0% found this document useful (0 votes)
237 views32 pages

Stargate (True 20)

Stargate True 20

Uploaded by

Bob Brinkman
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
237 views32 pages

Stargate (True 20)

Stargate True 20

Uploaded by

Bob Brinkman
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 32

STARGATE

TRUE20
Last Updated: 03 / 16 / 2013

.
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

DISCLAIMER ALLIES & ADVERSARIES 20


This is a fan-made project. Reference to other
copyighted material in no way constitutes a
challenge to the coyright holders of that material.

.
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.

Expert Core Abilities: Command presence, Expertise*, Savant. SKILLS


Warrior Core Abilities: Command presence, Determination*, This section details skills, modified existing skills, and
Unbreakable.
rules for interacting with alien cultures.
* = Original Core Abilities described in the True20 core rulebook.
Interacting with Alien Cultures
New Core Abilities When characters meet individuals from an alien
Here are three new core abilities. culture for the first time, all interaction skills have a -4
penalty.
Command Presence [Expert / Warrior]
• Gaining Familiarity: You can attempt to gain familiarity
You can spend a point of Conviction and choose one
with an alien culture if you have access to proper materials
of the effects below. However, you must be able to (books, documents, etc) and a Research check. The time it
communicate with the chosen ally for the ability to takes to become familiar with the culture is about one day.
work. If you do not have access to research materials, you can
This ability does not work on the character spend one week watching the participants of a particular
themselves. culture instead.
With a successful check, you become casually familiar with
• Boost Ally: The chosen ally acts like they spent the the particular alien culture, allowing you to not suffer the
point of Conviction themselves. -4 interaction penalty when dealing with the alien culture.
In general, the Difficulty of becoming casually familiar with
• Negate Condition: You can take a full-action to help an an alien culture is 20. More suspicious cultures are
ally overcome a harmful condition. You can negate one Difficulty 30, while xenophobic cultures might be Difficulty
of the following conditions affecting the chosen ally: 35 or 40.
dazed, fascinated, fatigued, flat-footed, nauseated,
panicked, shaken, stunned, winded.
• Relation to an Earth Culture: Characters with the Craft (demolitions)
Knowledge (history) skill at 5 ranks have a +2 bonus when Intelligence, Trained only, Requires tools
attempting to gain familiarity with alien cultures that have
some relation to an Earth culture. You are skilled in the creation, planting, disarming
and dismantling of explosives.
New and Existing Skills
Here are some new skills, and additions and Check: Setting a simple explosive to blow up at a
modifications to existing skills. certain spot doesn’t require a check, but connecting
and setting a detonator does. Also, placing an
Craft explosive for maximum effect against a structure calls
Intelligence, Trained only, Requires specialization, Requires tools for a check, as does disarming an explosive device.

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.

