Stargate RPG
Posted: Sun Oct 25, 2009 5:52 pm
Hi everyone,
I've been a long time watcher of the Stargate franchise and with the recent arrival of Stargate Universe, I've found myself re-watching all the SG1 and Atlantis episodes - particularly those of SG1. So, with my interest piqued, I going to have a crack at GMing a RP game base on the Stargate universe. If you're interested, read on.
Criteria for the RP:
- You will require a reasonable knowledge of the Stargate Franchise. You may not need to know exactly what happens, but you need to know who main characters are, what the different races are and what technology is in use.
- I want at least semi-experienced RP'ersm who are going to contribute regularly, and will be posting in more than 1 or 2 lines.
Now the interesting stuff.
- The Set around Season 5-6, with Earth fighting the forces of Anubis.
- You'll be playing an SG team sent off planet on a mission, and the RP will evolve from there.
- 4-8 players, tops. Most likely a limit of 6.
Character creation:
- I downloaded a hugely long RP book for this, which utilises specific skills, character classes and lots of D10, D20 checks etc. However, having examined it, it's nearly 500 pages long, and very complex. Therefore unless you all want to use that, and are willing to download it then we will use the following Character creation/layout, which is a very much dumbed down version:
Name - self-explanatory
Race - Most people will be Human. However, if we get 6 one person may play a Tok'ra or a Jaffa, another may play an alien if 8 people play.
Rank - Human military personnel will have ranks. I want one Colonel to lead the squad, the rest can take ranks as they please, though no more than one captain either Those of a scientist or archeologist class (see below) will not have ranks.
Sex - again, self-explanatory
Class - Humans choose from the following: Military, Scientist, Medic, Archeologist. Each one will have bonuses and disadvantages as written below.
Once a character is created, you roll for attributes. Each attribute will have points assigned by me based on your character descriptions. As a rule, Military will be better at dexterity, bravery, stamina and perception, while other classes will be better at the others.
Strength: This details how strong you are in physical requirements, and how well you fight in hand to hand.
Dexterity: How well you shoot, as well as tasks which require moving and balancing.
Stamina: How tough you are.
Endurance: How long you can stay awake and how long you can continue in a task before you become tired.
Charisma: How well you interact with others.
Intelligence: How well you do at solving puzzles.
Perception: How well you notice things.
Bravery: How well you handle various physiological factors.
Aside from these, different characters will have different skills I will inform you of. Some other these will be standard of all people of you're class, some will be specific for you. Tok'ra may choose anything but medics, while Jaffa must be military and select marine.
Military - none. However, they may choose one from the following:
Point man - this character excels in scouting and sneaking. He has an increased perception and endurance.
Marine - this character is a tough soldier, and is the mainstay of most SG teams. He has an increased dexterity and Stamina.
Commander - Only the Colonel may take this, and he must. He has an an overall increase in his stats compared to other soldiers.
Heavy weapons - This character takes the bigger guns on the missions. He has an increased strength, and can lay demolitions.
Medics - they have the ability to make field dressings and heal wounding team members.
Archeologists - these characters have two abilities. They can read alien languages, analyze various structures and are better at conversing with alien cultures, as well as understanding alien cultures.
Scientists - these characters are the only ones capable of fixing machinery, using complex technology and building things of a complex nature.
In addition:
Tok'ra - they have healing abilities due to their symbiote, can read Goa'uld and have a small science skill.
Jaffa - Have the same healing abilities due to their symbiote, and can read Goa'uld. They also gain an additional strength and stamina bonus.
Quite generic I know, but it gives the jist of what I want. These class skills give bonuses and negative modifiers to skill checks.
Skill checks are done in order to succeed or fail in tasks. They are done simply by having a difficulty and comparing it with your skill in the relevant attribute combined with modifiers and a dice roll. You get higher, you succeed. Lower, you fail. Very much higher is critical success, very much lower is a critical failure.
Experience. When you do something I feel warrants experience boosts, I'll let you add a number of skill points to attributes. I will also allow you to create a skill for yourself, which you must run by me, based on what you've done. So, for example, say a solider spends a lot of time working with some aliens, I may allow him to create a skill giving him a bonues when working with cultures etc.
Equipment. All characters have the following equipment:
P90 machine gun, with several extra clips. Jaffa may swap this for a staff weapon. Tok'r may swap this for a Zat'nik'tel.
M9 Beretta pistol, with several extra clips.
Rations for a week.
Body armour.
Head armour, should they choose it. (go for a Daniel Jackson look)
An IDC emitter.
Flashlights.
Walkie-Talkies
In addition:
Medics have field dressings and various medicines.
Archeologists have notepads, writing equipment and a camera.
Scientists have basic equipment such as ammeters.
It should all become clear as you play. This may seem to simplistic for some, too complex for others. However, I'm trying to reach a nice middle ground. Any questions or comments, please PM me and I'll answers.
Finally, a word of advice. While a soldier is more exciting and powerful, I thoroughly recommend you have at least one scientist, medic and archeologist, and about 3-4 soldiers. The RP I hope is going to work well, and will run over the course of a while. The ideas I have means you'll need these characters.
