Stargate SG-1 Roleplaying Game - Core Rulebook
Transcript of Stargate SG-1 Roleplaying Game - Core Rulebook
2
Credits
GAME DESIGNERSMack Martin (lead), Philip Loyer, Brad Ellis, David Hanold, Westley Walker
WRITERSJohn Kennedy, Steffie de Vaan, Brad Ellis, Christina Monfette, Michael Walker, Benjamin Eastman
EDITORSDavid Baxter, Michael Walker, Evan Dixon, Bill Mundt, Benjamin Eastman, Stephen Hensel, Jenny Stiven, David Read, Brad Ellis, Westley Walker, Samantha Loyer, Karol Mora, Steve Runyon, Stephania Papi, Michael S. Webster, Jeremy Randall, Nathan Leake, Marcel Schilling
COVER ARTISTM. Wayne Miller
INTERIOR ARTISTM. Wayne Miller, Graham Sisk, Nick Greenwood, Ashley Pink, Jiroodd O Wen, Maria Ciobotaru,Steffi Hockriegl, Westley Walker, Tony Celliers
ART DIRECTION AND GRAPHIC DESIGNBrad Ellis, Justin Oefelein, Mack Martin
WEB DEVELOPMENTEvan Dixon, Brad Ellis, Andreas Johansson
LICENSE/BRAND MANAGEMENTBrandgenuity, Clio Consulting
PUBLISHERWyvern Gaming
SPECIAL THANKSJared Fegan, Lee Alley, Joy Slaughter, Kelly Ellis, Beta Testers, Playtesters, our lively Discord Community and the 6,415 Kickstarter Backers
ISBN: 978-164871826-7
First Printing: August 2021
WYV006001-D v1.03
STARGATE SG-1 is a trademark of Metro-Goldwyn-Mayer Studios Inc. © 1997 - 2021 MGM Television Entertainment
Inc. and MGM Global Holdings Inc. STARGATE SG-1 ROLEPLAYING GAME TM & © 2021 Metro-Goldwyn-Mayer
Studios Inc. All Rights Reserved.
METRO-GOLDWYN-MAYER is a trademark of Metro-Goldwyn-Mayer Lion Corp. © 2021
Metro-Goldwyn-Mayer Studios Inc. All Rights Reserved.
ON THE COVER
In this illustration by M. Wayne Miller we see Phoenix-1 heading out on a diplomatic mission as Maste/Bythel looks back with confidence.
3
1. Introduction
2. CharacterCreation
3. Races
4. Origins
5. Classes
6. Equipment
7. Feats
8. Using AbilityScores
9. Missions
10. Encounters
11. StargateProgram Brief
12. Being aGatemaster
13. Life Forms
Appendix
1. INTRODUCTION 6Getting Started 7The Stargate Program 8Basic Training 10What You Need To Play 12
2. CHARACTER CREATION 16The Making of a Hero 17Choose a Race 18Choose Two Origins 18Choose a Class 18Ability Scores 19Description 20Other Attributes 20Gaining Experience 21
3. RACES 22
A Coalition of Planets 23Aturen 24Human 26Jaffa 28Tokâra 30Unas 32
4. ORIGINS 34Building a History 35Biome Origins 36Background Origin 38Racial Origins 41
5. CLASSES 42What is a Class? 43Diplomat 44Engineer 46Medic 48Scientist 50Scout 52Soldier 54
6. EQUIPMENT 56Prep Rating 57Requisitioned Equipment 60Tech Level 61Weapons 62Armor 68Common Alien Gear 76Facilities 78Vehicles 79
7. FEATS 82General Feats 84Combat Feats 90Downtime Feats 96
7. FEATS CONTINUED 82Inspiration Feats 98Modication Feats 99Procedure Feats 100Discovery Feats 101Field Hack Feats 102Tactic Feats 103
8. USING ABILITY SCORES 104Skills 108Strength 109Dexterity 110Constitution 111Intelligence 111Wisdom 112Charisma 113
9. MISSIONS 114The Tension System 117Movement 118Resting 120Damage and Healing 121Determination 124Saving Throws 125Initiative & Moxie 125Ailments 126Conditions 128Environmental Rules 130
10. ENCOUNTERS 132Overview 133Plot Mechanics 134Action Mechanics 148
11. PROGRAM BRIEF 168
12. THE GATEMASTER 268The Series 276The Season 277 Episodes 283Encounters 286
13. LIFE FORMS 296Extras 298The Goa'uld 299Jaffa Troops 303Ashrak 309Beasts 310Replicators 318Reetou 320NPCs by Class 322
Contents
7
1. INTRODUCTION
2. Character Creation
3. Races
4. Origins
5, Classes
6. Equipment
7. Feats
8. Using Ability Scores
9. Missions
10. Encounters
11. Stargate Program Brief
12. Being a Gatemaster
13. Life Forms
Appendix
IntroductionChapter 1
Greetings, Traveler. Youâve been recruited by Stargate Command (SGC) to defend the galaxy against the Goaâuld System Lords. Stationed at the secret Phoenix Site, you now embark upon your training within the Stargate program.
