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Contents

Physical Sciences .................................................................... 13


Contents ......................................................2 Astrophysics .......................................................................... 13
Materials ................................................................................ 13
Version History.............................................5
Nuclear Physics..................................................................... 13
Changes from 3.x to 4.0 .........................................5 Engineering .............................................................................. 13
Character Generation .......................................................... 5 Mechanical Engineering .................................................... 13
Skills ........................................................................................... 5 Electrical Engineering .......................................................... 13
Feats ......................................................................................... 6 Civil Engineering ................................................................... 13
Combat and Health .............................................................. 6 Psychology ............................................................................... 13
Downtime ................................................................................ 6 Maths and Computing .......................................................... 14
4.0 Revisions ................................................................................ 6 Pure Mathematics................................................................ 14
Communications.................................................................. 14
Game Background.....................................7
Ciphers ................................................................................... 14
The Spirit of the Game ............................................7 Programming / Hacking ..................................................... 14
The Structure of the Game .....................................7 Archaeo-Anthropology ......................................................... 14

Credits ......................................................................7 Linguistics .................................................................................. 15

Acknowledgement ................................................7 Medicine ............................................................... 16


Medic ..................................................................................... 16
Safety ...........................................................8 Paramedic ............................................................................ 16

Head Hits ..................................................................8 Doctor .................................................................................... 16


Special Medical Abilities ........................................................ 16
Game Calls .............................................................8
Stabilise Casualty ................................................................. 16

Other General Items ...................................9 Diagnosis ............................................................................... 16


Expert Diagnosis ................................................................... 16
Acting and Respect for the Atmosphere and
Environment .............................................................9 Prep for Movement.............................................................. 16
Critical Care.......................................................................... 16
Respect for the Public ............................................9
Treatment Limit ..................................................................... 16
Consistency .............................................................9
Use Hem-Con........................................................................ 16
Surgery Hem-Con Use ......................................................... 16
Character Generation ..............................10
Use Level x Drugs .................................................................. 16
Summary ................................................................10
Resuscitation ......................................................................... 16
Character Backgrounds ......................................10 Doctor Specialism’s ................................................................ 17
Military Soldier ..........................................................................10 Cardiothoracic ..................................................................... 17
Military Specialist .....................................................................10 Haematology ....................................................................... 17
Intelligence Operative ...........................................................10 Infectious Diseases ............................................................... 17
Intelligence Analyst.................................................................11 Oncology .............................................................................. 17
Civilian .......................................................................................11 Physiology – (Alien) .............................................................. 17
Aliens ......................................................................11 Plastic Surgery ....................................................................... 17
Player Character Jaffa ...........................................................11 Proctology ............................................................................. 17
Neurosurgery......................................................................... 17
Skills ............................................................12 Medical Technologies ............................................................ 18
Academic Skills ....................................................12 Hem-Con ............................................................................... 18
Biological Science ...................................................................12 Morphine ............................................................................... 18
Genetics.................................................................................12 Adrenaline............................................................................. 18
Human Physiology ................................................................12 Sodium Pentothal................................................................. 18
Botany ....................................................................................12 Broad Spectrum Antibiotics ................................................ 18
Pathology ..............................................................................12

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Broad Spectrum Anti Venom .............................................18 Fish and Game ..................................................................... 23
Broad Spectrum Anti Poison ...............................................18 Forensics ................................................................................ 23
Specific Antibiotic ................................................................19 Geology................................................................................. 23
Specific Anti Venom ............................................................19 Gunsmith ............................................................................... 23
Specific Anti Poison ..............................................................19 Interrogator ........................................................................... 23
Casualty Cards ........................................................................19 Modern History...................................................................... 23
Location Card .......................................................................19 Navigation ............................................................................ 23
Green Wound Cards............................................................19 Occult Studies ...................................................................... 24
Red Trauma Cards ...............................................................19 Philosophy ............................................................................. 24
Overdose ..................................................................................19 Pilot Aircraft ........................................................................... 24
Addiction ..................................................................................19 Pilot Boat................................................................................ 24

Combat Skills .........................................................20 Politics .................................................................................... 24

Small Firearms ........................................................................20 Religious Studies ................................................................... 24

Medium Firearms ..................................................................20 Veterinary Science .............................................................. 24

Large Firearms .......................................................................20 Skill Game System ................................................ 24


Sniper ......................................................................................20
Support Weapons.................................................................20 Feats........................................................... 25
Thrown / Ranged ..................................................................20 Feats List................................................................. 26
Melee Weapons ...................................................................20 All Guns Blazing .................................................................... 26
Unarmed Combat ................................................................20 A Personal Sense of Purpose .............................................. 26

Vitality ....................................................................20 Blood Hound ......................................................................... 26

Specialist Background Skills ................................21 Botch Job .............................................................................. 26


Upgrade to: MacGyver................................................... 26
Dreaming Spires .......................................................................21
Bullet Catcher ....................................................................... 26
Experimental Kit .......................................................................21
Upgrade to: Bodyguard .................................................. 26
Insider Information ...................................................................21
Caffeine Hit ........................................................................... 26
Notes .........................................................................................21
Cat Like Reflexes .................................................................. 26
Basic Skills ..............................................................22
Upgrade to: Well Balanced ............................................ 26
Basic Biology .........................................................................22
Choke .................................................................................... 27
Basic Botany ..........................................................................22
Crash Course ........................................................................ 27
Basic Chemistry .....................................................................22
Critical Hit .............................................................................. 27
Basic Computers...................................................................22
Upgrade to: Called Shot ................................................. 27
Basic Engineering .................................................................22
Upgrade to: On the Nose ............................................... 27
Basic Language ....................................................................22
Upgrade to: Blind Shot..................................................... 27
Basic Mathematics ...............................................................22
Death’s Door......................................................................... 27
Basic Physics ..........................................................................22
Die Hard................................................................................. 27
Basic Zoology ........................................................................22
Disarm .................................................................................... 27
Veteran Skills .........................................................22
Disarm / Rearm ..................................................................... 28
Armoursmith ..........................................................................22
Drug Resistance ................................................................... 28
Ancient History ......................................................................22
Emergency Measures .......................................................... 28
Astronaut ...............................................................................22
Upgrade to: Battlefield Surgeon .................................... 28
Barrack Room Lawyer..........................................................22
Escape Artist ......................................................................... 28
Bio-Engineering .....................................................................23
Upgrade to: Escapologist ............................................... 28
Bodybuilder ...........................................................................23
Expert Technician................................................................ 28
Catering .................................................................................23
Flash of Insight....................................................................... 28
Craft Improvised Weapon ..................................................23
Flesh Wounds ........................................................................ 28
Demolitions ............................................................................23
Going Burko .......................................................................... 29
Disposal ..................................................................................23
I’m a Coward ....................................................................... 29
Expert Bodybuilder ...............................................................23
Upgrade to: Mostly Harmless .......................................... 29

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Intuitive Electrician ...............................................................29 Melee ..................................................................................... 36
Jammy Bastard .....................................................................29 Thrown / Ranged Weapon................................................. 36
Upgrade to: Lucky Bastard .............................................29 Grenades .............................................................................. 36
Killing Blow / Killing Strike......................................................29 Demolitions............................................................................ 36
Last Desperate Act ..............................................................29 Alien Technology ................................................................. 36
Natural Born Hacker.............................................................29 Special Damage Calls ......................................... 37
Natural Immunity ..................................................................30
Other Calls............................................................. 37
Natural Signaller....................................................................30
Reloading .............................................................. 38
Negotiator .............................................................................30
Cover ..................................................................... 38
Upgrade to: Expert Negotiator .......................................30
Old College Professor ..........................................................30
Character Development.......................... 39
On Your Feet Soldier ............................................................30
Self Stabilise ...........................................................................30
Post-Event .............................................................. 39
Sniper Shot .............................................................................30 Downtime .............................................................. 39
Upgrade to: Marksman....................................................31 Development .......................................................................... 39

Spontaneous Ambidexterity ...............................................31 Train ........................................................................................ 39

Upgrade to: True Ambidexterity .....................................31 Random Assignment ........................................................... 39

Stay With Me .........................................................................31 Teach ..................................................................................... 40

Steady Nerve ........................................................................31 Improve ................................................................................. 40

Surgeon ..................................................................................31 Upkeep .................................................................................. 40

Upgrade to: Expert Surgeon ...........................................31 Skill Usage ................................................................................. 40

Torture Resistance ................................................................31 Dreaming Spires ................................................................... 40

Upgrade to: Get Out of My Head..................................32 Experimental Kit .................................................................... 40

We Have a Job to Do ..........................................................32 Insider Information ............................................................... 40

What Would X Do? ...............................................................32 Research .................................................................................. 41

ZAT Resistance ......................................................................32 Miscellaneous .......................................................................... 41

Exotic Training Times ............................................ 42


Combat and Health..................................33 Alien Language Read-Write / Speak................................... 42
Cover......................................................................33 Alien Technology Use ............................................................. 42

Armour ...................................................................33 Alien Technology Systems ..................................................... 43

Damage .................................................................33
Cheating.................................................... 44
Weapons Damage ...............................................35
Step 1 - Informal Warning ................................................... 44
Small Firearms ........................................................................35
Step 2 - Formal Warning ...................................................... 44
Medium Firearms ..................................................................35
Step 3 – Final Warning ......................................................... 44
Large Firearms .......................................................................35
Step 4 –Exclusion from Playing ........................................... 44
Sniper ......................................................................................35
Unsafe Play for Crew or Players ............................................ 44
Support Firearms ...................................................................35

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Version History

Changes from 3.x to 4.0


Please note that minor changes, or removals which are not player affecting are not listed below. Items in blue are items that will
be applied to existing characters

Character Generation
• Changed Backgrounds – now split out skill lists that new characters can start from, increased to five background types.
• Certain Backgrounds can now have higher starting vitality (if chosen as a Background Skill)
• Changed “Select Background Feat” to “Select Background Skill”
• Body now starts at 6 rather than 3. All current player characters will be retroactively added 3 body
• Added Jaffa Player Character Stats

Skills
• Removed “Regardless of specialism, the biologist may act as a first aider”.
• Removed “Ecology” and moved its abilities to “Physiology” and the new skill “Botany”. All current player characters with Ecology can
choose whether they want the new expanded Physiology, or Botany.
• Added in more items into Material Science description. Material Science is now also a pre-req for more alien technology.
• Added in more items into Nuclear Physics description. Nuclear Physics is now also a pre-req for more alien technology.
• Removed Engineering from Physical Sciences
• Created new skill group “Engineering” with subsections of “Mechanical Engineering”, “Electrical Engineering” and “Civil Engineering”.
All current players with Engineering will be asked to pick one of the new specialities
• Added new ability to “Pure Mathematics” to make it actually useful.
• Changed Basic Ecology to helping learn Physiology
• Changed Basic Physics to help learning Material Science
• Added new Veteran Skills : Expert Bodybuilder, Interrogator, Astronaut, Veterinary Science, Gunsmith, Armoursmith
• Increased length of time to learn Demolitions to 6 Months. Anyone currently learning this skill will have their time required amended –
this does not affect anyone who has already completed learning the skill.
• Increased length of time to learn Disposal to 4 Months. Anyone currently learning this skill will have their time required amended – this
does not affect anyone who has already completed learning the skill.
• Reduced length of time to learn Medium Firearms to 2 Months. Anyone currently learning this skill will have their time required
amended – this does not affect anyone who has already completed learning the skill.
• Reduced length of time to learn Large Firearms to 4 Months. Anyone currently learning this skill will have their time required amended –
this does not affect anyone who has already completed learning the skill.
• Increased length of time to learn Pilot Aircraft to 6 Months. Anyone currently learning this skill will have their time required amended –
this does not affect anyone who has already completed learning the skill.
• Changed name of Large Firearms (Machine) to Large Firearms, Large Firearms (Sniper) to Sniper, Heavy / Support Firearms to Support
• Reduced length of time to learn Support Firearms to 4 Months. Anyone currently learning this skill will have their time required amended
– this does not affect anyone who has already completed learning the skill.
• Reduced length of time to learn Melee Weapons to 5 Months. Anyone currently learning this skill will have their time required amended
– this does not affect anyone who has already completed learning the skill.
• Added “Knockdown” ability to the Trip and Throw skills in Unarmed
• Increased “Strike” ability in Unarmed from 3/times per mission to unlimited.
• Added extra abilities and clarifications to the Psychology skill.
• Added extra abilities into the Archaeo-Anthropology skill.
• Archaeo-Anthropology now gives two specialist areas rather than one. Anyone with the Archaeo-Anthropology skill will gain an extra
speciality.
• Linguistics now gives Language Families rather than specific languages. Anyone with a specific language will have it translated into the
equivalent language family – thus gaining a wider range of languages.
• Dreaming Spires, Experimental Kit and Insider Information descriptions moved to “Skills” rather than “Feats”. Use of these skills no longer
take up a “downtime slot”
• Removed ability for people to team up reduce the time taken by combining on a particular problem card.
• Complete re-write of medical skills to actually give each level abilities !!
• Added drugs and medical techniques
• Added Casualty Card / Location Card / Trauma Card / Overdose and Addiction instructions
• Skill game player cards no longer have what items it solves on them (to allow for unique problem cards per situation) – “Is fixed by:” is
still listed on all the problem cards. This also allows for some player customised cards learnt during downtime without unbalancing the
system.
• Card game pool increased from 16 to 24 – but some cards will now solve a wider range and some a smaller range
• There is now a larger pool of player and problem cards to represent a wider range of skills.

