TABLE OF CONTENTS
Creating your character is identical to presented in the Angel Core Rulebook, with the following changes and additions. The Unisystem uses a point system to create characters, with more powerful traits costing more points. The points a starting character has depends on the character type.
Heroes – These are the serious action types of the game, expected to wade into the thick of a problem and kick its ass. Their skills and abilities are better than average schmuck. Heroes are experienced Special Forces operatives, spies, or people who have spent years in the wild being hunted by life-sucking aliens… you get the idea.
Attribute Points: 20
Quality Points: 20
Drawback Points: up to 10
Skill Points: 30
Drama Points: 10
Rookies – Rookies are closer to normal people than heroes, though they do tend to have training (or chutzpah) that lets them pit themselves against the enemies of humanity. What they lack in muscle and firepower, they make up for with Drama Points, which they can use to give them an edge when its crunch time.
Attribute Points: 15Quality Points: 10
Drawback Points: up to 10
Skill Points: 25
Drama Points: 20
Veterans – This is the James Bond of the Unisystem, with incredible powers and training. Veterans should not be used alongside regular cast members, unless the Director wants a fairly hefty gap between characters.
Attribute Points: 25Quality Points: 25
Drawback Points: up to 10
Skill Points: 45
Drama Points: 20
New Stargate Skill |
Old Angel Skill |
Athletics |
Acrobatics/Sports |
Education |
Knowledge |
Hand-to-Hand |
Kung-Fu |
Marksmanship |
Gun-Fu |
Medicine |
Doctor |
Melee |
Getting Medieval |
Mythology |
Occult |
Repair |
Mr. Fix-It |
Sciences |
Science |
Stealth |
Crime |
Many skills from the Angel Core Rulebook have been renamed to better fit the militaristic theme of Stargate. In addition there are two new skills that normally would not appear in a Buffyverse game, and would be treated as Wild Cards. They have been upgraded to normal skills as they are more prevalent in this setting.
Bra'tac : "The shield generators are far
below. There, in the very bowels of the ship. We must climb down several
decks, through the length of the ship, then taking our weapons we
must...." He stops as O'Neill drops two grenades and the shield
generators go boom.
O'Neill: "Grenades."
-SG-1 2.1: The Serpent's Lair
Ever wanted to be on a bomb disposal unit? This is the skill you need to do your job. Demolitions regulates the setting and deactivation of high explosives, such as semtex, C-4, land mines, and grenades.
Use of skill: Most Demolitions rolls will involve Intelligence plus Demolitions to create or defuse a bomb in a controlled environment. Perception plus Demolitions can be used to spot booby-traps. Dexterity plus Demoltions would be appropriate for trying to cut one specific wire in a nest of many while under fire.
Kawalsky : "I think was the Colonel is saying is, have you ever pulled out of a simulated bombing run in an F-16 at 8-plus Gs?"
Carter: "Yes."
Kawalsky, taken off guard: "Well...it's way worse than that."
SG-1 1.1 - Children of the Gods
Pilot does for jets and spacecraft what Drive does for cars. This allows your character to fly fighters and starships with skill and grace as opposed to blind terror. A few ranks represent a recreational flyer while 5 or more ranks would represent an experienced combat pilot.
Use of skill: Unless some truly unusual situation comes about, skill checks are usually based around Dexterity plus Pilot. Penalties of a range from -1 to even -10 can be applied for weather conditions and familiarity with aircraft. After all, the first time you fly a death-glider is a lot different than flying an F-16.
Carter : "Amazing. This is what was missing from the dig at Giza. This is how they controlled it. It took us 15 years and 3 superconductors to MacGyver a system for the gate on Earth. Look how small it is!"
SG-1 1.1 - Children of the Gods
When you’re stuck in the middle of a firefight and trying to dial home and the dialing sequence suddenly locks up, you need to know what to do. This skill represents knowledge of how to operate the Stargate, and a very limited ability to repair damage to a DHD. This skill allows someone to dial the gate in the middle of combat or try to manually trigger the gate or other complex tasks regarding gate operation.
