Let's all work together in this thread to translate Stargate into the Genesys system.
Are you all with me?
Let's all work together in this thread to translate Stargate into the Genesys system.
Are you all with me?
My copy of Genesys hasn't arrived yet so I can't comment on what direction they took with the modern setting section, but I'd imagine it would be a good starting point when creating an SG1 setting. Goauld tech such as the hand device would need to be created for the game, but that would be pretty straightforward for the most part. Races such as Jaffa, Goauld, Asgard, Android (tin man), and various human offshoots such as the Tollan and Kelwonan could be statted out easily enough too.
A weapon such as the Zat Gun could prove problematic depending on what direction you went with it. If you keep it canonical then the first shot stuns, second kills, third disintegrates, which is fine for tv but may not work so well in an rpg. On the other hand, you could treat its damage as stun damage that only kills/does damage after a character is hit with it after they are rendered unconscious, but that may irritate others too. Anyhow, in regards to this particular weapon, it hardly matters as gms are free to do whatever they'd like anyway.
It'd be a pretty straightforward port using SWRPG I would imagine.
It's important to note that the 1-shot/2-shot/3-shot "rule" for Zats is actually broken on several occasions throughout the series, strongly suggesting that it's only a general trend and not some iron-clad law of the universe. Off the top of my head, I can think of at least one time where Daniel is hit twice in rapid succession by a Zat and not only lives, but stays conscious! The natural way to handle this mechanically is build a Zat so it reliably stuns and kills Minions, but probably won't quite do it for a Rival, Nemesis, or PC.
As for the other guns, I was surprised that a fair amount of thought seems to have gone into the Modern Day gun list, though it's still a little bare-bones for a Stargate setting and needs to get fleshed out with some better terrestrial options in addition to the obvious need for alien guns as well. I think the machine gun needs to be split into a LMG and HMG option at the very least, with the LMG relying on Ranged rather than Gunnery -- Teal'c, O'Neill, and many SG team members frequently sling an M249 and other LMGs around, and there's no compelling reason to make it a Gunnery weapon, I think.
Ranged in general I think also needs to be thought about. Rather than a Light/Heavy distinction, I was considering having a Ranged (Terrestrial) and Ranged (Alien) skill, to keep skill bloat down while also representing the more significant differences between a P90 and a Jaffa staff weapon than the differences between a P90 and an M9 sidearm. Besides, any SGC soldier that can use a P90 should really be able to use an M9 just as well, and vice versa. Heavy crew-served weapons, whether they be an M2 .50 HMG or one of the heavy mounted staff weapons can be both be governed by Gunnery, as normal.
A few other notes:
A sample Zat profile:
Zat'nik'tel
Ranged (Alien)
Damage: 7
Crit: 6
Range: Short
Encum: 1
Special: Stun 7. Pierce 1. The first time in an encounter a character is hit by a Zat'nik'tel, it is treated as though it has the Stun Damage property. Subsequent hits to the same character in the same encounter lose this property.
This should reliably "stun" most targets in a single hit, with Nemeses and PCs having some chance at surviving it. Even against 4 Soak, it will still often deal at least 12 Strain to a target, which will even drop some Rivals. Subsequent hits will also do pretty respectable Wound damage, further augmented by smacking the target with another 7 Strain that will almost certainly put them down, stunned and badly wounded if they're not already dead. A high Crit and Short range limitation ensure the weapon doesn't outshine proper primary weapons, while still keeping it a very effective backup or nonlethal weapon, exactly as it's used in the show.
A thought on the construction of the Zat weapon. A cleaner build might be
Damage: 7, Crit: 6, Range: Short, Encum: 1
Stun Setting, Stun Quality 2
As a strategy. it would make sense to start with a stun setting, as there is the potential of stacking another 2 stun on top of it. Once the target is strained out, then they would flip to regular damage if they wanted to kill.
I had my Stargate 1963 setting on the back burner. Once I get my book I might give it a good dev cycle as my players are interested. I will up date as things start moving.
Here are a few ideas I came up with-
Goa'uld Staff Weapon (Ranged): Ranged (Heavy); Damage 10; Critical 2; Range [Medium]; Two-Handed; Pierce 2; Prepare 1; Inaccurate 1; Cumbersome 3; Vicious 3.
Goa'uld Staff Weapon (Melee): Melee; Damage +2; Critical 4; Range [Engaged]; Two-Handed; Defensive 1; Unwieldy 3.