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Feats
• Added “Large Machine” and “Sniper” to Critical Hit feat
• Changed Crash Course to allow a reduction of only 1 month per downtime.
• Added “And must be role-played” to description of Jammy Bastard / Lucky Bastard
• Added New Feats : Cat Like Reflexes, Die Hard, Drug Resistance, Natural Born Hacker, Natural Signaller, Steady Nerve, Intuitive
Electrician, Expert Technician, Stay With Me, Escape Artist, Escapologist, Blind Shot, On Your Feet Soldier, All Guns Blazing, Well Balanced
• Removed “Strike” feat. Anyone with the Strike Feat will be able to pick another Temporary Feat to make up for this loss. You gain a
number of Temporary Feats equal to the number of Strikes you had.
• Changed “We Have a Job To Do” to be “Other Only” – i.e. the vitality increase is given to other people on the team, excluding the
person using the feat to represent motivational speeches.
• Changed “What Would X Do?” to require the name of the person to be specified at the time of taking the feat (i.e. the players must
select (for example : “What Would James Kibble Do” or “What Would Jason Andrews Do” at the time of taking the skill. Anyone with
“What Would X Do?” feats will asked to name a character (or characters depending on the number of feats they have) to update their
feat list.
• Dreaming Spires, Insider Information and Experimental Kit have been moved to the Skills section rather than Feats.
• Due to the new “Expert Surgeon” feat – anyone with Battlefield Surgeon can choose whether they want to keep Battlefield Surgeon, or
move to Expert Surgeon.
• Added : Upgrades to permanent feats occur between events during downtime.

Combat and Health


• IMPORTANT – DAMAGE NOW COMES OFF VITALITY ON A POINT FOR POINT BASIS – IF YOU GET
HIT FOR A TRIPLE (3 DAMAGE) YOU LOSE THREE POINTS OF VITALITY.
• Body for player characters is now starting at 6 (7 with Bodybuilder, 8 with Expert Bodybuilder)
• Armour now adds to Body rather than Vitality
• Armour can no longer be sacrificed to protect against a critical hit, but since it adds to body, gives this protection naturally.
• Armour is now damaged in use by taking damage, but can now be repaired by an Armoursmith
• Added in changed recovery times depending on medical feats.
• Changed health levels for new medical casualty cards.
• Damage calls can now be made using LARP standard “Single, Double, Triple, Quad” as well as “1,2,3,4”.
• New damage call of “Through” which bypasses vitality – i.e. Triple Through takes 3 damage off body.
• Changed damage of most weapons
• Assault Rifles and SMGs now have separate damages – you do that damage depending on your phys rep.
• Added shotgun, flamethrower, grenade, C4, Naquadah Enhanced C4 damage
• Changed Covering Fire to use 5 bullets per call, so the bigger the gun the longer you can call it for.
• Changed Spray Fire to use 10 bullets per call, removed the restriction of using an entire ammo clip, you use it as you require!
• Changed Heavy Fire to use 15 bullets per call, removed the restriction of using an entire ammo clip, you use it as you require!
• Changed rules for incapacitate
• Added in new call “Zat” for use with ZAT’s only, Venom, Poison, Venom Incapacitate, Flame
• Clarified uses of Goa’uld hand devices – now you can no longer have a shield up AND be life draining.
• Added specific rules to Knockdown
• Changed Power Thrust from 21 feet to 20 feet to make it more sane !
• Changed Rocket damage call to a 10 foot radius and added Knockdown.

Downtime
• Use of “Background Skills” (Dreaming Spires, Insider Information and Experimental Kit) no longer use up a downtime learning slot.
• “Research” no longer takes up a downtime learning slot.
• Downtime now split into : Development, Skill Usage, Research, Miscellaneous
• Development – 3 Slots (Train, Random Mission, Upkeep, Teach, Improve)
• Skill Usage – Use one of your Background Skills (if you have one)
• Research – What research you will want to do during downtime
• Miscellaneous – Anything you need answering that doesn’t fall into the above.

4.0 Revisions
Rev 01 : Changed “Well Balanced” to reference “Cat Like Reflexes” rather than Bullet Catcher.
Rev 02 : Added Doctor Specialities (Medicine section); Bio-Engineering , Catering (Veteran Skill section), Added Basic Computers / Basic
Engineering card game description.
Rev 03 : Reduced Font Size on “Revisions” List to reduce space, PDA version

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Game Background

The Spirit of the Game


The inspiration in creating Stargate LARP is and will remain, Stargate: The motion picture and Stargate: SG1 and its relations. The
intention is to create, as closely as possible on a budget of hundreds and not millions, the opportunity to travel through the
Stargate to other worlds. These are not journeys of conquest, but of exploration: sometimes dangerous, sometimes frightening,
sometimes emotional but always challenging. They may not be in the universe quite as it has already been drawn in SG1, but
there are enemies and friends to be found and made out there. Go as ambassadors and defenders, however remember that
who becomes an enemy and who becomes a friend is literally down to your actions and conduct.

This is a ‘living document’ and the rules it contains are constantly evolving and developing. If you have any suggestions please
let us know by visiting the website (www.stargatelrp.com) and contacting us.

The Structure of the Game


Stargate Live Action Role Playing (Stargate LARP) is designed as a 24 hour time in style system. Within that time there is Uptime-
when the characters are actively on missions, and Soft time, when the characters are based at the gate command. It is
possible for players to go off base (out of character) during this time. If you want to leave you must notify the base staff they are
leaving and change out of costume. It is vital that the organisers know who is and is not on site at all times.

An out of character camping area will be provided, away from the In Character area. You can choose whether to have an IC
tent or an OOC tent.

In Character administrative functions normally represented by god or similar are designed to be in character.

Out of character staff will be available and clearly distinguishable (usually wearing a ‘Hi-Visibility’ vest), to deal with any issues
which cannot be resolved by in character means, such as safety and first aid.

The crew area is an out of character, and is off limits to players without the approval of a referee.

Credits
Original Game Concept:, System Design And Rules © 2005,2006

Samantha J M Griffin, Tony Boyd, Matt Challenor, John A. David, Mel Duffy, Tony Kehoe + others

2007 Rules amendments

The Player Base (as registered on the forum). Brought together by Dave Little, Derek Pears, Nick Livsey & Tony Kehoe

2008 Rules amendments

Tony Kehoe, Derek Turnball, Ross Smith, John A. David: with thanks to the Stargate players for their input.

Acknowledgement
Stargate SG-1 and its characters are the property of Stargate Productions, SCI FI Channel, Showtime/Viacom, MGM/UA, Double
Secret Productions, and Gekko Productions.

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Safety
Safety is of the utmost importance. It is important that referees and players check that Melee weapons are in a good state of
repair and not unsafe. Since even a safe weapon may be used dangerously it is important that all blows should be pulled (i.e.
the full strength of the blow should not be delivered) If a referee thinks a weapon is being used in a dangerous fashion. The
referees have the power to ban a weapon or to stop combat to remove someone from play.

Everyone taking part is responsible for their own safety and for ensuring that they act in a manner that does not endanger the
safety of others.

This is a live action role-playing game, and melee and unarmed combat can and will take place. If you are unsure of how LARP
combat works speak to a referee who will show you how to fight in a safe and enjoyable manner.

AT NO TIME MUST A PLAYER STRIKE, KICK, TRIP, CHOKE, FORCIBLY RESTRAIN, THROW OR USE ANY
MARTIAL ART ON ANY ANOTHER PLAYER

Anyone who breaks this rule will be asked to leave the event.

Combat is the area where most injuries are likely to occur. Whilst there will always be a referee around in case of emergency, it
is every player’s responsibility to make sure the event is safe. Players should be encouraged to call a halt to the game if they
perceive that a situation becomes dangerous.

The main weapon physrep for the game is the BB gun, or other non-LARP safe object. These come in many shapes, sizes and
are made from different materials (Plastic or metal). It is important to understand that at no time should BB’s be brought onto
site. It is also important that no non LARP safe weapon is used in melee combat. Before the game starts, all weapons must be
inspected by a referee.

Due to the nature of Stargate and visiting other worlds and cultures you may come across various forms of missile weapon.
Missile weapons are particularly dangerous if unsafe, therefore it is recommended that you do not use arrows and bolts unless
you are sure that they were made safely. Arrows should be constructed from blunts in such a way that the tip will not come
through the foam head during use. The arrow head should be larger than an eye socket.

If a player sustains a real injury, play should cease immediately so that appropriate measures may be taken. There is a first aider
on site at all times and they must be informed of the injury and it must be recorded in the incident book (kept in the crew area).

Head Hits
For safety reasons, no one should ever aim to hit someone else on the head. If through ill fortune someone receives an in-
character head hit they should role-play it, after it has been confirmed that the player is uninjured.

Game Calls
Time Freeze

Stop where you are, close your eyes and hum quietly until "Time In" is called. Don't chat out-of-character and pay no attention
to anything you hear during this time. This call is used to enable referees and crew to set up effects, move objects brief
individual’s etc. As far as the characters are concerned, there is no gap in time.

Time Out

Stop any in-character actions, but remember where you were and what you were doing, so that you can pick the action up
again later when "Time In" is called. This call will be made to stop play in the case of suspected genuine injury. Be aware that
important instructions may be issued to players in this time.

Time In

Pick up the action from where you stopped when "Time Out" or "Time Freeze" was called.

Man Down

Someone is seriously injured. THIS MUST NOT BE USED IN CHARACTER

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Other General Items
Items

Acting and Respect for the Atmosphere and Environment


Wounds received in-character should be acknowledged and reacted to: e.g. writhing in agony and/or crying out in pain. This
helps the atmosphere and lends urgency to the healer's task.

If a situation has developed which has a strong atmosphere (e.g. fear of a monster, tense anticipation or other focused role-
playing) do not deliberately attempt to break the mood.

Stay in-character between adventure encounters unless a "Time-out" has been called. These periods of time are excellent for
developing in-character relationships and finding out more about your environment and companions.

Remember that some woodland used for adventuring may have rules regarding smoking. Please be diligent and ensure any
cigarettes are out to avoid fires.

Please remember that the props used during an adventure are somebody's property. While some props may be made to be
destructible, always check with a Referee before taking any action that may cause damage to a prop.

Never drop litter during an adventure, this includes biodegradable items such as food.

After an event, make sure you leave the location in the same, or better, condition than you found it. Do not leave crap around.
It is not the job of the crew to clean up after you.

Respect for the Public


Although many of the sites we use are closed (i.e. not usually open to the public) if a member of the public is encountered
during a mission, treat them with courtesy. If their path takes them through an encounter, stop the action with a "Time Out" to
allow them to pass. You will not be penalised for dropping out of character to talk with the public.

Be aware that the weaponry carried may cause alarm to the public, especially with the current terror alert. The local Police will
have been informed of the type of game that is being run and may drop in. a ‘Time Out’ will be called until they leave.