Using the skill: For dialing the Stargate in combat, you would roll Dexterity plus Stargate to dial the gate as a standard action. In the case of repairs and manual dialing, you would use Intelligence plus Stargate. Success Levels would indicate the speed of the repair time.
This genetic trait is found only in humans. Those who possess share a genetic connection to the Ancients. It allows them to use the technology of the Ancients, most of which search for this genetic marker before allowing activation. For most, the genetic trait is diluted, and requires a Willpower (singled) roll to activate Ancient technology. This trait costs 1 point. This also counts for those who may have received the gene through an artificially created retrovirus. A rare few, such as Jack O’Neill and John Sheppard, can interact with such technology on an almost subconscious level, having it respond to the mere thought of a request or order. This costs 2 points.
Your character is a member of the Asgard race. You’ve been cloned time and again, working for the betterment of your people, either by advancing Asgard society, working on the cure for the genetic decay of your people, or fighting the Replicators. Asgard have -2 to Strength and Constitution, but +2 to Dexterity and Willpower, and +4 to Intelligence (may be taken above 6). Their long lifespan gives them +3 to Knowledge. It also gives them certain jadedness when it comes to the rest of the galaxy in the forms of the Nerves of Steel quality. An Asgard is limited to 5 levels of Hard to Kill, just like a human. Asgard do possess a limited, if interesting version of immortality. While they can be killed, their minds are kept stored in computers back on the Asgard homeworld. When a body dies, a new one is grown to replace them, and the mind is transferred into its new home. This makes the Back from the Dead Drama Point usage easy.
The SGC may be a military organization, but even they need help from normal people. Just ask Daniel Jackson. However, you don’t get in without having something to offer. Most are scientists and scholars of one kind or another. The Civilian Specialist adds +2 to Intelligence and +1 to Willpower. They also get +2 to Education, Language, Medicine, Mythology, Repair, or any relevant Wild Card skill, as well as an extra two skill points to be added to any skill of their choice. They also have the Misfit drawback, as dealing with others tends not to be their strong suit, as well as an Obsession for their current project.
Fighting isn’t really your way. You are ready to fight if needs must, but if possible you will take any reasonable measures to find a peaceful solution. You can be a thorn in the side of military members of your team as you will question their judgment to fight where there could have been an alternative course of action. The angst and indecision that this drawback brings means that you must make a Willpower doubled roll in the first turn of every combat, achieving a number of success levels equal to your level in this drawback or be unable to attack. This roll is not necessary for subsequent turns. This option is not available to the military.
1 Point: You will calmly assess the situation and
fight if necessary or if your SG Team commanding officer orders it. You
may question his/her judgment afterwards.
2 Points: You will fight if you or a comrade is attacked or if you are
severely provoked. You will also fight in the defence of innocents. You
will be a rigorous critic of the overtly military approach adopted by
your SG Team leader and the SGC in general.
3 Points: You will only ever fight in self-defence and to defend
non-combatants. You will overtly and harshly criticise military
decisions, including those made by members of your team.
Diplomats are people who, simply put, specialize in getting people who hate each other to like each other, or at the very least, sit down and talk. This requires a degree of intelligence, but the best have an instinctive grasp of human nature and an uncanny ability to read people, as well as a great deal of patience. Diplomats receiver +2 to Perception, +1 to Willpower, +1 to Education and +2 to Influence. They also tend to be opposed to violence and militaristic action, and anyone who tries to persuade them to take such action suffers a -2 penalty to the attempt.
You’re currently the host body for a symbiote. With the power of a Goa’uld or Tok’ra, you are stronger, faster, and heal more quickly than any other of your species. On the other hand, you also share your head with someone else, and that’s if you’re lucky. Those controlled by a Goa’uld are completely suppressed by their new partner, though limited proof has arisen that the host can influence the symbiote, but mainly in a subconscious manner. Those who host a Tok’ra have a much better arrangement. They actually share the body and mind equally.