Each adventure through the Stargate opens a journey to known and unknown worlds where the future of civilizations may be decided.
Your decision to join our cause is greatly appreciated by the Tauâri and the people of the Milky Way galaxy.
Getting StartedThis Core Rulebook will serve as your guide. Use it to aid in your training for our explorations and in battles to come.
The Stargate SG-1 Roleplaying Game is a sci-fi tabletop game, where you assume the role of a Stargate team member, working with a secret off-world Stargate Program â designated Phoenix Site.
As a member of the Stargate Phoenix Site, you and your teammates will go on missions guided by a Gatemaster to explore new worlds and cultures, obtain new technologies, and fight to preserve freedom across the Milky Way Galaxy.
WHAT IS A ROLEPLAYING GAME?In a roleplaying game, you create a character of your choosing based on the rules laid forth in this book. The character you develop is completely in your control. His or her actions are your actions. The Gatemaster (GM) will tell you about the journey you are on and describe the details of the scene or situation.
For example, the GM may tell you, âYour SG team is walking through a 3-meter tall sea of grass. In the distance, you hear the sound of staff weapon fire. What do you do?â
As a Player Character, you choose how to respond. If you are a Jaffa Soldier, you might take off running towards the sound. If you are a Tokâra Diplomat, you could cautiously approach, listening for clues. If you are an Unas Scout, you might utilize high ground to perform recon.
Based on your actions, your Gatemaster will tell you what happens next. In order to determine the outcome, she may ask you to roll dice based on a skill developed by your character. Play continues in this fashion through a series of encounters, until your objective is complete and the story concludes. Based on your performance, you will receive mission points that allow you to advance your character for the next time you play!
Player CharactersThe Player Characters (PCs) are the heroes of the story. While not at the level of the legendary SG-1, your missions are still vitally important in the fight against the galaxyâs many dangers.
The majority of this book talks about the options for creating and advancing your character.
WELCOME TO STARGATE COMMAND
The Stargate is dialed using constellation symbols in a sequence, with the point of origin being last. This is the origin symbol of the Phoenix Siteâs Stargate.
CH 1: Introduction
8
The GatemasterBeing the Gatemaster (GM) can be as much fun as, if not more, than being a player. You control the story and the non-player characters that interact with the player characters.
There are chapters in this book that will aid you with building a story that mimics a television series, as well as advise you on determining the outcome of various situations.
Stargate ProgramEarthâs Stargate Program was historically preceded by the unearthing of an ancient metallic ring during an Egyptian archeological expedition in 1928 by Dr. Langford and his daughter Catherine. This seemingly unearthly artifact was adorned with symbols that were unrecognizable by scholars of that time, and it was accompanied by cover stones that displayed hieroglyphic text describing the object as a âStargate.â The device was brought to the United States to keep it out of Nazi hands and was later installed deep beneath Cheyenne Mountain in Colorado for further study.
When grave threats were discovered in the galaxy, in the form of the Goaâuld System Lords, the United States established Stargate Command under the leadership of General Hammond. Nine teams, known as Stargate (SG) teams, were initially created to travel through the Stargate to assess threats, open negotiations with other civilizations, and procure technology to defend Earth. Most exploratory teams had a military lead, a cultural anthropologist or archaeologist, a scientist, and a soldier. This allowed them to be a truly exploratory group, collaborating (usually) with each other, and alien civilizations.
Stargate Command has tackled their mandate head-on, establishing formal diplomatic relations with races such as the Tokâra, Tollan, Nox, and many more. The Asgard â discovered by Dr. Catherine Langford and the SG-1 team in 1997 to be one of the âFour Great Racesâ â are in possession of powerful technologies, including plasma weapons, hyperdrive generators, and matter transporters. Some of the more advanced races are reluctant to help the Tauâri (the galaxy-wide name for inhabitants of Earth), wanting us to adapt and evolve without outside help. However, Stargate Command has endeavored to show these races that we can, and should, work towards a more peaceful galaxy. Humanitarian
efforts on behalf of the organization even saved entire populations, such as the Edorans, from extinction. When taking combative or defensive action has been deemed absolutely necessary, Stargate Command always protects innocents first, ensuring as often as possible the continued freedom and existence of their world.