Languages Check Table


Complexity DC Example FEATS
Simple 10 Basic directions, street signs What follows are the new feats available.
Moderate 15 Description of a person
Complex 20 Dfficult novel, a subtle joke
Advanced 25 Sholarly paper
Alien Craft Operation [General]
Prerequisite(s): Trained in the Drive and Pilot skills.
Known Languages
You are proficient at operating spacecraft utilized by
What follows is a brief listing of a few languages, both of Earth one specific alien species. You take no penalty on any
and alien origin. Drive or Pilot checks or attack rolls made to operate a
craft of the selected alien species.
Earth languages (Akkadian, Ancient celtic, Ancient egyptian, Without this feat you take a -4 penalty on Drive and
Ancient greek, Ancient salish, Apache, Arabic, Armenian,
Cheyennee, Cherokee, Czech, English, French, German, Hebrew, Pilot checks made to operate a spacecraft that falls
Hindi, Icelandic, Japanese, Latin, Mandarin, Mayan, Norse, into any of these types, and on attack rolls made
Norwegian, Phoenician, Punjabi, Russian, Sanskrit, Spanish, when using the weapons of such a spacecraft. When
Tibetan). you first try to operate an alien craft that you haven't
encountered before, the -4 penalty still applies.
Alien languages (Ancient, Asgard, Goa'uld, Nox, Ohnes,
Rillaanian, Terellan, Tollan, Unas, Volsinii, Wraith). You can take this feat multiple times. Each time,
selecting a different alien species.
Research
Intelligence Alien Weapons Training [General]
Prerequisite(s): Base attack bonus +1 or higher, Firearms training,
Weapon training.
You are skilled in gaining information from books,
You are proficient with the weapons utilized by one
computers, and other sources of information.
specific alien species. You take no penalty on attack
rolls when using weapons designed by that alien
Check: Researching a topic takes time, skill, and some
species. Without this feat you take a -4 nonproficient
luck. The Narrator determines how obscure a
penalty when making attacks with alien weapons.
particular topic is (the more obscure, the higher the
You can take this feat multiple times. Each time, under you within the same organization.
selecting a different alien species. You also have a +4 bonus when requesting additional
items.
Armor Training, Powered [General]
Prerequisite(s): Armor training (heavy), Armor training (light). Symbiote [General]
You are trained to fight in powered armor. Prerequisite(s): Jaffa, Tok'ra, or Goa'uld.
As a host to a symbiote, you recieve several benefits,
Armor Specialization [Warrior] as detailed below.
Prerequisite(s): Proficient in appropriate armor type.
You are comfortable with a specific type of armor. • Immunities: You are immune to all diseases, except those that
Chose one specific type of armor (light, medium, specifically target symbiotes (or are part of the plot).
• Extended Lifespan: Your lifespan is 50% longer the what is
heavy, powered), the armor penalty for that armor is normal for your species.
reduced by 1. This armor penalty reduction applies • Symbiote Removal: If the symbiote is ever removed, you must
with masterwork armor as well. begin to make Constitution checks once every hour (DC 10, +2
for each previous check) or gain a level of fatigue. Once
unconscious from fatigue, you are disabled if you fail another
Linguist [Expert] Constitution check, then dying.
Prerequisite(s): Trained to speak in at least three languages.
The character becomes a master linguist. Whenever
the character encounters a new language, either Xenoculture Studies [General]
Prerequisite(s): Diplomacy 6 ranks, Sense motive 6 ranks.
spoken or written, make an Intelligence check to
You do not suffer the -4 penalty when using skills
determine if the character can understand it. This
when dealing with aliens and alien cultures that have
check gains a bonus equal to half the character's total
no connection to any Earth culture. When you first
level. The check's DC is based on difficulty and
encounter another alien culture that you haven't
obscurity of the language: DC 15 if the language is
encountered before, the -4 penalty still applies.
common; DC 20 if the language is an uncommon or
rare; and DC 25 if the language is ancient, unique, or
forgotten. Through this feat a character can glean Xenoengineering [General]
Prerequisite(s): Disable device 6 ranks, Knowledge (physical
enough meaning from a conversation or document to sciences) 6 ranks.
ascertain the basic message, but this ability in no way You do not suffer the -4 penalty when using Craft
simulates actually being able to converse or fluently skills when dealing with alien technology. When you
read and write in a given language. first encounter an alien technology that you haven't
encountered before, the -4 penalty still applies.
Naquadah Sense [Special]
Prerequisite(s): Symbiote, or have been a former host at one point.
Xenomedicine [General]
You have naquadah in your blood. With a successful Prerequisite(s): Knowledge (life sciences) 6 ranks, Medicine 6
Wisdom check (DC 15), you can sense if any character ranks.
within 20 feet of you has naquadah in their blood (like You do not suffer the -4 penalty when using the
a goa'uld or tokr'a). You are also able to operate and Medicine skill when dealing with alien creatures that
use goa'uld technology that require naquqadah within you have encountered before. When you first
the body (like ribbon devices, healing devices, etc.). encounter another alien species that you haven't
encountered before, the -4 penalty still applies.
Position of Power [Reputation; General]
The character is in some position of power within an
organization, like being an officer in a military or a
high-rank under a system lord. You can apply your
Reputation bonus to any social skill checks to those
.
EQUIPMENT
This chapter describes the various weapons, armor, Standard Off-World Gear
tools, and other equipment. The following is the standard gear that all off-world
SG-teams are given. All characters start with both the
REQUESTING EQUIPMENT non-combat and combat gear described below.
All characters start each mission with the standard
off-world gear, their weapons and armor, and any Non-combat Gear
mission-specific equipment needed. Beyond this, Backpack, Compass, Canteen, Duct tape, First-aid kit,
characters can try to request additional equipment Flashlight, GDO, MREs (3 days), PDA or laptop
and resources, like UAVs and alien equipment, by computer, Survival kit, Tactical flashlight, and a
making a Charisma check. Requesting equipment Tactical radio.
must happen prior to the start of the mission,
requests in the field are handled on a case-by-case Combat Gear
basis and not subject to a Charisma check. Combat knife, Grenades (any two), Plastic explosives
Requesting one additional piece of equipment (2), Pistol (with 3 magazines), Primary weapon (with 5
requires a Charisma check (1D20 + character's magazines, plus a tactical flashlight), Tactical vest,
Charisma) against the item's Cost, plus additional and a Remote detonator.
modifiers on the table below.
Each character must make their own Charisma check
when requesting their additional items, and cannot
GENERAL EQUIPMENT
make any requests on behalf of another character.
Requested equipment and resources are loaned, not Detonator, timed
given, to the character and are expected to be A timed detonator can be set with a 1 round delay, up
returned. Obviously, expendable objects like to a 24 hour delay.
ammunition don’t have to be returned if used. Some
equipment just cannot be requested, like GDOs. Detonator, remote
Characters can also spend a point of Conviction A remte detonator is a hand-held device that is used
instead of making the Charisma check. to initiate explosion. Remote detonators have a 1,000
foot range.
Requesting Equipment Table
Situation Modifier Injection, anti-toxin
Object is necessary for assignment +6
Object has obvious application for assignment +4
This is an injection that helps fighitng off poisons. This
Object has no obvious application for assignment -2 injection gives a +4 bonus to save against poison
Object is rare -2 effects for one hour. There is only enough for one
Object is restricted to the military -4 dose.
Object is illegal or is a tactical weapon -6
Object is a common alien device -2
Object is a rare alien device -6 Injection, anti-viral
Character is skilled or proficient in use of object +2 Like the anti-toxin injection, this injection helps fight
Character returned all gear undamaged +2 against diseases. You get a +4 bonus to saves disease
effects for one hour. There is only enough for one
dose.
Injection, sedative SPECIAL EQUIPMENT
This injection is used to sedate the target, knocking This section details special equipment, like G.D.O.s,
them unconscious. Targets subject to this injection UAVs and MALPs. These pieces of equipment can only
must make a Fortitude save (DC 18) or be knocked be requested, they can never be bought.
unconscious for 5 minutes. A successful save has the
target suffering from the Staggered condition for 1
Field Remote Expeditionary Device (FRED)
minute.
The Field Remoate Expeditionary Drone, or FRED, is a
Using this item on a resisting target requires a
supply robot on eight wheels which can navigate
successful grapple check and pin before the actual
almost any terrain. The FRED also appears to have a
injection can be used. Against helpless targets, no
'follow mode', it is most likly sonar guided so it can
grapple check is needed. There is only enough for one
move without having constant human control over it
dose.
thereby freeing up man power and reducing travel
time. FRED can carry up to 800 lbs. of equipment.
Environmental Suit
Environmental suits provide a +4 bonus to saves
against cold and heat hazards.

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

* = See item description for further details

Weapon Accessories Foregrip


A foregrip is a vertical handgrip attached to the
Armor-Piercing Ammunition underside of the barrel of a firearm. Foregrips provide
Armor-piercing ammunition was designed to better a +1 bonus to attack rolls when using autofire.
pierce armor, butare less effective against unarmored
targets. Against armored targets, the weapon deals Tactical Flashlight
+1 extra damage. Against unarmored targets, the Tactical flashlights are attached to the barrel of a
weapon deals -1 damage. weapon, negating penalties for darkness within their
A target is considered "armored" is they wear actual illuminated areas. The tactical flashlight projects a
armor or have a natural armor bonus. beam 50 feet long and 15 feet across at its end.
Tracer Ammunition Shock Grenade
Tracer ammunition are special bullets that are visible This is a high-tech Goa'uld grenade that functions in a
to the naked eye due to a small pyrotechnic charge at similar manner to a flashbang, rendering targets
the base of the bullet. Tracer ammunition provides a temporarily unconscious and blind (targets save
+1 bonus to attack rolls when using autofire. separately against each effect, Fortitude Difficulty
17). Affected targets receive a Fortitude save each
EXPLOSIVES round against the same Difficulty to recover, with a +1
bonus per previous save.
There are two new types of explosives; the shock
grenade and the satchel charge.