The Host gets +3 to Strength and Constitution, and +2 to Willpower (for the Symbiote only). They also gain 5 levels of Hard to Kill (up to a max of 10) as well as +5 to Resistance (Disease/Poison), and Regeneration (per hour). They get +3 to Knowledge and Wild Card (Goa’uld Technology). They have the Naquadah Blood quality (as seen below). They also have access to the Goa’uld genetic memory, the concentrated wealth of all Goa’uld knowledge and experience. This allows them to re-roll any failed non-combat skill check once per game.
Goa’uld and Tok’ra have different negative qualities however. Due to the genetic memory, most Goa’uld have thousands of years of oppression and terror stamped on them from the moment they are born. As a result all Goa’uld have Mental Problems (Deranged Cruelty) and Mental Problems (Deranged Delusions of Godhood). They also have the Covetous (Serious Ambition) Tok’ra have a 3-point Secret (Tok’ra), as many try to blend into Goa’uld culture as spies. Also, centuries of fighting a guerilla war have given the Tok’ra the Mental Problems (Mild Paranoia). They have the genetic memory, but their founder, the Goa’uld Queen Egeria, took out most of the nasty bits so they wouldn’t be “born” corrupted. Instead they are passionately hunted by all Goa’uld, giving them a 5 point Adversary
The tricky part comes when a character is Blended with a symbiote during play. For a cinematic game, assume the mental attributes are unchanged (except for the +2 to Willpower). The differences in personality can be represented purely by role-play. And once a Goa’uld takes a host, the host personality is usually never seen again. A Tok’ra is a different story, as they tend to allow their hosts to communicate not only with the symbiote but with others as well. If the Director wishes, they can give a handful of Attribute points for a second set of Mental Attributes, which can be used by the symbiote personality when it’s in control.
The Goa’uld seeded humanity from Earth across the galaxy thousands of years ago and many experimented on them. As a result, many of the worlds are populated by humans that have evolved differently from those on Earth (not all of them naturally). Basically, simply use the Demon Creation Rules and a little common sense (as well as input from your Director) from the Angle Core Rulebook, and come up with a near-Human race that can be met on any journey through a Stargate.
Originally created to serve as the foot soldiers of the Goa’uld, the Jaffa also serve as incubators for larval Goa’uld. While they don’t have to worry about being taken over by symbiote (the Goa’uld consider it gauche to Blend with a Jaffa, they get some of the strength and toughness that the symbiote provides. They receive a +2 to Strength and Constitution, 3 levels of Hard to Kill (up to a max of 10), Resistance (Disease/Poison) +2, Regeneration (Con/hour), and an Obligation (Total) to serve their Goa’uld master. Free Jaffa take a 5 point Adversary (Goa’uld and other Jaffa) in place of the obligation. While they cannot use Goa’uld technology, they can sense the presence of Goa’uld, as per the Naquadah Blood trait.
Complications arise should a Jaffa lose their symbiote. They immediately lose all the benefits of this quality, but it gets worse. When they receive their first symbiote, it replaces their immune system. Once their symbiote matures and leaves them, they either need to replace it immediately or they die. Every hour they go without a symbiote, they must make a Survival Test, with a -1 penalty for each additional hour after the first. Should they receive a new symbiote, then they need only a good night’s rest to be restored. All in all, this Quality is worth 6 points.
A few Jaffa have come to use a drug called Tretonin to live survive the loss of a symbiote. It does confer the same resistance to disease that the symbiote would provide, but they lose 1 to their Strength and Constitution as well as their limited Regeneration. If a character wishes to start as one of these Jaffa, this Quality only costs 3 points.
Military Officers make up the bulk of the field personnel of the Stargate Command. Officers receive a +1 to one mental attribute, as well as +1 to Influence and Notice. They also get two skill points to assign as they see fit. To take this Quality, the character must have the Soldier Quality and at least 3 levels of the Military Rank Quality. The Officer also gains a Major Obligation to the troops under his command.