As is the case in so many galaxies, there are some races who, without fail, are bent on domination. The Goaâuld are one such race - scavengers and absolute amoral despots. They have enslaved millions of races and planets, just to serve their own goal of galactic domination. The Goaâuld prey on each raceâs search for meaning, appearing as âgodsâ to them, and then beat the people into submission to serve. Stargate Command (SGC) has become the last line of defense against the Goaâuld for not just Earth, but countless other worlds.
SGC fights the Goaâuld and their Jaffa armies, and actively work to counter
the very belief system that these aliens are gods. Winning âhearts
and mindsâ remains an integral part of the Stargate Commandâs ultimate strategy, just as much as acquiring defensive technologies and fighting battles against the Goaâuld.
Earthâs part ic ipat ion in interplanetary affairs has had a
lasting positive impact on the galaxy. Stargate Command has begun to establish
strong outposts across the Milky Way Galaxy. Some Jaffa, previously assumed to be devoted only to the Goaâuld, have secretly been working with Tauâri to create an organized rebellion at multiple sites. The Tokâra, whose very existence and name mean to work against the Goaâuld, have decided to join forces with Stargate Command, specifically to run counter-intelligence efforts.
Stargate Command and its allies have not defeated these evil aliens, but with allies like the Asgard and YOU, we can free the countless millions enslaved by these oppressors!
SPOILER WARNING!The setting for this game occurs specifically in season 6 of the Stargate: SG-1 TV program. This book will contain spoilers for events from seasons 1 through 6. Additionally, it is written with the assumption that season 6 has come to a close, despite gameplay occuring during season 6, so that future story and supplement compatibility are as simple and clear as possible.
IMPORTANT NOTE:
9
CH 1: Introduction
1. INTRODUCTION
2. Character Creation
3. Races
4. Origins
5, Classes
6. Equipment
7. Feats
8. Using Ability Scores
9. Missions
10. Encounters
11. Stargate Program Brief
12. Being a Gatemaster
13. Life Forms
Appendix
Phoenix SiteA well-kept secret for years, even from some SG teams, the Stargate Phoenix Siteâs origins were born from a distinct need to allow independent in-galaxy work with our alien allies.
Stargate Phoenix began as the SG teams made contact with several intelligent cultures, often distant Earth descendants, that were under the control or influence of the Goaâuld. These SG team visits were many times a spark that lit the spirits of an abject world.
As more and more alien worlds rose up, the President of the United States (POTUS) authorized the formation of an off-world site under the SGC. Commanded by Major General P.K. Loyer, its mission is to establish an off-world SG command center that trains volunteers who choose freedom and knowledge over oppression.
Once trained, these SG teams could be sent on missions with the exploration and defense of the free galaxy in mind.
You are an operative of the Phoenix Site.
Whatâs in this book?The first part of the this rulebook (chapters 1-8) contains all the information players need to create a character to join the Stargate Phoenix Site. You may choose from a set of playable races and classes and learn all of the skills, feats, equipment, and world-building abilities that allow your character to thrive as an SG team member.
The second part of the Core Rulebook (chapters 9-13) is intended for the Gatemaster (GM), the person who guides the player characters on their adventures. As the storyteller, the GM weaves the tale of the playersâ SG team exploring through the gate. It also includes guidance for running a campaign set within the background of Season 6 of the Stargate: SG-1 TV show.
CORE CHANGES TO 5TH EDITION
One of the elements that makes a roleplaying game unique is the rules employed to shape the story being told. To simulate a modern television series narrative, weâve added and altered some rules from the standard D&D 5th Edition games you might be familiar with, notably the following:
âą 5 Level Classes: In addition to having very different class options to choose from, your character gains levels in a training class only until level 5. Once SGP team members complete their core training, they are free to guide their own advancement by purchasing feats.
âą Meters: Instead of the standard imperial measurements, we use the metric system using 1m increments in place of 5ft.
âą Ranged Vs. Melee: While melee combat certainly happens, SGP teams often engage enemies with firearms. GMs may find a grid-map is unwieldy to keep track of combatants during most combat.
