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Stargate SG-1 Roleplaying Game - Core Rulebook2
GAME DESIGNERS Mack Martin (lead), Philip Loyer, Brad Ellis, David Hanold, Westley Walker
WRITERS John Kennedy, Steffie de Vaan, Brad Ellis, Christina Monfette, Michael Walker, Benjamin Eastman
EDITORS David Baxter, Michael Walker, Evan Dixon, Bill Mundt, Benjamin Eastman, Stephen Hensel, Jenny Stiven, David Read, Brad Ellis, Westley Walker, Samantha Loyer, Karol Mora, Steve Runyon, Stephania Papi, Michael S. Webster, Jeremy Randall, Nathan Leake, Marcel Schilling
COVER ARTIST M. Wayne Miller
INTERIOR ARTIST M. Wayne Miller, Graham Sisk, Nick Greenwood, Ashley Pink, Jiroodd O Wen, Maria Ciobotaru, Steffi Hockriegl, Westley Walker, Tony Celliers
ART DIRECTION AND GRAPHIC DESIGN Brad Ellis, Justin Oefelein, Mack Martin
WEB DEVELOPMENT Evan Dixon, Brad Ellis, Andreas Johansson
LICENSE/BRAND MANAGEMENT Brandgenuity, Clio Consulting
PUBLISHER Wyvern Gaming
SPECIAL THANKS Jared Fegan, Lee Alley, Joy Slaughter, Kelly Ellis, Beta Testers, Playtesters, our lively Discord Community and the 6,415 Kickstarter Backers
ISBN: 978-164871826-7
WYV006001-D v1.03
STARGATE SG-1 is a trademark of Metro-Goldwyn-Mayer Studios Inc. © 1997 - 2021 MGM Television Entertainment
Inc. and MGM Global Holdings Inc. STARGATE SG-1 ROLEPLAYING GAME TM & © 2021 Metro-Goldwyn-Mayer
Studios Inc. All Rights Reserved.
METRO-GOLDWYN-MAYER is a trademark of Metro-Goldwyn-Mayer Lion Corp. © 2021
Metro-Goldwyn-Mayer Studios Inc. All Rights Reserved.
In this illustration by M. Wayne Miller we see Phoenix-1 heading out on a diplomatic mission as Maste/Bythel looks back with confidence.
1. INTRODUCTION 6 Getting Started 7 The Stargate Program 8 Basic Training 10 What You Need To Play 12
2. CHARACTER CREATION 16 The Making of a Hero 17 Choose a Race 18 Choose Two Origins 18 Choose a Class 18 Ability Scores 19 Description 20 Other Attributes 20 Gaining Experience 21
3. RACES 22
A Coalition of Planets 23 Aturen 24 Human 26 Jaffa 28 Tok’ra 30 Unas 32
4. ORIGINS 34 Building a History 35 Biome Origins 36 Background Origin 38 Racial Origins 41
5. CLASSES 42 What is a Class? 43 Diplomat 44 Engineer 46 Medic 48 Scientist 50 Scout 52 Soldier 54
6. EQUIPMENT 56 Prep Rating 57 Requisitioned Equipment 60 Tech Level 61 Weapons 62 Armor 68 Common Alien Gear 76 Facilities 78 Vehicles 79
7. FEATS 82 General Feats 84 Combat Feats 90 Downtime Feats 96
7. FEATS CONTINUED 82 Inspiration Feats 98 Modication Feats 99 Procedure Feats 100 Discovery Feats 101 Field Hack Feats 102 Tactic Feats 103
8. USING ABILITY SCORES 104 Skills 108 Strength 109 Dexterity 110 Constitution 111 Intelligence 111 Wisdom 112 Charisma 113
9. MISSIONS 114 The Tension System 117 Movement 118 Resting 120 Damage and Healing 121 Determination 124 Saving Throws 125 Initiative & Moxie 125 Ailments 126 Conditions 128 Environmental Rules 130
10. ENCOUNTERS 132 Overview 133 Plot Mechanics 134 Action Mechanics 148
12. THE GATEMASTER 268 The Series 276 The Season 277 Episodes 283 Encounters 286
13. LIFE FORMS 296 Extras 298 The Goa'uld 299 Jaffa Troops 303 Ashrak 309 Beasts 310 Replicators 318 Reetou 320 NPCs by Class 322
Introduction Chapter 1
Greetings, Traveler. You’ve been recruited by Stargate Command (SGC) to defend the galaxy against the Goa’uld System Lords. Stationed at the secret Phoenix Site, you now embark upon your training within the Stargate program.