Respect private boundaries. Never stray into an area where you are not permitted to go and never engage in any activity that
is likely to damage the adventure site (e.g. climbing over stone walls or damaging trees).

Consistency
Players must obey all rules of the game and also respect the authority of the referees, obeying their instructions promptly and
without argument. There may be more to the situation than you are aware of.

Never argue with a referee or crew member about an aspect of the rules during the game, save any grievance until after the
mission or take it up with the organiser away from the rest of the players as not to disrupt them.

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Character Generation

Summary

Select Character Background


Select a Special Background Skill
You are granted certain combat skills dependant on your background (these are automatically taken)
Select a number of skills dependant on your background (you can chose to take one less skill, and take two
Basic or Veteran Skills instead)
Body Starts at 6 (Player Characters are more heroic than normal humans who start off with 3)
Vitality Starts at 6 (+ any vitality increases taken at character generation)
Send Character Background and JPG Photograph to Plot Co-ordinator
A random feat will be selected for you to start off the event with.

Character Backgrounds
You must choose a background for your character :

Military Soldier
You are a soldier in the army, an NCO or expert in combat and work in the field – your expertise is in the area of combat and
protection. If you’re an NCO you’d normally start as a Corporal or Sergeant, as an officer you’d normally start as a Lieutenant
or Captain

Automatic Skills Granted : Small Firearms, Medium Firearms

Select Free Skill From : +2 Vitality, Field First Aid, Experimental Kit, or any one combat skill

No of Skills to Select : 2

Military Specialist
You are a specialist, or officer in the army, you have a particular area of expertise which is why you have been assigned to the
project. If you’re an NCO you’d normally start as a Corporal or Sergeant, as an officer you’d normally start as a Lieutenant or
Captain

Automatic Skills Granted : Small Firearms, Medium Firearms

Select Free Skill From : +1 Vitality, Experimental Kit, Insider Information, Field First Aid

No of Skills to Select : 2

Intelligence Operative
Operative
You work for the security services in the field, doing the dirty work for the government, working for MI5 or MI6.

Automatic Skills Granted : Small Firearms

Select Free Skill From : +2 Vitality, Experimental Kit or any one combat skill

No of Skills to Select : 3

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Intelligence Analyst
You work for the security services in an office, you are an expert at encryption and decryption and languages – you’re less used
to field work, but have a much larger network of information to draw from.

Automatic Skills Granted : Small Firearms

Select Free Skill From : Insider Information, Ciphers, Programming/Hacking, Communications or one Language skill

No of Skills to Select : 3

Civilian
You are a civilian, brought in due to the expert knowledge that you have in a particular field. University professors, civilian
scientists for example.

Automatic Skills Granted : Small Firearms

Select Free Skill From : +1 Vitality, Dreaming Spires or any one non combat skill

No of Skills to Select : 3

Aliens

All requests for playing Alien creatures must have prior approval from the Plot Co-ordinator. The Stargate Programme is primarily
a human organisation and as such aliens are rare. The starting Statistics for aliens differ from the normal starting character
statistics. People CANNOT select an Alien creature as their first character to play in the Stargate Universe and MUST play a
human first.

Player Character Jaffa

Vitality 4 - Jaffa are not as Heroic as starting human characters

Body 7 - Jaffa are naturally stronger than humans, and automatically gain “Bodybuilder”

Automatic Skills Granted : Staff Weapon (Ranged)

No of Skills to Select : 4

Jaffa characters can only select the following as starting level skills : Psychology, Archaeo-Anthropology, Thrown/Ranged
Weapons, Unarmed Combat, Melee Weapons, Vitality, Bodybuilder, Field First Aid, Ancient History, Any Basic Skill, Craft
Improvised Weapons, Demolitions, Fish and Game, Geology, Navigation, Religious Studies, Occult, Philosophy, Astronaut, Staff
Weapon (Melee), Alien Technology Use Zat'ni'katel, Alien Language Goa'uld.

Jaffa also have the following special abilities :

Special: "Regeneration" : Your healing times are halved

Special: “Natural Bodybuilder” : You have gained +1 body, as this is natural for your race, you do not have to upkeep this during
downtime.

Special: "Natural Immunity" : As a starting character you start off with a free Natural Immunity Feat

Special: "Alien Language Read/Write - Jaffa" : You start off being able to speak your native language. In order to speak English
you HAVE to take the Alien Language Read/Write - English"

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Skills
Some of the skills will include performing simple tests (with quick answers) in the field. Others may involve the character
spending some time working on the problem. Some skills will need to be used in combination to perform certain tasks or meet
certain challenges. For example, it would be necessary to have nuclear physics, disposal and engineering to defuse nuclear
weapons.

Other skills may be learnt through downtime actions – you should speak to the plot-coordinator if you wish a skill not in the rule
book during downtime.

Academic Skills
The skills work by each player having a key concepts sheet, sometimes with codes to help identify items. You can also ask a ref
to give you information based on your skill. During events many items will require a wide variety of skills to solve.

Certain skills are marked [See Skill Game Rules] – These skills have a set of “cards” which can be used to solve problems. These
can be downloaded separately and rules are listed later in the handbook.

You may want to read round the subject, watch a bit of discovery channel maybe, so you can talk the talk and bamboozle
your mates. However, you don’t actually need to know the subject at all to pick it.

Biological Science

Name Description Downtime to learn

13 Months (7
Genetics is the science of heredity and variation in living organisms. The Months if you
study of DNA, inheritance and the genetic basis of disease. This is useful for already have
Genetics a variety of tasks such as locating the nature of diseases and antidotes, another Biology
alien toxins and parasites. Skill)

13 Months (7
Physiology is the is the study of the mechanical, physical, and biochemical Months if you
Human Physiology functions of living organisms. The study of anatomy and the interaction of already have
cells. This skill combines both human and animal physiology. another Biology
Skill)

13 Months (7
Botany is the study of plant life, Botany covers a wide range of scientific Months if you
disciplines that study plants, algae, and fungi including: structure, growth, already have
Botany reproduction, metabolism, development, diseases, and chemical another Biology
properties and evolutionary relationships between the different groups. Skill)

13 Months (7
Pathology is the study and diagnosis of disease, this is done through the Months if you
Pathology examination of organs, tissues, bodily fluids and Autopsies. It also already have
encompasses the related scientific study of disease processes another Biology
Skill)

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Physical Sciences

Name Description Downtime to learn

13 Months (7
This incorporates astronomy, the calculation of stellar distances and the Months if you
Astrophysics exploitation of other worlds. It also includes stellar navigation and stellar already have
matter. another Physical
Science Skill)

13 Months (7
Months if you
The study of materials, their properties and uses, includes Chemistry and already have
Materials Physics. This skill is a requirement for a lot of alien technology research. another Physical
Science Skill)

13 Months (7
The study of radioactivity, the fundamental principles of the universe, this Months if you
Nuclear Physics includes Quantum Physics. This skill is a requirement for many alien power already have
research skills. another Physical
Science Skill)

Engineerin
Engineering

Name Description Downtime to learn

Mechanical Engineering deals with the design, manufacture and 13 Months (7


maintenance of mechanical systems. Thermodynamics, Kinematics, Energy Months if you
Mechanical already have
and Work. Design of vehicles, industrial equipment, robotics.
Engineering another
[See Skill Game Rules] Engineering Skill)

Electrical Engineering (more specifically Electrical and Electronic 13 Months (7


Engineering) deals with the study and applications of electricity, Months if you
Electrical electromagnetic forces and electronics. Also deals with power, control already have
Engineering systems, integrated circuits and circuit boards. another
Engineering Skill)
[See Skill Game Rules]

13 Months (7
Civil Engineering deals with the design, construction and maintenance of Months if you
buildings, structures and the environment – including bridges, roads, canals, already have
Civil Engineering damns, aqueducts. Also surveying and environmental engineering fall into another
this category. Engineering Skill)

Psychology
You possess a professional qualification in psychology. You have spent time understanding and learning to treat the human
mind, enabling you to offer counselling, understand and anticipate actions and analyse the dysfunctional. Sample uses of
Psychology are to prevent post traumatic stress, predict the actions of a friend or foe, or push people to the edge.

After role-playing with someone for at least five minutes, 3 times per mission you can :
See whether someone’s last statement was a lie
See whether someone in the general conversation is concealing something
Find out what someone is trying to achieve (in broad terms) through their words.
Detect their current emotional state.

After role-playing with someone for at least twenty minutes, once per mission you can :
Detect someone’s psychological flaws.

Once per mission you are able to falsify the response to a psychological challenge as per above .

This skill takes 10 months to learn in Downtime

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Maths and Computing

Name Description Downtime to learn

13 Months (7
The study of numbers, algebra, geometry, statistics. Months if you
already have
Pure Mathematics Anyone with Pure Mathematics gains +1 Flash of Insight per day, that can another
be used when trying to solve any mathematical problem. Maths/Computer
Skill)

The study of telecommunications, monitoring, satellite technology. The use 13 Months (7


and maintenance of such technology and the development of new Months if you
signalling devices. This skill combines naturally with Electrical Engineering for already have
Communications development of new devices another
Maths/Computer
[See Skill Game Rules] Skill)

13 Months (7
Months if you
Ciphers is the study of codes, cryptography, hidden meanings. Normally already have
Ciphers used for code breaking. another
Maths/Computer
Skill)

13 Months (7
The study of computer systems. This skill allows you to hack into other Months if you
operating systems and develop new systems yourself as well as already have
Programming /
countermeasures towards hackers. another
Hacking
Maths/Computer
[See Skill Game Rules] Skill)

Archaeo-
Archaeo-Anthropology

You hold a qualification in Archaeology or Anthropology, your understanding of the past and the development of human
societies is advanced and profound. You have the ability to recognise the artefacts, myths and cultures of our ancestors
wherever they may appear. Classical uses of Archaeo-Anthropology are the recognition of alien languages, recognising the
cultural roots and therefore ethos of an alien world, historical forensics.

The Archaeo-Anthropology skill does not in and of itself grant the ability to read ancient languages, this is the preserve of
linguistics, but does confer the ability to recognise the language and key elements.

You can also use this skill to assimilate into a native culture if it’s one of your specialities as if you were truly a native, and you are
also an expert in the artefacts of these cultures.

Characters with Archaeo-Anthropology must also select two specialist cultures. You may select another two cultures for an
extra skill selection at character generation.

Speciality ideas :
Egyptian Meso American/ Mayan
Celtic Greco/Roman
Native American Indian Middle Eastern
Far East Indo-Aryan
Germanic/European

You may also pick any other region you wish, the above are just examples.

Once per mission, after a period of studying a native culture, you can gain a Flash of Insight feat on the culture you are
observing, even if they are outside your specialties due to your general anthropology experience.

Archaeo-Anthropology takes 13 Months to learn in Downtime, or 7 months to pick up another specialist area.

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Linguistics
The linguistics skill is the ability to speak a language other than your own. Each language family you choose gives you access to
a range of languages.

Language Family Languages Gained Region

Germanic German, Saxon, Swedish, Yiddish Europe

Celtic Welsh, Gaelic, Manx, Ogham Europe

Italic Latin, Italian, Spanish, French, English Europe

Indo-Aryan Punjab, Hindi, Bagheli, Sanskrit Indian Subcontinent

Slavic Russian, Serbian, Czech, Ukranian Europe

Greek Attic, Pontic, Doric Europe

Egyptian Coptic Egypt

Semitic Arabic, Hebrew, Syriac, Aramaic Middle East

Carib Yabarana, Coyaima, Bakairi Caribbean

Trans - New Guinea & Austronesian Javenese, Malay Indonesia, Philippines

Niger – Congo Tegali, Dogon, Papel Central and Western Africa

Japanese Japanese, Yoron, Kikai Japan

Uto – Aztecan Hopi, Mayo, Nahuatl Mezo-America

Sino – Tibetan Chinese (Mandarin), Tamang, Tibetan China

The above are just examples and you are free to discuss other language families if required.

During downtime this skill takes 7 Months to learn a new language family.