This trait usually means the character is a current or former host of a Goa’uld symbiote. This allows you to utilize certain bits of Goa’uld technology such as the kara-kesh and the healing device. Also, this blood calls to itself. With a Perception plus Notice roll, someone with the Quality can detect others with this Quality within a 10-foot radius.
When the Stargate Program first started, they only took the best and brightest of US Special Forces. As the casualty rate mounted, a program was set up to recruit the best from the military academies. Those who join fresh from academy or basic training must pass through a training program, including a simulation of a Foothold scenario. Those who pass gain +1 to one Physical and one Mental attribute. Also, they can choose either Nerves of Steel or Fast Reaction Time. They get +1 to Marksmanship and Stealth. They also get +2 to Stargate to represent the specific training in dealing with gate operations, both in the SGC and off-world. In return, they gain the downside of a three-point Secret (the Stargate program), the revelation of which to the wrong party could have drastic consequences for the world. Note, this cannot be taken jointly with the SpecOps quality. Note this Secret would be largely irrelevant for an Atlantis expedition member except when visiting Earth or being interrogated by the Wraith.
A character with this quality is a member of the armed forces of some nation. This quality represents enlisted personnel. Military Officers need to take the Quality of the same name, as enlisted personnel are not field personnel at the SGC. Still, even officers must go through basic training, and so should possess this quality as well. Thanks to basic training, all those who join the military gain +1 Constitution. For those with a Strength and Dexterity of 2 or less gain +1 to one of their choice. Those with a 3 or better in physical attributes gain no physical benefit from basic training.
They also gain +1 to Athletics, Hand-to-Hand, Marksmanship and Repair. Also, most have to choose their specialty. Field troops get another +1 to Hand-to-Hand or Marksmanship. Technicians get +1 to Repair or Sciences. Pilots and Mechanized Infantry get +1 to Driving or Pilot (choose one). All soldiers have a three-point Obligation to their nation, and those who betray it gain a three-point adversary in the form of those they served. It goes without saying the Military Rank feat is almost a requisite for anyone who wants to be an officer. This entry assumes the soldier to be just out of basic training with the Military Rank Quality at -1 (Private or equivalent).
A member of a military Special Forces team represents some of the most well-trained warriors on Earth, no matter what government they serve. They undergo intense physical training for combat skill and endurance, and are psychological tested and trained for intense loyalty. A character with this quality gains two points to assign to any two attributes. They also gain +1 to Athletics, Hand-to-Hand, Marksmanship, and Stealth. They also gain Nerves of Steel, Resistance (Pain) 1, and Mental Problems (Mild Zealotry for their government). Now this conditioning has been known to backfire should the focus of their loyalty betray (actually or perceived).
Survivors are those who have managed to keep going in the face of insurmountable odds. For whatever reason, they have been forced to survive on their own, no supplies, no support, no hope of help. All they have to rely on is themselves and their skills to make it through day-by-day. Survivors gains +1 to all their physical attributes due to the rigors of the life they lead. They also gain +1 to Perception for their ability to stalk live prey (sentient or wildlife) and to notice when others hunt them. Due to the remarkable patience that Survivors show, they also gain +1 to Willpower. All of these attributes cap out at 6, as normal.
They must use stealth and whatever weapons they can devise, giving them +1 to Athletics and Stealth, as well as 4 skill points to allot as they see fit to Hand-to-Hand, Melee, and Marksmanship. Their time in the wild hones their reflexes as well as their instincts. Fear has little place in a Survivor, and they receive both Fast Reaction Time and Nerves of Steel.
Living this lifestyle tends to take its toll, however, driving them to treat any they encounter as an enemy, and the ruthlessness that comes with someone who spends more time closer to nature than to civilization. They gain Mental Problems (Mild Cruelty and Mild Paranoia). Some go even further into these manias, and many have spent so long out of contact with others that they lose their ability to function in a “normal” environment, giving them a -1 penalty to social interactions.
