Stargate (True 20)
Stargate (True 20)
TRUE20
Last Updated: 03 / 16 / 2013
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INTRODUCTION
I like the Stargate SG-1 series, and the Stargate
universe as a whole. I have always wanted to write the CHARACTERS 3
Stargate SG-1 series into an existing roleplaying Starting Heroic Level 3
game, but never had the motivation to do so. That is Backgrounds 3
until I was into my second “Gate-athon” watching Roles 4
spree of the series on Hulu.com. Role Restriction 4
It was originally suppose to be a quick-and-dirty Choosing a Core Ability 4
write-up for MicroLite20, but during the writing I New Core Abilities 4
continually needed to create new game rules to
handle certain aspects of the Stargate universe.
SKILLS 4
After a while I decided to switch to True20, as it had
Interacting with Alien Cultures 4
just about every rule that I tried to write for
New and Existing Skills 5
MicroLite20, plus I had more experience with it as
well.
...And here is what came of it, Stargate True20. FEATS 7
EQUIPMENT 9
CONTACT INFORMATION Requesting Equipment 9
Email: Anime Kidd @ aol.com Standard Off-world Gear 9
Website: www . Demonwyld . com General Equipment 9
Special Equipment 10
BOOKS REFERENCED Weapons 11
During the process of writing thie porject out, I had Firearms 11
used the following books as reference. Alien Weapons 11
Weapon Accessories 12
D20 Modern © Wizards of the Coast 2002 Explosives 13
D20 Future © Wizards of the Coast 2004 Armor 13
Stargate SG-1 Roleplaying Game © Alderac Vehicles 14
Entertainment Group 2003 Vehicles Systems 14
True20 Aventure Roleplaying © Green Ronin 2005
True20 Bestiary © Green Ronin 2006 SUPER TECHNOLOGY 16
True20 Companion © Green Ronin 2007 The Stargate 16
True20 Experts Handbook © Green Ronin 2007 Alien Technology 16
True20 Warrior Handbook © Green Ronin 2008 Using Alien Technology 16
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CHARACTERS
This chapter tells you everything you need to create Tok'ra
your own Stargate True20 characters. Bonus Feat: Symbiote.
It covers Starting Level, Backgrounds, Roles, Skills, Disease Immunity: Symbiotes are immune to all
and Feats. diseases, except those that are engineered to target
symbiotes.
STARTING HEROIC LEVEL Genetic Memory: All symbiotes possesses the
Player characters start out at 3rd-level. This means memory of the symbiote queen that it came from.
that players start with the standard benefits shared Therefore, all symbiotes start with 4 extra starting
by all heroic characters: skills at 1st-level.
Larval Form: If a symbiote does not possess a host,
• Starting Feats: 6. they use the statistics of the "symbiote larval form"
• Maximum Skill Rank: 6. described below. When outside of a host, the
• Starting Conviction: 4. symbiote must make a Fortitude save every ten
• Starting Wealth: 8 + Charisma (+4 per Wealthy feat). minutes (DC 10, +1 per previous check), or lose 1 point
of Constitution. If placed in a properly prepared tank,
the check is made once per hour.
BACKGROUNDS
There are four playable backgrounds for characters. Symbiote Larvae Form
Tiny creature [Parastitoid]; Speed: 5 ft., Swim 30 ft.
Human Abilities: Str -5, Dex +0, Con +0, Int (per NPC), Wis (per
All humans, tauri and off-world natives, use the NPC), Cha (per NPC).
following background. Skills: Per NPC.; Feats: Per NPC.; Traits: Symbiote
traits (Disease immunity, Genetic memory, Larval form,
Ability Adjustments: None. Possession).
Bonus Feat: One bonus feat. Initiative: +0; Combat: (Base: +0; Size +2), Attack: +2
melee, Damage: +0 bite (piercing, 20/+3); Defense:
Bonus Skill: One bonus skill known at 1st-level.
Dodge: 12; Saving Throws: Fortitude: +2 (+2 base),
Favored Feats: Choose any two feats. Reflex: +0 (+0 base), Will: Per NPC; Toughness: -2 (-2
size)
Jaffa
Ability Adjustments: +1 Strength, -1 Charisma. One Body: As a tok'ra have a truly symbiotic
Bonus Feats: Great fortitude, Symbiote, Talented relationship with their host, both personalities share
(intimidate / notice). contol of the host body. As a move-action, tok'ra
Kelno'reem: Jaffa must enter a trance-like state up to characters may relinquish the host body to the other
four hours a day. While in this state jaffa make personality. Player characters may want to choose
recovery checks at double the normal rate. Every day which personality that is the dominant one, and when
they do not enter kelno'reem, they must make a switching between them, the Narrator controls the
Concentration check or gain a level of fatigue. The other personality.
