Savage Stargate Covers Stargate SG-1, Stargate Atlantis, and Stargate Universe Draft 1 Created by Will Herrmann Feedback greatly encouraged:
[email protected]
My Reasons for Doing This I ve always been a fan of Stargate SG-1 and later, the other Stargate series. When I got into role-playing games, I was excited to find out that there was a Stargate SG-1 roleplaying game and wanted to give it a try. When I borrowed a copy from a friend, I was initially impressed by the faithfulness to the series. But that excitement fell away when I discovered the dizzying number of combat options. Even worse, the gear section was a mess. I spent a good five minutes trying to find a P-90 and scratched my head when I found that I could take an MMORPG with me to a planet. By and large, I realized that this system wasn t for me. !
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I believe that Savage Worlds is a system that could easily capture the exciting feel of the shows, especially during the more action-packed episodes. I ve created a conversion that I ve used with my role-playing group at college and they ve loved it, so I d like to share it with the world. It s my goal to create a conversion that is useful and accurately captures the feel of the shows. I encourage any feedback to help this to happen. !
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This is currently a draft. I wanted to get some feedback about what I had done and to release what I had into the public for others to enjoy. There are things that are incomplete and things that may not make sense, but I hope to rectify them in the future. To Be Included: I haven t statted any vehicles yet. I first plan to write stats for F-302s, Deathgliders, Puddlejumpers, Wraith Darts and Destiny Shuttles. Later, I will include capital ships including Prometheus, Daedalus-class ships, Orion-class ships, Alkesh, Tel tak, Ori Motherships, Wraith Cruisers, and hopefully Destiny. !
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I plan to write stats for the Wraith so that a Todd-type character can be played. My immediate goal is to be able to have all main characters and major recurring protagonists from the show playable and then other options can be added. Hopefully, next draft will include character sheets for Jonas Quinn, Cameron Mitchell, and Vala Mal Doran. Later will include the main Atlantis team. Sample adversaries are a distant goal.
Races Human Humans are creatures that originated on Earth, but were taken to other worlds by the Goa'uld. Whether they are known as the Tau'ri, the Tollan, or the Genii, they share a common ancestry. All humans receive an additional edge at character creation to reflect their ability to adapt and thrive. Additionally, a Human can pick up an edge for free based on their homeworld: Tau ri: Lucky - The people of Earth have always had a knack for traveling to other planets, finding useful things, defeating enemies against impossible odds, and still making it back home safely. For this reason, everyone originating from earth gains an additional benny each session. !
Langarans: Alertness - As Jonas Quinn often demonstrated, the people of Langara have evolved to the point where they have an acute attention to detail and an eidetic memory. They gain a +2 to all Notice checks. Athosians: Woodsman - Teyla Emmagan s people from Athos are people of the land and are skilled in farming and hunting. This firsthand knowledge means that they receive a +2 to Tracking, Survival, and Stealth. !
You and your GM can discuss a suitable edge for a character wanting to be from another planet. If a Human becomes a Tok'ra, they must forfeit their next two advances. Alternatively, a Human can forfeit their
two free edges as Humans and begin as a To kra. Jaffa Jaffa were humans that were genetically manipulated by the Goa uld in order to incubate Goa uld symbiotes. They are commonly used as warriors by the Goa uld, though many have rebelled and joined the Free Jaffa. !
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Symbiote Health - The symbiote incubated within the Jaffa grants long life and an immunity to most toxins and disease. In addition, Jaffa start out with a d6 in Vigor. Symbiote Regeneration- Natural healing rolls can be made twice as often as usual. Fast Healer- The symbiote accelerates natural healing and so a Jaffa gains a +2 to heal checks. (The normal requirements of Veteran status and a d8 of vigor do not apply). Symbiote Dependency - Because a Jaffa requires a symbiote to live, the character suffers one level of fatigue each day (eventually resulting in incapacitation and death) if removed. Outsider - A Jaffa often find trouble adapting to Earth culture and may face resistance on worlds formerly enslaved by the Goa'uld. Wanted- When a Jaffa betrays the Goa'uld, he is branded a Shol'vah and will be captured or killed on sight. Note that if the game takes place when Tretonin is available, simply substitute the word "symbiote" for "Tretonin." Tok'ra Symbiote Health - The symbiote within the host grants long life and an immunity to most toxins and disease. In addition, a Tok'ra starts out with a d6 in Vigor.
