduced by 2 months if you have
Thrown or Melee
3 Months
Demolitions
You are an expert at making a variety of devices aimed at blowing
things up. You are also capable of knowing where to place the
device for maximum effect. This is sometimes used in conjunction with
other skills to make elaborate devices.
The time taken to learn this skill is reduced by 3 months if you have
Demolitions.
6 Months
Dial Home Device
Requires: Communications, Electrical Engineering or Hacking
As long as you have the correct equipment, you are capable of
fixing, hacking, repairing Dial Home Devices, This may take avariable period of time depending on how experienced you are
with this skill.
4 Months
Disposal
You are an expert at taking devices aimed at blowing things up apart
without them blowing up.
The time taken to learn this skill is reduced by 3 months if you have
Demolitions.
4 Months
Expert Bodybuilder
Requires : Bodybuilder
You have spent a long time in the gymnasium to the exclusion of
everything else and have honed your body to the peak of
perfection.
But perfection comes with a price, and you have to be totally
committed to maintain your bulkYou gain +3 to your Body Hits, as long as you spend 2 Months every
downtime in the gym maintaining this skill. (Learning this also counts as
upkeep on Bodybuilder during learning)
3 Months
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Name Description Training TimeChar
Gen
Fish and Game
You are an expert hunter, if this skill is learnt as a Veteran Skill the time
represents the time spent in the wilderness catching up on your
training.
You are capable of finding food, water, shelter while youre in the
wilderness; youre also good at capturing small animals and fishing.
3 Months
Forensics
As a skill on its own, you have watched enough Quincy and CSI to be
able to understand the basics.
As a full skill Forensics enables you to interpret the evidence according
to your particular specialisms, i.e. physics, genetics, medicine,
archaeology
3 Months
GeologyYou have a good understanding of rocks, minerals and landscapes.
This Skill helps learning Materials or Archaeo/ Anthropology.3 Months
Goauld
Communications
Requires: Communications and Read Goauld and Electrical
Engineering
You are capable of using Goauld communications devices,
hacking into their transmissions and spoofing their signals.
This grants the Communications Card : Goauld Communications
Device
3 Months
Goauld Crystals
Requires: Communications or Electrical Engineering
You are capable of fixing, repairing, growing and understanding
Goauld Crystal technology
This grants the Electrical Engineering Card : Spare Crystal and
Controller
3 Months
Goauld Flight
Systems
Requires: Read Goauld and Mechanical Engineering
You can understand the flight systems of Goauld vessels, and can
turn this to your advantage when necessary
If you have Pilot Aircraft - Also Grants Pilot Goauld Ship (Non
Fighter)
4 Months
Goauld Shields
Requires: Naquadah and Goauld Crystals and Nuclear Physics
You understand how Goauld shields work, and a variety oftechniques to bypass them given enough resources you should
be able to develop your own version but currently the problem is
that it requires Naquadah Protein in the blood stream to work.
6 Months
Interrogator
You are knowledgeable in the area of Interrogation - as a subset of
psychology your knowledge is based in that one specific area.
You can once per scene when actively interrogating someone (and
you are in a position of power over them) force them to answer one
question truthfully.
3 Months
LarcenyYou have the ability to pick locks, bypass simple security measures,
hotwire cars, open locked doors etc This does not confer the
ability to bypass high tech alien security.
3 Months
Modern History You have read up on Modern (1800-Present Day) History, and have abasic knowledge of the main events that occurred during this time.
3 Months
Naquadah
Requires: Mechanical Engineering and one of (Nuclear Physics or
Material Science)
You understand Naquadah how it works, and how to tame it.
The drawback to this, is that the more you play with it the more
seeps into your body this therefore means that Naquadah
detection methods may give you a false positive.
This grants the Mechanical Engineering Card : Naquadah
Generator
4 Months
NavigationYou are a skilled navigator, on land, on sea or in the air. Given a
compass, a map, or just the night sky (or a GPS reader) you can find
your way from point A to point B
3 Months
Occult StudiesYou are knowledgeable in a variety of occult practices, their beliefs
and their historical significance.3 Months
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Name Description Training TimeChar
Gen
PhilosophyYou have studied the art of thought, from the Greek philosophers to
modern ethicists.3 Months
Pilot AircraftYou are an accomplished pilot. You may choose one type of aircraft
You can spend 2 months gaining extra types of aircraft.6 Months
Pilot Alien Ship
Requires Pilot Aircraft
You can pilot an alien ship you should select one of the onesfrom below
Aethernaut Vessel: 1 Month Goauld Fighter : 4 Months Goauld Non Fighter : 3 Months (this can be bought
without having Pilot, but requires Mechanical Engineering
and the training time is 6 Months)
If you want to pilot another vessel of a similar race to one youve
already learnt the time is reduced by 2 months.