The Unas are the original hosts for the Goa’uld, having evolved on the same world as the symbiotes. They are strong, but ugly, given they reptilian ancestry. They have +4 to Strength and Constitution, but -2 to Intelligence due to their primitive culture. They regenerate at Con per hour normally, and can get Con per minute with a symbiote inside them. However, they are immune to the Goa’uld sarcophagus, which is why the Goa’uld traded up on hosts. Well, that and the narcissistic little snakes just like to look pretty, which is something an Unas definitely isn’t, giving them an Inhuman Form and -2 to Attractiveness. Their thick scaly hides give them a Natural Armor of 5. They also have natural claws that deal Strength x 2 damage.
The Wraith are an ancient race that opposed the… well… Ancients in the Pegasus galaxy. They were a highly advanced species, though less so than the Ancients, or even the Goa’uld, in some ways. What they lacked in uber-spiffy toys they made up for in overwhelming numbers and a remarkable uncooperativeness when it came to dying. They gain +2 to Strength and Dexterity. They have an enhanced sense of smell, and start with 5 levels of Hard to Kills (you know the drill, up to a max of 10). They are ageless, extremely difficult to kill, and they also regenerate their Constitution score per Hour, just to round out the base package.
All this comes with a cost. They must eat to survive, much like a vampire. However, they aren’t polite enough to just drink blood; they suck the life right out of you. After making a successful Grapple test, the defending character must make a Constitution role immediately. If successful, they can resist the effects of a paralyzing neurotoxin that keeps their prey incapacitated while grappled. Resolve the Grapple normally with a contested Strength role next round. Should they fail, then things get nasty. The Wraith begins sucking out 10 life points per round, every round aging their target 10 years, until they have drained all the Life Points out of their victim, or they die of old age, whichever comes first. Oh yeah, and if the Wraith is already injured, this draining effect heals them. Lovely, aren’t they? Because of their need to feed off sentient life, all Wraith have developed a cruel nature and enjoy toying with their prey before sucking the life out of them. Go figure, they have the Drawback Emotional Problems (Deranged Cruelty).
Another important side effect is if they’ve fed recently, their regeneration goes up to Con per round. Should they be forced to make a Survival Test and succeed in the role, this rate drops down to Con per minute after they’ve healed fully. If this happens again before feeding, they default back to regenerating Con per hour. This forces opponents to deal them massive damage, sometimes repeatedly, before permanently destroying a Wraith. If the Wraith is removed from a food source (i.e. us), then it can enter a hibernation state, greatly extending their survivability (as if they needed it), though they will need to feed eventually, or it’s believe their power turns itself inward on themselves. This is only a theory, however.
The icing on the cake is that the Wraith are also telepathic, though fortunately this is limited to their own species on those who contain traces of their DNA. This works exactly like the Telepathy Quality, allowing for limited communication and sharing of information. The range of this is unknown, but it can cover a decent area of outer space. Tayla could sense the Wraith before they entered the Atlantis star system, but only in deep hypnotic state. A Wraith stranded on another planet in the same system, obviously could not reach his fellows, otherwise he wouldn’t have still be stranded there for thousands of years.
While they cannot read the minds of other humans, the Wraith do have the ability to muddle the senses of others. This is treated as the 10 point “What Do You See?” Hypnosis power from page 52 of the Angel Core Rulebook. Please note they don’t get the lesser “Gaze Into My Eyes” ability, however. It should go without saying that Wraith really should not be considered for PCs as a general rule.
A rogue Wraith scientist briefly experimented with splicing Wraith DNA with humans in an attempt to expedite the feeding process. Instead, he accidentally created a human that could sense the presence of the Wraith, ignore their illusory tricks, and with training, even access their telepathic communications. The latter requires a deep meditative or hypnotic state, and if the Wraith notice the character’s presence, a contested Willpower roll (doubled) is required. Failure indicates being forcibly ejected from the link or even being temporarily “possessed” by one of the Wraith. Knocking the subject unconscious is typically enough to end the control.