âą The Tension Die: Ranging from 1d4 (Comedic) to 1d12 (All is Lost), this die sets the tone of an episode and its scenes.
âą Damage Lethality: At most Tension ratings, itâs assumed that damage isnât lethal by default.
âą Encounter Types: In addition to traditional action, Stargate encounters cover any situation where success is not guaranteed or where the outcome depends on player choice. Encounters range from battles with enemies to convincing a judge or sneaking through an enemy base.
âą Determination Points: Characters have a number of determination points (DP) that act as a wagering resource during certain encounter types. Some feats and abilities also allow you to use DP in additional ways.
âą Initiative & Moxie: Initiative can be determined by a characterâs Dex or Wis (instead of just Dex). In addition, weâve added Moxie (using Int or Cha) for use in non-action encounters.
âą Mission Points : Like experience points, mission points (MP) are how a character earns advancement. They arenât awarded for combat but instead for completing missions. You typically earn between 3 and 5 MP per session.
CH 1: Introduction
10
Basic TrainingThe following are the terms and phrases youâll find throughout this book.
1D6, 1D8, 1D10, ETC.This notation refers to the number of dice and their type. Dice are used throughout the game to determine success, failure, and damage amounts. In the notation, the first number represents the number of dice of that type to be used; the last number indicates the number of sides the die has. So, for example, 2d6 would indicate two 6-sided dice.
You will also see notations like 3d8+2. In this example, you would roll three 8-sided dice, add up the total, and add 2 to the result.
ADVANTAGE AND DISADVANTAGEIn certain situations, an Ability check, attack roll, or saving throw may be modified because you either have Advantage or Disadvantage; the Gatemaster will inform you when this is the case. When you have Advantage, you roll 2d20 instead of 1d20 and take the higher value of the two dice. When you have Disadvantage you do the same, but take the lower value of the two dice.
ARMOR CLASS (AC)When physically attacked, the only thing standing between you and damage is your Armor Class. The armor you wear, plus your ability to evade attacks, make up what is your Armor Class. When an enemy performs an attack, the Gatemaster may ask, âdoes a 15 hit your AC?â If your armor class is 16 or higher, then you are safe, and the blow bounces off, or you dodge the bolt completely. If your AC is 15 or lower, then the hit has come close enough to be concerning, and you will suffer Hit Point damage (which can eventually lead to serious problems).
ATTACK ROLLWhen attacking a combatant, you will need to roll 1d20 and add your Attack bonus. The Gatemaster compares this total against the targetâs Armor Class to determine if your attack does damage.
CHECKWhen a player character tries to perform certain actions, the Gatemaster may ask you for a check. This will involve rolling 1d20 and usually adding a bonus to the result. Depending on the type of action, the added bonus will vary. For example: if you are attempting to sneak into an enemy camp, you will be asked to make a Stealth check. To do this, you will roll 1d20 and add the bonus provided by your Dexterity and Stealth proficiencies.
COMBATANTTypically, the definition of a âcombatantâ is a player character, non-player character, or creature that is involved in a combat encounter.
DETERMINATION POINTS (DP)Each character has a number of determination points that function as a form of currency for social and mental encounters. These points are often âbidâ â like poker chips â to allow a character to persevere in the encounter or, at a minimum, avoid failure.
GENERAL P.K. LOYER PHOENIX SITE COMMANDER
11
CH 1: Introduction
1. INTRODUCTION
2. Character Creation
3. Races
4. Origins
5, Classes
6. Equipment
7. Feats
8. Using Ability Scores
9. Missions
10. Encounters
11. Stargate Program Brief
12. Being a Gatemaster
13. Life Forms
Appendix
DIFFICULTY CLASS (DC)When you need to make a check, the Gatemaster will determine (sometimes in secret) the minimum value the total check must equal in order to successfully perform the action. This minimum value is defined as the Difficulty Class (or DC). For example, the DC for quickly climbing a ladder is very easy (5), a rope is medium (15), and a sheer cliff is very hard (25).
ENCOUNTERWhen a challenge is initiated, whether tactical or social, the Gatemaster will ask for an Initiative or Moxie check to officially begin the encounter. An encounter can be short and combative (such as a firefight), or it might take hours or even days and be more strategic (navigating an alien jungle).
GATEMASTER (GM)The Gatemaster is the main storyteller. The GM tells you about the mission you are on, the environment you are in, and the challenges that you face. They also control the non-player characters and enemy combatants.