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

* = See item description for further details

ARMOR Powered Armor


Powered armor consists of heavy body armor with an
environmental seal, built-in communications gear,
Armored Environmental Suit
and other technological devices.
This is a form of medium powered armor that
This armor provides protection from all atmospheric
provides a +4 bonus to save against cold, heat, and
conditions, including a vacuum, grants a +4 bonus to
radiation hazards, as well as being able to operate in a
checks against radiation, and gains the Night vision
vacuum environment for up to ten hours.
feat. In addition, the character has a +2 to Notice
checks against being suprised due to the heads-up-
Assault Armor display.
Full combat armor consists of a tactical vest
augmented with ballistic strike-plate inserts, thicker
kevlar, and ballistic protection on the shoulders,
forearms, and lower legs.
Armor Table
Jaffa Battle Armor Armor Toughness Cost
This is a suit of chainmail and plate armor that jaffa Jaffa battle armor (medium)* +4 22
Assault armor (heavy) +6 20
warriors wear in battle. Some battle armor have a Armored e-suit (medium powered)* +3 24
retractable helmet, in the shape of an animal-head Powered armor (heavy powered)* +8 30
(increase Cost by two). While wearing the helmet,
characters recieve the Night vision feat and a +2 * = See item description for further details
bonus to Intimidate checks to those living under
Goa'uld rule.
VEHICLES Gateship
Often called “puddle jumpers”, gateships are small
spacecraft designed by the Ancients. It is armed with
Al'kesh Vessel
drone weapons (+12 energy damage) that can bypass
The al'kesh is a Goa'uld mid-range bomber and troop
shield technology (lower the target's Toughness by
carrier. It is armed with two linked staff cannons (+12
-4). It can ferry up to 20 passengers. It also has an
energy damage), plasma charges (+12 explsovie
onboard dialing device and cloaking technology.
damage), and a complement of up to 50 troops. It also
has transportation rings and a cloaking device that
makes it invisible to both to sight and sensors. Ha'tak Vessel
The ha'tak are some of the largest of Goa'uld vessels.
They are armed with staff cannons (+15 energy
damage), a complement of up to 2,000 troops, three
wings of death gliders, and two wings of al'kesh. It is
capable of intergalactic FTL travel, has transportation
rings, and has a sarcophagus onboard.

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.

Death Glider Tel'tak Vessel


The death glider is a Goa'uld space-capable two-man The tel'tak is a small Goa'uld transport vessel. It also
attack-fighter. It is armed with two staff cannons (+10 comes with four escape pods and transportation
energy damage). rings.

F302 Fighter Vehicle Systems


The F302 is a Tauri space-capable two-man fighter-
interceptor. It is armed with railguns (+10 autofire Asgard Beaming Technology
damage) and missiles (+12 explosive damage). It is Asgard beaming technology allows near-
harder to detect with modern-level technology (+10 instantaneous transportation. Beaming technology
Difficulty to detect it), and has limited FTL capacity. cannot be used to bypass a ship's shields.
Cloaking Technology Shield Technology
Cloaking technology makes the vessel undetectable All space-faring vessels of Colossal size or larger have
to sensors and visual perception. Ships can remain some form of shield technology. Shield technology
cloaked while traveling on sublight engines, but must
are treated as having it's own damage track and it's
stop using the cloak when engaging the hyperdrive. own Toughness bonus. The base Shield Toughness is
The cloak also cannot be used when attacking other 10, plus a +2 bonus per size category above Colossal.
vessels. Asgard shield technology has an extra +4 bonus.
When a shield reaches the “disabled” condition, the
FTL Travel shield dissipates; further damage is handled normally.
Faster-then-light travel comes in two forms; Shields get a recovery check every other round, with a
intergalactic and extragalactic. Intergalactic FTL +0 bonus. Superior shield technology may grant a
allows for FTL travel within a single galaxy. bonus to the shield recovery check.
Extragalactic FTL allows travel between galaxies.

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 *

* = See item description for further details

.
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.

Wormhole Duration The Unstabled Vortex


A stargate can maintain an open wormhole for Anything within 20 ft. directly in front of the stargate
approximately thirty-eight minutes. when it is activated is instantly destroyed. Character
After the last object is through the stargate, it will within this area must make a Reflex save (DC 15) or be
remain open for one additional round after consumed by the unstable vortex, resulting in death.
transportation.
The Iris
If a stargate has some sort of iris or shield activated
with an active wormhole, anything coming through
does not reform on the other side, and is destroyed.
Characters entering such a stargate die
instantaneously.

ALIEN TECHNOLOGY
Here are some rules concerning alien technology.

Using Alien Technology


Using a DHD Some of the alien technology below are described as
A DHD is a Dial Home Device, a large round pedestal allowing characters to use various supernatural
that has the 39 gate symbols and a large red crystal in powers as described in the True20 core rulebook.
the center. All such technology has an innate adept level, which
Dialing a stargate address takes two rounds in ideal determines the Power check and Save difficulty as
conditions. Dialing when under not-so-ideal normal. However, the Key ability when using these
conditions requires characters to make an Intelligence technologies is always Intelligence.
check (DC 10) to successfully dial the right symbols. As all these "powers" come from technology, there
The DC is increased by +5 if trying to dial out before are no fatigue checks when using these powers.
an incoming wormhole is complete.
The Eidetic Memory feat also applies to this check. The Alien Technology