Varies
Pilot Boat
You are an accomplished naval expert. You may choose one type of
boat.
You can spend 2 months gaining extra types of boats
6 Months
PoliticsYou understand the basics of the political system, and the back office
politics that occur behind the scenes.3 Months
Religious StudiesYou are knowledgeable in the major religions, their beliefs and their
practices.3 Months
Spaceship Systems
Requires: Mechanical Engineering and Electrical Engineering and
Nuclear Physics
You are capable of designing, fixing, developing technologies
onboard Earth Designed Spaceships
3 Months
Staff Weapon
Requires: Mechanical Engineering
You can repair and fix and develop staff weapon technology, you
know how to remove and add components from the device and
how to properly and safely recharge them (if you have the rightmaterials)
2 Months
Stay With Me Level
x
You can take one other character under your wing and while
you are actively leading them or protecting them, and you are
within 50 feet (and line of sight) of them, they gain +4 to their
MAXIMUM vitality. This vitality increase cannot take their maximum
vitality above your vitality
You can spend 2 months gaining extra levels of Stay With Me (there is
no maximum to the amount of times you can purchase this skill)
3 Months
Subspace
Communcations
Requires: Computing and Communications
You are capable of designing, fixing, developing and using
subspace communications devices as long as they are of a
technology you are conversant with.
4 Months
Taxidermy You can stuff animals, and people. 3 Months
Use Staff CannonRequires: Large Firearms and Use Staff Weapon (Ranged)
You can use a staff cannon.1 Month
Use Staff Weapon
(Melee)
Requires: Melee
You can use a staff weapon as a melee weapon1 Month
Use Staff Weapon
(Ranged)
Requires: Medium Firearms
You can use a staff weapon as a ranged weapon1 Month
Use Zatnikatel You can use a Zatnikatel 1 Month
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Name Description Training TimeChar
Gen
Veterinary Science
You know how to treat animals. This skill aids in animal based
treatment and care, you are capable of helping and healing injured
creatures, and a little knowledge about natural animal behaviour.
The time taken to learn this skill is reduced by 3 months if you have
Paramedic, and 6 months if you have Doctor.
9 Months
Xeno-Cookery
Requires Fish & Game
You are capable of cooking an exotic meal from alien flora andfauna, the meal will generally be edible although as always some
people may not find it exactly to their tastes
3 Months
Xeno-Zoology
Requires Fish & Game or Veterinary Science
You know the basics of what makes alien flora and fauna tick, this skill
allows you to make educated guesses about the motives and habits
of non sentient alien creatures.
If you have Basic Zoology this is reduced by 3 months training, and if
you have Veternary Science it is reduced by 6 months training.
9 Months
Zatnikatel
Requires: Mechanical Engineering
You can repair and fix and develop zatnikatel technology, you
know how to remove and add components from the device and
how to properly and safely recharge them (if you have the rightmaterials)
2 Months
The following skills and items have been researched by members of the SEF but no-one has completed learning the skills so
the actual descriptions of what they do have not been released
Name Pre-Requisites Training TimeChar
Gen
Advanced NanotechnologyBasic Nanotechnology and Material Science and
Nuclear Physics4 Months
AEthernaut Cloning Physiology and Mechanical Engineering 6 Months
AEthernaut Control SystemsComputing and Electrical Engineering and
Mechanical Engineering4 Months
AEthernaut Medical Systems Doctor and Materials 6 Months
AEthernaut Spacial SystemsAEthernaut Power Systems and AEthernaut Control
Systems and Astrophysics and Materials6 Months
Goauld Hand DeviceBio Engineering and Mechanical Engineering and
Electrical Engineering3 Months
Goauld Medical Systems Doctor and Goauld Crystals and Naquadah 9 Months
Goauld Ship Weapon SystemsWeaponsmithing and Goauld Crystals 2 Months
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Advancement PointsAdvancement PointsAdvancement PointsAdvancement Points
Vitality is now capped at a maximum of 20. Every event you attend (as a player, or crew) after your character reaches 20
then you gain 1 Advancement Point instead of 1 Vitality.