HIT POINTS (HP)Hit Points, sometimes called Health Points, are how much damage a character can mitigate before an attack has landed powerfully enough to render you unconscious (and possibly die). A character with their full HP is called âhealthy.â If they have more than half of their total HP remaining, they are âscuffed,â and if they are half or below half they are âwounded.â Once a character reaches 0 HP, they are unconscious.
INITIATIVE & MOXIE CHECKEach character has an initiative and moxie modifier that is calculated when you build your character. These checks are used during encounters to decide the order of character actions.
LEVELSOver time your player character will gain levels. As you advance in Levels, you improve some base values and gain new abilities.
MISSION POINTS (MP)As you go on missions, you gain mission points. Usually, you gain 3-5 Mission Points per mission. Once you have reached a certain number of MP you gain a level (see page 21).
NON-PLAYER CHARACTER (NPC)All characters in a mission that are not controlled by the players are non-player characters and are generally controlled by the Gatemaster.
PLAYER CHARACTER (PC)The characters you create to be SG team members are known as the player characters â PCs for short. These are the characters you control on Stargate missions.
ROLEPLAYINGRoleplaying is the act of performing the actions of a character. Depending on your comfort level, this can be done from a third- or first-person perspective, for example, âKulera takes out her tranq gun and loads it with a stim.â Or, âI take out my tranq gun and load it with a stim.â Those that really get âin characterâ may even speak in their PCâs voice.
ROUNDIn game time, a combat round lasts approximately 6 seconds. Non-combat rounds are more flexible and may represent anything from a minute to several hours of activity. All characters take a turn in a round, and each encounter can have multiple rounds.
GAME SEASON/EPISODE/SCENEThis game is designed to emulate a television series, and to that end our campaigns are organized into seasons and episodes. A season is approximately 13 game sessions called episodes. Each episode is comprised of various scenes as determined by the Gatemaster and the actions the PCs take.
To avoid confusion, when we refer to an episode of Stargate: SG-1 we will do so by the episodeâs title. Each title is accompanied by a season and episode number in parentheses. For example, the Phoenix Site is established after the events of âAllegianceâ (S6).
TENSION DIE (TD)The Gatemaster assigns each episode a tension rating. This is expressed as a die code (ranging from 1d4 to 1d12). Higher die types represent more dangerous and tense episodes or scenes. When a mechanic calls upon the use of the tension die it is expressed as +TD. For instance, an attack might deal 1d8+TD damage, thus increasing the potential damage in higher tension scenes.
CH 1: Introduction
12
Suggested for PlayIn order to play the Stargate SG-1 Roleplaying Game, you will need the following items:
DICE & PENCILAt a bare minimum, you will need polyhedral dice of the following types: 1d20, 1d12, 1d10, 1d8, 1d6, and 1d4. You may find it advantageous to have multiple of these dice so you may roll them all together (such as 3d6). Usually the game will not call for more than 2d20, but some dice (especially the d6) may be rolled in groups of 10 or more.
Youâll need a pencil or the like in order to keep track of health points, conditions, or the names of NPCs important to your mission.
3 TO 7 PEOPLEOne of your players will need to play the role of Gatemaster, and you need other players to be characters in the mission. It is not recommended to have over 6 players plus the Gatemaster, as gameplay starts to slow down, and everyone wonât get as much action.
CHARACTER SHEETThis book will teach you how to create a character from scratch. A blank character sheet can be downloaded from our website at StargateTheRPG.com/blank.
If youâd like to jump right in and start playing, you can also download our pre-generated iconic characters. It may also be useful to take a look at these starter characters if youâre new to roleplaying games. Download the pre-generated iconic characters at StargateTheRPG.com/iconic.
OTHER GAMING TOOLSThe Stargate SG-1 Roleplaying Game can be played in a theatre of the mind, but some like to play using a gridded playmat and miniatures. This is completely optional but helps some people picture a scene, especially close quarters combat.
The last and most important thing you will need to play is an imagination. Roleplaying allows you to immerse yourself into the gameâs universe. The more imagination you put into the game, the more fun will be had by all involved. Listen carefully to the story and challenges your Gatemaster presents and find inventive ways to solve the problems and engage with the other PCs.
THEATRE OF THE MIND VS GRID MAPS
Throughout this book we assume that players are using a âTheatre of the Mindâ style of play. This means the game is designed to function without a grid-map, and instead plays out purely in the mind of the players, or on quick sketches rather than a map.