Using a dialing Program Ancient Healing Device


A dialing program is a computer program that The ancient healing device is a device that originally
controls the dialing mechanism on a stargate. When created by the Ancients. It's primary purpose was to
using a dialing program it takes four rounds to heal the advanced physiology of the Ancients, but it is
successfully dial a stargate address, but no harmful to normal humans. Each hour a human
Intelligence check is required. remains within 300 feet of the device, they must
make a Will save (DC 15) or suffer 1 point of Wisdom
damage. In addition, the save Difficulty increases
each hour by +1.
It is also capable of re-animating the dead. Any resulting in 2 poits of Wisdom damage.
creature that dies inside the area of effect will rise as a
1st-level zombie five minutes after it's death. Re- Detachment Device
animated dead can move outside the area of effect, A tollan piece of technology that is worn over the
but if they die outside the area they will not be re- chest. Detatchment deivces suppress a symbiote's
animated. ability to become the dominant personality of the
host body, allowing the host to speak freely. A light on
Anti-Prior Device the device signals which personality is currently
The anti-prior device is a piece of technology that dominant. The device can also "lock out" the
emits a specific sonic frequency to disrupt a prior's symbiote's personality from taking control of the host
ability to use their powers. The device has an affected body. It takes one round to attach the device.
radius of 60 feet, and anyone with supernatural
powers enters into the area must make a Will save Healing Device
(DC 20) or be unable to use their powers. Every other The Healing device is a Goa'uld piece of technology
round the character spend inside the affected area, consisting of a large red crystal emitter which can be
they get to make another save, gaining a +1 bonus per slid on one's hand. Like other Goa'uld hand devices,
previous check. Once the character successfully the healing device can only be used by people who
makes a save against the effecet, they become have Naquadah in their blood such as Goa'uld, Tok'ra,
immune to the device's power suppression effect for and former hosts. The device is capable of healing
that particular device for 24 hours. Staff weapon wounds, several diseases and even near
fatal injuries.
Atanik Armband
The atanik armband is a device that enhances the
wearer's speed and strength. When worn the
character gains a +3 bonus to Strength and Dexterity,
as well as being able to use the Supernatural speed
power, once per round as a 4th-level adept. Also, they
suffer a -2 penalty to Will saves while wearing the
armbands.
Each day a character wears the armband, they must
make a Fortitude save (DC 18). If successful, they
become immune to the virus released by the
armbands, and the physical-enhancing traits.
• Discern Health: The character can try to discern the current
Beaming Technology health status of an individual with a standard action and a
DC15 Concentration check. With this check the character can
Beaming technology allows near-instantaneous tell what conditions the subject is suffering from, or if they
transportation from one location to another. Using are diseased or poisoned.
this piece of technology allows the character to use
the Apport and Teleport powers as a 20th-level adept. • Healing: As a full-action, the character can try to heal any
injuries of a subject. Once per round, the character must
make a Concentration check (DC 15), and if successful, the
Blood of Sokar character can use either the Cure, Cure blindness/deafness,
The blood of sokar is a powerful narcotic that can Cure disease, or Cure poison power. The device acts as a 4th-
cause very real hallucinations, and is used on Netu as level adept.
a way to gain information from prisoners.
Anyone who ingest this substance must make an Holographic Projector
immediate Will save (DC 17), or fall under the effects A Holographic projector is a piece of technology that
similar to the Suggestion power for 10 minutes. One can create three-dimensional images over vast
minute later, another Will save (DC 17) is made, failure distances (such as onto a planet's surface from orbit).
Using a holographic projector allows the character to checks.
use the Illusion power as a 10th-level adept. The However, the disguise can be interrupted with a
holographic images created with this technology can specific sound frequency, cancelling the bonus.
project and detect sound, in addition to visual
imagery. Reol Chemical Disguise Ring
The reol chemical disguise ring is a Tok'ra-made
Invisibility Cloak chemical specifically designed to infect the mind of an
An Invisibility cloak allows a character to become intended person and trick them into seeing whom
invisible as a free-action. The effect lasts up to 10 ever or what ever the user says.
minutes, and it also allows the character to see other To deliver the chemical disguise requires an unarmed
invisible creatures when invisible. attack. Targets must make a Will save (DC 16) or be
into the illusion presented by the ring wearer. When
Kull Armor the affected target encounters a situation or evidence
Kull armor was designed to be near-impervious that contradicts the disguise, the target gets to make
against most forms of attack. This armor has a another Will save but with a +4 bonus.
Toughness bonus of +8. It is also able to bypass If you ever roll a "natural 1" on your attack roll, make a
Goa'uld energy shield-barrier technology, and second attack roll. If the second attack roll fails, the
scanners cannot pick up or penetrate the armor. wearer is instead affected by the chemical, dealing 2
Kull armor is considered heavy armor. The armor points of Wisdom damage.
comes with two weaponized-armbands, each with a
plasma repeater. Plasma repeaters deal +6 autofire Replicator Disruptor
energy damage and has a range increment of 30 feet. A Replicator disruptor is an anti-replicator weapon
The Exotic weapons proficiency is required to use that is designed to sever the communication between
these weapons effectively. replicator blocks, including Humanoid replicators.
This weapon emits a pulse wave of energy in a 30-ft-
Kull Disruptor wide cone 30-ft long. Any replicators in the area-of-
The Kull disruptor is a weapon that can counteract the effect must make a Fortitude save (DC 15) or be
life-giving properties of the armor worn by the Kull immedaitely be "destroyed".
warrior. First-generation
kull disruptors were Ribbon Device
based on the T.E.R., but Also known as a hand
the second-generation is device, or kara kesh in
a small device that can Goa'uld, this device is an
be attached to weapons. ornate ribbon-like glove in
You can make a ranged gold or silver worn on the
touch attack with a kull left hand of the user, with a
disruptor with an attack red gem in the center of
action, ignoring their the palm. As with most
armor completely. This Goa'uld technology, the
weapon deals +6 energy ribbon device is activated
damage and has a range increment of 30 feet. by mental control and the channeling of the
naquadah within the host body. Thus, only characters
Mimic Device with the symbiote feat or are former hosts can use it.
The Mimic device is a small, round holographic
projector that mimics the outward appearance of a • Energy Conduit: Can power any one naquadah-based
technology within 25 feet.
single individual, as well as changing the voice to
make the projected individual's appearance. While • Kinetic Blast: As a full action, the character can unleash a
activated, the wearer has a +10 bonus to Disguise blast of kinetic energy. This attack deals +4 bludgeoning
damage and has a range increment of 10 feet. With a taking one minute.
successful hit, the target must also make a Reflex save (DC There is a down side to using the sarcophagus, every
14) or be knocked prone. This attack can affect up to two
additional people, if within 5 feet of the original target, by
time a character uses the sarcophagus more then
spending a point of Conviction. once per day, they must make a Fortitude check (DC
10) or take 1 point of Wisdom damage. Each time it is
• Kinetic Shield: As a full-action, the character can activate an used in the same day, the Difficulty increases by +2.
energy shield around themselves. This shield provides Total Wisdom damage taken in this way is not healed by
Cover while active. Melee attacks and thrown weapons
bypass the shield, however. The shield can last one minute or
the sarcophagus.
absorb up to ten attacks in this manner before needing to
recharge (which takes one minute).

• Neural Link: Against a helpless target, the character


establish a neural link on the victim, causing severe pain, and
eventual death. The target must make a Will save (DC 10 +
one-half attacker's level + Charisma), treating the result like a
failed Toughness save. This attack can be maintained round-
to-round.

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

Listing Asgard Expert 8


Size: Small
Asgard Fleet Commander 21 Speed: 20 ft.
Goa'uld [background] 22 Abilities: Str +0, Dex +0, Con +0, Int +4, Wis +2, Cha +1
Goa'uld Ashrak 22 -----------------------------------------------------------
Goa'uld Spy 23 Skills: Computers 11 [+15], Concentration 11 [+13], Diplomacy 11
[+12], Disable device 11 [+15], Knowledge (physical sciences) 11
Goa'uld System Lord 23 [+20], Knowledge (technology) 11 [+20], Medicine 11 [+13],
Infestation Fly 24 Notice 11 [+13], Pilot 11 [+11], Sense motive 11 [+13], Stealth 11
Infestation Fly Swarm 24 [+11].
Jaffa Rebel 25 Feats: Armor training (heavy), Armor training (light), Armor
Jaffa Warrior 25 training (powered), Canny dodge (Int-based), Dedicated
(destruction of replicators), Firearms training, Improved
Jaffa First Prime 26 initative, Inventor*, Master plan, Position of power (asgard
Kull Warrior 26 fleet), Talented (knowledge (physical sciences) / knowledge
NID Agent 27 (technology))*, Well-informed, Vehicluar combat. * Bonus feat.
NID, Rogue Agent 27 Traits: Asgard background, Good reflex save, Savant (+3 bonus
Replicator “beetle” 28 to knowledge (physical sciences), knowledge (technology))
-----------------------------------------------------------
Replicator “spider” 28 Initiative: +4 (+4 feat)
SGC Marine 29 Combat: (Base: +6)
SGC Professional 29 - Attack: +6 melee unarmed, +6 ranged energy weapon (60 ft.)
SG-Team Commander 30 - Damage: -1 unarmed (nonlethal, 20/+3), +6 energy weapon
SG-Team Combat Specialist 30 (energy, 20/+3)
Defense:
SG-Team Mission Specialist 31 - Dodge: 20 (+4 Int)
Symbiote Host [template] 31 - Parry: 15
Tok'ra Operative 32 -----------------------------------------------------------
Unas 32 Saving Throws:
- Fortitude: +1 (+2 base, -1 Con)
- Reflex: +6 (+6 base)
- Will: +4 (+2 base, +2 Wis)
Toughness: -1 w/o armor, +7 w/ armor (+8 powered armor)
-----------------------------------------------------------
Conviction: 6.