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Medicine
Pre-
Skill Description
Requisite

The character is a trained medic, this isn’t a long training course and the abilities you get
are limited – but you can perform emergency repairs in the field.
Medic
Stabilise Casualty Use Level 1 Drugs Treatment Limit -1

The character is a trained field paramedic, this is a much longer training course, and you
are more expert in the diagnosis of injuries and are capable of treating most non fatal
wounds.
Paramedic Medic Stabilise Casualty Resuscitation Use Hem-Con
Diagnose Treatment Limit -3 Prep for Movement
Use Level 2 Drugs

You are a doctor, and as such you are capable of performing most, if not all medical acts.
If you take the doctor skill, you automatically gain Human Physiology or another biological
speciality.
Doctor Paramedic Stabilise Casualty Resuscitation Use Hem-Con
Surgery Hem-Con Use Treatment Limit -4 Prep for Movement
Critical Care Use Level 3 Drugs Expert Diagnosis

Special Medical Abilities


Skill Description

Using your medical skills, you can stop a casualty from descending to the next level of damage.
Stabilise Casualty However if you leave the casualty for longer than 30 seconds, the descent to the next level will
begin again.

Diagnosis You can read Green “Wound Cards” (see casualty cards below) and treat them as needed.

Expert Diagnosis You can read Red “Trauma Cards” and treat them as needed.

Using your medical skills, you can prepare a casualty for movement after you have stabilised
them, this means you can leave the patient and the descent to the next level will not begin again
Prep for Movement and they can be moved without further injury. This takes time to do (unless you have the feat : On
Your Feet Soldier)

You can perform surgery when needed and you have the ability to care for people in critical
Critical Care conditions, aiding in their recovery.

You can only treat wounds and trauma up to the limit specified. If they have more damage than
Treatment Limit you are capable of healing, you cannot treat them, only stabilise them or give them drugs. You
cannot make their wounds any better if they are above your level.

Hem-Con is a Hemorrhagic Control Patch developed by the army for services in “combat zones
where medical centres are out of the way and hard to get to.” With the use of Ethernaut medical
Use Hem-Con technology the Stargate program and the RAMC have enhanced the abilities for use in the field
[See Hem-Con description in next section]

Surgery Hem-Con A Doctor doing surgery in a medical centre doubles the use of Hem-Con (giving +2 body back
Use per wound or trauma card) if the character is on -3 or above.

You are capable of understanding and using correctly any drugs of your level or below – different
Use Level x Drugs drugs have different levels of use and abilities.

Resuscitation See rules for Adrenaline.

During Downtime Medic takes 3 Months to learn, Paramedic takes 7 months to learn and Doctor takes 25 months to learn.

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Doctor Specialism’s

The following skills improve the range of the doctor’s skills, allowing them to go above and beyond on a variety of techniques.
While these are all covered under the generic “Doctor” skill – learning specialities will allow to you do more under a referee’s
discretion when something in your speciality area occurs.

Skill Description

Requires Doctor

Cardiothoracic
The study of Heart/Lungs and their associated diseases and transplantations

Requires Doctor

Haematology
The study of blood, blood born infections and diseases

Requires Doctor

Infectious Diseases
The study of infectious diseases and their treatments. The study of microbial agents, viruses,
bacteria, fungi, prions etc...

Requires Doctor

Oncology
The study of cancer and malign growths.

A specific alien race type must be selected (e.g. Physiology – Jaffa, Physiology – Asgard etc.)
This skill requires a specimen (used up in the process) to learn this skill, or a teacher.
Requires Doctor

Physiology – (Alien)
As human physiology is to humans, this skill allows you to know the ins and outs of the physiology
of a non Earth species. You can use this knowledge to great effect when trying to discover
other information about the species, such as their breeding habits, or when they need medical
care.

Requires Doctor

Plastic Surgery
The study of plastic and reconstructive surgery.

Requires Doctor

Proctology
The study of the colorectal region.(and yes, once someone required a proctologist in game!)

Requires Doctor

Neurosurgery
The study of the brain, as well as Brain Surgery, disorders of the brain, meninges, skull and bloody
supply to the cranium and spinal nerves

All specialities take six months to learn during downtime, and require you to have the Doctor Skill.

Doctor Specialities cannot be taken during character generation and are limited to veteran characters

The above are just examples, and should you wish a separate speciality then you should speak to the plot co-ordinator when
you place your downtime in.

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Medical Technologies

Item Description

Hem-Con is a medical patch that can be used by Paramedics and Doctors – it is a combined
human / Ethernaut technological item and is in limited supply, and due to its experimental nature
may have side effects – although none have been discovered yet.
Can only be used after the patient is stabilised
Hem-Con
Only One Hem-Con patch can be used per wound as long as the patient is -3 or above. (i.e. once
per Green Wound Card inflicted) and takes 10 minutes to take effect, giving +1 body.
This has no effect if the patient is on -4 even if the patient has Green Wound cards.

Level 1 Drug
This drug when administered to a character on -3 or above, allows you to act as if you were on
zero body (you feel no pain during the time the morphine is active).
This effect lasts for 30 minutes, and during those thirty minutes you can act as if you were on zero,
but you do not actually get those hits back – any damage you take comes off your original hit
point total.
Morphine
Also, after reading your wound card you should bear in mind any instructions you have been
given and role-play appropriately even though you are not feeling pain.
After 30 minutes you will collapse as the drug wears off.
Should you use another Morphine within 30 minutes from the drug wearing off you will be
overdosed (see section below)

Level 2 Drug
Ability : Resuscitation
In the hands of a trained professional this can be used to restart the heart if the character hits -5
(note that items such as disintegration effects or other massive damage items will negate this
ability). A paramedic or doctor must reach the character within 30 seconds, and inject them
before the end of this time. Once this is complete, then the character can be stabilised.

Adrenaline Ability : Get Up and Go


Using Adrenaline gives you a short term boost to your energy levels, giving you back 10 vitality.
After 30 minutes you will lose 10 vitality points (but cannot go below zero), lose 2 Body points and
collapse and black out as the drug wears off. You suffer from being incapacitated and
unconscious until revived by a medic or above.
Should you use another Adrenaline within 1 hour from the drug wearing off you will be overdosed
(see section below)

Level 2 Drug
This drug takes 30 minutes to work, after which the person who has had the drug injected will be
unable to lie for 5 minutes – unless they have :
Sodium Pentothal Drug Resistance or Torture Resistance – the drug takes 1 hour to work, and the inability to lie lasts
for only 2.5 minutes (the interrogator is likely to think that the drug has not worked)
Two uses of Drug Resistance and/or Torture Resistance reduces the effect to only making you
drowsy.

Level 1 Drug
Broad Spectrum
These fight infections in general, and will have a range of effects as explained by a referee
Antibiotics depending on what is being treated. Normally only treat the symptoms not the cause.

Level 2 Drug
Broad Spectrum These fight the pain caused by natural venom, and will have a range of effects as explained by a
Anti Venom referee depending on what is being treated. Normally only treat the symptoms not the cause, but
can lower the incapacitation time and/or amount of damage sustained.

Level 2 Drug
Broad Spectrum These fight the effects of poison, and will have a range of effects as explained by a referee
Anti Poison depending on what is being treated. Normally only treat the symptoms not the cause, but could
lower the pain or other effects, but not remove them.

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Item Description

Level 3 Drug (Production), Level 1 Drug (Administration)


With a pure sample of the infection or disease a person with the ability to use Level 3 drugs can
Specific Antibiotic produce a specific antibiotic for one disease. These normally treat the cause of the disease and
can cause total recovery – the amount of time to produce will be told to you by a referee as it
depends on each infection.

Level 3 Drug (Production), Level 2 Drug (Administration)


With a pure sample of the venom a person with the ability to use Level 3 drugs can produce a
Specific Anti
specific anti venom for one particular venom. These normally treat the cause of the infection and
Venom can cause total recovery – the amount of time to produce will be told to you by a referee as it
depends on each specific venom.

Level 3 Drug (Production), Level 2 Drug (Administration)


With a pure sample of the poison a person with the ability to use Level 3 drugs can produce a
Specific Anti Poison specific anti poison for one particular poison. These normally treat the cause of the poison and
can cause total recovery – the amount of time to produce will be told to you by a referee as it
depends on each specific poison.

These are just examples of drugs, others will exist in game and you will be informed of their use if you have the required skills.

Casualty Cards

Item Description

When you take damage that takes you to -1,-2,-3 or -4 open this card to show the location where
Location Card you’ve been damaged. Please note that “Called Shot” and “Sniper Shot” override this to the
location you have been called.

Green Wound Cards are given to players and referee’s and are ripped open when you get to –1
Green Wound or -2 or -3 to show the full extent of the wounds. These will tell the Paramedic or Doctor exactly
what they need to treat. They will have on them options depending on whether you’ve been hit
Cards
by normal, energy or something else.

Red Trauma Cards are given to players and referee’s and are ripped open when you get to -4 to
show the full extent of the wounds. When damage takes you to -4 you should open one Red AND
Red Trauma Cards One Green Card. These will tell the Doctor exactly what they need to treat. They will have on
them options depending on whether you’ve been hit by normal, energy or something else.

Overdose

If you are exposed to the same drug within the time period’s listed above (or other drugs in a period of time specified by the
referees) you will overdose – this has the effects listed below :

You will lose 1 body every 5 minutes – the only way to stop this body loss is to :
• Die
• Get a doctor to pump your body clean with drips – and takes 30 minutes of role-play in a medical
centre
• Open the body up and bypass the liver and kidneys before the body dies and flush them clean –
requires 10 minutes of role-playing and then 10 minutes of surgery.

Addiction

Certain drugs may become addictive – referee’s will inform you should something like this happen.

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Combat Skills
Characters must have the appropriate phys rep in order to be issued with a particular weapon. Metal melee weapons, or
decommissioned weapons are not acceptable.

All ammunition clips/magazines must also be phys rap’s – spare phys reps for magazines are normally issued to the IC
organisation for deployment to characters in character.

Name Description Downtime to learn

This skill is automatically granted to all human characters. You are capable 1 Month (if non
Small Firearms of using a pistol. human character)

Requires : Small Firearms


This skill is automatically granted to all military characters. You are capable
of using medium weapons – examples of these are assault rifles, shotguns or
Medium Firearms 2 Months
SMGs.
You are also capable of using hand grenades and under-weapon grenade
launchers.

Requires : Medium Firearms


Large Firearms You are capable of using Large Firearms – examples of these are the M60 4 Months
Light Machine Gun.

Requires : Medium Firearms


Sniper You are capable of using a Sniper Rifle – such as the L96 or other such 7 Months
weapon.

Requires : Large Firearms


You are capable of using mounted weapons, rocket launchers etc... such 4 Months
Support Weapons as a Mini Gun, 50 Calibre etc... Support Weapons are normally not man
portable.

You are capable of using bows, crossbows, thrown daggers, shuriken, blow
pipes and other thrown and ranged weapons. This does not allow the use
Thrown / Ranged of alien exotic thrown / ranged weapons. 7 Months

You are also capable of using hand grenades

You are capable of using melee weapons such as swords, daggers, pole
Melee Weapons arms, fixed bayonets. This does not allow the use of alien exotic melee 5 Months
weapons.

You are an expert in fighting without weapons. You gain the following
abilities :
Trip (unlimited) : You cause no damage, but call “Knockdown”
Strike (unlimited) : You cause SINGLE damage.
Grapple (3 times per mission) : You can hold the target for 10 seconds 10 Months
Unarmed Combat
Throw (3 times per mission) : You call SINGLE Knockdown, the target must
role-play being thrown away from you and Knocked Down.
Break hold (3 times per mission) : You call “Break Hold” and your opponent
must release you from a grapple, or you can resist a throw as you’ve broken
their hold.

Vitality
+1 Vitality can be purchased for the cost of one skill point by any character at character generation (once only)

AND

+1 Vitality may also be taken as a Background Skill pick by Civilians and Military Specialists (once only)

+2 Vitality may also be taken as a Background Skill pick by Military Soldiers and Intelligence Operatives (once only)

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Specialist Background
Background Skills
The following skills are normally only taken at character generation, if you wish to learn these during downtime you must explain
(in the Misc section) on your downtime return exactly how you are going about trying to get these – the length of time to gain
these skills depends on both the people you know and how you go about trying to get these skills.