Each adventure through the Stargate opens a journey to known and unknown worlds where the future of civilizations may be decided.
Your decision to join our cause is greatly appreciated by the Tau’ri and the people of the Milky Way galaxy.
Getting Started This Core Rulebook will serve as your guide. Use it to aid in your training for our explorations and in battles to come.
The Stargate SG-1 Roleplaying Game is a sci- fi tabletop game, where you assume the role of a Stargate team member, working with a secret off-world Stargate Program – designated Phoenix Site.
As a member of the Stargate Phoenix Site, you and your teammates will go on missions guided by a Gatemaster to explore new worlds and cultures, obtain new technologies, and fight to preserve freedom across the Milky Way Galaxy.
WHAT IS A ROLEPLAYING GAME? In a roleplaying game, you create a character of your choosing based on the rules laid forth in this book. The character you develop is completely in your control. His or her actions are your actions. The Gatemaster (GM) will tell you about the journey you are on and describe the details of the scene or situation.
For example, the GM may tell you, “Your SG team is walking through a 3-meter tall sea of grass. In the distance, you hear the sound of staff weapon fire. What do you do?”
As a Player Character, you choose how to respond. If you are a Jaffa Soldier, you might take off running towards the sound. If you are a Tok’ra Diplomat, you could cautiously approach, listening for clues. If you are an Unas Scout, you might utilize high ground to perform recon.
Based on your actions, your Gatemaster will tell you what happens next. In order to determine the outcome, she may ask you to roll dice based on a skill developed by your character. Play continues in this fashion through a series of encounters, until your objective is complete and the story concludes. Based on your performance, you will receive mission points that allow you to advance your character for the next time you play!
Player Characters The Player Characters (PCs) are the heroes of the story. While not at the level of the legendary SG-1, your missions are still vitally important in the fight against the galaxy’s many dangers.
The majority of this book talks about the options for creating and advancing your character.
The Stargate is dialed using constellation symbols in a sequence, with the point of origin being last. This is the origin symbol of the Phoenix Site’s Stargate.
CH 1: Introduction
The Gatemaster Being the Gatemaster (GM) can be as much fun as, if not more, than being a player. You control the story and the non-player characters that interact with the player characters.
There are chapters in this book that will aid you with building a story that mimics a television series, as well as advise you on determining the outcome of various situations.
Stargate Program Earth’s Stargate Program was historically preceded by the unearthing of an ancient metallic ring during an Egyptian archeological expedition in 1928 by Dr. Langford and his daughter Catherine. This seemingly unearthly artifact was adorned with symbols that were unrecognizable by scholars of that time, and it was accompanied by cover stones that displayed hieroglyphic text describing the object as a “Stargate.” The device was brought to the United States to keep it out of Nazi hands and was later installed deep beneath Cheyenne Mountain in Colorado for further study.
When grave threats were discovered in the galaxy, in the form of the Goa’uld System Lords, the United States established Stargate Command under the leadership of General Hammond. Nine teams, known as Stargate (SG) teams, were initially created to travel through the Stargate to assess threats, open negotiations with other civilizations, and procure technology to defend Earth. Most exploratory teams had a military lead, a cultural anthropologist or archaeologist, a scientist, and a soldier. This allowed them to be a truly exploratory group, collaborating (usually) with each other, and alien civilizations.
Stargate Command has tackled their mandate head-on, establishing formal diplomatic relations with races such as the Tok’ra, Tollan, Nox, and many more. The Asgard – discovered by Dr. Catherine Langford and the SG-1 team in 1997 to be one of the “Four Great Races” – are in possession of powerful technologies, including plasma weapons, hyperdrive generators, and matter transporters. Some of the more advanced races are reluctant to help the Tau’ri (the galaxy- wide name for inhabitants of Earth), wanting us to adapt and evolve without outside help. However, Stargate Command has endeavored to show these races that we can, and should, work towards a more peaceful galaxy. Humanitarian
efforts on behalf of the organization even saved entire populations, such as the Edorans, from extinction. When taking combative or defensive action has been deemed absolutely necessary, Stargate Command always protects innocents first, ensuring as often as possible the continued freedom and existence of their world.