• Asgard Background: Asgard have the following background.

• Ability Adjustments: +2 Intelligence, -1 Strength.


• Small: Asgard are small-sized creatures.
• Bonus Feats: Inventor*, Talented (knowledge (physical
sciences) / knowledge (technology)).
• Technological Bias: Asgard characters can use asgard
technology (and other similar level technology) without
trouble. When using more "primitive technology", they suffer
a -2 for each level under TR 6*.
• Favored Feats: Master plan, Well-informed.

* See the "True20 Companion" book for further information.


Goa'uld (background) Goa'uld Ashrak
Ability Adjustment: +1 Charisma, -1 Wisdom.
Bonus Feat: Symbiote. Goa'uld Warrior 6 / Expert 4
Disease Immunity: Symbiotes are immune to all diseases, Size: Medium
except those that are engineered to target symbiotes. Speed: 30 ft.
Genetic Memory: All symbiotes possesses the memory of the Abilities: Str +2, Dex +0, Con +2, Int +0, Wis +2, Cha +1
symbiote queen that it came from. Therefore, all symbiotes start -----------------------------------------------------------
with 4 extra starting skills at 1st-level. Skills: Bluff* 6 [+11], Climb 8 [+10], Concentration 4 [+6],
Larval Form: If a symbiote does not possess a host, they use the Disguise* 8 [+9], Escape artist 8 [+8], Gather information* 8
statistics of the "symbiote larval form" described below. When [+9], Intimidate 8 [+9], Notice 10 [+12], Pilot 4 [+4], Sense
outside of a host, the symbiote must make a Fortitude save motive 6 [+8], Sleight of hand* 8 [+8], Stealth 10 [+10], Survival 4
every ten minutes (DC 10, +1 per previous check), or lose 1 point [+6]. * Bonus skill.
of Constitution. Feats: Attack specialization (knife), Armor training (light), Canny
dodge (Wis-based), Firearms training, Greater attack
Tiny creature [Parastitoid] specialization (knife), Improved initaitve, Improved strike,
Speed: 5 ft., Swim 30 ft.; Abilities: Str -5, Dex +0, Con +0, Int Naquadah sense, Seize initiative, Sneak attack 2, Symbiote*,
(per NPC), Wis (per NPC), Cha (per NPC). Weapon training.
Skills: Per NPC.; Feats: Per NPC.; Traits: Goa'uld traits Traits: Goa'uld background, Human host, Good reflex save,
(Disease immunity, Genetic memory, Possession). Expertise, Symbiote
Initiative: +0; Combat: (Base: +0; Size +2), Attack: +2 melee, -----------------------------------------------------------
Damage: +0 bite (piercing, 20/+3); Defense: Dodge: 12; Initiative: +4 (+4 feat)
Saving Throws: Fortitude: +2 (+2 base), Reflex: +0 (+0 base), Combat: (Base: +9)
Will: +0 (+0 base); Toughness: -2 (-2 size) - Attack: +9 melee unarmed, +9 melee/ranged knife (10 ft.), +9
ranged ribbon device kinetic blast (10 ft.)
Possession: In their larval form, symbiotes can attempt to - Damage: +5 unarmed (lethal or nonlethal, 20/+3; +3 feat), +4
possess a host. The symbiote makes an attack roll against the bludgeoning ribbon device kinetic blast, +6 piercing knife (+2
target's dodge defense. If successful, the symbiote completely feat, +3 sneak attack)
possesses the host's body, the target host gains the "symbiote Defense:
host" template. If the symbiote attacks from a concealed - Dodge: 21 (+2 Wis)
position, they gain a +4 attack bonus. The implantation process - Parry: 21
takes one round. -----------------------------------------------------------
Saving Throws:
- Fortitude: +6 (+6 base, +2 Con, -2 multirole)
- Reflex: +5 (+5 base)
- Will: +5 (+3 base, +2 Wis)
Toughness: +2 w/o armor, +4 w/ armor (+2 light armor)
-----------------------------------------------------------
Conviction: 7.
Gear: Cloaking device, Ribbon device, Knife.
Goa'uld Spy Goa'uld System Lord (minor)
Goa'uld Expert 5 Goa'uld Warrior 10
Size: Medium Size: Medium
Speed: 30 ft. Speed: 30 ft.
Abilities: Str +1, Dex +0, Con +1, Int +0, Wis +2, Cha +2 Abilities: Str +3, Dex +2, Con +2, Int +0, Wis +0, Cha +1
----------------------------------------------------------- -----------------------------------------------------------
Skills: Bluff 8 [+14], Craft (demolitions)* 4 [+4], Diplomacy* 8 Skills: Bluff 12 [+13], Concentration 4 [+4], Diplomacy* 8 [+9],
[+10], Disable device* 8 [+8], Disguise 8 [+14], Gather Intimidate 12 [+13], Knowledge (current events) 8 [+8],
information 8 [+10], Knowledge (current events) 8 [+8], Pilot* 8 Knowledge (history)* 8 [+8], Notice 8 [+8], Pilot* 4 [+4], Sense
[+8], Notice 8 [+10], Sense motive 8 [+10], Sleight of hand 8 [+8], motive* 4 [+4]. * Bonus skill.
Stealth 8 [+8]. * Bonus skills. Feats: Armor training (heavy), Armor training (light), Attack
Feats: Firearms training, Jack-of-all-trades, Master plan, Second focus (ribbon device), Attack specialization (ribbon device),
chance (bluff), Sneak attack 1, Symbiote*, Talented (bluff / Greater attack focus (ribbon device), Firearm training, Improved
disguise), Weapon training, Well-informed. * Bonus feat. initiative, Leadership (leadership score 11), Position of power
Traits: Goa'uld background, Good will save, Savant (+2 bonus to (goa'uld empire), Symbiote*, Tough 2, Wealthy, Weapon
bluff, disguise) training. * Bonus feat.
----------------------------------------------------------- Traits: Goa'uld, Human host, Determination, Symbiote