base Difficulty is 10, +1 for each previous check. Once Tok'ra Code of Conduct: The tok'ra believe that
unconscious from fatigue, the character is disabled if secrecy is their best means of battling the goa'uld,
they fail another Constitution check, then dying. A only revealing themselves when it was beneficial to
jaffa that is on tretonin do not require to perform their cause as a whole. They will also pursue their goal
kelno'reem. of undermining the power of the goa'uld at all costs,
Favored Feats: Diehard, Tough. even if it might mean their, or an ally's death in the
process; the tok'ra believe that one individual's life is
not as important if the goal would strike a devastating
blow to the goa'uld. To that end, tok'ra characters
must be persuaded to follow another course of action Savant [Expert]
that they would not otherwise choose. Choose two skills at 1st-level. The chosen skills
Favored Feats: Improvised tools, Jack-of-all-trades. recieve a +1 bonus to their skill checks. At 4th-level,
and every four levels thereafter (8th, 12th, etc), the
ROLES bonus increases by an additional +1, to a maximum of
Characters are limited to the Expert and Warrior roles. +6 at 20th-level.
As there is little within the roles themselves to You can also spend a point of Conviction to roll twice
differentiate characters of the same role. To remedy when making a skill check when using either of the
this, three new core abilities are introduced, and at two chosen skills.
character creation you must choose a core ability at
character creation. Unbreakable [Warrior]
You can spend a point of Conviction to temporarily
Role Restrictions ignore the penalties associated with the following
Characters are restricted to the Expert and Warrior conditions: dazed, fatigued, nauseated, panicked,
roles. The Adept role does not play a part in the shaken, sickened, staggered, stunned, winded, and
Stargate universe (unless you count characters like wounded. You also have a +2 bonus to all saves,
“advanced humans”, ancients, and priors). excluding Toughness, but suffer a -2 penalty to
Defense.
This lasts for five rounds, after which you must make
Choosing a Core Ability a DC 24 Fortitude save, or immediately become
At character creation, you must choose one core
Exhausted for five rounds, then Fatigued for five
ability you begin with at 1st-level. However, you can
rounds. With a successful save, you are only Fatigued
only choose from a pre-selected list available to each
for ten rounds.
role, as noted below.
Here is a new application for the Craft skill; Jury-rig. • Create Explosive Device: Building an explosive from
scratch is dangerous. If the Craft (chemical) check
• Jury-Rig: A character can choose to attempt jury- fails, the raw materials are wasted. If the check fails
rigged, or temporary, repairs. Doing this reduces the by 5 or more, the explosive compound detonates as it
Craft repair check DC by 5, and allows the character is being made, dealing half of its intended damage to
to make the checks in as little as a full-round action. the builder and anyone else in the burst radius.
However, a jury-rigged repair can only fix a single If the check succeeds, the final product is a solid
problem with a check, and the temporary repair only material, about the size of a brick. An explosive
lasts until the end of the current scene or encounter. compound does not include a fuse or detonator.
The jury-rigged object must be fully repaired Connecting a fuse or detonator requires another
thereafter. check.
A character can also use jury-rig to hot-wire a car or Scratch-built explosives deal concussion damage.
jump-start an engine or electronic device. The base
DC is 15, and it can be higher depending on the Scratch-built Explosives Table
presence of security devices. Blast Craft Wealth Reflex
Complexity* Dmg. Radius DC DC DC Time
The jury-rig application of the Craft skill can be used Improvised +2 5 ft. 10 3 10 10 min.
untrained. Simple +5 10 ft. 15 5 10 1 hr.
Moderate +10 15 ft. 20 10 12 5 hr.
Try Again: Yes, though in some specific cases, the Complex +15 20 ft. 25 15 15 12 hr.
Narrator may decide that a failed Craft jury-rig check Advanced +20 30 ft. 30 20 18 24 hr.
has negative ramifications that prevent repeated * The figures in parentheses are typical damage/burst radius for
checks. each type of explosive.
Time: A character can make a jury-rig repair as a full-
round action, but the work only lasts until the end of • Set Detonator: Most explosives require a detonator
the current encounter. to go off. Connecting a detonator to an explosive
Special: A character can Take 10 or Take 20 on a Craft requires a Demolitions check (DC 10). Failure means
jury-rig check. When making a jury-rig check to that the explosive fails to go off as planned. Failure by
accomplish a jury-rig repair, a character can’t Take 20. 10 or more means the explosive goes off as the
Jury-rig checks requires an electrical tool kit, a detonator is being installed.
mechanical tool kit, or a multipurpose tool, A character can make an explosive difficult to disarm.
depending on the task. If the character do not have To do so, the character chooses the disarm DC before
the appropriate tools, he or she takes a -4 penalty on making his or her check to set the detonator (it must
the check. be higher than 10). The character’s DC to set the
detonator is equal to the disarm DC.