Symbiote Regeneration- Natural healing rolls can be made twice as often as usual. Naquadah in Bloodstream- As a result of the blending of host and symbiote, the metal naquadah flows through the character's veins, allowing the use Goa'uld devices that require it. Fast Healer- The symbiote accelerates natural healing and so a Jaffa gains a +2 bonus to heal checks. (The normal requirements of Veteran status and a d8 of vigor do not apply). Dual Personality- With two personalities inhabiting the same body, the host and symbiote may conflict with each other. The symbiote has the ability to completely take control of the body if it feels the need. Total Symbiote Dependency - A Tok'ra is fully dependent on his or her symbiote. Should it be forcibly removed or injured, the host will die instantly. If the symbiote voluntarily leaves the host, the character effectively becomes a Human, but retains the Shared Knowledge edge and the Naquadah in Bloodstream edge. Tok'ra Responsiblity - The character is obligated to fulfill the needs of the Tok'ra before those of the host's race of affiliations.
Dropped Skills Driving/Riding - There are very few land vehicles and animals on the worlds that the Stargate leads to and so these skills are unused. In the rare event that they are needed, a Piloting skill or an Agility roll (GM s choice) can be used. !
Guts - While Stargate travelers often must deal with fearful things, those things typically do no more than spook the resilient travelers and create no lasting effects. Use a Spirit roll instead.
Knowledge Skills The discovery of advanced technology throughout the galaxy can greatly benefit mankind, but takes time to study and use effectively. Notably, Knowledge (Stargate) or Knowledge (Astrophysics) is required for any technical operations involving a Stargate or associated device, like a DHD (e.g. analyzing a DHD's buffer of stored gate addresses). Characters intending to use alien technology will require a Knowledge (Alien Technology) skill. This skill does not require a speciality in any type of alien technology (after all, Carter never seems to have major difficulty with Goa uld, Asgard, or Ori technology). A character does not need a Knowledge skill for technology of their own race. !
For difficult tasks with unfamiliar technology, a Knowledge (Alien Technology) skill roll may be required along with another skill roll. For instance, if O'Neill wants to pilot a Goa'uld Deathglider he wants to fly to escape a Goa uld Mothership, the GM might require him to roll both Knowledge (Alien Technology) and Pilot skill checks and get a success in both to pilot the Deathglider successfully. !
Languages: Miraculously, language is rarely an issue when traveling to other worlds, as virtually everyone speaks a common language. However, a character can speak and/or read an alien language given an appropriate background (e.g. a Jaffa can speak and read Goa'uld). A character can learn an alien language if they spend time learning it.
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Tau’ri Armor Type
Kevlar Vest w/inserts
Armor Weight* Notes
+4/+8
12
Covers torso only, see notes **
Goa’uld Armor Type
Armor Weight* Notes
Jaffa Chestplate Jaffa Chain Shirt Jaffa Greaves
+3 +2 +3
15 10 10
Covers torso (does not stack with chain shirt) Covers torso, arms (can be worn with chestplate) Covers legs
Serpent Guard Helmet Goa’uld Personal Shield
+4 -
8 -
Covers head, retractable Complete protection against anything faster than a throwing knife, negates Zat gun, 2 minute time limit
Ori Armor Type
Armor Weight* Notes
Corselet
+3
20
Covers torso
Vambace
+3
10
Covers arms
Greaves Helmet
+3 +3
15 2
Covers legs 50% vs head shot
Wraith Armor Type
Armor Weight* Notes
Corselet Greaves
+2 +2
10 8
Covers torso Covers legs
Face Mask
+2
1
Covers head
*This is effective weight when worn. Most armor weighs quite a bit more when carried rather than worn. **Kevlar offers 2 points of protection against most attacks, but not plasma bursts (e.g. from staff weapons). Kevlar weave “binds” spinning bullets and so negates 4 points of AP from bullets, and provides +4 protection from them as well. Two types of ceramic inserts can be added: one to provide an additional +4 protection against bullets (for a total of +8), or another to protect against plasma bursts by negating 4 points of AP and providing +4 protection against them.
Ammunition Type
Bullets, medium
Weight Notes
5/50
Liquid Naquadah Ori Power Supply Asuran Power Supply
1/4 1/4 1/4
Ronon’s Gun Ammo
8/50
Includes .22 to .32 Caliber Weapons Provides one round of ammunition for all Goa’uld weapons Provides one round of ammunition for all Ori weapons Provides one round of ammunition for an Asuran pistol -
Mundane Items Type
Weight
GDO Goa’uld Communicator Radio
1/2 1/2
Tretonin (one day) Naquadah Reactor Puddle Jumper Remote Ancient Scanner
1/4 15 1/2
Kino Kino remote Destiny Portable DHD
1/4 1/4
Special Items Type
Weight Notes
Personal Cloaking Device
2
Renders user invisible
Sodan Cloaking Device
2
Renders user invisible, cannot attack or otherwise interact with the environment while on
Goa’uld Healing Ring
1/4
Ribbon Device
1/4
Requires naquadah in the bloodstream, provides a +2 to Healing rolls Requires naquadah in the bloodstream, can torture, incapacitate, or kill at close range
Stargate Command Personnel Sheet Name: Jonathan “Jack” O Neill !