As is the case in so many galaxies, there are some races who, without fail, are bent on domination. The Goa’uld are one such race - scavengers and absolute amoral despots. They have enslaved millions of races and planets, just to serve their own goal of galactic domination. The Goa’uld prey on each race’s search for meaning, appearing as “gods” to them, and then beat the people into submission to serve. Stargate Command (SGC) has become the last line of defense against the Goa’uld for not just Earth, but countless other worlds.
SGC fights the Goa’uld and their Jaffa armies, and actively work to counter
the very belief system that these aliens are gods. Winning “hearts
and minds” remains an integral part of the Stargate Command’s ultimate strategy, just as much as acquiring defensive technologies and fighting battles against the Goa’uld.
Earth’s part ic ipat ion in interplanetary affairs has had a
lasting positive impact on the galaxy. Stargate Command has begun to establish
strong outposts across the Milky Way Galaxy. Some Jaffa, previously assumed to be devoted only to the Goa’uld, have secretly been working with Tau’ri to create an organized rebellion at multiple sites. The Tok’ra, whose very existence and name mean to work against the Goa’uld, have decided to join forces with Stargate Command, specifically to run counter-intelligence efforts.
Stargate Command and its allies have not defeated these evil aliens, but with allies like the Asgard and YOU, we can free the countless millions enslaved by these oppressors!
SPOILER WARNING! The setting for this game occurs specifically in season 6 of the Stargate: SG-1 TV program. This book will contain spoilers for events from seasons 1 through 6. Additionally, it is written with the assumption that season 6 has come to a close, despite gameplay occuring during season 6, so that future story and supplement compatibility are as simple and clear as possible.
Phoenix Site A well-kept secret for years, even from some SG teams, the Stargate Phoenix Site’s origins were born from a distinct need to allow independent in-galaxy work with our alien allies.
Stargate Phoenix began as the SG teams made contact with several intelligent cultures, often distant Earth descendants, that were under the control or influence of the Goa’uld. These SG team visits were many times a spark that lit the spirits of an abject world.
As more and more alien worlds rose up, the President of the United States (POTUS) authorized the formation of an off-world site under the SGC. Commanded by Major General P.K. Loyer, its mission is to establish an off-world SG command center that trains volunteers who choose freedom and knowledge over oppression.
Once trained, these SG teams could be sent on missions with the exploration and defense of the free galaxy in mind.
You are an operative of the Phoenix Site.
What’s in this book? The first part of the this rulebook (chapters 1-8) contains all the information players need to create a character to join the Stargate Phoenix Site. You may choose from a set of playable races and classes and learn all of the skills, feats, equipment, and world-building abilities that allow your character to thrive as an SG team member.
The second part of the Core Rulebook (chapters 9-13) is intended for the Gatemaster (GM), the person who guides the player characters on their adventures. As the storyteller, the GM weaves the tale of the players’ SG team exploring through the gate. It also includes guidance for running a campaign set within the background of Season 6 of the Stargate: SG-1 TV show.
One of the elements that makes a roleplaying game unique is the rules employed to shape the story being told. To simulate a modern television series narrative, we’ve added and altered some rules from the standard D&D 5th Edition games you might be familiar with, notably the following:
• 5 Level Classes: In addition to having very different class options to choose from, your character gains levels in a training class only until level 5. Once SGP team members complete their core training, they are free to guide their own advancement by purchasing feats.
• Meters: Instead of the standard imperial measurements, we use the metric system using 1m increments in place of 5ft.
• Ranged Vs. Melee: While melee combat certainly happens, SGP teams often engage enemies with firearms. GMs may find a grid-map is unwieldy to keep track of combatants during most combat.
• The Tension Die: Ranging from 1d4 (Comedic) to 1d12 (All is Lost), this die sets the tone of an episode and its scenes.
• Damage Lethality: At most Tension ratings, it’s assumed that damage isn’t lethal by default.