• Place Explosive Device: Carefully placing an explosive
against a fixed structure (a stationary, unattended
inanimate object) can maximize the damage dealt by
exploiting vulnerabilities in the structure’s Customs Check
construction. Situation Difficulty
Common Situation 10
The Narrator makes the check (so that the character Uncommon Situation 15
doesn’t know exactly how well he or she has done). Rare Situation 20
On a result of 15 or higher, the explosive deals double Complex custom +5 DC
damage to the structure against which it is placed. On Intimate familiarity with culture -10 DC
a result of 25 or higher, it deals triple damage to the Very familiar with culture -5 DC
Partial familiarity with culture +0 DC
structure. In all cases, it deals normal damage to all No familiarity with culture +5 DC
other targets within its burst radius.
• Disarm Explosive Device: Disarming an explosive
Decipher Script
that has been set to go off requires a Demolitions Intelligence, Trained only
check. The DC is usually 10, unless the person who set
the detonator chose a higher disarm DC. If the You are trained to decipher ancient runes or break
character fails the check, he or she does not disarm coded messages.
the explosive. If the character fails by more than 5,
the explosive goes off. Check: A character can decipher writing in an ancient
language or in code, or interpret the meaning of an
Time: Setting a detonator is usually a full-round incomplete text. The base DC is 20 for the simplest
action. Placing an explosive device takes 1 minute or messages, 25 for standard codes, and 30 or higher for
more, depending on the scope of the job. intricate or complex codes or exotic messages.
Special: A character can Take 10 when using the Helpful texts or computer programs can provide a
Demolitions skill, but can’t Take 20. bonus (usually a +2 circumstance bonus) on the
A character with 5 ranks in the Demonlitions skill check, provided they are applicable to the script in
gains a +2 bonus to any Disable device check when question.
used on explsovie devices. If the check succeeds, the character understands the
A character without a demolitions kit takes a -4 general content of a piece of writing, reading about
penalty on Demolitions checks. one page of text or its equivalent in 1 minute. If the
check fails, the Narrator makes a Wisdom check (DC
Diplomacy 10) for the character to see if he or she avoids drawing
Charisma, Interaction a false conclusion about the text. (Success means that
the character does not draw a false conclusion; failure
The Diplomacy skill has a new use: Customs Check. means that the character does.)
The Narrator secretly makes both the skill check and
• Customs Check: When dealing with the local customs the Wisdom check so the character can’t tell whether
of a culture other then your own, you may determine the conclusion drawn is accurate or not.
the proper course of action dictated with a local Try Again: No, unless conditions change or new
custom with a Diplomacy check. information is uncovered.
With a success you determine the right action. A
failure of no more then 5 points indicates you do not
know what is the proper action. If you failure by 6 or
more, your course of action is inappropriate, which
may be a small insult or embarrassing, resulting in a
-2 penalty to further interaction checks.
The Difficulty of the check is determined by the
current situation, if the custom has complex rules
along with it, and the character's familiarity with the
culture. Characters do not need to make any Customs
Check check for customs from their own culture.
You cannot retry a Customs Check.
Time: Decipher Script takes one minute or more, DC) and what kind of information might be available
depending on the complexity of the code. depending on where the character is conducting his
Special: A character can Take 10 when making a or her research.
Decipher Script check, but can’t Take 20. Information ranges from general to protected. Given
enough time (usually one to four hours) and a
Languages successful skill check, the character gets a general
Intelligence, Trained only, Requires specialization idea about a given topic. This assumes that no
obvious reasons exist why such information would be
The Languages skill is treated more like a normal skill unavailable, and that the character has a way to
in Stargate True20. acquire restricted or protected information.
The higher the check result, the better and more
Each language is treated as a specialty of the complete the information. If the character wants to
Languages skill, and any language task requires a skill discover a specific fact, date, map, or similar bit of
check. This skill covers both Earth languages and alien information, add +5 to +15 to the DC.
languages, such as goa'uld. Try Again: Yes.
All characters start with 8 ranks in their native Time: A Research check takes one to four hours.
language. Special: A character can Take 10 or Take 20 on a
Check: Intelligence is the key ability for the Research check.
Languages skill. Difficulties apply to any attempt to A character with 5 ranks in the Computers skill can
speak, listen, read, or write in any know language provide a +2 synergy bonus on a Research check when
based on the complexity of the message. searching computer records for data.
Hazmat Suit
This suit makes the character immune to any diseases
and poisons in the surrounding environment. If
punctured (taking damage), the character becomes
susceptible to the contagions the following round.