Dreaming Spires

You have access to the best research establishments in the world, and the library card to prove it.

You are a very well known academic, during downtime you tend to learn pieces of information from the world of academia,
this can be information around new technology discoveries or procedures, or can be academia rumours which may be helpful
to your character.

You can also decide to use this to help yourself or someone else gain an NPC teacher for a standard or basic skill. This needs to
be placed in your downtime if you are doing so.

Experimental Kit

As a card holding member of the testing brigade you are expected to test a variety of technology that has already been
invented.

This leases a piece of equipment, drugs, vehicle, latest wild device to your character for a period of time. These technologies
are being tested with possibility of becoming "standard equipment" and are in a wide variety of stages of development.

These pieces of equipment may have flaws which you have to work around, or may have side effects both positive and
negative and you don’t know until you test the item what it is that is going to be, although items tend to be more geared to
each individual character – especially the more experienced the character the more dangerous and more exciting the item.

The advantage of the skill is that you are always at the cutting edge of technology and have the opportunity to play with some
advanced, albeit dangerous, items.

Insider Information

You can choose to use your insider information in a general manner during downtime, which involves just general listening in to
informants, gossip in the canteen or any other such ways of getting information - this will give you information about the current
socio-political workings, rumours, intelligence and other snippets of information which may or may not be obvious and may or
may not be relevant to the next event.

You can also use this in a targeted way - you can choose rather than to use this in a general manner, choose a specific person
or organisation to gather information on - you then gain much more specific information on the person or organisation, but the
downside to this is that depending on how well connected the person is, you may find someone using this feat back at you to
sew disinformation.

This skill works differently for each character and depends on their background as to how they go about getting their
information.

Notes

Other specialist skills may be granted in game depending on roelplaying and situations.

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Basic Skills
Basic skills, low level versions of the normal skill set. You have learnt these skills by watching a variety of techniques and low level
procedures, may be a hobby or even just overloading on the Discovery Channel – you have a very limited set of skills that you
can use.

Basic Computers, Basic Engineering gets to use 2 of the [Skill Game] Cards picked as normal for each area listed below (Basic
Computers gives 2 Comms and 2 Hacking, Basic Engineering gives 2 Mechanical and 2 Electrical Engineering).

You can use it as a stepping stone to learn the full skill that the basic skill is based on, reducing the time taken to learn the full
skill by 3 months. These skills represent watching and learning as you see other people using their skills on a day to day basis, as
per such, the time cannot be reduced by finding a player character tutor or by the use of Dreaming Spires.

During Character Generation you can take two of these basic skills instead of one of the full skills :

Name Description Downtime to learn

You have learnt the basic techniques of Biology. This skill helps learning
Basic Biology 3 Months
Genetics, Pathology or Physiology

You have learnt the basic techniques of Botany. This skill helps learning
Basic Botany 3 Months
Botany.

You have learnt the basic techniques of Chemistry. This skill helps learning
Basic Chemistry 3 Months
Material Science

You have learnt the basic techniques of Computer Science. This skill helps
Basic Computers 3 Months
learning Programming/ Hacking or Communications

You have learnt the basic techniques of Engineering. This skill helps learning
Basic Engineering 3 Months
an Engineering skill.

You have learnt one language from a language family. This skill helps in
Basic Language 3 Months
learning that particular language family.

You have learnt the basic techniques of Maths. This skill helps learning Pure
Basic Mathematics 3 Months
Mathematics or Ciphers

You have learnt the basic techniques of Physics. This skill helps learning
Basic Physics 3 Months
Nuclear Physics or Material Science

You have learnt the basic techniques of Zoology. This skill helps learning
Basic Zoology 3 Months
Veterinary Science.

Veteran Skills
Veteran skills are skills which are not as wide ranging as the main skill set, but have their niche uses and add flavour to
characters, and you never know when these skills are going to come into play.

During Character Generation you can take two of these Veteran skills instead of one of the full skills

Name Description Downtime to learn

You are capable of repairing damaged armour, as long as you have a


Armoursmith 3 Months
toolkit and supplies. It takes 15 minutes per point of armour to repair it.

You have read up on Ancient History, and have a basic knowledge of the
Ancient History 3 Months
main events that occurred during this time.

You are adept at piloting space craft and at Zero-g manoeuvring – giving
Astronaut 6 Months
you a distinct advantage when in space, or other such environments

You are an expert at military law and discipline, and often get called in by
Barrack Room soldiers and other service personnel who need representing in order to 3 Months
Lawyer promote their cases.

Version 4.0 (Rev 03): May 2008 Page 22 of 44


Name Description Downtime to learn

Requires Doctor or a Biology Skill 6 Months (9


Months if you do
You are an expert at Bio-Engineering, a science which covers both not have a
Bio-Engineering Engineering and Biology – including genetic engineering, modification of physical science
plants and tissue engineering. skill)

You have spent a long time in the gymnasium and have honed your body.
But this comes with a price, and you have to maintain your bulk
Bodybuilder 3 Months
You gain +1 to your Body Hits, as long as you spend 1 Month every
downtime in the gym maintaining this skill.

You are an expert at field catering, you can cook, for people, in the field,
using ingrediants and things. 3 Months
Catering
(Yes, someone has this skill in game... hence it’s inclusion!)

You are capable of making a weapon out of equipment you have to hand 1 Month (if you
Craft Improvised – this is capable of making a temporary melee, thrown or ranged weapon. have Melee or
You must have access to a source of materials to make the weapons and a Thrown) otherwise
Weapon
referee will decide on the damage / durability of the weapon. 3 Months

You are an expert at making a variety of devices aimed at blowing things 6 Months
up. You are also capable of knowing where to place the device for (3 Months if you
Demolitions maximum effect. This is sometimes used in conjunction with other skills to have
make elaborate devices. Disposal)

You are an expert at taking devices aimed at blowing things up apart


4 Months
without them blowing up.
Disposal (1 Month if you
[See Skill Game Rules] have Demolitions)

Requires : Bodybuilder
You have spent a long time in the gymnasium to the exclusion of everything 3 Months (Learning
else – and have honed your body to the peak of perfection. this also counts as
Expert Bodybuilder But perfection comes with a price, and you have to be totally committed ‘upkeep’ on
to maintain your bulk Bodybuilder during
learning)
You gain +2 to your Body Hits, as long as you spend 2 Months every
downtime in the gym maintaining this skill.

You are an expert hunter, if this skill is learnt as a Veteran Skill the time
represents the time spent in the wilderness catching up on your training.
Fish and Game 3 Months
You are capable of finding food, water, shelter while you’re in the
wilderness; you’re also good at capturing small animals and fishing.

As a skill on its own, you have watched enough Quincy and CSI to be able
to understand the basics.
Forensics 3 Months
As a full skill Forensics enables you to interpret the evidence according to
your particular specialism’s, i.e. physics, genetics, medicine, archaeology

You have a good understanding of rocks, minerals and landscapes. This Skill
Geology 3 Months
helps learning Materials or Archaeo/ Anthropology.

If you have a damaged weapon, you can repair it. You are also capable
Gunsmith of crafting special bullets (with the relevant machinery) – such as silver 3 Months
bullets, or specific calibre bullets and reworking ammunition.

You are knowledgeable in the area of Interrogation - as a subset of


psychology your knowledge is based in that one specific area.
Interrogator You can once per scene when actively interrogating someone (and you 3 Months
are in a position of power over them) force them to answer one question
truthfully.

You have read up on Modern (1800-Present Day) History, and have a basic
Modern History 3 Months
knowledge of the main events that occurred during this time.

You are a skilled navigator, on land, on sea or in the air. Given a compass,
Navigation a map, or just the night sky (or a GPS reader) you can find your way from 3 Months
point A to point B

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Name Description Downtime to learn

You are knowledgeable in a variety of occult practices, their beliefs and


Occult Studies 3 Months
their historical significance.

You have studied the art of thought, from the Greek philosophers to
Philosophy 3 Months
modern ethicists.

You are an accomplished pilot


Pilot Aircraft 6 Months
You may choose one type of aircraft

You are an accomplished naval expert.


Pilot Boat 6 Months
You may choose one type of boat.

You understand the basics of the political system, and the back office
Politics 3 Months
politics that occur behind the scenes.

You are knowledgeable in the major religions, their beliefs and their
Religious Studies 3 Months
practices.

9 Months (3
You know how to treat animals. This skill aids in animal based treatment and Months if you have
Veterinary Science care, you are capable of helping and healing injured creatures, and a little Doctor, 6 Months if
knowledge about natural animal behaviour. you have
Paramedic)

Skill Game System

You are given a number of cards and 6 (in any combination) may be chosen and taken out with you on a mission.

These cards represent your knowledge in the field; they are the played against the problem cards of that particular device. If
you do not have a card that can overcome the problem then you cannot achieve what you are trying to achieve.

Other people can assist to overcome certain problems, should you be unable to deal with a specific problem card.

Different cards take different amounts of time in order to achieve their effect.

A copy of the player cards for you to print & laminate, etc. can be found on the website: www.stargatelrp.com

Player Cards exist for : Communications, Disposal, Programming/Hacking, Mechanical Engineering and Electrical Engineering

Example of a player card and a problem card :

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Feats
Feats represent additional abilities your character can do, it’s the sort of thing only experience can give. 3 normal feats are gained during a 24 hour period (9 feats for weekend). Feats are split
into two types: Temporary or Permanent.

ALL FEATS MUST BE CALLED OUT BY PLAYERS AND NPCs AT THEIR TIME OF USE

Temporary Feats – Temporary feats are gone when used, however the number used is noted as the cumulative use will allow for a permanent version to be awarded (if applicable).

Permanent Feats – Permanent feats remain with the character, although they may have some usage restrictions (once per mission, once per day, etc).

Upgrade to a Permanent Feat – To obtain the permanent version of the temporary feat you will have had to have used 5 temporary feats plus your current level in the permanent feat .
Upgrades to permanent feats occur between events during downtime.

Example:
To obtain your 1st permanent feat of ‘On the Nose’ you will have to have used 5 ‘Critical Hits’ (5 + current level [0] = 5).

To obtain a 2nd ‘On the Nose’ you will have to have used a further 6 ‘Critical Hits’ (5 + current level [1] = 6).

To obtain a 3rd ‘On the Nose’ you will have to have used a further 7 ‘Critical Hits’ (5 + current level [2] = 7), etc.

Unique Feats – Other unique feats may be gained through actions in downtime or during the game. These feats are specific to that character and are usually only usable once a day.

These are not all the possible feats, some feats are not currently available to player characters, or have not yet been discovered. Feats represent the cinematic, heroic staples of the Stargate
universe and the genre as a whole.

Version 4.0 (Rev 03): May 2008 Page 25 of 44


Feats List
Temporary /
Name Pre- requisites Description
Permanent

This feat may be used only once.


The character can avoid the need to reload. Note – this does not give free ammunition, and to use this feat you must
have the ammo on you. The feat can work in conjunction with such damage calls as Spray Fire or Covering Fire – and
All Guns Blazing Temporary
doubles the amount of calls that you can do with that special damage call without needing to stop and reload.
At the end of the combat/scene your weapon is damaged due to overheating and needs to be repaired by a
gunsmith before it can be used again.

This feat may be used only once.


A Personal Sense of Temporary
The character regains all their personal vitality provided they are on full body. This feat cannot increase vitality above
Purpose the characters natural maximum, and cannot be used if you have taken any body damage.

Once per mission, any tracks can be followed by asking the referee for details about local tracks and which direction
Blood Hound they lead. Following tracks must be done slowly. When using Blood Hound you can find out the number of individuals Permanent
that have gone past, the type (bipedal, quadruped) and approximate size, and the general movement speed.

Comms, Hacking,
Mechanical This feat can only be used once.
Botch Job Engineering or Within reason (ref’s discretion) you can repair any device by using screwdrivers, tape, hammers and pure luck. The Temporary
Electrical device will only work for around 15 minutes before it breaks down again.
Engineering

Upgrade to: MacGyver As Botch Job, but can be used once per mission. Permanent

This feat can only be used once.


Bullet Catcher You can nominate an attack that would normally hit another person (within 10 feet of you) to hit you instead – you Temporary
cannot dodge this damage with Vitality.