• Encounter Types: In addition to traditional action, Stargate encounters cover any situation where success is not guaranteed or where the outcome depends on player choice. Encounters range from battles with enemies to convincing a judge or sneaking through an enemy base.
• Determination Points: Characters have a number of determination points (DP) that act as a wagering resource during certain encounter types. Some feats and abilities also allow you to use DP in additional ways.
• Initiative & Moxie: Initiative can be determined by a character’s Dex or Wis (instead of just Dex). In addition, we’ve added Moxie (using Int or Cha) for use in non-action encounters.
• Mission Points : Like experience points, mission points (MP) are how a character earns advancement. They aren’t awarded for combat but instead for completing missions. You typically earn between 3 and 5 MP per session.
CH 1: Introduction
Basic Training The following are the terms and phrases you’ll find throughout this book.
1D6, 1D8, 1D10, ETC. This notation refers to the number of dice and their type. Dice are used throughout the game to determine success, failure, and damage amounts. In the notation, the first number represents the number of dice of that type to be used; the last number indicates the number of sides the die has. So, for example, 2d6 would indicate two 6-sided dice.
You will also see notations like 3d8+2. In this example, you would roll three 8-sided dice, add up the total, and add 2 to the result.
ADVANTAGE AND DISADVANTAGE In certain situations, an Ability check, attack roll, or saving throw may be modified because you either have Advantage or Disadvantage; the Gatemaster will inform you when this is the case. When you have Advantage, you roll 2d20 instead of 1d20 and take the higher value of the two dice. When you have Disadvantage you do the same, but take the lower value of the two dice.
ARMOR CLASS (AC) When physically attacked, the only thing standing between you and damage is your Armor Class. The armor you wear, plus your ability to evade attacks, make up what is your Armor Class. When an enemy performs an attack, the Gatemaster may ask, “does a 15 hit your AC?” If your armor class is 16 or higher, then you are safe, and the blow bounces off, or you dodge the bolt completely. If your AC is 15 or lower, then the hit has come close enough to be concerning, and you will suffer Hit Point damage (which can eventually lead to serious problems).
ATTACK ROLL When attacking a combatant, you will need to roll 1d20 and add your Attack bonus. The Gatemaster compares this total against the target’s Armor Class to determine if your attack does damage.
CHECK When a player character tries to perform certain actions, the Gatemaster may ask you for a check. This will involve rolling 1d20 and usually adding a bonus to the result. Depending on the type of action, the added bonus will vary. For example: if you are attempting to sneak into an enemy camp, you will be asked to make a Stealth check. To do this, you will roll 1d20 and add the bonus provided by your Dexterity and Stealth proficiencies.
COMBATANT Typically, the definition of a “combatant” is a player character, non-player character, or creature that is involved in a combat encounter.
DETERMINATION POINTS (DP) Each character has a number of determination points that function as a form of currency for social and mental encounters. These points are often ‘bid’ – like poker chips – to allow a character to persevere in the encounter or, at a minimum, avoid failure.
DIFFICULTY CLASS (DC) When you need to make a check, the Gatemaster will determine (sometimes in secret) the minimum value the total check must equal in order to successfully perform the action. This minimum value is defined as the Difficulty Class (or DC). For example, the DC for quickly climbing a ladder is very easy (5), a rope is medium (15), and a sheer cliff is very hard (25).
ENCOUNTER When a challenge is initiated, whether tactical or social, the Gatemaster will ask for an Initiative or Moxie check to officially begin the encounter. An encounter can be short and combative (such as a firefight), or it might take hours or even days and be more strategic (navigating an alien jungle).
GATEMASTER (GM) The Gatemaster is the main storyteller. The GM tells you about the mission you are on, the environment you are in, and the challenges that you face. They also control the non-player characters and enemy combatants.
HIT POINTS (HP) Hit Points, sometimes called Health Points, are how much damage a character can mitigate before an attack has landed powerfully enough to render you unconscious (and possibly die). A character with their full HP is called “healthy.” If they have more than half of their total HP remaining, they are “scuffed,” and if they are half or below half they are “wounded.” Once a character reaches 0 HP, they are unconscious.