Space Suit
A space suit allows a character to work in a vacuum
with ill-effects. If the space suit is punctured (taking G.D.O.
any damage), it takes one minute before the oxygen Also known as the Garage Door Opener, the G.D.O. is
supply is gone.
a device that is worn on the wrist and use to transmit
a secure code through the stargate to the SGC to
Ziptie open the iris. It takes a standard-action to use the
Zipties may be used to bind an opponent. To break G.D.O., and only works within 150 feet of the
free requires a Strength check with a Difficulty of 24. stargate.
Zipties come in a 24-count bundle.
Mobile Analytic Labratory Probe (MALP)
Items Table
Item Size Cost The Moblie Analytic Labratory Probe , or MALP, is a
Detonator, timed Tiny 7 remote drone that the SGC sends through the
Detonator, remote Tiny 9 stargate prior to the exploration of new worlds. It is
Injection, anti-toxin Tiny 8 capable of detecting temperature, analyzing oxygen
Injection, anti-viral Tiny 8
levels, and transmitting video and audio feeds, as well
Injection, sedative Tiny 12
Environmental suit Medium 14 as determining whether or not a DHD is present.
Hazmat suit Large 20
Space suit Large 26 Unmanned Aerial Vehicle (UAV)
Zipties Tiny 5
An Unmanned Aerial Vehicle, or UAV, is an remote-
piloted aircraft. They can fly autonomously on
programmed flight paths or remotely piloted, usually
done so from Earth through the Stargate. They are
used to scout large areas around the Stargate, and
areas that the MALP cannot reach. enforcement. This weapon already comes with a
They are equipped with a variety of sensory functions targeting scope.
including visual devices such as cameras, heat vision
and infra-red as well as other components depending Alien Weapons
on the model used.
There is an armed variant to the UAV, the UCAV. This Energy Weapon
variant is armed with two laser-guided missiles (+10 Energy weapons are high-tech weapons that shoot a
explosive damage). beam or pulse of energy. These types of weapons can
be can appear like a pistol or rifle. These weapons can
WEAPONS deal either nonlethal or lethal damage, switching
This section details new firearms and alien weapons. between the two takes a free action.
Firearms Intar
Intars are goa'uld training weapons that are used for
Antimaterial Rifle training purposes. Intars can be made to look like any
This is a large caliber rifle that was designed to weapon, but all have a tell-tale red crystal somewhere
engage light vehicles. located on it. Intar weapons deal non-lethal damage,
as if they had "Stun Ammo". The Cost of the intar is
equal to the weapon it resembles, +4.
Automatic Shotgun
An automatic shotgun is
a shotgun that is able to Staff Cannon
fire continuously while The staff cannon is a
the trigger is pressed, larger, more powerful
unlike selective-fired version of the staff
weapons which require weapon. This weapon
the user to press the deals +12 energy
trigger for each damage and has a
projectile fired. range increment of 60
Automatic shotguns can feet. It also has a blast
make autofire actions. radius of 10 feet, and
anyone within the area
must make a Reflex
Battle Rifle
save (DC 15) for half damage.
Battle rifles are rifles that fire a larger caliber round
then assault rifles. Battle rifles have higher damage
and longer range, but does not have autofire Staff Weapon
capabilities. This is a goa'uld staff weapon that can shoot
devastating energy blasts, as well as being a suitable
Hunting Rifle melee weapon (treat as a quarterstaff). Staff weapons
This is a civilian rifle used in hunting and sport are inherently inaccurate when shooting, suffering a
shooting. -2 penalty on all ranged attacks.
Staff weapons are an intimidating weapon, adding a
+2 bonus to any intimidate skill checks while holding
Machinegun
the weapon in a threatening manner.
A machinegun is a large-caliber automatic weapon
used for superior firepower and suppression fire.
Transphase Eradication Rod (T.E.R)
This weapon is capable of revealing invisible and “out-
Sniper Rifle
of-phase” creatures and characters out to 600 ft.,
This is a highly accurate rifle used by military and law
making them visible to human perception, and
vulnerable to the attack by a T.E.R.
Zat'nik'tal
The zat'nik'tel is a Goa'uld energy weapon
that causes great pain to the subject with
one shot, and a second shot will kill most
subects. Zat'nik'tels deal non-lethal damage,
and deals lethal damage once the target is
Unconscious from the zat. Targets killed by a
zat will be disintegrated with another shot
(no attack roll needed). This weapon has a
range increment of 10 feet.