Upgrade to: Bodyguard As Bullet Catcher, but can be used once per mission. Permanent

This feat may be used once.


Academics /
Caffeine Hit The character may ‘pull an all nighter’ whilst the player themselves goes out of character to get some shut eye. When Temporary
Linguistics skills only
the character returns they may ask for solutions as if they had been working on the problem.

This feat may be used only once and lasts for one scene/one combat.
Cat Like Reflexes Temporary
You are well balanced and you can ignore Knockdown and Global Knockdown calls for one scene/one combat.

Upgrade to: Well Balanced As Cat Like Reflexes, but can be used once per mission. Permanent

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Temporary /
Name Pre- requisites Description
Permanent

Choke Unarmed A grappled character can be rendered unconscious for 30 seconds once per mission Permanent

Allows a character to 'cram' use of a skill (in a category they already possess) for the duration of one mission, subject
to any pre-requisites. You must select what you are cramming BEFORE you go on the mission you intend to use it on.
(IE a biologist can pick up anything from biological sciences, a linguist can pick up a language, an archaeologist can
pick up a culture, a military person could pick up large weapons if they only had medium).
Crash Course Must have reference material (1 hour of study) or teacher (30 minutes of tutoring) Temporary

If the skill is learnt in the immediate downtime after Crash Course has been used then the time to learn that skill is
reduced by 1 month(to a minimum of 1 month)
You may only use one Crash Course per day

Unarmed, Melee,
Small Firearms,
Medium Firearms, This feat may be used only once
Critical Hit Temporary
Ranged/ Thrown The damage done is Quad Through(4 points of damage, ignoring vitality)
Weapon, Large
Firearms, Sniper

Once per mission : Does Single Through but immobilises a limb (not head or torso) or can be aimed to hit a specific
Upgrade to: Called Shot Permanent
item

Upgrade to: On the Nose As Critical Hit, but can be used once per mission. Permanent

Once per mission : If you are rendered blind, or in the dark or otherwise cannot see your target, you can use this ability
Upgrade to: Blind Shot to perform a Critical Hit on a target that you cannot see. You must know that there is a target to hit, even if you do Permanent
not know the target’s exact location.

Death’s Door This feat may be used indefinitely – it does not run out. The character gains an extra 3 minutes at –4. Permanent

This feat may be used only once.


Providing you are above zero body, you can use this feat to regain up to two points of body.
As you may be battered and bruised but t he wounds are only superficial and while there is a lot of blood, it’s mainly Temporary
Die Hard from small cuts. This feat cannot take you above your maximum body, and cannot be used once you have reached
zero body.
Once you have used this feat, you cannot be affected by another “Die Hard” feat for another thirty minutes.

Disarm Unarmed A character in unarmed combat may take the opponent’s weapon once per mission Permanent

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Temporary /
Name Pre- requisites Description
Permanent

A character in melee combat may disarm the opponent The weapon drops to the floor. Or Negates a Disarm (Melee
Disarm / Rearm Melee Permanent
or Unarmed) used against them . This can be used once per mission.

This feat may be used only once.


Drug Resistance The character can resist the effects of a drug that has entered into his system for up to five minutes. This must be role- Temporary
played, as the effects of the drug are slowly creeping up on the character.

This feat may be used only once.


A character may perform emergency surgical procedures in the field (i.e., a blood transfusion, appendectomy,
Emergency Doctor Temporary
surgery). The wounded character is stabilised at –3, and the requirement for advanced medical care within 1 hour is
Measures waived. The character loses – 2 vitality permanently, if advanced medical care is not obtained within 3 hours. You
cannot have the Emergency Measures feat and the Surgeon feat

As Emergency Measures, but can be used at any time. You cannot have both Expert Surgeon and Battlefield
Upgrade to: Battlefield Surgeon Permanent
Surgeon.

This feat may be used only once.


Must NOT have You are an expert at twisting and turning your way out of bonds. You may use this skill to escape from being tied up.
Escape Artist Bodybuilder or At referee’s discretion this may allow you to help with movement in a confined space. Temporary
Expert Bodybuilder If you gain bodybuilder after getting this feat, you may not use this feat until you no longer have the Bodybuilder skill,
as you no longer are as lithe as you used to be, substituting muscle for agility.

Upgrade to: Escapologist As Escape Artist, but can be used once per mission. Permanent

This feat can be used only once.


Mechanical You may ignore one random Mechanical Engineering problem card on your next skill game use. You must use this
Expert Technician Temporary
Engineering feat before you start the card game. Each particular problem can only be affected by this feat once (even if more
than one player is working on the problem).

This feat may be used only once.


The player may request a hint as to how to approach or solve a particular problem.
This may be used as a form of ‘Spidey Sense’ (ref’s discretion). You may be forced to use this feat by a ref in certain
Flash of Insight situations. Temporary
If a group of Academic’s/Doctor’s (3 minimum) get together after an hour of discussion about their relative areas of
expertise and the problem at hand, and 1 of them using a Flash of insight then a detailed hint as to how to approach
or solve a particular problem will be given.

This feat may be used only once.


A character on –2 or higher, may regain 6 points of vitality (up to maximum level) and act as if on full hits. Their Temporary
Flesh Wounds wounds remain unaffected, although the first aid requirement is waived. Once the vitality is gone the character takes
wounds again from the point they left off.

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Temporary /
Name Pre- requisites Description
Permanent

This feat may be used only once.

Civilian Background If a team mate or close friend of the character dies, the character immediately gains all combat skills. They must Temporary
Going Burko attack the source of their anguish, and keep going until they die or are brought down. Once this happens the
character loses the skills they have gained through use of this feat.

This feat may be used only once.


I’m a Coward Provided the character is running away, and is carrying nothing more offensive than a holstered pistol, the character Temporary
counts as having half cover, even if running across open ground.

You can only take this if you are a Civilian character


Your lack of kickass shows. If captured by the enemy, they are likely to rate you as a low threat. However, if you start
Upgrade to: Mostly Harmless Permanent
poking your head above the parapet too much, no one will believe you.
Also As I’m A Coward, but can be used once per mission.

This feat can be used only once.


Electrical You may ignore one random Electrical Engineering problem card on your next skill game use. You must use this feat
Intuitive Electrician Temporary
Engineering before you start the card game. Each particular problem can only be affected by this feat once (even if more than
one player is working on the problem).

This feat may be used only once.


Jammy Bastard Temporary
This enables the character to shrug off a single hit, and this dodge must be role-played

Upgrade to: Lucky Bastard As Jammy Bastard, but can be used once per mission Permanent

This feat can only be used once.


Killing Blow / Killing Temporary
An unconscious, restrained or unresisting character may be killed by a character with unarmed combat, or by a
Strike single shot to the back of the head.

This feat can only be used once.


Ignore all damage and all restraining calls for 5 minutes, or until the action is completed (whichever comes first).
After using last desperate act the character immediately gains all combat skills.
Last Desperate Act Once the action is completed or 5 minutes the character collapses and may have a minute after your companions Temporary
gather around to do the cinematic last speech then dies.
(No matter what medical methods are used or even a sarcophagus may not bring the character back, they are
gone).

This feat can be used only once.


Natural Born Programming / You may ignore one random Hacking problem card on your next skill game use. You must use this feat before you Temporary
Hacking start the card game. Each particular problem can only be affected by this feat once (even if more than one player is
Hacker
working on the problem).

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Temporary /
Name Pre- requisites Description
Permanent

This feat may be used only once for any one disease.
The character can ignore the effects of any one toxin or disease. The disease/toxin may be named when it is first
encountered, and the immunity will remain if that same pathogen/ substance is encountered again. To be immune to
Natural Immunity further diseases requires the use of further NI feats. Temporary

Natural immunity does not render immunity against commercially produced sedatives /tranquilisers etc.
When used, this becomes a Permanent Feat of Natural Immunity (Name of Disease)

This feat can be used only once.

Communications You may ignore one random Comms problem card on your next skill game use. You must use this feat before you start Temporary
Natural Signaller the card game. Each particular problem can only be affected by this feat once (even if more than one player is
working on the problem).

This feat may be used only once.


A character may force a target to listen to them. This target must listen and make no offensive moves against the Temporary
Negotiator character or their allies. The target does not need to be swayed by the character, and the effect will drop after 5
minutes, or if the characters negotiations dwindle… or the target is attacked.

Once per mission, a character may force up to 5 people to listen to them. These targets must listen and make no
offensive moves against the character or their allies. The targets do not need to be swayed by the character, and the
Upgrade to: Expert Negotiator effect will drop after 5 minutes, or if the characters negotiations dwindle… or the target is attacked. Permanent

If the negotiator has the Psychology skill then the targets may be swayed by the negotiator (ref’s discretion)

This feat may be used only once.


Old College Any Academic Skill Temporary
You may act as though you have a skill you don’t have for the solution of one particular problem. The problem must
Professor relate to something it was possible for an old professor of yours to have known (no DHD for example)

Using your paramedic skill and appropriate physical representations, you can cause a person on -3 or above to be
On Your Feet Doctor or
able to run with the assistance of another player. This lasts for a maximum of five minutes and while under the effects Permanent
Paramedic
Soldier of the skill, the player cannot use any feats and cannot use any weapons above medium during this time.

The character may, once per mission, if at -1, -2 or -3 use an appropriate improvised method, stabilise themselves to
prevent the descent to –5 Permanent
Self Stabilise
You must use a Phys rep tourniquet, or something to stop bleeding

This feat may be used only once


This reduces the target immediately to –4. Ignores Armour and Vitality. May allow other special moves (similar to
Sniper Shot Sniper Temporary
‘Called Shot’) at referees discretion.
Must use a specific sniper rifle (not a medium weapon)

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Temporary /
Name Pre- requisites Description
Permanent

Once per mission, it reduces the target immediately to –4. Ignores Armour and Vitality. May allow other special moves
(similar to ‘Called Shot’) at referees discretion. Permanent
Upgrade to: Marksman
Must use a specific sniper rifle (not a medium weapon)

For a scene (fight, working on two computers, etc), a character may perform a task with both hands or two weapons,
Spontaneous one in each hand. This allows the person to call “2 by 1” when shooting pistols indicating doing 2 bullets worth of Temporary
Ambidexterity doing 1 damage. Also, Strike/Choke/Throw Unarmed Combat moves can be done with both hands at once.

Once a mission, for a single scene (fight, working on two computers, etc), a character may perform a task with both
hands or two weapons, one in each hand. This allows the person to call “2 by 1” when shooting pistols indicating
Upgrade to: True Ambidexterity Permanent
doing 2 bullets worth of doing 1 damage. Also, Strike/Choke/Throw Unarmed Combat moves can be done with both
hands at once.

By announcing at the start of a mission, you can take one other character “under your wing” and while you are
At Least 10 Base actively leading them or protecting them, and you are within 50 feet (and line of sight) of them, they gain +4 to their
Stay With Me Permanent
Vitality MAXIMUM vitality. This vitality increase cannot take their maximum vitality above the vitality of the person using the
feat.

This feat can be used only once.

Disposal You may ignore one random Disposal problem card on your next skill game use. You must use this feat before you Temporary
Steady Nerve start the card game. Each particular problem can only be affected by this feat once (even if more than one player is
working on the problem).

This feat can be used only once.

Doctor Such is your skill, that when you perform surgery in a medical centre (i.e. not in the field, in a building with all requisite Temporary
Surgeon equipment), you increase the persons recovery time and healing time by half. You cannot have the Emergency
Measures feat and the Surgeon feat

Upgrade to: Expert Surgeon As per Surgeon, but can be used at any time. You cannot have both Expert Surgeon and Battlefield Surgeon. Permanent

This feat can only be used once.


This feat allows you to either:
Ignore the effects of torture for one scene
Torture Resistance Ignore the effect from the feat ‘Negotiator’ / ‘Expert Negotiator’ (further calls require more ‘Torture Resistance’s’ to Temporary
be used)
It allows the character to halve the effectiveness of the ribbon device’s life drain effect for one scene
If you have been affected by alien mind control, you may resist and break out of the mind control for 5 minutes.