Get ready for the Swiss Army Knife of Goa'uld
technology. Before you can even use this, you have to have the Naquadah
Blood quality, which means you are currently, or at some point have
been, a Goa'uld host (or maybe Tok'ra if you were lucky). To activate
this device requires a Willpower roll. Every success level you make on
the will roll is added as a bonus to damage, when applicable. Get your
pencils ready, because there will be a quiz later.
Concussive Blast: this is the main offensive power of the
kara-kesh. It does a base of 16 points of Bashing Damage and knocks a
target back a number of yards equal to the success levels rolled. It can
affect up to 3 targets, provided they are standing next to each other.
Neural Attack: this attack requires the subjects to be in
melee combat range. A successful Grapple check is made, but instead of
grappling physically, it initiates a kind of mental or neural attack. It
inflicts the wearer's Willpower in terms of base damage. Instead of a
contested Strength check to break the link, it is a contested Willpower
roll. Failure on part of the defender means they continue to take
damage. Success means then can attack their grappler and physically
separate themselves. It is interesting to note that this attack can be
used to make a subconscious telepathic connection between the two,
though there is only one record of this ever happening.
Stun Blast: only used by Apophis for wife-hunting, the
kara-kesh's Neural Attack can be used to instead stun or render the
subject unconscious on a failed contested Willpower roll.
Energy Shield: this quite simply renders the wielder immune
to damage from ranged and energy weapons. Thrown and melee weapons can
penetrate the shield due to their relatively slow velocity. Bows and
crossbows will NOT penetrate a shield. While the shield is engaged, the
wielder is unable to take a movement phase. The shield stays up for as
long as they desire it.
There has been the occasion of a lesser energy shield effect. It seems
to be more of a variant of the concussive blast, turned to defensive
means. It does not stop the wielder from moving, but it also does not
defend offer universal immunity. Instead of a column-shaped shield, it
appears more like a typical disc-style shield, granting an Armor Value
of 20 for a single turn from a single character's attacks.
An extremely powerful weapon, feared by all under the Goa'uld boot, is the standard weapon of their Jaffa legions. However, it’s extremely imprecise weapon, especially at long range. To fire one is a Dexterity + (Marksmanship -1) roll, and the staff uses pistol ranges. If used as a ranged weapon, it deals 20 points of energy damage, which means it has a x3 multiplier if it strikes human flesh. Also, any armor that hasn't been specially designed to resist energy weapons only gives half its normal protective value versus bashing damage.
As a melee weapon, it used Dexterity + Melee, and does (STR x 3) points of Bashing damage. It can be used in a burst fire mode by the extremely capable (Tek'ma'teh Bra'tac, being the only example we've seen in the series). Follows the standard rules, but add an additional -2 penalty to reflect the extreme difficulty in essentially "fanning" the trigger while aiming accurately.
O'Neill : "Ok. One shot hurts him, two shots killed him. The third shot...?"
Teal'c: "Disintegrates him."
O'Neill: "Oh, great! You didn't feel this was worthy of mention, I take it."
-SG-1 1.22 – Within the Serpent’s Grasp
This weapon is less common than the staff weapon, but
it is popular with System Lords who enjoy inflicting pain. It’s fired
the same as any weapon, with a Dexterity + Marksmanship roll. A hit
deals no direct damage. Instead the body is hit with a wave of
electrical-like energy, designed to disrupt the human body's
bio-electric field (sounds good, right?). Its primary function is
similar to that of a taser, but its designed to inflict maximum pain
while incapacitating the subject, not merely render unconscious
On the first shot, the target must make a Survival Test at -2 plus
Success Levels or be knocked unconscious. If they succeed in the test,
they are stunned for a few moments (1d10/2 Turns if you really need an
official number), but can expend a Drama Point for a single action
(attack or defense). If shot a second time in short order, they must
make a Survival Test at -4 plus Success Levels or die instantly. Should
the poor soul be unfortunate enough to be shot a third time in rapid
succession, then their body's electrons decide to go on separate
vacations and they disintegrate. Sorry, there isn't a roll for this.