Weapons Table
Weapon Damage Critical Damage Descriptor Range Size Cost
— Firearms —
Antimaterial rifle +8 20/+4 Ballistic 120 ft. Large 26
Automatic shotgun +5/+6* 20/+3 Ballistic, Autofire 40 ft. Large 18
Battle rifle +5 20/+4 Ballistic 80 ft. Large 14
Hunting rifle +5 20/+3 Ballistic 80 ft. Large 16
Machinegun +5 20/+3 Autofire 70 ft. Large 19
Machinegun, heavy +8 20/+4 Autofire 100 ft. Large 24
Sniper rifle +5 19-20/+4 Ballistic 90 ft. Large 22
— Alien Weapons —
Intar* * * Nonlethal * * +4*
Energy weapon* +6* 20/+3 Energy 60 ft. * 19
Staff cannon* +12 20/+4 Energy 60 ft. Large 26
Staff weapon* +8 20/+4 Energy 30 ft. Large 21
T.E.R.* +8 20/+3 Energy 30 ft. Medium 21
Zat'nik'tel* +6* 20/+3 Nonlethal* 10 ft. Small 20
Satchel Charge
A satchel charge is a large explosive device that must
be placed, it cannot be thrown. These explosives are
often detonated with a remote or timed detonator.
Explosives Table
Item Effect Radius Save Size Cost
Satchel charge +15 damage explosion 100 ft. Ref. DC 15 Small 18
Shock grenade* blindness/unconscious 30 ft. * Small 22
Prometheus-class Vessel
A prometheus-class vessel is armed with railguns (+10
autofire damage) and missile launchers (+12 damage).
It is also capable of intergalactic FTL travel, has
Asgard beaming and shield technology,
Bilskimir-class Vessel transportation rings, and a complement of eight F302
The bilskimir-class vessel is an Asgard ship. It is armed fighters.
with Asgard beam weapons (+20 energy damage),
and beaming and shield technology.
Daedalus-class Vessel
A daedalus-class vessel is a Tauri ship. They are armed
with asgard beam weapons (+15 energy damage),
railguns (+10 autofire damage), and missile launchers
(+12 explosive damage). It is also capable of
extragalactic FTL travel, asgard shields and beaming
technology, transportation rings, and a complement
of eight F302 fighters.
Vehicles Table
Vehicle Strength Speed Defense Shields Toughness Size Cost
Al'kesh 100 50,000 MPH 5 +14 +15 Colossal *
Bilskimir-class* 150 250,000 MPH 3 +18 +18 Awesome *
Daedalus-class* 150 250,000 MPH 3 +18 +18 Awesome *
Death glider 50 50,000 MPH 6 -- +11 Gargantuan *
F302 fighter* 50 50,000 MPH 6 -- +11 Gargantuan *
Gateship* 50 50,000 MPH 6 -- +11 Gargantuan *
Ha'tak* 150 250,000 MPH 3 +14 +18 Awesome *
Prometheus-class* 100 50,000 MPH 5 +14 +15 Colossal *
Tel'tak* 70 50,000 MPH 5 +10 +13 Colossal *
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ALIEN TECHNOLOGY
This chapter details the stargate and highly advanced Dialing Manually
alien technologies. Assuming a sufficient power source is available, a
character can attempt to dial the stargate manually. It
THE STARGATE requires a DC 15 Craft (electronics) check and one
Here are some rules on using the stargate, including minute worth of work. After this, it takes one round to
dialing stargate addresses, the wormhole, and irises. lock-in one symbol.
ALIEN TECHNOLOGY
Here are some rules concerning alien technology.
Rod of Anguish
The Rod of Anguish, also known as a pain stick by
some, is a torture instrument used by the Goa'uld.
Anyone touched by the weapon is dealt +3 nonlethal
Tok'ra Tunneling Crystal
damage (threat 20/+3). They must also make a Tok'ra tunneling crystals are crystals of various shapes
Fortitude save (DC 13), or be stunned for one round and sizes to produce different kinds of tunnels; some
(Shaken on a successful save). long and straight, some leading upward or downward,
some creating open rooms. Activating a tunneling
crystal allows the character to affect a 150-foot by
Symbiote Poison
150-foot area, as the move earth effect described
Symbiote poison is a poison designed to attack
under the Earth shaping power.
Goa'uld and Tok'ra symbiotes. Composed of two
liquids, when mixed together, they cause almost
instantaneous death to the symbiote. This poison fills
Tollan Phase Device
a 30 ft. by 30 ft. space with one application. The Tollan phase device shifts the wearer slightly out-
Any character with the symbiote feat that comes in of-phase with reality, allowing the character the
contact with this poison must make a Fortitude save ability to pass through solid matter without trouble.
(DC 21) or take 3 points of Constitution damage. Upon activating the device with a full-action, the
Another Fortitude save (same Difficulty) is made 1 character acts as if under the Phase power for one
minute later. minute (10 rounds). The wearer of this device can
share this phase-shifting effect with up to four other
characters, but the duration is reduced by 2 rounds
Sarcophagus
per additional character under the phase-shifting
A sarcophagus appears to be a stone coffin often
effect.
bearing ornate carvings and inscriptions, and has
near-miraculous powers; it can heal the injured, cure
the sick, and even bring back the dead.