Initiative: +0 -----------------------------------------------------------
Combat: (Base: +3) Initiative: +6 (+2 Dex, +4 feat)
- Attack: +3 melee unarmed, +3 zat (10 ft.) Combat: (Base: +10; Dex: +2)
- Damage: +1 unarmed (nonlethal, 20/+3), zat (special) - Attack: +12 melee unarmed, +14 ranged ribbon device kinetic
Defense: blast (10 ft.; +2 feat)
- Dodge: 13 - Damage: +3 unarmed (nonlethal, 20/+3), +5 bludgeoning ribbon
- Parry: 14 device kinetic blast (+1 feat)
----------------------------------------------------------- Defense:
Saving Throws: - Dodge: 22
- Fortitude: +2 (+1 base, +1 Con) - Parry: 23
- Reflex: +1 (+1 base) -----------------------------------------------------------
- Will: +6 (+4 base, +2 Wis) Saving Throws:
Toughness: +1 w/o armor - Fortitude: +9 (+7 base, +2 Con)
----------------------------------------------------------- - Reflex: +5 (+3 base, +2 Dex)
Conviction: 5. - Will: +3 (+3 base)
Toughness: +4 w/o armor (+2 feat), +8 w/ armor (+4 masterwork
jaffa battle armor), +10 DR from kinetic shield
-----------------------------------------------------------
Conviction: 7.
Gear: Ribbon device, Masterwork jaffa battle armor.
Infestation Fly Infestation Fly Swarm
Vermin 0 [Arthropod, Parastitoid] Vermin 4 [Arthropod, Parastitoid]
Size: Tiny Size: Tiny
Speed: 5 ft., Fly speed 40 ft. (good) Speed: 5 ft., Fly speed 40 ft. (good)
Abilities: Str -5, Dex +2, Con +0, Int --, Wis +0, Cha -4. Abilities: Str -5, Dex +2, Con +0, Int --, Wis +0, Cha -4.
----------------------------------------------------------- -----------------------------------------------------------
Skills: n/a. Skills: n/a.
Feats: Ability focus (stinger poison), Hover*. * Bonus feat. Feats: Ability focus (stinger poison), Hover*. * Bonus feat.
Traits: Vermin traits (Darkvision 60 ft., Mindless), Stinger poison. Traits: Vermin traits (Darkvision 60 ft., Mindless), Swarm traits
----------------------------------------------------------- (Swarm attack, Distraction DC 12), Stinger poison.
Initiative: +2 (+2 Dex) -----------------------------------------------------------
Combat: (Base: +0; Dex: +2, Size +2) Initiative: +2 (+2 Dex)
- Attack: +4 melee stinger (+2 Dex) Combat: (Base: +3; Dex: +2, Size +2)
- Damage: +0 stinger (piercing, 19-20/+3), plus poison - Attack: n/a, see Swarm attack
Defense: - Damage: +2 stinger (piercing, 19-20/+3), plus poison
- Dodge: 14 Defense:
----------------------------------------------------------- - Dodge: 17
Saving Throws: -----------------------------------------------------------
- Fortitude: +3 (+2 base) Saving Throws:
- Reflex: +2 (+2 Dex) - Fortitude: +4 (+4 base)
- Will: +0 - Reflex: +2 (+1 base, +2 Dex)
Toughness: -1 (+1 natural, -2 size) - Will: +0 (+1 base)
Toughness: -1 (+1 natural, -2 size)
• Stinger Poison: When an infestation fly damages a creature
with it's stinger attack, it can inject a poison inside the creature. • Stinger Poison: When an infestation fly damages a creature
This poison begins to change the creatures genetic material into with it's stinger attack, it can inject a poison inside the creature.
its own. The process takes up to five days, literally changing the This poison begins to change the creatures genetic material into
creature's mass into more infestation flies. its own. The process takes up to five days, literally changing the
Anyone attacked by the infestation fly and is successfully creature's mass into more infestation flies.
damaged, becomes poisoned with it's venom. Creatures Anyone attacked by the infestation fly and is successfully
poisoned must then make a Fortitude check (DC 10, +1 per damaged, becomes poisoned with it's venom. Creatures
previous check) every six hours, or suffer 1 point of Constitution poisoned must then make a Fortitude check (DC 10, +1 per
damage. If a creature succumbs to poison, that creature will previous check) every six hours, or suffer 1 point of Constitution
spawn a number of infestation flies within one hour after death. damage. If a creature succumbs to poison, that creature will
As the stinger venom converts the target creature's mass into spawn a number of infestation flies within one hour after death.
more infestation flies, the number of flies created from this As the stinger venom converts the target creature's mass into
process is based on the target creature's size. Tiny-sized more infestation flies, the number of flies created from this
creatures spawn one creature, Small-size creatures spawn four process is based on the target creature's size. Tiny-sized
flies, Medium-size creatures spawn six flies, Large-size creatures creatures spawn one creature, Small-size creatures spawn four
spawn twelve creatures, and each size category spawns an extra flies, Medium-size creatures spawn six flies, Large-size creatures
six flies about Large. spawn twelve creatures, and each size category spawns an extra
A symbiote's immunity to diseases and poisons does not apply six flies about Large.
to this poison, only extended the duration between checks, to A symbiote's immunity to diseases and poisons does not apply
one check per day. to this poison, only extended the duration between checks, to
The process can be stopped with two consecuative DC 20 one check per day.