I've been a long time watcher of the Stargate franchise and with the recent arrival of Stargate Universe, I've found myself re-watching all the SG1 and Atlantis episodes - particularly those of SG1. So, with my interest piqued, I going to have a crack at GMing a RP game base on the Stargate universe. If you're interested, read on.
Criteria for the RP:
- You will require a reasonable knowledge of the Stargate Franchise. You may not need to know exactly what happens, but you need to know who main characters are, what the different races are and what technology is in use.
- I want at least semi-experienced RP'ersm who are going to contribute regularly, and will be posting in more than 1 or 2 lines.
Now the interesting stuff.
- The Set around Season 5-6, with Earth fighting the forces of Anubis.
- You'll be playing an SG team sent off planet on a mission, and the RP will evolve from there.
- 4-8 players, tops. Most likely a limit of 6.
Character creation:
- I downloaded a hugely long RP book for this, which utilises specific skills, character classes and lots of D10, D20 checks etc. However, having examined it, it's nearly 500 pages long, and very complex. Therefore unless you all want to use that, and are willing to download it then we will use the following Character creation/layout, which is a very much dumbed down version:
Name - self-explanatory
Race - Most people will be Human. However, if we get 6 one person may play a Tok'ra or a Jaffa, another may play an alien if 8 people play.
Rank - Human military personnel will have ranks. I want one Colonel to lead the squad, the rest can take ranks as they please, though no more than one captain either Those of a scientist or archeologist class (see below) will not have ranks.
Sex - again, self-explanatory
Class - Humans choose from the following: Military, Scientist, Medic, Archeologist. Each one will have bonuses and disadvantages as written below.
Once a character is created, you roll for attributes. Each attribute will have points assigned by me based on your character descriptions. As a rule, Military will be better at dexterity, bravery, stamina and perception, while other classes will be better at the others.
Strength: This details how strong you are in physical requirements, and how well you fight in hand to hand.
Dexterity: How well you shoot, as well as tasks which require moving and balancing.
Stamina: How tough you are.
Endurance: How long you can stay awake and how long you can continue in a task before you become tired.
Charisma: How well you interact with others.
Intelligence: How well you do at solving puzzles.
Perception: How well you notice things.
Bravery: How well you handle various physiological factors.
Aside from these, different characters will have different skills I will inform you of. Some other these will be standard of all people of you're class, some will be specific for you. Tok'ra may choose anything but medics, while Jaffa must be military and select marine.
Military - none. However, they may choose one from the following:
Point man - this character excels in scouting and sneaking. He has an increased perception and endurance.
Marine - this character is a tough soldier, and is the mainstay of most SG teams. He has an increased dexterity and Stamina.
Commander - Only the Colonel may take this, and he must. He has an an overall increase in his stats compared to other soldiers.
Heavy weapons - This character takes the bigger guns on the missions. He has an increased strength, and can lay demolitions.
Medics - they have the ability to make field dressings and heal wounding team members.
Archeologists - these characters have two abilities. They can read alien languages, analyze various structures and are better at conversing with alien cultures, as well as understanding alien cultures.
Scientists - these characters are the only ones capable of fixing machinery, using complex technology and building things of a complex nature.
In addition:
Tok'ra - they have healing abilities due to their symbiote, can read Goa'uld and have a small science skill.
Jaffa - Have the same healing abilities due to their symbiote, and can read Goa'uld. They also gain an additional strength and stamina bonus.
Quite generic I know, but it gives the jist of what I want. These class skills give bonuses and negative modifiers to skill checks.
Skill checks are done in order to succeed or fail in tasks. They are done simply by having a difficulty and comparing it with your skill in the relevant attribute combined with modifiers and a dice roll. You get higher, you succeed. Lower, you fail. Very much higher is critical success, very much lower is a critical failure.
Experience. When you do something I feel warrants experience boosts, I'll let you add a number of skill points to attributes. I will also allow you to create a skill for yourself, which you must run by me, based on what you've done. So, for example, say a solider spends a lot of time working with some aliens, I may allow him to create a skill giving him a bonues when working with cultures etc.
Equipment. All characters have the following equipment:
P90 machine gun, with several extra clips. Jaffa may swap this for a staff weapon. Tok'r may swap this for a Zat'nik'tel.
M9 Beretta pistol, with several extra clips.
Rations for a week.
Body armour.
Head armour, should they choose it. (go for a Daniel Jackson look)
An IDC emitter.
Flashlights.
Walkie-Talkies
In addition:
Medics have field dressings and various medicines.
Archeologists have notepads, writing equipment and a camera.
Scientists have basic equipment such as ammeters.
It should all become clear as you play. This may seem to simplistic for some, too complex for others. However, I'm trying to reach a nice middle ground. Any questions or comments, please PM me and I'll answers.
Finally, a word of advice. While a soldier is more exciting and powerful, I thoroughly recommend you have at least one scientist, medic and archeologist, and about 3-4 soldiers. The RP I hope is going to work well, and will run over the course of a while. The ideas I have means you'll need these characters.