Transportation Rings
Any character who enters into a sarcophagus will be The transportation rings works on a principal similar
healed one nonlethal damage condition or fatigue to the stargate, converting matter into an energy
condition per round, one lethal damage condition per stream to another set of rings. The rings can be used
minute, and can revive a dead character in ten to transport up to a distance of several thousand
minutes (if not dead more then one day). It will also miles or so, enough to transport between a planet's
cure any disease, poison, or ability damage, each surface and an orbiting ship.
Activating the transportation rings takes one round,
and the travel time of the rings also takes one round. Za'tarc Detector
During this time, all those inside the rings are A za'tarc detector is a Tok'ra device used to determine
considered to have Cover. The ring can transport up to if someone is a za'tarc or not. Using this device while
six medium-sized characters, or any amount of interacting with someone gives you a +10 bonus to an
objects that can fit within a 10-ft.-by-10-ft. area. attempts to "Notice Influence" with the Sense motive
skill.
Tretonin
Tretonin is a substance that provides the perfect Za'tarc Ring Weapon
health of a goa'uld symbiote in the form of a drug. The zat'arc ring weapon is the weapon used by the
However, the drug suppresses the natural immune brainwashed za'tarcs. The ring weapon resembles a
system, acting like a symbiote, and requires daily ring, but upon activation it enlarged and is capable of
injections to keep up the benefits. firing a high-powered laser beam. It deals +6 energy
Characters who take tretonin become immune to all damage, has a threat range of 20/+4, and a range
diseases and poisons, but must take one dose of the increment of 10-ft. It also has a self-destruct
drug every twenty-four hours or require to make mechanism, dealing +6 damage to all within 20 feet,
Constitution checks once every hour (DC 10, +2 for but a Reflex save (DC 14) for half damage.
each previous check) or gain a level of fatigue. Once
unconscious from fatigue, you are disabled if you fail
another Constitution check, then dying.
.
ALLIES & ADVERSARIES
Here are some generic allies and adersaries. Asgard Fleet Commander
• Bred for War: Kull warriors were created to be the perfect killing
machine, but not designed for longevity. As such, their armor
also functions as a life-support system. If a kull warrior is ever
removed from their armor, they will take 1 point of Constitution
every day (no save).
NID Agent NID Agent, Rogue
Human Expert 4 (minion) Human Expert 4 (minion)
Size: Medium Size: Medium
Speed: 30 ft. Speed: 30 ft.
Abilities: Str +0, Dex +1, Con +0, Int +1, Wis +2, Cha +2 Abilities: Str +0, Dex +1, Con +0, Int +1, Wis +2, Cha +2
----------------------------------------------------------- -----------------------------------------------------------
Skills: Bluff 7 [+9], Diplomacy 7 [+9], Disable device 7 [+8], Skills: Bluff 7 [+9], Diplomacy 7 [+9], Disable device 7 [+8],
Drive* 4 [+5], Gather information 7 [+9], Knowledge (civics) 7 Disguise 7 [+9], Drive* 4 [+5], Gather information 7 [+9],
[+8], Notice 7 [+9], Search 7 [+8], Sense motive 7 [+9], Stealth 7 Knowledge (current events) 4 [+5], Notice 7 [+9], Search 7 [+8],
[+8]. * Bonus skill. Sense motive 7 [+9], Stealth 7 [+8]. * Bonus skill.
Feats: Accurate attack, Armor training (light), Canny dodge Feats: Armor training (light), Canny dodge (Wis-based)*,
(Wis-based)*, Connected, Contacts, Firearms training, Master Connected, Contacts, Firearms training, Master plan, Skill
plan, Point-blank shot, Well-informed. * Bonus feat. training 1, Sneak attack 1, Well-informed. * Bonus feat.
Traits: Human background, Expertise, Good reflex save Traits: Human background, Expertise, Good reflex save
----------------------------------------------------------- -----------------------------------------------------------
Initiative: +1 (+1 Dex) Initiative: +1 (+1 Dex)
Combat: (Base: +3; Dex: +1) Combat: (Base: +3; Dex: +1)
- Attack: +4 melee unarmed, +4 ranged pistol (40 ft.) - Attack: +4 melee unarmed, +4 ranged pistol (40 ft.)
- Damage: +0 unarmed (nonlethal, 20/+3), +4 pistol (ballistic, - Damage: +0 unarmed (nonlethal, 20/+3), +4 pistol (ballistic,
20/+3) 20/+3), +6 sneak attack (w/ pistol)
Defense: Defense:
- Dodge: 16 (+2 Wis) - Dodge: 16 (+2 Wis)
- Parry: 13 - Parry: 13
----------------------------------------------------------- -----------------------------------------------------------
Saving Throws: Saving Throws:
- Fortitude: +1 (+1 base) - Fortitude: +1 (+1 base)
- Reflex: +5 (+4 base, +1 Dex) - Reflex: +5 (+4 base, +1 Dex)
- Will: +3 (+1 base, +2 Wis) - Will: +3 (+1 base, +2 Wis)
Toughness: +0 w/o armor, +3 w/ armor (+3 undercover vest) Toughness: +0 w/o armor, +3 w/ armor (+3 undercover vest)
Replicator, “spider” Replicator, “beetle”
Construct 3 Construct 6
Size: Tiny Size: Small
Speed: 20 ft., Climb 20 ft., Jump 10 ft. Speed: 10 ft., Climb 10 ft., Jump 10 ft.