Nothing has ever survived a third shot in the TV series so neither
should your character.
Rarely seen in the series, the Goa’uld shock grenade is their equivalent of our flashbang grenade. Instead of relying on light and sound, it emits a piercing scream on a wavelength designed to render humans unconscious, on a failed Constitution roll, with a penalty equal to the success levels of 3 or more. Treat it as a standard grenade, with 3 success levels required to land the grenade directly at the target. Also, anyone hit by a shock grenade is rendered blind for several minutes upon awakening.
Intars are special weapons designed for training young Jaffa. They can be molded to look like any conventional weapon, from a staff weapon to an MP5, but instead of killing, they deliver a stunning pulse similar to that of a Zat gun, but with less pain and no chance of killing the target. This is the equivalent of the Initiative’s taser rifle, but with less flash and better efficiency. Anyone hit by an intar must make a Constitution (doubled) roll with a penalty equal to -5 plus the Success Levels of the attack or be rendered unconscious.
Designed using the Ancient technology that went into the Goa’uld sarcophagus, this little add-on is designed to stop Anubis’ new genetically engineered super-soldiers. It does not direct damage, but instead emits a pulse of light that can slide through the super-soldier’s energy shield and disrupt the energies of the sarcophagus which keeps their Frankenstein-esque bodies animated. A single shot to a super-soldier forces them to make a Constitution (doubled) roll with a penalty equal to -1 plus the Success Levels of the attack. Should the super-soldier fail this roll, it immediately falls over dead. Multiple shots have a cumulative -1 penalty to the roll.
This weapon comes in two varietes: a pistol and a large rifle-esque weapon with a sharp stinger on the end. In terms of its stunning capacity, they are identical, both functioning essentially like an intar or taser rifle. A successful hit causes no damage but forces a Constitution score (doubled) with a penalty equal to -5 plus success levels. The larger version can also be used as a stabbing weapon, similar to a bayonet, inflicting Strength x 3 Slash/Stab damage.
This small device fits around the palm of the wielder’s hand and required the Naquadah Blood Quality to use. It’s theorized to be a “portable sarcophagus.” It can’t raise the dead, but in the hands of the right person, it can be used to heal all but the most lethal of injuries and purge disease and poison. The wielder makes a Perception + Willpower roll to sense the injuries and will them into regenerating via the device. Every Success Level gained on the roll restores a number of Life Points equal to the wielder’s Willpower doubled. Healing in this manner can be attempted multiple times but each roll must garner more Success Levels than the previous roll. The Director can assign a penalty to the roll based on the severity of the wounds. Simple bruises and cuts would have no penalty. An aggressive poison would take a -3 penalty. A severe case of radiation poison would incur a -5 penalty or more.
This is why we chose your race: your bodies are so easy to repair.
-Ra, Stargate (the movie)
Thousands of years ago, the Goa’uld quested for a way to extend the life of their dying species. Finally, one of the System Lords found a piece of Ancient technology designed to rejuvenate and resurrect humans, though it proved too problematic to be used. With much trial and error, the device was toned down and made into the first sarcophagus. This device can heal any injury, cure any disease, and even raise the recently dead. Sleeping in a sarcophagus also prevent aging. However, it has a downside. If the device is used in this manner, then the character must make Willpower roll (doubled) with a -1 penalty for each additional use. Failure results in gaining a 5 point Addiction (Sarcophagus).
It is for this reason that the Tok’ra refuse to use the sarcophagus, blaming it for the degradation of their race. However, evidence suggests that the Goa’uld symbiote could counteracts this effect to some degree, also not every Goa’uld has access to a Sarcophagus, at least not on a regular basis. A sarcophagus is typically reserved for a System Lord and his most trusted lieutenants.
Attempting to gain access to a sarcophagus to raise a fallen comrade can make for an exciting if dangerous adventure. There should be a note that no time limit has been established for how long a body can be dead before it can longer be revived. A safe guesstimate would be a few days, since that’s how long it takes for decomposition to set in.