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Temporary /
Name Pre- requisites Description
Permanent

Once per mission. This feat allows you to either:


Ignore the effects of torture for one scene
Ignore the effect from the feat ‘Negotiator’ / ‘Expert Negotiator’ (further calls require more ‘Torture Resistance’s’ to
Upgrade to: Get Out of My Head Permanent
be used)
It allows the character to halve the effectiveness of the ribbon device’s life drain effect for one scene
If you have been affected by alien mind control, you may resist and break out of the mind control for 5 minutes.

This feat can be used only once.


The character through a rousing speech and/or calls of encouragement is able to grant 6 vitality points (or the
We Have a Job to characters maximum if they do not need to recover 6) to all their team members (excluding themselves).
Temporary
Do Once affected by this feat (from anyone), you cannot be affected by another ‘We Have A Job To Do’ feat for 10
minutes.
You can only use one ‘We have a Job to Do’ per mission

This feat can be used only once.


You must name a person when selecting this feat – (e.g. What Would James Kibble Do?) and once selected this
cannot be changed.
This feat may be used only once. It allows a character, to use a skill that the named character has. You must know the Temporary
What Would X Do? character and have served with them. This feat can only be used if the named character is not present, or is
incapacitated.
The skill only lasts until the action is completed. If a skill requires cards to be used, then 6 random cards are given to
you to be utilised

It enables the character to quickly make 1 action (press a button, get a single shot off, etc) before being
Must have been hit incapacitated, and reduces the duration of the incapacitation to 15 seconds.
ZAT Resistance Permanent
with a ZAT blast.
You are immune to the -5 effect of a 2nd hit while you do your 1 action.

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Combat and Health

Cover
When running through dense trees or stationary behind a covering, but not concealing object i.e. tree, dense undergrowth,
standing stone, half of shots hit.

If you can’t see them you can’t hit them.

Armour
Armour provides the character with extra body and must be phys rap’s.

Helmet: +1 Body
Flak Jacket: +2 Body
Arm and Leg Amour: +1 Body

Damage to Body is always taken off the armour first, so if you are wearing a full set of armour above you are considered to
have +4 body, and the first 4 points of body damage will come off your armour.

Armour damaged in such a way is rendered unusable after taking damage, until repaired by someone with the Armoursmith
skill.

Damage
Player characters normally have 6 hits, this represents your health and ability to take damage. Hits are not locational, but you
should role-play any called shots or damage to whichever part of the body you think if appropriate.

ALL DAMAGE SHOULD BE ROLEPLAYED


They also start with 6 Vitality, this increases with experience, and extra points can be taken at character generation. This
represents your "heroic ability" to not be hit, your energy levels and general well being. Poisons and toxins may also affect
vitality, progressively weakening the character. Vitality cannot drop below 0.

Vitality refreshes at the rate of 1 point per hour under relaxed (non mission / non combat) situations - 2 points per
hour if asleep.

Hits refresh at a rate shown in the table below.


If you are treated by a Doctor in a medical bay, your hits regenerate twice as fast. If you were at negative hits,
and were treated by a Doctor with the Surgeon feat in a medical bay, your hits regenerate four times as fast.

Damage above zero is cuts, bruises, nicks and other such items that should be role-played. Your body can go to -5 before you
die, with each level of zero or below getting progressively worse. No matter what damage you have taken, you always star t an
event with full body and full vitality unless otherwise stated in your pre-event downtime.

Damage comes off vitality first (each point of damage takes off one point of vitality), then off body (again, each point of
damage takes off one point of body).

Damage calls of "Through" go through vitality and go straight to body.

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Body
Description Hit Regeneration
Total
Max
Your body is injured with cuts and bruises and you look like you’ve been bleeding. +1 Hit per Hour
to 1
The location is badly bruised and ineffective.

0 Bad bruising of this type will resolve itself after two hours rest, although using the area will be +1 Hit in two hours
painful and difficult until the bruising resolves. It also represents dislocations which should be
corrected by medics. Slight loss of movement.
Venous bleeding, and significant tissue damage.

A character must apply first aid within 60 seconds otherwise the character will drop to -2.
This represents slow bleeding, The area injured will still be useable, but doing so will cause
intense pain. The wound will need treating with dressings.
+1 Hit in twenty four
-1
Antibiotics must be administered within 3 hours else infection sets in. hours

Fall to Ground you can crawl/drag yourself around, prop yourself against a tree, etc.
immense pain Once patched up loss of quite a bit of movement, and it hurts REAL bad!

On reaching this level you should open a GREEN Wound Card


Arterial bleeding with substantial tissue damage.

Apply first aid within 60 seconds of hitting -2 otherwise the count continues to -3. This
represents heavy bleeding from small arteries; the greatest immediate risk is from blood loss.
The injury will need treating with pressure, dressings and bandages. Simple breaks fall into
this category.

-2 Advanced medical treatment (Battlefield or Expert Surgery) is required within 2 hours +1 Hit in one week
otherwise permanent damage results (i.e. drop in vitality max). A Doctor looking after a
character on -2 can increase this amount of time while away from a surgery to 4 hours.

Incapacitated, unbearable pain! Once patched up movement is at half speed and you
often lose concentration.

On reaching this level you should open a GREEN Wound Card


Major Arterial bleeding with serious tissue damage.

Apply first aid within 60 seconds else count drops to -4. At this level, blood is spurting fast and
furious. Bits of flesh are hanging off the injured area, and bits of bone may be showing
through the wound where force has been applied. Treatment is with multiple dressings,
sealing the injury with stitches or superglue, and bandaging.

-3 Advanced medical treatment (Battlefield or Expert Surgery) is required within 1 hour or the +1 hit in one month
character will die. A Doctor looking after a character on -3 can increase this amount of time
while away from a surgery to 2 hours.

Fall to the ground unconscious. Once patched up you need assistance to get around and
any tasks are almost impossible.

On reaching this level you should open a GREEN Wound Card


The character is on the brink of death, and normally in a coma.

Apply first aid within 60 seconds else count drops to -4. At this level, blood constantly
pumping. Large bits of flesh are hanging off the injured area, and large amounts of bone
and muscle may be showing through the wound and surrounding areas – or large burns
over the majority of the body. Treatment is with multiple dressings, sealing the injury with
stitches or superglue, and bandaging.
+1 hit in three
-4
Advanced medical treatment (Battlefield or Expert Surgery) is required within 1 hour or the months
character will die. A Doctor looking after a character on -4 can increase this amount of time
while away from a surgery to 2 hours.

Fall to the ground unconscious. Once patched you are unable to get out of bed.

On reaching this level you should open a RED Trauma Card and a GREEN Wound Card
-5 Dead

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Weapons Damage
In a clear voice the player must call: Target & Damage (e.g. Jaffa on the left, Triple) – Damage Calls can be “3 Damage” or
“Triple”. There must be at least one second between calls (do not drum-roll calls).

This applies unless it’s very obvious who you are shooting at. A shot is not fired until the call is complete.

Weapon Damage Special Clip Notes

Small Firearms

Pistol Single 10

Medium Firearms

Special is a three round burst using three


SMG Single Triple 30 rounds of ammunition.
Can use the Covering Fire special attack

Special is a three round burst using three


Assault Rifle / Carbine Double Double Through 30 rounds of ammunition.
Can use the Covering Fire special attack

Double Special only occurs when the target is


Shotgun Double 6
Knockdown within 20 feet, and occurs automatically.

Large Firearms

Special is a three round burst using three


rounds of ammunition.
Light Machine Gun Double Double Through 200
Can use the Covering Fire special attack
Can use the Spray Fire special attack

Sniper

Sniper Rifle Triple 10

Support Firearms

Damage depends on phys rep.


Heavy Machine Gun See Referee
Can use the Heavy Fire special attack.

Rocket Launcher *Rocket Launch*

This is not a heroic weapon


Must be represented by a jet of liquid
hitting the target

If the propellant tank is ruptured the


Flame Thrower *Flame* character using the weapon goes
immediately to -4 and is affected by the
“incapacitate” effect. If this occurs then
all characters within 10 feet take Double
Through to represent the flying debris
from the fuel tank and from the
propellant hitting people

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Weapon Damage Special Clip Notes

Melee

Knife / Club / Dagger Single

Machete / Fixed
Double
Bayonet / Sword

Double
Large Weapon
Knockdown

Thrown / Ranged Weapon

Dagger / Shuriken Single

Bows / Crossbows Double

Grenades

Fragmentation Quad Knockdown 1 10 Foot Area of Effect

5 Second
Flash Bang 1 10 Foot Area of Effect
*Incapacitate*

White Phosphorous Double Through 1 10 Feet Area of Effect

Demolitions

10 Feet Area of Effect per Block


Double Per 5cm by For every additional block, Area of Effect
C4
5cm by 5cm Block increases by 10 Feet and Damage
increases by 2.

100 Feet Area of Effect per Block


Naquadah Enhanced Twenty Per 5cm by
C4 5cm by 5cm Block For every additional block, both Area of
Effect and Damage doubles.

Alien Technology

Global
Staff Weapon Double 10
Knockdown

Double
Staff Weapon (Melee)
Knockdown

Zat’ni’katel Double *ZAT* 10 See *ZAT* in next table

Version 4.0 (Rev 03): May 2008 Page 36 of 44


Special Damage Calls
Call Damage Ammo Used Description

Call covering fire as many times as desired (as long as you have
ammo)
Single Through The enemy has to be face down on the ground, or they take the
Covering Fire 5 Bullets per Call
Per Call damage. Covering fire is in operation while the coverer is shouting
"Covering fire, covering fire, covering fire.”
Covering fire will hit all enemies forward of the player.

Triple Through 15 Bullets Per


Heavy Fire As Spray fire only disregarding cover
Per Call Call

Call spray fire as many times as desired (as long as you have
Triple Through 10 Bullets Per ammo)
Spray Fire
Per Call Call Hits everyone exposed in a 180 degree arc from the firer’s position
(foe or not). Does not ignore cover.

Other Calls

Call Damage Ammo Used Description

All Firearms and Force Weapons have no effect. This is a passive


Deflect Goa’uld Hand Device (Passive) effect and does not have to be called for every bullet. This cannot
be active at the same time as Hand Device Active skill

Global Knockdown is used against a group. Characters within a 5


Global ft radius of the target character including the target must role-play
1 being thrown aside from the blast but take no damage.
Knockdown
This cannot be dodged with Vitality.

Incapacitate ignores armour. If any body damage is taken the


character collapses where they are and is unconscious for a
Incapacitate period of time. If a damage call says “5 second Incap” then you
are incapacitated for 5 seconds. If it doesn’t state a time, then it is
until a referee tells you.

If the blow does damage to the target, then the target is knocked
to the floor. The front or back of your torso must touch the floor. If
Knockdown As Weapon
unsafe to do so, you must drop to your knee for 10 seconds and
cannot move or initiate combat during this time.

The character loses Vitality at a rate of 1 per 10 seconds until


reaching 0 whereupon the character will collapse. If the effect
Life Drain Goa’uld Hand Device (Active)
continues the character loses body hits at 1 per 10 seconds until
dying at –5.

Paralyse ignores armour. The character is held in position unable to


Paralyse Goa’uld Hand Device (Active)
do anything but wriggle in extreme pain.

The character is thrust back 20 feet, taking Triple damage if


colliding with an immovable object on the way. Power thrust
Power Thrust Goa’uld Hand Device (Active)
cannot take a character below 0 regardless of how often it is
used.

Nine Rockets do 9 damage to a radius of 30 feet at the point of impact


Rocket Launch 1
Knockdown and you are affecting by the Knockdown call

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Call Damage Ammo Used Description

If any body damage is done to the character, they collapse


where they are and is unconscious for 30 seconds. Within the first
Zat Double ten seconds of a character being hit with a Zat weapon, another
hit from a Zat will reduce the character to –5. A further shot will
vaporise the remains.

This is not a heroic weapon.


Reduces target to 0 Body and 0 Vitality and they must write
around the floor in flame as they are also affected by the
Flame Special “incapacitate” effect.
If the propellant tank is ruptured the character using the weapon
goes immediately to -4 and is affected by the “incapacitate”
effect. All characters within 10 feet take Double Through.

Can be Countered by Natural Immunity.