Abilities: Str +0, Dex +2, Con --, Int --, Wis +0, Cha -5. Abilities: Str +2, Dex +0, Con --, Int --, Wis +0, Cha -5.
----------------------------------------------------------- -----------------------------------------------------------
Skills: n/a. Skills: n/a.
Feats: Night vision*. * Bonus feat. Feats: Night vision*. * Bonus feat.
Traits: Construct traits (see below), Acid spray. Traits: Construct traits (see below), Acid spray.
----------------------------------------------------------- -----------------------------------------------------------
Initiative: +2 (+2 Dex) Initiative: +0
Combat: (Base: +2; Dex: +2, Size +2) Combat: (Base: +4; Size +1)
- Attack: +6 melee “bite” (+2 Dex), Acid spray (see below) - Attack: +5 melee “bite”, Acid spray (see below)
- Damage: +0 “bite” (piercing, 19-20/+3), +6 acid spray (acid - Damage: +2 “bite” (piercing, 19-20/+3; +2 Str), +6 acid spray
damage) (acid damage)
Defense: Defense:
- Dodge: 16 - Dodge: 15
----------------------------------------------------------- -----------------------------------------------------------
Saving Throws: Saving Throws:
- Fortitude: +1 (+1 base) - Fortitude: +2 (+2 base)
- Reflex: +3 (+1 base, +2 Dex) - Reflex: +2 (+2 base)
- Will: +1 (+1 base) - Will: +2 (+2 base)
Toughness: -1 (+1 natural, -2 size) Toughness: +2 (+3 natural, -1 size)
• Acid Spray: Replicators can spray a mist of highly corrosive acid. • Acid Spray: Replicators can spray a mist of highly corrosive acid.
This attack has a 5 foot range, and the target must make a Reflex This attack has a 5 foot range, and the target must make a Reflex
save (DC 12) or take +6 acid damage (and an additional +3 acid save (DC 13) or take +6 acid damage (and an additional +3 acid
damage in the following round). damage in the following round).
• Energy Immunity: Replicators are immune to energy-based • Energy Immunity: Replicators are immune to energy-based
weapons. weapons.
• Construct traits: As constructs, replicators have the following • Construct traits: As constructs, replicators have the following
traits: traits:
Human Warrior 6 Type: As base creature. Do not recalculate the creature's base
Size: Medium combat score or saves. The base creature gains the [Symbiont]
Speed: 30 ft. subtype.
Abilities: Str +1, Dex +3, Con +2, Int +0, Wis +1, Cha +0 Speed: Same as base creature.
----------------------------------------------------------- Abilities: Physical ability scores as base creature. Mental ability
Skills: Knowledge (tactics) 9 [+], Medicine* 4 [+5], Survival 9 scores as symbiote.
[+5], plus skills based on weapon specialty. * Bonus skill. Skills: The symbiote retains it's own skills, and gains access to
— Demolitions: Craft (demolitions) 9 [+12], Disable device 9 the skills of the current host. When the symbiote and the host
[+12]. have the same skill, use the highest skill rank between them.
— Heavy Weapons Expert: Craft (gunsmithing) 9 [+9], Notice 9 Skills are recalculated with the re-configured ability scores.
[+10]. Symbiotes retains any racial skill bonuses the base creature had
— Sniper: Notice 9 [+10], Stealth 9 [+12]. in addition to it's own.
Feats: Armor training 2 (heavy, light), Dodge focus 2, Firearms Feats: The symbiote retains it's own feats, and gains access of
training, Weapons training, plus the following feats, based on the host's feats while in possession of the body.
specialty. * Bonus feat. Traits: Symbiotes retain all the special traits of the base
— Demolitions: Exotic weapon training (grenade launcher), creature. The base creature also gain the following traits:
Second chance (disarming explosives), Skill focus (craft
[demolitions]), Skill focus (disable device). • Disease Immunity: Symbiotes grant immunity to all
— Heavy Weapons Expert: Attack focus (rocket launcher), Attack diseases, except those that are engineered to target
focus (machinegun), Attack specialization (machinegun), Exotic symbiotes and hosts.
weapon training (rocket launcher).
— Sniper: Attack focus (sniper rifle), Improved critical (sniper Combat: As base creature, modified by the re-configured ability
rifle), Far shot, Precise shot. scores.