INITIATIVE & MOXIE CHECK Each character has an initiative and moxie modifier that is calculated when you build your character. These checks are used during encounters to decide the order of character actions.
LEVELS Over time your player character will gain levels. As you advance in Levels, you improve some base values and gain new abilities.
MISSION POINTS (MP) As you go on missions, you gain mission points. Usually, you gain 3-5 Mission Points per mission. Once you have reached a certain number of MP you gain a level (see page 21).
NON-PLAYER CHARACTER (NPC) All characters in a mission that are not controlled by the players are non-player characters and are generally controlled by the Gatemaster.
PLAYER CHARACTER (PC) The characters you create to be SG team members are known as the player characters – PCs for short. These are the characters you control on Stargate missions.
ROLEPLAYING Roleplaying is the act of performing the actions of a character. Depending on your comfort level, this can be done from a third- or first-person perspective, for example, “Kulera takes out her tranq gun and loads it with a stim.” Or, “I take out my tranq gun and load it with a stim.” Those that really get ‘in character’ may even speak in their PC’s voice.
ROUND In game time, a combat round lasts approximately 6 seconds. Non-combat rounds are more flexible and may represent anything from a minute to several hours of activity. All characters take a turn in a round, and each encounter can have multiple rounds.
GAME SEASON/EPISODE/SCENE This game is designed to emulate a television series, and to that end our campaigns are organized into seasons and episodes. A season is approximately 13 game sessions called episodes. Each episode is comprised of various scenes as determined by the Gatemaster and the actions the PCs take.
To avoid confusion, when we refer to an episode of Stargate: SG-1 we will do so by the episode’s title. Each title is accompanied by a season and episode number in parentheses. For example, the Phoenix Site is established after the events of “Allegiance” (S6).
TENSION DIE (TD) The Gatemaster assigns each episode a tension rating. This is expressed as a die code (ranging from 1d4 to 1d12). Higher die types represent more dangerous and tense episodes or scenes. When a mechanic calls upon the use of the tension die it is expressed as +TD. For instance, an attack might deal 1d8+TD damage, thus increasing the potential damage in higher tension scenes.
CH 1: Introduction
Suggested for Play In order to play the Stargate SG-1 Roleplaying Game, you will need the following items:
DICE & PENCIL At a bare minimum, you will need polyhedral dice of the following types: 1d20, 1d12, 1d10, 1d8, 1d6, and 1d4. You may find it advantageous to have multiple of these dice so you may roll them all together (such as 3d6). Usually the game will not call for more than 2d20, but some dice (especially the d6) may be rolled in groups of 10 or more.
You’ll need a pencil or the like in order to keep track of health points, conditions, or the names of NPCs important to your mission.
3 TO 7 PEOPLE One of your players will need to play the role of Gatemaster, and you need other players to be characters in the mission. It is not recommended to have over 6 players plus the Gatemaster, as gameplay starts to slow down, and everyone won’t get as much action.
CHARACTER SHEET This book will teach you how to create a character from scratch. A blank character sheet can be downloaded from our website at StargateTheRPG. com/blank.
If you’d like to jump right in and start playing, you can also download our pre-generated iconic characters. It may also be useful to take a look at these starter characters if you’re new to roleplaying games. Download the pre-generated iconic characters at
OTHER GAMING TOOLS The Stargate SG-1 Roleplaying Game can be played in a theatre of the mind, but some like to play using a gridded playmat and miniatures. This is completely optional but helps some people picture a scene, especially close quarters combat.
The last and most important thing you will need to play is an imagination. Roleplaying allows you to immerse yourself into the game’s universe. The more imagination you put into the game, the more fun will be had by all involved. Listen carefully to the story and challenges your Gatemaster presents and find inventive ways to solve the problems and engage with the other PCs.
Throughout this book we assume that players are using a “Theatre of the Mind” style of play. This means the game is designed to function without a grid-map, and instead plays out purely in the mind of the players, or on quick sketches rather than a map.
However, a variety of gameplay tools have been created and published over the years, and many GMs may wish to use miniatures alongside grid or terrain maps. To achieve this goal, the GM should determine the scale and use these guidelines:
Miniatures Game Terrain If you’re using miniatures or model terrain without a grid, assume that 1m of range is equal to 1” (or 2.5cm) on the tabletop. Use the base of miniatures to denote their location. A model whose base is within 1” of another model’s base is within melee range.