Wounds -1 -2 -3 INC -2 -1 Fatigue
Rank: Colonel Current Assignment: SG-1 Team Leader
Attributes: Agility d8, Smarts d6, Strength d6, Spirit d6 (+4 vs. Shaken), Vigor d6
Skills: Boating d8+2, Fighting d6, Intimidate d6+2, Notice d6+2, Persuasion d4, Piloting d8+2, Shooting d8, Stealth d4, Persuasion d4, Taunt d8+2, Throwing d6
Charisma: 0 Pace: 6”
Edges: (Human) Alertness: +2 to Notice (Tau ri) Lucky: 1 Free Benny per Session Ancient Gene: Can use Ancient technology Quick Draw: Draw weapon as free action Strong Willed: +2 to Intimidate and Taunt, +2 to resist Natural Leader: Can give bennies to team members Command: +1 vs Shaken for allies Inspire: Additional +1 vs Shaken for allies Rock and Roll!: Ignore auto-fire penalty if shooter doesn t move Ace: +2 to Boating and Piloting, can soak in vehicles at -2 penalty !
Hindrances: Loyal - Will not leave a solider behind Vow (Air Force) - Is a member of the United States Air Force and Stargate Command Big Mouth - Always says exactly what s on his mind, even to his superiors and his enemies. !
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Gear: Type
Weight
P90 Clips
2
GDO
-
Radio
1/2
Armor: Type
Kevlar Vest w/inserts
Armor Weight* Notes
+4
12
Covers torso only
Weapons: Type
Range
Damage
P90 (.28)
24/48/96
2d8
3
6
30
d6
Beretta (.09)
5/10/20
2d6
1
1
10
-
-
4d6
-
1/4
-
-
C4
Parry: 5 Toughness: 5+4
ROF Weight Shots Min Str
Stargate Command Personnel Sheet Name: Samantha Carter
Wounds -1 -2 -3 INC -2 -1 Fatigue
Rank: Major Current Assignment: SG-1
Attributes: Agility d8, Smarts d10, Strength d6, Spirit d6 (+2 vs. Shaken), Vigor d6
Skills: Fighting d6, Notice d6, Persuasion d4, Piloting d6, Repair d10+4, Shooting d8, Stealth d6, Throwing d6, Knowledge: Astrophysics d12+2
Edges: (Human) Attractive: +2 Charisma (Tau ri) Lucky: 1 Free Benny per Session Mr. Fix It: +2 to Repair, half time on raise Gadgeteer: Can jury-rig a device once per session Naquadah in Bloodstream: Can detect Goa uld and use Goa'uld devices that require it Level Headed: Act on best 2 cards in combat Scholar: +2 in two knowledge skills (Repair, Astrophysics) Jack of All Trades: Ignore -2 penalty for untrained Smarts based attempts Marksman: Auto aim (+2) when not moving !
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Charisma: 2 Pace: 6”
Hindrances: Curious - Is always interested in the technology of another race and wants to know how it works Vow (Air Force) - Is a member of the United States Air Force and Stargate Command
Gear: Type
Weight
P90 Clips
2
GDO
-
Radio
1/2
Armor: Type
Kevlar Vest w/inserts
Armor Weight* Notes
+4
12
Covers torso only
Weapons: Type
Range
Damage
P90 (.28)
24/48/96
2d8
3
6
30
d6
Beretta (.09)
5/10/20
2d6
1
1
10
-
-
4d6
-
1/4
-
-
C4
Parry: 5 Toughness: 5+4
ROF Weight Shots Min Str
Stargate Command Personnel Sheet Name: Dr. Daniel Jackson
Wounds -1 -2 -3 INC -2 -1 Fatigue
Rank: Civilian Current Assignment: SG-1
Attributes: Agility d6, Smarts d10, Strength d6, Spirit d8 (+2 vs. Shaken), Vigor d6
Skills: Fighting d4, Healing d4, Notice d8+2, Persuasion d8, Research d8+2, Shooting d6, Stealth d4, Streetwise d8, Throwing d6, Knowledge: Linguistics d12+2
Charisma: 0 Pace: 6”
Edges: (Human) Alertness: +2 to Notice (Tau ri) Lucky: 1 Free Benny per Session Great Luck: 1 Additional Free Benny Dodge: +1 when taking cover from area of effect, Attackers take -1 to Shooting Hard to Kill: Does not suffer wound penalties for knockout and injury table Harder to Kill: 50% chance of surviving a “death” Scholar: +2 in two Knowledge skills (Research, Linguistics) Level Headed: Act on best of 2 cards !