Venom As Damage Call Takes effect 1 minute after the venom call when you take body
damage equal to the original venom call.

Can be Countered by Natural Immunity.


Venom
Incapacitate Takes effect 1 minute after the venom call when you are
incapacitated.

Poison If you get hit by this damage call – you must see a referee.

Reloading

In normal fire fights, where individual targets are being called, a character is assumed to be able to reload when necessary.
You must role-play changing your magazine.

There are 3 particular occasions when a reload MUST be called as well as role-played(unless you are using the All Guns Blazing
Feat), after calling:

Covering fire
Spray fire
Heavy fire

After the fire fight please hand your used magazine in to the Referee.

Cover

When running through dense trees or stationary behind a covering, but not concealing object i.e. tree, dense undergrowth,
standing stone, half of shots hit.

If you can’t see them you can’t hit them.

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Character Development

Post-
ost-Event

You gain +1 vitality to your natural maximum, this represents you becoming more of a "hero" as your experience increases.

You should hand in your character card to the plot coordinator, or nominated representative, which must have clearly marked
on it, any feats you have gained or used over the event. If you forget to do this, or are unable to - you need to let the plot co-
ordinator (whose address can be found on the forums or on the website) know what feats you took and what feats you used.

If you do not register this information within 1 month, then any items found and the feats you gained or used (some used feats
contribute to obtaining the permanent version) will be lost.

Downtime
After an event finishes you must fill in a downtime form (links to this can be found on the www.stargatelrp.com website or the
associated forums) - you should complete this by a specific date, which is normally one month after the event - but this
depends on the interval between events. The dates for downtime closure will be listed on the forums and on
www.stargatelrp.com . This form needs to be returned to the Plot Co-ordinator, whose email is both on the form, and on the
website.

Downtime is split into four sections :

Development
Skill Usage
Research
Miscellaneous

You can only utilise the immediate downtime after the last event you attended, you cannot "withhold" your downtime until a
later date and fill in multiple downtimes. You must complete the downtime in the specified slot.

If you have gained a downtime through crewing or event organising, then you must also complete a downtime - and in the
Miscellaneous section - you must also include which "feats" you wish to take as part of your crewing bonus. Again, if you do not
complete the downtime in the allotted time then any bonus feats will be lost.

Development
Each downtime you get three "Development" slots. In these slots you can do one of the following items

Train

You can spend one slot towards learning a particular skill, some skills take longer than others - and some skills require special skills
or requirements (e.g. in order to learn the Naquadah skill you must have permission to access and use some Naquadah, or
have another player character use the "Teach" item on you.) If you are being taught by another character then the time taken
to learn the skill is reduced by one month.

Random Assignment

You can spend one slot having a downtime adventure off world, you will gain a random feat depending on the mission or
pieces of information. You will receive a full description of this mission in your downtime return.

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Teach

You can spend one slot teaching someone a skill - You will gain a "What Would (Person) Do" Feat if you spend a month
teaching. The person you are teaching must spend a slot on "Training" in order for you to gain the feat - otherwise this slot will be
wasted.

Improve

You can spend one slot learning more about certain skills (Disposal, Communications, Hacking). You can do this a maximum of
once per downtime, and gain +1 to your card pool for each mission. You can increase to a maximum of 9 cards in your hand at
any one time.

Upkeep

You can spend one slot up keeping certain skills (Bodybuilder) - if you do not do this at least once in the downtime, you lose that
skill.

Skill Usage

Each downtime you automatically use your Background Feat : Dreaming Spires, Insider Information and Experimental Kit - Unless
You Choose Not To.

Dreaming Spires

You have access to the best research establishments in the world, and the library card to prove it.

You are a very well known academic, during downtime you tend to learn pieces of information from the world of academia,
this can be information around new technology discoveries or procedures, or can be academia rumours which may be helpful
to your character.

You can also decide to use this to help yourself or someone else gain an NPC teacher for a standard or basic skill. This needs to
be placed in your downtime if you are doing so.

Experimental Kit

As a card holding member of the testing brigade you are expected to test a variety of technology that has already been
invented.

This leases a piece of equipment, drugs, vehicle, latest wild device to your character for a period of time. These technologies
are being tested with possibility of becoming "standard equipment" and are in a wide variety of stages of development.

These pieces of equipment may have flaws which you have to work around, or may have side effects both positive and
negative and you don’t know until you test the item what it is that is going to be, although items tend to be more geared to
each individual character – especially the more experienced the character the more dangerous and more exciting the item.

The advantage of the skill is that you are always at the cutting edge of technology and have the opportunity to play with
some, albeit dangerous, items.

Insider Information

You can choose to use your insider information in a general manner during downtime, which involves just general listening in to
informants, gossip in the canteen or any other such ways of getting information - this will give you information about the current
socio-political workings, rumours, intelligence and other snippets of information which may or may not be obvious and may or
may not be relevant to the next event.

You can also use this in a targeted way - you can choose rather than to use this in a general manner, choose a specific person
or organisation to gather information on - you then gain much more specific information on the person or organisation, but the
downside to this is that depending on how well connected the person is, you may find someone using this feat back at you to
sew disinformation.

This skill works differently for each character and depends on their background as to how they go about getting their
information.

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Research

You can spend your downtime researching items which you have discovered at previous events. Your research directly
influences any new technologies that come out of the Stargate Project. The more research that you do on items, the more new
discoveries that are made for the United Kingdom.

There is no limit to the amount of research you can attempt to do during downtime - but you only have a set amount of time to
complete it in. So you can research one item in your downtime, or ten items in your downtime - but if you research just one item
you are more likely to get a lot of useful information out of it than splitting your time between ten items.

You always run the risk of the experiment going wrong and a side-effect or bad thing happening... these things happen in the
world of research.

When researching an item - you need to say what it is that you are researching, what skills you are using and what it is that you
are attempting to get out of it - so if you're attempting to analyse a piece of moss that was found on planet X, you need to
state that you're attempting to analyse "Moss from Planet X", using "Ecology", and "Attempting to find a way to turn the moss
into a new food source that could feed the planet - assuming we can get rid of its nasty poisonous side effect."

Should two players join up to jointly work on a project they gain more benefit than if they research it themselves - but they both
need to state in the research section of the downtime that it is a joint project, otherwise it's assumed to be separate workload.

Your results will be returned to you in your downtime return.

Miscellaneous

This is for anything else that doesn't fit anywhere else - for Crew you should list here any feats that you want to gain from the
event that you crewed It can also be used for any downtime queries from the event which do not fit into any of the other
sections.

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Exotic Training Times
The time to learn each skill is listed in the “skills” section at the start of the document. The following includes the currently known
time required for exotic items

Alien Language Read-


Read-Write / Speak
There are two components to alien languages one is the ability to read & write it and the other is the ability to speak it. Being
able to do one does not allow you to do the other. When you are completing your downtime, you must include a note as to
whether you are learning Written or Spoken.

Modifiers to Skill Learning Time

+3 Months if you do not have any Linguistics skill


-3 Months if you have Alien Language (Written) or Alien Language (Spoken) in the same language already

You require a teacher (for spoken or written) or a source text with translation (for written) for all the below items

Name Pre-Requisites Time to Learn

Goa’uld 6 Months

Jaffa 6 Months

Ancient 9 Months (6 Months if you know Latin)

Asgard 6 Months

English Jaffa Character 3 Months

Alien Technology Use


There following skills allow you to use a range of alien technologies. If you are learning a new weapon, you will use up 1 clip of
ammunition in learning the skill – so will depend on available stores of the weapon.

You require either a teacher, or an example of the device you wish to learn.

Name Pre-Requisites Time to Learn

Goa’uld Flight Systems Pilot Aircraft or Mechanical Engineering 3 Months (6 months without Pilot)

Goa’uld Fighter Systems Pilot Aircraft 6 Months

Staff Weapon (Ranged) Medium Firearms 1 Month

Staff Weapon (Melee) Melee Weapons 1 Month

Zat’ni’katel Small Firearms 1 Month

Goa’uld Ring Device Mechanical Engineering or Navigation 1 Month

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Alien Technology Systems
There following skills allow you to develop and maintain a range of alien technologies.

You require either a teacher, or an example of the device you wish to learn.

Name Pre-Requisites Time to Learn

Comms, Electrical Engineering or


Dial Home Device 4 Months
Hacking

Goa’uld Crystals Comms or Electrical Engineering 4 Months

Read Goa’uld AND Mechanical


Goa’uld Flight Systems 4 Months
Engineering

Naquadah AND Goa’uld Crystals AND


Goa’uld Shield Technology 6 Months
Nuclear Physics

Communications AND Read Goa’uld


Goa’uld Communications Technology 3 Months
AND Electrical Engineering

Mechanical Engineering AND (Nuclear


Naquadah 4 Months
Physics or Material Science)

Staff Weapon Mechanical Engineering 2 Months

Zat’ni’katel Mechanical Engineering 2 Months

Physiology AND Mechanical


Ethernaut Cloning Technology 6 Months
Engineering

6 Months (4 Months if you have both


Ethernaut Power Systems Material Science AND Nuclear Physics
skills)

Ethernaut Medical Technology Doctor AND Material Science 6 Months

Mechanical Engineering AND Electrical


Earth Spaceship Systems 3 Months
Engineering AND Nuclear Physics

Electrical Engineering AND


Basic Nanotechnology 3 Months
Communications AND Hacking

Medical Nanotechnology Basic Nanotechnology AND Physiology 4 Months

Basic Nanotechnology AND Material


Advanced Nanotechnology 4 Months
Science AND Nuclear Physics

This list is not complete, and is given as an example, as new technologies are researched by scientists, new opportunities may
present themselves – this also depends on technology brought back and researched.

If you have spent time researching a new item during downtime, at the plot co-ordinator’s discretion you may be given a
reduction in the time taken to learn the skill when it becomes available.

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Cheating
Step 1 - Informal Warning

The player(s) are informed that they are infracting the rules, and are given the opportunity to give any reasonable reasons for
their actions. If the ref does not believe the excuse is reasonable or they are receiving porky pies from the players(s), The referee
should and can do the following.
Give an informal warning, and leave the matter there.
Go Straight to step 2,3 or 4. if the offence warrants it.
Apply any necessary adjustments to the character to undo the cheating that has taken play.
Apply an IC penalty, deduction of temporary feats, vitality etc.

The ref should then inform the other refs and event organizers at the first opportunity.

Step 2 - Formal Warning

This takes place either due to gross cheating or after an informal warning has been given. Once again the ref informs the player
that an infraction in play has taken place, the player then gets their opportunity to give any reasons for their actions. If the ref
does not believe the excuse is reasonable or they are receiving porky pies from the players(s) The ref should and can do the
following.
Give the player a formal warning.
Go Straight to step 3 or 4, if the offence warrants it.
Apply any necessary adjustments to the character to undo the cheating that has taken play.
Apply an IC penalty, deduction of temporary feats, vitality etc.

The ref should then inform the other refs and event organizers at the first opportunity, in addition the committee is notified after
the event.

Step 3 – Final Warning

If a player has been involved in an act of gross cheating or if this is the third time they have been brought up on a rules
infraction during the event. Once again ref has a chat, if the player’s reasons for their actions are not reasonable. The ref should
and can do the following.
Give the Player a Final Warning and warn them that any more incidences will result them in having their
character removed from play.
Go Straight to step 4, if the offence warrants it.
Apply any necessary adjustments to the character to undo the cheating that has taken play.
Apply an IC penalty, deduction of temporary feats, vitality etc.

The ref should then inform the other refs and event organizers at the first opportunity, in addition the committee is notified
immediately.

Step 4 –Exclusion from Playing

The players character is removed quickly and quietly from play, the players fate is handed over to the committee. They don’t
get to play again during the event, but can help crew if allowed.

Unsafe Play for Crew or Players


Anything that either :

Play that could actually cause physical harm to a player. Pulling out your martial arts moves on the crew for
instance…
OOC remarks that are either insulting or upsetting to either players or crew

Will go through the Informal, Formal then Exclusion stages above.

There is no set procedure here. Most should be covered by an informal warning. Any formal warning is being dragged straight
to the committee.

Version 4.0 (Rev 03): May 2008 Page 44 of 44

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