SEASONAL ADJUSTMENTS COMING AT A LATER DATE
STARGATE SG-1
STARGATE ATLANTIS
Name: Jaffa Warrior
Motivation: to Cree!
Critter Type: Jaffa
Attributes: Str 6, Dex 3, Con 6, Int 2, Per 2, Will 2
Ability Scores: Muscle 18; Combat 14; Brains 10
Life Points: 67
Drama Points: 1-3
Special Abilities: Armor 10, Hard to Kill 3, Jaffa
Maneuvers
Name |
Score |
Damage |
Notes |
Dodge |
14 |
-- |
Defense Action |
Grapple |
16 |
-- |
Resisted by Dodge |
Kick |
13 |
14 |
Bashing Damage |
Punch |
14 |
12 |
Bashing Damage |
Staff Weapon |
13 |
20 |
Energy Damage |
Zat Gun |
14 |
Special |
See Rules |
Name: Jaffa Priest
Motivation: Serve their gods, protect infant symbiotes
Critter Type: Jaffa
Attributes: Str 4, Dex 2, Con 4, Int 3, Per 3, Will 3
Ability Scores: Muscle 14, Combat 12, Brains 12
Life Points: 51
Drama Points: 0-3
Special Abilities: Hard to Kill 3, Jaffa
Maneuvers
Name |
Score |
Damage |
Notes |
Dodge |
12 |
-- |
Defense Action |
Grapple |
14 |
-- |
Resisted by Dodge |
Kick |
11 |
10 |
Bashing Damage |
Punch |
12 |
8 |
Bashing Damage |
Staff |
12 |
12 |
Bashing Damage |
Name: Jaffa Personal Guard
Motivation: Protect their god with their lives
Critter Type: Jaffa
Attributes: Str 7, Dex 4, Con 7, Int 2, Per 3, Will 2
Ability Scores: Muscle 20, Combat 16, Brains 11
Life Points: 81
Drama Points: 2-4
Special Abilities: Armor 10, Fast Reaction Time, Hard to Kill 5, Jaffa
Maneuvers
Name |
Score |
Damage |
Notes |
Dodge |
16 |
-- |
Defense Action |
Grapple |
18 |
-- |
Resisted by Dodge |
Kick |
15 |
16 |
Bashing Damage |
Punch |
16 |
14 |
Bashing Damage |
Staff Weapon |
15 |
20 |
Energy Damage |
Zat Gun |
16 |
Special |
See Rules |
Name: First Prime
Motivation: Lead other Jaffa in service of their god
Critter Type: Jaffa
Attributes: Str 8, Dex 4, Con 7, Int 2, Per 3, Will 3
Ability Scores: Muscle 22, Combat 17, Brains 12
Life Points: 91
Drama Points: 3-5
Special Abilities: Armor 10, Fast Reaction Time, Hard to Kill 7, Jaffa
Maneuvers
Name |
Score |
Damage |
Notes |
Dodge |
17 |
-- |
Defense Action |
Grapple |
19 |
-- |
Resisted by Dodge |
Kick |
16 |
18 |
Bashing Damage |
Punch |
17 |
16 |
Bashing Damage |
Staff Weapon |
16 |
20 |
Energy Damage |
Zat Gun |
17 |
Special |
See Rules |
Name: Kull Warrior
Motivation: Serve Anubis
Critter Type: Goa’uld Super-Soldier
Attributes: Str 8, Dex 3, Con 6, Int 1, Per 2, Will 1
Ability Scores: Muscle 22, Combat 18, Brains 9
Life Points: 66
Drama Points: 5
Special Abilities: Goa’uld, Force Shield (Armor 50), Unique Kill (see rules)
Maneuvers
Name |
Score |
Damage |
Notes |
Dodge |
18 |
-- |
Defense Action |
Grapple |
20 |
-- |
Resisted by Dodge |
Pulse Gun |
18 |
12 |
Energy Damage; Multi-fire |
Punch |
18 |
16 |
Bashing Damage |