However, a variety of gameplay tools have been created and published over the years, and many GMs may wish to use miniatures alongside grid or terrain maps. To achieve this goal, the GM should determine the scale and use these guidelines:
Miniatures Game TerrainIf youâre using miniatures or model terrain without a grid, assume that 1m of range is equal to 1â (or 2.5cm) on the tabletop. Use the base of miniatures to denote their location. A model whose base is within 1â of another modelâs base is within melee range.
1m Space MapsIf the map you are using is drawn so that 1m is equal to 1 space, then little conversion is necessary. Characters in adjacent spaces are âwithin 1mâ of each other and are therefore within melee range, for instance.
5ft or 1.5m Grid MapsMaps designed for use in games with 5ft spaces (or 1.5m spaces) function similarly to 1m space maps. Reduce all distances by 1/3 (multiply by 2 then divide by 3, rounding up) to determine the distance in spaces. Additionally, any range of â1mâ is assumed to reach into the adjacent space, despite technically being half a meter short.
2m GridsLike 5ft grid maps, 2m maps assume 1 space equals 2m. Treat them the same as 5ft maps, but reduce the ranges by half to determine the number of spaces (instead of 1/3).
13
CH 1: Introduction
1. INTRODUCTION
2. Character Creation
3. Races
4. Origins
5, Classes
6. Equipment
7. Feats
8. Using Ability Scores
9. Missions
10. Encounters
11. Stargate Program Brief
12. Being a Gatemaster
13. Life Forms
Appendix
Example of PlayCleo (the Gatemaster) is running a game for his friends, Quaid (playing AâTir, the soldier), Topanga (playing Maste, the diplomat), Mirza (playing Bervell, the engineer), and Dave (playing Oringo, the scout). Theyâve been playing weekly for a couple of months, hot on the trail of an Ancientâs journal rumored to describe the construction of the first two Stargates.
The Phoenix teamâs mission this week involves coming through the Stargate to an arboreal world looking for the source of a mysterious radio signal recently detected by one of Earthâs deep space telemetry satellites and bearing strangely similar characteristics to the fragment of the journal they already possess.
The GM and players begin with a mission briefing and Cleo sets this episodeâs Tension Die at a D6 (standard). In addition, the mission has a prep rating of 1 (the basics), and the PCs selected their additional equipment accordingly before stepping through the Stargate.
Cleo (GM): âAs the Milky Way Galaxy hurtles past, you step forward onto another alien
world. A thick forest of evergreens around the Stargateâs clearing reaches towards a pale pink
sky.â
Mirza (Bervell): âI start working with my Tactical Radio; I want to see what I can figure
out about the signal.â
Cleo (GM): âMake a DC 15 Engineering check.â
Mirza rolls a 20-sided die, the result comes up 16. He adds his Intelligence modifier (+3) and his Proficiency bonus (+3) to the result.
Mirza: âI got a 22!â
Cleo: âYou have little trouble finding the signalâs frequency after a little adapting to account for the difference in interstellar
distance. This is definitely the right planet; the coded static of the signal is clear, but you canât
pinpoint the source from here.â
Quaid (AâTir): âIâm gonna start setting up a perimeter around the gate. Where is the Dial
Home Device?â
Cleo: âThere it is. Itâs covered in dead leaves and dirt, but it appears intact.â
Quaid: âThen AâTir gets to work digging a few holes for landmines along the most likely
approach by hostiles.â
Cleo: âItâs pretty tricky to figure out that approach in a forest like this. Make a DC 20
Survival check.â
Quaid rolls a d20 and gets a 9. He adds his Wisdom bonus (+1) and his Proficiency bonus (+3).
Quaid: âShoot, only a 13. I think Iâll save the mines for now then.â
Cleo: âSo, what are Maste and Oringo doing?â
Topanga (Maste): âI think Maste is just enjoying the natural environment and taking deep breaths. Sheâs been studying that alien
language in the library all week.â
Dave (Oringo): âThis seems too calm. Iâm going to look outside the clearing for tracks,
especially signs of recent Jaffa traffic. The Goaâuld have been one step ahead of us this
whole time.â
Cleo: âOk. Make a DC 15 Perception check.â
Dave makes a Perception check, rolling a d20 and gets a 13. He adds his Wisdom bonus (+2) and his Proficiency bonus (+3), for a total of 18.
Cleo: âWell, the good news is you donât spot any Jaffa or their tracks. However, you do find
tire tracks not too far into the trees.â
Dave: âOringo calls Bervell over to look at these tire tracks.â
Mirza: âTracks? Out here. That canât be right! Bervell investigates.â
Cleo: âMake a DC 10 Engineering check.â
Mirza makes an Engineering check, rolling a d20 and gets a 20. He adds his Intelligence bonus (+3) and his Proficiency bonus (+3), for a total of 26. Mirza pumps his fist.