During downtime you can then trade in your accumulated advancement points for an extra perk for your character. These
perks are Always On unless stated otherwise.
Advancement L istAdvancement L istAdvancement L istAdvancement L ist
Name Description AP Cost
Analyse This Can detect psychological flaws twice per mission 1
Babel You can pick another Linguistic Specialist Area 2
Big Brains You can gain another academic skill in an area you already have a skill in (i.e.you can gain Pure Mathematics if you have Ciphers for example)
2
Biggles You can pilot another type of aircraft 1
BlaneYou are more efficient at using ammo you use half the ammo than it states in
the rules when using a Heavy Machine Gun. This effect stacks with Pack Rat.4
Cards 1 PracticeYou can now have 10 cards in a particular skill (you must pick the skill when
taking this perk)1
Cards 2 Expertise
Requires: Cards 1
You can now have 11 cards in a particular skill (you must pick the skill when
taking this perk, and it must be a skill you have Cards 1 in)
2
Cards 3 PerfectionRequires: Cards 2You can now have 12 cards in a particular skill (you must pick the skill when
taking this perk, and it must be a skill you have Cards 2 in)
3
Commando Your assault rifle now does Spray Fire as well as all current effects 2
Conan The character gains the ability to do +1 damage with a 2H sword or staff 2
Dont Lie To MeAll five minute psychology abilities can now be used 5 times per mission, and you
can falsify responses 3 times per mission3
Double BarelledThe character gains the ability to do +1 damage (and +1 special damage) with
a shotgun2
Ellen McArthur You can pilot another type of boat 1
First Prime The character gains the ability to do 3 Knockdown with a staff weapon 3
GrenadierFor the cost of 1 Vitality Point, you can ignore the effects of your own grenades
as long as you are further away than 3 feet from the point of impact2
Halls of the Learned You gain the Dreaming Spires Background Skill 3
HeroOnce per day you can re-use a feat that you have already used. Note this does
not go towards any upgrades4
Heroic You gain 3 feats of your choice (cannot be used to take Jammy Bastard) 1
House You can pick another Doctor Specialist Area 2
Jackie Chan Your break hold ability can now be taken +5 more times than stated in the rules 2
Juggernaut One of your A Personal Sense of Purpose feats is now once/mission 5
KirkYou gain the seduction feat once per day you can seduce a person of the
type you are attracted to by pouring on the charm.2
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Name Description AP Cost
Lara Croft You can pick another Anthro-Archaeology Specialist Area 2
Martial Artist Your throw ability can now be taken +5 more times than stated in the rules 2
Nothing But The
Rain
For the cost of 1 Vitality Point, you can ignore the effects of your own rocket
damage as long as you are further away than 2 feet from the point of impact4
One Shot One Kill Sniper Rifle damage is now 3 Through rather than 3. 3
Pack Rat Youre just that damn good at finding, storing and keeping ammo you areconsidered to have twice the amount of ammo that youre carrying.
3
People Person You gain the Insider Information Background Skill 3
Pistoleer The character gains the ability to do +1 damage with a pistol 1
Point ManThe character gains the ability to do +1 damage (and +1 special damage) with
an SMG2
Rambo Your machine gun now does Heavy Fire as well as all current effects 3
RipleyFlame Throwers are considered heroic weapons for you. Therefore you are not
limited by what feats you can use when carrying one.4
Robin Hood The character gains the ability to do +1 damage with ranged weapons 2
Rogue The character gains the ability to do +1 damage with a knife or dagger 2
Ronin The character gains the ability to do +1 damage with a sword or machete 2
Rousing SpeechYou gain the Rousing Speech feat can only be used if youre actively in
command of a team or group of people Once / Day the people under your
command gain 6 Vitality if they are not injured and Full Vitality if they are injured.