1m Space Maps If the map you are using is drawn so that 1m is equal to 1 space, then little conversion is necessary. Characters in adjacent spaces are “within 1m” of each other and are therefore within melee range, for instance.
5ft or 1.5m Grid Maps Maps designed for use in games with 5ft spaces (or 1.5m spaces) function similarly to 1m space maps. Reduce all distances by 1/3 (multiply by 2 then divide by 3, rounding up) to determine the distance in spaces. Additionally, any range of “1m” is assumed to reach into the adjacent space, despite technically being half a meter short.
2m Grids Like 5ft grid maps, 2m maps assume 1 space equals 2m. Treat them the same as 5ft maps, but reduce the ranges by half to determine the number of spaces (instead of 1/3).
Example of Play Cleo (the Gatemaster) is running a game for his friends, Quaid (playing A’Tir, the soldier), Topanga (playing Maste, the diplomat), Mirza (playing Bervell, the engineer), and Dave (playing Oringo, the scout). They’ve been playing weekly for a couple of months, hot on the trail of an Ancient’s journal rumored to describe the construction of the first two Stargates.
The Phoenix team’s mission this week involves coming through the Stargate to an arboreal world looking for the source of a mysterious radio signal recently detected by one of Earth’s deep space telemetry satellites and bearing strangely similar characteristics to the fragment of the journal they already possess.
The GM and players begin with a mission briefing and Cleo sets this episode’s Tension Die at a D6 (standard). In addition, the mission has a prep rating of 1 (the basics), and the PCs selected their additional equipment accordingly before stepping through the Stargate.
Cleo (GM): “As the Milky Way Galaxy hurtles past, you step forward onto another alien
world. A thick forest of evergreens around the Stargate’s clearing reaches towards a pale pink
Mirza (Bervell): “I start working with my Tactical Radio; I want to see what I can figure
out about the signal.”
Cleo (GM): “Make a DC 15 Engineering check.”
Mirza rolls a 20-sided die, the result comes up 16. He adds his Intelligence modifier (+3) and his Proficiency bonus (+3) to the result.
Mirza: “I got a 22!”
Cleo: “You have little trouble finding the signal’s frequency after a little adapting to account for the difference in interstellar
distance. This is definitely the right planet; the coded static of the signal is clear, but you can’t
pinpoint the source from here.”
Quaid (A’Tir): “I’m gonna start setting up a perimeter around the gate. Where is the Dial
Home Device?”
Cleo: “There it is. It’s covered in dead leaves and dirt, but it appears intact.”
Quaid: “Then A’Tir gets to work digging a few holes for landmines along the most likely
approach by hostiles.”
Cleo: “It’s pretty tricky to figure out that approach in a forest like this. Make a DC 20
Survival check.”
Quaid rolls a d20 and gets a 9. He adds his Wisdom bonus (+1) and his Proficiency bonus (+3).
Quaid: “Shoot, only a 13. I think I’ll save the mines for now then.”
Cleo: “So, what are Maste and Oringo doing?”
Topanga (Maste): “I think Maste is just enjoying the natural environment and taking deep breaths. She’s been studying that alien
language in the library all week.”
Dave (Oringo): “This seems too calm. I’m going to look outside the clearing for tracks,
especially signs of recent Jaffa traffic. The Goa’uld have been one step ahead of us this
whole time.”
Cleo: “Ok. Make a DC 15 Perception check.”
Dave makes a Perception check, rolling a d20 and gets a 13. He adds his Wisdom bonus (+2) and his Proficiency bonus (+3), for a total of 18.
Cleo: “Well, the good news is you don’t spot any Jaffa or their tracks. However, you do find
tire tracks not too far into the trees.”
Dave: “Oringo calls Bervell over to look at these tire tracks.”
Mirza: “Tracks? Out here. That can’t be right! Bervell investigates.”
Cleo: “Make a DC 10 Engineering check.”
Mirza makes an Engineering check, rolling a d20 and gets a 20. He adds his Intelligence bonus (+3) and his Proficiency bonus (+3), for a total of 26. Mirza pumps his fist.