Medicine checks. The Difficulty of the check can be lowered by 5 The process can be stopped with two consecuative DC 20
with antivenom treatments. Medicine checks. The Difficulty of the check can be lowered by 5
with antivenom treatments.
• Making Antivenom: The process of creating antivenom requires
the venom of a living infestation fly, one day of work, and a Craft • Making Antivenom: The process of creating antivenom requires
(chemistry) DC 20 check. The time to make it can be reduced the venom of a living infestation fly, one day of work, and a Craft
with the "Fast Craft" challenge, but with an increase in the (chemistry) DC 20 check. The time to make it can be reduced
Difficulty. with the "Fast Craft" challenge, but with an increase in the
Difficulty.
Jaffa Warrior Jaffa Warrior (First Prime)
Jaffa Warrior 2 (minion) Jaffa Warrior 5
Size: Medium Size: Medium
Speed: 30 ft. Speed: 30 ft.
Abilities: Str +3, Dex +1, Con +3, Int +0, Wis +0, Cha -1 Abilities: Str +3, Dex +1, Con +3, Int +0, Wis +0, Cha -1
----------------------------------------------------------- -----------------------------------------------------------
Skills: Intimidate 5 [+6], Notice 5 [+7], Stealth 5 [+6], Survival 5 Skills: Intimidate 8 [+9], Notice 8 [+10], Stealth 8 [+9], Survival 8
[+5]. [+8].
Feats: Armor training (heavy), Armor training (light), Attack Feats: Armor training (heavy), Armor training (light), Attack
focus (staff weapon), Firearms training, Great fortitude*, focus (staff weapon), Firearms training, Great fortitude*, Greater
Symbiote*, Talented (intimidate / notice)*, Weapon training. * attack focus (staff weapon), Improved initiative, Symbiote*,
Bonus feat. Talented (intimidate / notice)*, Weapon training. * Bonus feat.
Traits: Jaffa background, Symbiote Traits: Jaffa background, Symbiote, Unbreakable
----------------------------------------------------------- -----------------------------------------------------------
Initiative: +1 (+1 Dex) Initiative: +5 (+1 Dex, +4 feat)
Combat: (Base: +2; Dex: +1) Combat: (Base: +5; Dex: +1)
- Attack: +3 melee unarmed, +2 ranged staff weapon (30 ft.; +1 - Attack: +6 melee unarmed, +6 ranged staff weapon (30 ft.; +2
feat, -2 item), +3 melee staff weapon feat, -2 item), +6 melee staff weapon
- Damage: +3 unarmed (nonlethal, 20/+3), +10 staff weapon - Damage: +3 unarmed (nonlethal, 20/+3), +10 staff weapon
(energy, 19-20/+4), +6 staff weapon (bludgeoning, 20/+3; melee) (energy, 19-20/+4), +6 staff weapon (bludgeoning, 20/+3; melee)
Defense: Defense:
- Dodge: 13 - Dodge: 16
- Parry: 15 (+3 Str) - Parry: 18 (+3 Str)
----------------------------------------------------------- -----------------------------------------------------------
Saving Throws: Saving Throws:
- Fortitude: +8 (+3 base, +3 Con, +2 feat) - Fortitude: +9 (+4 base, +3 Con, +2 feat)
- Reflex: +1 (+0 base, +1 Dex) - Reflex: +2 (+1 base, +1 Dex)
- Will: +1 (+0 base, +1 Wis) - Will: +2 (+1 base, +1 Wis)
Toughness: +3 w/o armor, +7 w/ armor (+4 jaffa battle armor) Toughness: +3 w/o armor, +7 w/ armor (+4 jaffa battle armor)
-----------------------------------------------------------
Conviction: 5.
Jaffa Warrior (Rebel) Kull Warrior
Jaffa Warrior 2 (minion) Humanoid 14
Size: Medium Size: Medium
Speed: 30 ft. Speed: 20 ft.
Abilities: Str +3, Dex +1, Con +2, Int +0, Wis +1, Cha -1 Abilities: Str +5, Dex +0, Con +3, Int +0, Wis +0, Cha -2
----------------------------------------------------------- -----------------------------------------------------------
Skills: Bluff 5 [+6], Intimidate 0 [+1], Notice 5 [+8], Stealth 5 [+6], Skills: Notice 16 [+16], Survival 14 [+14].
Survival 5 [+6]. * Bonus skill. Feats: All-out attack, Armor training (heavy*, light*, powered),
Feats: Armor training (heavy), Armor training (light), Firearm Great fortitude, Symbiote*, Tough 1. * Bonus feat.
training, Great fortitude*, Symbiote*, Talented (bluff / stealth), Traits: Monstrous humanoid (Darkvision 60 ft.).
Talented (intimidate / notice)*, Weapon training. * Bonus feat. -----------------------------------------------------------
Traits: Jaffa background, Symbiote Initiative: +0
----------------------------------------------------------- Combat: (Base: +10)
Initiative: +1 (+1 Dex) - Attack: +14* plasma repeater (30 ft.), +14* unarmed melee
Combat: (Base: +2; Dex: +1) - Damage: +6 plasma repeater (autofire energy, 20/+3), +5
- Attack: +3 melee unarmed, +1 ranged staff weapon (30 ft.; -2 unarmed (nonlethal, 20/+3, melee)
item), +3 melee staff weapon Defense:
- Damage: +3 unarmed (nonlethal, 20/+3), +10 staff weapon - Dodge: 16*
(energy, 19-20/+4), +6 staff weapon (bludgeoning, 20/+3; melee) - Parry: 21* (+5 Str)
Defense: * +4/-4 All-out attack applied
- Dodge: 13 -----------------------------------------------------------
- Parry: 15 (+3 Str) Saving Throws:
----------------------------------------------------------- - Fortitude: +13 (+9 base, +3 Con, +1 feat)
Saving Throws: - Reflex: +4 (+4 base)
- Fortitude: +7 (+3 base, +2 Con, +2 feat) - Will: +4 (+4 base)
- Reflex: +1 (+0 base, +1 Dex) Toughness: +4 w/o armor (+3 Con, +1 feat), +12 w/ armor (+8
- Will: +1 (+0 base, +1 Wis) armor)
Toughness: +2 w/o armor, +7 w/ armor (+4 jaffa battle armor)
• Good Fortitude save.