Cleo: âThese are definitely tracks from a Tauâri vehicle, specifically all-terrain motorcycle tires. If you were back on Earth, you could probably figure out the brand. It looks like two riders on
bikes.â
Mirza: âWe should track them. They might be responsible for the signal.â
Quaid: âHow did they get out here? We canât assume theyâre friendly. Letâs get tracking.â
Dave: âOringo tastes the dirt, sniffs the wind, and then begins following the tracks.â
Cleo: âThese tracks are pretty fresh and motorcycles in a forest are easy to follow. Your
passive Survival is at least 15, right?â
CH 1: Introduction
14
Dave: âIâve got a +6 modifier to Survival, and Iâve got the Tracking feat for advantage.â
Cleo: âThen thereâs no chance of failing to track your quarry, but youâll need to succeed
on a DC 20 Survival check if you want to catch up with them before dark.â
Dave makes a Survival check, rolling two d20s and getting a 3 and a 14. He adds his Wisdom bonus (+3) and his Proficiency bonus (+3) to the higher number (14), for a total of 20.
Cleo: âIt takes over two hours of travel through the thick woods, but luckily the bikes appeared to have been slowed by the dense trees. As you move up a small hill, the sun is setting, making
the pink sky take on an orange-golden hue. You can hear the sound of a bike revving its engine on the other side of the hill, and two
voices shouting.â
Dave: âWell, I guess thatâs my job too. I sneak up the hill and peek over the other side.â
Deciding there is little chance that two arguing thieves will notice Oringo in the dense trees, Cleo doesnât call for an Ability check.
Cleo: âAs you crest the hill through a copse of ancient pines, you can clearly make out a
gully. Approximately 100m downhill from your position there are two human men arguing. Theyâre dressed in bulky leathers, and one is
tending a cooking fire while stabbing a metal fork in the air to make his point. They have a
leather tarp nailed between two trees to create a shelter, and six Tauâri motorcycles lay in a
patch of dirt not too far from the tent.â
Topanga: âWhy donât I go down and talk to them? They look more like scavengers, they
might be able to tell us where they got Tauâri tech from.â
Mirza: âI bet they donât even know the bikes need gas. We might be able to find some clues
if I can get a better look at them.â
Topanga: âWe need to get answers from them, letâs try to get them to talk.â
Dave: âIâll sneak around to cut off their escape if they try to run.â
Quaid: âWhat direction does the gully run?â
Cleo: âRoughly north to south by whatever magnetic field is moving your compass.â
Quaid: âIâll come from the north if Oringo can sneak up from the south, that way theyâre cut
off in either direction.â
Topanga: âSounds like a plan, just donât go spooking them till I get a chance to say hello.
Letâs not repeat P4G.â
Cleo: âOk, whatâs Masteâs approach? How long do Oringo and AâTir have to get into position?â
Topanga: âIâll give them a few minutes to flank, then Iâll slowly walk down the hill with
Bervell, our hands up and empty. I want it to be obvious weâre not here to fight.â
Cleo: âIâll need Stealth checks from both Oringo and AâTir.â
Both players make a Stealth check, Oringoâs final result is 24 and AâTirâs is 15. Cleo checks the passive perception of her bandits, which is 11, and finds that neither of them were spotted.
Cleo: âOringo is able to get within 20 meters of their position without attracting attention,
but AâTir is still about 50 meters down the barren gully.â
Topanga: âHere goes nothing!â
Cleo: âAs you walk down the hill, you keep your hands in the air to show they are empty. One of them spots you about halfway down,
so 50 meters away, points you out to his comrade, who shouts, âHold! Weâve nothing to
share and want nothing of yours! Leave!ââ
Topanga: âWell at least they arenât cold-blooded murderers. Iâm going to shout to
them, maybe Bervell was right? Iâll tell them âMy name is Maste, I can help with those,â and
point to the bikes.â
Cleo: âThatâs a Persuasion check, youâre a stranger in the middle of the woods, so itâs
pretty tricky at DC 25.â
Maste makes a Persuasion check, and gets a 15 on the die. She adds her Charisma bonus (+4) and her Proficiency bonus (+3), for a total of 22.