Cleo: “These are definitely tracks from a Tau’ri vehicle, specifically all-terrain motorcycle tires. If you were back on Earth, you could probably figure out the brand. It looks like two riders on
Mirza: “We should track them. They might be responsible for the signal.”
Quaid: “How did they get out here? We can’t assume they’re friendly. Let’s get tracking.”
Dave: “Oringo tastes the dirt, sniffs the wind, and then begins following the tracks.”
Cleo: “These tracks are pretty fresh and motorcycles in a forest are easy to follow. Your
passive Survival is at least 15, right?”
CH 1: Introduction
Dave: “I’ve got a +6 modifier to Survival, and I’ve got the Tracking feat for advantage.”
Cleo: “Then there’s no chance of failing to track your quarry, but you’ll need to succeed
on a DC 20 Survival check if you want to catch up with them before dark.”
Dave makes a Survival check, rolling two d20s and getting a 3 and a 14. He adds his Wisdom bonus (+3) and his Proficiency bonus (+3) to the higher number (14), for a total of 20.
Cleo: “It takes over two hours of travel through the thick woods, but luckily the bikes appeared to have been slowed by the dense trees. As you move up a small hill, the sun is setting, making
the pink sky take on an orange-golden hue. You can hear the sound of a bike revving its engine on the other side of the hill, and two
voices shouting.”
Dave: “Well, I guess that’s my job too. I sneak up the hill and peek over the other side.”
Deciding there is little chance that two arguing thieves will notice Oringo in the dense trees, Cleo doesn’t call for an Ability check.
Cleo: “As you crest the hill through a copse of ancient pines, you can clearly make out a
gully. Approximately 100m downhill from your position there are two human men arguing. They’re dressed in bulky leathers, and one is
tending a cooking fire while stabbing a metal fork in the air to make his point. They have a
leather tarp nailed between two trees to create a shelter, and six Tau’ri motorcycles lay in a
patch of dirt not too far from the tent.”
Topanga: “Why don’t I go down and talk to them? They look more like scavengers, they
might be able to tell us where they got Tau’ri tech from.”
Mirza: “I bet they don’t even know the bikes need gas. We might be able to find some clues
if I can get a better look at them.”
Topanga: “We need to get answers from them, let’s try to get them to talk.”
Dave: “I’ll sneak around to cut off their escape if they try to run.”
Quaid: “What direction does the gully run?”
Cleo: “Roughly north to south by whatever magnetic field is moving your compass.”
Quaid: “I’ll come from the north if Oringo can sneak up from the south, that way they’re cut
off in either direction.”
Topanga: “Sounds like a plan, just don’t go spooking them till I get a chance to say hello.
Let’s not repeat P4G.”
Cleo: “Ok, what’s Maste’s approach? How long do Oringo and A’Tir have to get into position?”
Topanga: “I’ll give them a few minutes to flank, then I’ll slowly walk down the hill with
Bervell, our hands up and empty. I want it to be obvious we’re not here to fight.”
Cleo: “I’ll need Stealth checks from both Oringo and A’Tir.”
Both players make a Stealth check, Oringo’s final result is 24 and A’Tir’s is 15. Cleo checks the passive perception of her bandits, which is 11, and finds that neither of them were spotted.
Cleo: “Oringo is able to get within 20 meters of their position without attracting attention,
but A’Tir is still about 50 meters down the barren gully.”
Topanga: “Here goes nothing!”
Cleo: “As you walk down the hill, you keep your hands in the air to show they are empty. One of them spots you about halfway down,
so 50 meters away, points you out to his comrade, who shouts, ‘Hold! We’ve nothing to
share and want nothing of yours! Leave!’”
Topanga: “Well at least they aren’t cold- blooded murderers. I’m going to shout to
them, maybe Bervell was right? I’ll tell them ‘My name is Maste, I can help with those,’ and
point to the bikes.”
Cleo: “That’s a Persuasion check, you’re a stranger in the middle of the woods, so it’s
pretty tricky at DC 25.”
Maste makes a Persuasion check, and gets a 15 on the die. She adds her Charisma bonus (+4) and her Proficiency bonus (+3), for a total of 22.