Hindrances: Heroic - Always looks out for the well-being of the cultures he meets Bad Eyes - Daniel Jackson requires glasses, -2 to attack and notice if he loses them. Pacifist (Minor) - Has moral qualms about fighting unless in self-defense
Gear: Type
Weight
P90 Clips
2
GDO
-
Radio
1/2
Armor: Type
Kevlar Vest w/inserts
Armor Weight* Notes
+4
12
Covers torso only
Weapons: Type
Parry: 4 Toughness: 5+4
Range
Damage
ROF Weight Shots Min Str
P90 (.28)
24/48/96
2d8
3
6
30
d6
Beretta (.09)
5/10/20
2d6
1
1
10
-
Stargate Command Personnel Sheet Name: Teal c !
Wounds -1 -2 -3 INC -2 -1 Fatigue
Rank: Jaffa, Granted Asylum Current Assignment: SG-1
Attributes: Agility d10, Smarts d6, Strength d10, Spirit d8 (+2 vs. Shaken), Vigor d10
Skills: Fighting d12+1, Intimidation d8+2, Notice d6, Persuasion d4, Piloting d8, Shooting d8+1, Stealth d4, Taunt d6+2, Throwing d6, Tracking d8
Edges: (Jaffa) Symbiote Health: Immunity to most toxins and disease. Start out with a d6 in Vigor. (Jaffa) Symbiote Regeneration: Natural healing rolls can be made twice as often as usual. (Jaffa) Fast Healer: +2 to heal checks Brawny - Toughness +1 Imp. Nerves of Steel: Ignore 2 wound penalties Strong Willed: +2 to Intimidate and Taunt Trademark Weapon (Staff Weapon): +1 to attack with Staff Weapon Dead Shot: Double damage to Shooting when dealt a Joker Mighty Blow: Double damage to fighting when dealt a Joker No Mercy: Can spend bennies to reroll damage
Charisma: 0 Pace: 6”
Parry: 6 Toughness: 7+4
Hindrances: Symbiote Dependency - Receives one level of fatigue each day if symbiote is removed, killing him on incapacitation Outsider - Has trouble adapting to Earth culture and may face resistance on worlds formerly enslaved by the Goa'uld Wanted - Branded a Shol'vah and enemy Jaffa will be capture or kill him on sight. Vengeful - Will stop at nothing to kill a Goa uld who has wronged him !
Gear: Type
Weight
GDO
-
Radio
1/2
Armor: Type
Armor Weight* Notes
Kevlar Vest w/inserts
+4
12
Covers torso only
Weapons: Type
Staff Weapon (Ranged) Staff Weapon (Melee)
Range
Damage
ROF Weight Shots Min Str
30/60/120
3d6
1
8
-
d8
-
Str+d8
-
8
-
-
Stargate Command Personnel Sheet Name: Jacob Carter
Wounds -1 -2 -3 INC -2 -1 Fatigue
Rank: Major General (Retired) Current Assignment: Tok ra Liaison !
Attributes: Agility d6, Smarts d8, Strength d6, Spirit d8 (+2 vs. Shaken), Vigor d6
Skills: Fighting d4, Persuasion d6, Piloting d6, Repair d8, Research d6+2, Shooting d6, Stealth d6, Streetwise d6+4, Throwing d4, Notice d6+4
Edges: (Tok ra) Symbiote Health: Immunity to most toxins and disease. Starts out with a d6 in Vigor. (Tok ra) Symbiote Regeneration: Natural healing rolls can be made twice as often as usual. (Tok ra) Naquadah in Bloodstream: Allows the use Goa'uld devices that require it. (Tok ra) Fast Healer: +2 bonus to heal checks Charismatic: +2 Charisma Improved Dodge: -2 to be hit by ranged attacks Investigator: +2 Research and Streetwise] Improved Level Headed: Take best of 3 cards Scholar: +2 in two Smarts skills (Streetwise, Notice) Jack-of-All-Trades: Ignore -2 penalty for untrained Smarts skills !
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Charisma: 2 Pace: 6”
Parry: 4 Toughness: 5
Hindrances: (Tok ra) Dual Personality- Selmak, his symbiote, has the ability to completely take control of the body if it feels the need. (Tok ra) Total Symbiote DependencyBoth symbiote and host will die instantly if forcibly removed without special equipment Vow (Tok ra) - Obligated to fulfill the needs of the Tok'ra before those of the Tau ri !
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Gear: Type
Weight
GDO
-
Radio
1/2
Weapons: Type
Range
Damage
Zat’nik’tel (Zat gun)
5/10/20
Stuns*
ROF Weight Shots Min Str
1
3
-
-
-On hit with Zat: Target falls prone and must make a Vigor roll at -2. • Success: the target is Shaken and Fatigue -2 • Success with a raise: the target is Shaken and Fatigue -1 • Failure: Target is incapacitated -Target makes a Vigor roll at -2 as a free action each round to remove fatigue. -“One shot stuns, two shots kill, three shots disintegrate” -For the sake of balance, you cannot kill a Wild Card with a Zat