4
Sign Me Up You gain the Experimental Kit Background Skill 3
Staff Mastery The character gains the ability to do +1 damage with a staff weapon 2
Stay With Me You gain an extra person for your Stay With Me ability 1
Toughness 1
Tough You gain +1 Body, which stacks with Bodybuilder and Expert Bodybuilder 1
Toughness 2 Kill
Bill
Requires: Toughness 1
You gain +1 Body, which stacks with Bodybuilder and Expert Bodybuilder, and
Toughness 1
2
Toughness 3
Kenny
Requires: Toughness 2
You gain +1 Body, which stacks with Bodybuilder and Expert Bodybuilder, and
Toughness 2
3
WWE Your grapple ability can now be taken +5 more times than stated in the rules 2
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FeatsFeatsFeatsFeats
Feats represent additional abilities your character can do, its the sort of thing only experience can give. 3 normal feats are gained during
split into three types: Standard (Temporary), Upgrades and Advanced Upgrades.
ALL FEATS MUST BE CALLED OUT BY PLAYERS AND NPCs AT THEIR TIM
Standard Feats Standard Temporary feats are gone when used, however the number used is noted as the cumulative use will allow for a
applicable).
Upgrade Feats These feats remain with the character, although they may have some usage restrictions (normally once per day). To obta
you will have had to have used 5 temporary feats plus your current level in the upgraded feat . These (and any other upgrades) occur be
Example:
To obtain your 1st upgrade feat of Crack Shot you will have to have used 5 Critical Hits (5 + current level [0] = 5).
To obtain a 2nd Crack Shot you will have to have used a further 6 Critical Hits (5 + current level [1] = 6).
To obtain a 3rd Crack Shot you will have to have used a further 7 Critical Hits (5 + current level [2] = 7), etc.
Advanced Upgrade Feats These feats are advanced versions of your permanent feats, they continue to have usage restrictions, but the
feats become permanently active on your character, meaning that you can use them at any time. To obtain the Advanced Upgrade ver
feat. These (and any other upgrades) occur between events during downtime. Note some of the feats have restrictions that you can on
the case then you do not have to upgrade if you do not wish to you should say whether you want to do this on your downtime.
Example:
To obtain your advanced upgrade feat of Dead Shot you will have to have gained 3 Crack Shots (i.e. have used a total of
as they are upgraded to Dead Shot
To obtain a second Dead Shot you will have to get a 4th / 5th / 6th Crack Shot (i.e. have used a total of another 27 Critical H
A third Dead Shot will require you to gain the equivalent of a 7th / 8th / 9th Crack Shot (so another 36 Critical Hits)
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Flesh Wounds
A character on 2 or higher, may regain 6 points of vita
hits. Their wounds remain unaffected, although the first
gone the character takes wounds again from the poin
decent towards -5 from bleeding etc..
Going Burko
If a team mate or close friend of the character goes to
combat skills. They must attack the source of their ang
brought down. Once this happens the character loses
feat.
Im A Coward Mostly Harmless
Requires: Civilian
Provided the character is running away, and is carrying
the character counts as having half cover, even if runn
When Upgraded, this also that your lack of kickass sho
rate you as a low threat. However, if you start poking y
will believe you.
Jammy Bastard Lucky Bastard
This enables the character to dodge out of harms way
four points of damage from any one damage call (on
damage call)
Special Note If used to dodge out of the way of a S
rather than -4 body
Killing Blow / Killing
Strike
An unconscious, restrained or unresisting creature mayor by a single shot to the back of the head. This is a clo
physically place the weapon (or use unarmed) on the
must have a visible weak spot for this to work.
Last Desperate Act
This will be the last feat that you ever use
Ignore all damage and all restraining calls for 5 minute
comes first).
After using last desperate act the character immediat
Once the action is completed or 5 minutes the charac
companions gather around to do the cinematic last sp
No matter what medical methods are used or even a
they are gone.
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Surgeon Expert Surgeon
Requires: Doctor
You are capable of providing surgery in a medical cen
requisite equipment), and because of this you increas
half. Your surgery counts as Advanced Medical Care.
Once you have gained a Surgeon or Expert Surgeon fe
or Battlefield Surgeon feats as you are trained in clea
fire.
Note the upgrade is always active and does not co
used.
Torture Resistance Get Out Of My Head Bond James Bond
This feat allows you to either:
Ignore the effects of torture for one scene Ignore the effect from the feat Negotiator (
Torture Resistances to be used)
It allows the character to hal