Cleo: “You’ve got their attention, but one of them picks up a spear and shouts, ‘You stay there! I’m Gren and this is Carven. You no
doubt heard the tales, but we ain’t heard none ‘bout you.’”
Quaid: “A’Tir is going to sneak up closer. Does that require another Stealth check?”
Cleo: “It sure does! They’re watching for danger now, so you’ll be contested by their
Perception checks.”
Quaid grimaces as his Stealth check gets a final result of 9. Cleo rolls both bandits’ Perception and gets a 17 and a 10.
Cleo: “As you move down the gully, you’re forced to dart between two trees and they spot
you. The one with the knife yells ‘It’s a trap!’ and they both start running to the bikes.”
Cleo then sketches out a map on a blank piece of paper for the players. She draws the gully and tent, denotes the treeline, and then marks the location of the motorcycles and the PCs, with Oringo only 20m away to the south, Maste and Bervell 50m away to the east (and up a slope) and finally A’Tir in the gully 50m to the north.
Cleo: “Let’s roll for initiative and get an order of action.”
Each player rolls a d20 and adds their Dexterity or Wisdom modifier to the roll. Oringo has a feat that makes him proficient in Initiative checks, so he also adds his Proficiency bonus. Cleo rolls for the bandits and arranges each combatant in order from highest to lowest. Oringo is highest, followed by the bandits, then Maste, A’tir, and finally Bervell.
Cleo: “Oringo is up first.”
Dave: “Oringo dashes forward, drawing his tactical spear, and closing to 8 meters.”
Cleo: “The bandits get to the bikes and each stand one out of the dirt. Grev gets his engine
started, but Carven isn’t sure how it works. Maste is up.”
Topanga: “I thought we agreed it wasn’t going to be like P4G. I activate my Inspire,
so everyone gets a d8 temporary HP and +1 AC from my defensive motivation feat. Then I
move towards the bikes.”
Topanga rolls 1d8 and scores a 6. Each of the players notes down that their character has 6 Temporary HP, as well as the bonus to Armor Class.
Cleo: “A’Tir is up.”
Quaid: “I’m going give a warning shot with my Ma’Tok. I’m not trying to hit them, but I want
to kick up a lot of dirt if I can.”
Quaid rolls a d20, gets a 13. He adds his Ma’Tok attack bonus of +7 for a total of 20.
Cleo: “I think anything over a 10 is enough to kick up a cloud of dirt, with a 20 you get
an impressive explosion of debris. It’s Bervell’s turn.”
Mirza: “I’m going to run towards the bikes too, I’ll draw my sidearm as we move up, but I’m
not going to point it at anyone yet. I’ll yell ‘We just want to talk!’ but I don’t really expect that
to work now.”
Cleo: “Normally, you’d be at a disadvantage, but that’s undone by the advantage from A’Tir’s imposing display. Give me a Persuasion check.
Mirza rolls a d20 and adds his +1 Charisma modifier to the result of 7 for a total of 8. He isn’t proficient in Persuasion, so he doesn’t add his Proficiency bonus.
Cleo: “Unfortunately that isn’t very convincing. Oringo is up again.”
Dave: “Maste will be so mad if I stab one of these guys. I’ll move up to within striking distance of Carven. I should be able to get
there with my movement and a Dash action for the rest.
Cleo: “Grev hops on his bike and yells for the other bandit to join him. He then uses a
Ready action to prepare to drive once Carven gets on. Carven needs to dash to get to the
bike and mount it so he provokes an Attack of Opportunity from Oringo.”
Dave rolls an attack roll with his spear: an 11 on the d20 and a +7 for his Attack modifier total 18. Cleo compares that to Carven’s AC of 14, and the attack is a hit.
Cleo: “You strike him with your spear, let’s see how badly.”
Dave then rolls his spear’s damage dice of 2d8 and gets a 5. He adds his Damage modifier of +4 to the attack.
Dave: “Looks like 9 damage.”
Cleo: “You hit him, but it doesn’t look like you drew blood through his armor. He makes it
to the bike, gets on, and Grev’s Ready action triggers. The chase is
GODS” (S1)
Character Creation
1. Choose a Race
2. Choose Two Origins
3. Choose a Class