Cleo: âYouâve got their attention, but one of them picks up a spear and shouts, âYou stay there! Iâm Gren and this is Carven. You no
doubt heard the tales, but we ainât heard none âbout you.ââ
Quaid: âAâTir is going to sneak up closer. Does that require another Stealth check?â
Cleo: âIt sure does! Theyâre watching for danger now, so youâll be contested by their
Perception checks.â
15
CH 1: Introduction
1. INTRODUCTION
2. Character Creation
3. Races
4. Origins
5, Classes
6. Equipment
7. Feats
8. Using Ability Scores
9. Missions
10. Encounters
11. Stargate Program Brief
12. Being a Gatemaster
13. Life Forms
Appendix
Quaid grimaces as his Stealth check gets a final result of 9. Cleo rolls both banditsâ Perception and gets a 17 and a 10.
Cleo: âAs you move down the gully, youâre forced to dart between two trees and they spot
you. The one with the knife yells âItâs a trap!â and they both start running to the bikes.â
Cleo then sketches out a map on a blank piece of paper for the players. She draws the gully and tent, denotes the treeline, and then marks the location of the motorcycles and the PCs, with Oringo only 20m away to the south, Maste and Bervell 50m away to the east (and up a slope) and finally AâTir in the gully 50m to the north.
Cleo: âLetâs roll for initiative and get an order of action.â
Each player rolls a d20 and adds their Dexterity or Wisdom modifier to the roll. Oringo has a feat that makes him proficient in Initiative checks, so he also adds his Proficiency bonus. Cleo rolls for the bandits and arranges each combatant in order from highest to lowest. Oringo is highest, followed by the bandits, then Maste, Aâtir, and finally Bervell.
Cleo: âOringo is up first.â
Dave: âOringo dashes forward, drawing his tactical spear, and closing to 8 meters.â
Cleo: âThe bandits get to the bikes and each stand one out of the dirt. Grev gets his engine
started, but Carven isnât sure how it works. Maste is up.â
Topanga: âI thought we agreed it wasnât going to be like P4G. I activate my Inspire,
so everyone gets a d8 temporary HP and +1 AC from my defensive motivation feat. Then I
move towards the bikes.â
Topanga rolls 1d8 and scores a 6. Each of the players notes down that their character has 6 Temporary HP, as well as the bonus to Armor Class.
Cleo: âAâTir is up.â
Quaid: âIâm going give a warning shot with my MaâTok. Iâm not trying to hit them, but I want
to kick up a lot of dirt if I can.â
Quaid rolls a d20, gets a 13. He adds his MaâTok attack bonus of +7 for a total of 20.
Cleo: âI think anything over a 10 is enough to kick up a cloud of dirt, with a 20 you get
an impressive explosion of debris. Itâs Bervellâs turn.â
Mirza: âIâm going to run towards the bikes too, Iâll draw my sidearm as we move up, but Iâm
not going to point it at anyone yet. Iâll yell âWe just want to talk!â but I donât really expect that
to work now.â
Cleo: âNormally, youâd be at a disadvantage, but thatâs undone by the advantage from AâTirâs imposing display. Give me a Persuasion check.
Mirza rolls a d20 and adds his +1 Charisma modifier to the result of 7 for a total of 8. He isnât proficient in Persuasion, so he doesnât add his Proficiency bonus.
Cleo: âUnfortunately that isnât very convincing. Oringo is up again.â
Dave: âMaste will be so mad if I stab one of these guys. Iâll move up to within striking distance of Carven. I should be able to get
there with my movement and a Dash action for the rest.
Cleo: âGrev hops on his bike and yells for the other bandit to join him. He then uses a
Ready action to prepare to drive once Carven gets on. Carven needs to dash to get to the
bike and mount it so he provokes an Attack of Opportunity from Oringo.â
Dave rolls an attack roll with his spear: an 11 on the d20 and a +7 for his Attack modifier total 18. Cleo compares that to Carvenâs AC of 14, and the attack is a hit.
Cleo: âYou strike him with your spear, letâs see how badly.â
Dave then rolls his spearâs damage dice of 2d8 and gets a 5. He adds his Damage modifier of +4 to the attack.
Dave: âLooks like 9 damage.â
Cleo: âYou hit him, but it doesnât look like you drew blood through his armor. He makes it
to the bike, gets on, and Grevâs Ready action triggers. The chase is
on!â
âYOU EVER THINK OF WRITING A BOOK ABOUT YOUR EXPLOITS IN THE
LINE OF DUTY?â
-GENERAL HAMMOND TO COLONEL OâNEILL âCHILDREN OF THE
GODSâ (S1)