Traits: Human background, Determination Saving Throws: As base creature, modified by the re-configured
----------------------------------------------------------- ability scores.
Initiative: +3 (+3 Dex) Advancement: Symbiotes advance by heroic level.
Combat: (Base: +6; Dex: +3)
- Attack: +9 melee unarmed, or by primary weapon (see below)
— Demolitions: +9 ranged assault rifle (50 ft.), +9 ranged grenade
launcher (70 ft.), +9 ranged pistol (40 ft.).
— Heavy Weapons Expert: +10 ranged machinegun (70 ft.), +10
ranged rocket launcher (150 ft.), +9 ranged pistol (40 ft.).
— Sniper: +10 ranged sniper rifle (135 ft.), +9 ranged pistol (60
ft.).
- Damage: +1 unarmed (nonlethal, 20/+3), +4 pistol (ballistic,
20/+3), or by primary weapon (see below)
— Demolitions: +5 assault rifle (ballistic, autofire, 20/+3), +5
egrenade launcher (explosive).
— Heavy Weapons Expert: +5 machinegun (autofire, 20/+3), +10
rocket launcher (explosive).
— Sniper: +5 sniper rifle (ballistic, 17-20/+4).
Defense:
- Dodge: 21
- Parry: 17
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Saving Throws:
- Fortitude: +7 (+5 base, +2 Con)
- Reflex: +5 (+2 base, +3 Dex)
- Will: +3 (+2 base, +1 Wis)
Toughness: +2 w/o armor, +6 w/ armor (+4 tactical vest)
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Conviction: 5.
Tok'ra Operative Unas
Tok'ra Expert 7 Humanoid 5
Size: Medium Size: Medium
Speed: 30 ft. Speed: 40 ft.
Abilities: Str +1, Dex +0, Con +1, Int +0, Wis +2, Cha +2 Abilities: Str +5, Dex -1, Con +4, Int +0, Wis +2, Cha -1
----------------------------------------------------------- -----------------------------------------------------------
Skills: Bluff 10 [+16], Craft (demolitions)* 4 [+4], Diplomacy* 4 Skills: Intimidate 4 [+3], Notice 6 [+8], Survival 6 [+8].
[+6], Disable device* 4 [+4], Disguise 10 [+16], Gather Feats: Attack focus (unarmed), Diehard*, Great fortitude*,
information 10 [+12], Knowledge (current events) 10 [+10], Pilot* Weapon training. * Bonus feat.
4 [+4], Notice 10 [+12], Sense motive 10 [+12], Sleight of hand 10 Traits: Unas background, Humanoid traits
[+10], Stealth 10 [+10]. * Bonus skills. -----------------------------------------------------------
Feats: Connected, Fascinate (bluff), Firearms training, Jack-of- Initiative: -1 (-1 Dex)
all-trades, Master plan, Second chance (bluff), Sneak attack 1, Combat: (Base: +3; Dex: -1)
Symbiote*, Talented (bluff / disguise), Weapon training, Well- - Attack: +3 melee unarmed (+1 feat) or by weapon
informed. * Bonus feat. - Damage: +5 unarmed (nonlethal or slashing, 20/+3), or by
Traits: Tok'ra background, Good will save, Savant (+2 bonus to weapon
bluff, disguise) Defense:
----------------------------------------------------------- - Dodge: 12
Initiative: +0 - Parry: 17
Combat: (Base: +5) -----------------------------------------------------------
- Attack: +5 melee unarmed, +5 zat (10 ft.) Saving Throws:
- Damage: +1 unarmed (nonlethal, 20/+3), zat (special) - Fortitude: +10 (+4 base, +4 Con, +2 feat)
Defense: - Reflex: +0 (+1 base, -1 Dex)
- Dodge: 15 - Will: +3 (+1 base, +2 Wis)
- Parry: 16 Toughness: +7 w/o armor (+4 Con, +3 natural)
-----------------------------------------------------------
Saving Throws: • Good Fortitude save.
- Fortitude: +3 (+2 base, +1 Con)
- Reflex: +2 (+2 base) • Unas Background: Unas have the following background.
- Will: +7 (+5 base, +2 Wis)
Toughness: +1 w/o armor • Ability Adjustments: +1 Strength, +1 Constitution, -1
----------------------------------------------------------- Dexterity, -1 Charisma.
Conviction: 6. • Bonus Feats: Great fortitude, Talented (intimidate/survival).
• Natural Attack: Can deal slashing damage with an unarmed
attack.
• Improved Recovery: Unas healer faster then other
creatures, gaining a +2 bonus to all recovery checks.
• Primitive: Unas are not accustomed to higher technology,
recieving a -2 penalty when using any sort of technology
beyond their own. This penalty can be "bought-off" with a
feat.
• Favored Feats: Attack specialization (unarmed), Tough.