• Kull Armor: See the “Super Technology” chapter above for


details.

• 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:

• No Constitution score. • No Constitution score.


• Dark vision out to 60 feet. • Dark vision out to 60 feet.
• Proficient with natural weapons. • Proficient with natural weapons.
• Immunity to all mind-influencing effects. Humanoid • Immunity to all mind-influencing effects. Humanoid
replicators are the exception to replicators are the exception to
this rule. this rule.
• Cannot heal damage on their • Cannot heal damage on their
own. They can be repaired by own. They can be repaired by
other replicators only. other replicators only.
• Not subject to critical hits, • Not subject to critical hits,
non-lethal damage, ability non-lethal damage, ability
damage, ability drain, fatigue, damage, ability drain, fatigue,
and exhaustion. and exhaustion.
• Immunity to any effect • Immunity to any effect
requiring a Fortitude save requiring a Fortitude save
(unless it affects objects, or is (unless it affects objects, or is
harmless) harmless)
• Immediately destroyed when • Immediately destroyed when
it reaches the “dying” it reaches the “dying” condition.
condition.
SGC Marine SGC Professional
Human Warrior 2 (minion) Human Ordinary 1
Size: Medium Size: Medium
Speed: 30 ft. Speed: 30 ft.
Abilities: Str +2, Dex +1, Con +2, Int +0, Wis +1, Cha +0 Abilities: Str +0, Dex +1, Con +0, Int +2, Wis +1, Cha +0
----------------------------------------------------------- -----------------------------------------------------------
Skills: Craft (demolitions) 5 [+5], Intimidate 5 [+5], Knowledge Skills: Based on Professional's specialty, see below.
(tactics) 5 [+5], Notice 5 [+6], Survival* 4 [+5]. * Bonus skill. — Doctor: Craft (chemicals) 4 [+6], Medicine 4 [+8], Knowledge
Feats: Armor training (heavy), Armor training (light), Attack (life sciences) 4 [+8].
focus (assault rifle), Iron will*, Firearms training, Weapons — Scientist: Computers 4 [+6], Craft (engineering) 4 [+8],
training. * Bonus feat. Knowledge (earth sciences) 4 [+6], Knowledge (physical
Traits: Human background sciences) 4 [+8].
----------------------------------------------------------- — Technician: Computers 4 [+6], Craft (electronics) 4 [+8], Craft
Initiative: +1 (+1 Dex) (mechanics) 4 [+8], Knowledge (technology) 4 [+6].
Combat: (Base: +2; Dex: +1) Feats: Based on Professional's specialty, see below.
- Attack: +3 melee unarmed, +4 ranged assault rifle (50 ft.; +1 — Doctor: Talented (knowledge (life sciences) / medicine).
feat), +3 ranged pistol (40 ft.) — Scientist: Talented (craft (engineering) / knowledge (physical
- Damage: +2 unarmed (nonlethal, 20/+3), +5 assault rifle sciences)).
(ballistic, autofire, 20/+3), +4 pistol (ballistic, 20/+3) — Technician: Talented (craft (electonics / mechanics).
Defense: Traits: Human background
- Dodge: 13 -----------------------------------------------------------
- Parry: 14 Initiative: +1 (+1 Dex)
----------------------------------------------------------- Combat: (Base: +0; Dex: +1)
Saving Throws: - Attack: +1 unarmed, -3 pistol (40 ft.; -4 nonproficient)
- Fortitude: +5 (+3 base, +2 Con) - Damage: +0 unarmed (nonlethal, 20/+3, melee), +4 pistol
- Reflex: +2 (+1 base, +1 Dex) (ballistic, 20/+3)
- Will: +4 (+1 base, +1 Wis, +2 feat) Defense:
Toughness: +2 w/o armor, +6 w/ armor (+4 tactical vest) - Dodge: 11
- Parry: 10
-----------------------------------------------------------
Saving Throws:
- Fortitude: +0 (+0 base)
- Reflex: +1 (+0 base, +1 Dex)
- Will: +1 (+0 base, +1 Wis)
Toughness: +0 w/o armor
SG-Team Commander SG-Team Mission Specialist
SG-Team Mission Specialists come in three types; cultural
Human Warrior 4 / Expert 2 experts, medical experts, and technical experts.
Size: Medium
Speed: 30 ft. Human Expert 6
Abilities: Str +0, Dex +1, Con +1, Int +1, Wis +1, Cha +2 Size: Medium
----------------------------------------------------------- Speed: 30 ft.
Skills: Craft (demolitions) 6 [+7], Diplomacy* 5 [+7], Knowledge Abilities: Str +0, Dex +1, Con +1, Int +1, Wis +2, Cha +2
(tactics) 9 [+10], Medicine 6 [+7], Notice 9 [+7], Sense motive 5 -----------------------------------------------------------
[+6], Stealth 9 [+10], Survival 6 [+7]. * Bonus skill. Skills: Concentration 9 [+11], Notice 9 [+11], Research 9 [+10],
Feats: Armor training (heavy), Armor training (light), Dedicated Search 9 [+10], Stealth 9 [+10], Survival 9 [+11], plus skills based
(team members), Firearm training, Improved initiative*, Inspire on mission specialty.
(competence), Master plan, Position of power (SGC), Seize — Cultural Expert: Diplomacy 9 [+13], Language (first language) 5
initiative, Weapon training. * Bonus feat. [+6], Language (second language) 4 [+5], Medicine* 4 [+6],
Traits: Human background, Command presence Sense motive 9 [+13].
----------------------------------------------------------- — Medical Expert: Craft (chemicals) 9 [+10], Diplomacy* 4 [+6],
Initiative: +5 (+1 Dex, +4 feat) Knowledge (life sciences) 9 [+10], Medicine 9 [+14].
Combat: (Base: +5; Dex: +1) — Technical Expert: Computers 9 [+10], Knowledge (physical
- Attack: +6 melee unarmed, +6 pistol (40 ft.), +6 ranged sciences) 9 [+12], Knowledge (technology) 9 [+12], Medicine* 4
submachinegun (40 ft.) [+6].
- Damage: +0 unarmed (nonlethal, 20/+3), +4 pistol (ballistic), +4 * Bonus skill.
submachinegun (ballistic, autofire, 20/+3) Feats: Accurate attack, Armor training (heavy), Armor training
Defense: (light), Canny dodge (Wis-based), Eidetic memory*, Firearms
- Dodge: 16 training, Lightning reflexes, Weapons training, plus feats based
- Parry: 15 on mission specialty. * Bonus feat.
----------------------------------------------------------- — Cultural Expert: Talented (diplomacy / sense motive),
Saving Throws: Xenoculture studies.
- Fortitude: +5 (+4 base, +1 Con) — Medical Expert: Improvised tools, Skill focus (medicine).
- Reflex: +2 (+1 base, +1 Dex) — Technical Expert: Improvised tools, Talented (knowledge
- Will: +3 (+4 base, +1 Wis, -2 multirole) (physical sciences) / knowledge (technology)).
Toughness: +1 w/o armor, +5 w/ armor (+4 tactical vest) Traits: Human background, Expertise, Good reflex save
----------------------------------------------------------- -----------------------------------------------------------
Conviction: 5. Initiative: +1 (+1 Dex)
Combat: (Base: +4; Dex: +1)
- Attack: +5 melee unarmed, +5 ranged pistol (40 ft.), +5 ranged
submachinegun (40 ft.)
- Damage: +0 unarmed (nonlethal, 20/+3), +4 pistol (ballistic,
20/+3), +4 submachinegun (ballistic, autofire, 20/+3)
Defense:
- Dodge: 17 (+2 Wis)
- Parry: 14
-----------------------------------------------------------
Saving Throws:
- Fortitude: +3 (+2 base, +1 Con)
- Reflex: +8 (+5 base, +1 Dex, +2 feat)
- Will: +4 (+2 base, +2 Wis)
Toughness: +1 w/o armor, +5 w/ armor (+4 tactical vest)
-----------------------------------------------------------
Conviction: 5.
SG-Team Weapon Specialist Symbiote Host (template)
SG-Team Weapon Specialists come in three types; demolitions The "Symbiote Host" template is a template that is used for
experts, heavy weapons experts, and snipers. hosts of both goa'uld and tok'ra.

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
-----------------------------------------------------------
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)
-----------------------------------------------------------
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.

You might also like