Zat'Nik'Tel: Ranged (Light); Damage 6; Critical NA; Range [Short]; Disorient 2; Stun Damage; Pierce 3; Prepare 1; Zat*
*Optional Zat Quality: If the attack successfully exceeds target's strain threshold, the target must immediately make a hard resilience check if struck by a subsequent Zat'Nik'Tel attack for the remainder of the encounter. If resilience check is failed, the target is killed. If target is killed by a Zat'Nik'Tel and struck once more, their body will be vaporized. If a target passes their resilience check, they suffer the attack as damage to their wound threshold.
Kara Kesh (Goa'uld Hand Device)
Kinetic Blast : Ranged (Light); Damage 5; Critical 3; Range [Short]; Blast 5; Concussive 2; Knockdown; Pierce 2; Superior.
Energy Ribbon : Upon a successful Brawl Attack, a Goa'uld (or former Goa'uld host) wielding a Kara Kesh may spend 2 advantage to activate their energy ribbon. Once the energy ribbon is activated they may choose to use an additional advantage to ensnare their target. Their target remains ensnared until the Goa'uld suffers wounds, or discontinues its attack. The energy ribbon deals damage to the target's strain threshold equal to the Goa'uld's Will + Uncancelled successes (of original attack roll), with the target's Will score acting as Soak, per round until target is no longer ensnared. If energy ribbon exceeds a target's strain threshold the Goa'uld may inflicts damage as wounds instead of strain.
Energy Shield : Once activated, the energy shield provides one point of armor (10 soak) to the wielder of the Kara Kesh in respect to energy weapons and other high velocity attacks such as firearms. Lower velocity attacks such as melee, thrown weapons, darts, and bows ignore the energy shield entirely. A Goa'uld activates the energy shield as an action. A goa'uld cannot use any other function of the Kara Kesh while their energy shield is activated.
Other Functions : A Kara Kesh also functions as a communications and control device for other Goa'uld technologies such as the transport rings.
I mostly came up with these off the cuff, without access to the Genesys rulebook, so they'll likely require some balancing, but, overall, I think they capture the feel of the show pretty well.
Edit: Added some Adversaries below.
Jaffa (Minion)
3 Brawn, 2 Agility, 2 Intellect, 2 Cunning, 3 Willpower, 1 Presence
5 Soak, 5 Wounds, 1 Melee Defense
Skills(group) : Athletics, Discipline, Melee, Ranged (Heavy)
Abilities : Jaffa Resilience (Add 1 boost die to all resilience checks and is immune to most illnesses and poisons)
Equipment : Goa'uld Staff Weapon: Ranged (Heavy); Damage 10; Critical 2; Range [Medium]; Two-Handed; Pierce 2; Prepare 1; Inaccurate 1; Cumbersome 3; Vicious 3 - Melee; Damage +2; Critical 4; Range [Engaged]; Two-Handed; Defensive 1; Unwieldy 3, Combat Knife: Melee; Damage +1; Critical 3; Range [Engaged], Jaffa Chain Armor: +2 Soak.
Goa'uld Personal Guard (Rival)
3 Brawn, 3 Agility, 2 Intellect, 3 Cunning, 3 Willpower, 2 Presence
5 Soak, 15 Wounds, 2 Melee Defense, 1 Ranged Defense.
Skills : Athletics 2, Discipline 2, Leadership 1, Melee 2, Ranged (Heavy) 2, Ranged (Light) 2, Resilience 2, Vigilance 2, Pilot 1.
Talents : Adversary 1. Bodyguard 1, Quick Draw.
Abilities : Jaffa Resilience (Add 1 boost die to all resilience checks and is immune to most illnesses and poisons)
Equipment : Goa'uld Staff Weapon: Ranged (Heavy); Damage 10; Critical 2; Range [Medium]; Two-Handed; Pierce 2; Prepare 1; Inaccurate 1; Cumbersome 3; Vicious 3 - Melee; Damage +2; Critical 4; Range [Engaged]; Two-Handed; Defensive 1; Unwieldy 3, Combat Knife: Melee; Damage +1; Critical 3; Range [Engaged], Jaffa Guard Armor (+2 Soak, 1 Melee Defense, 1 Ranged Defense), Zat'Nik'Tel: Ranged (Light); Damage 6; Critical NA; Range [Short]; Disorient 2; Stun Damage; Pierce 3; Prepare 1; Zat*, Stun Grenade.
First Prime (Nemesis)
4 Brawn, 3 Agility, 2 Intellect, 3 Cunning, 3 Willpower, 3 Presence
6 Soak, 18 Wounds, 14 Strain, 2 Melee Defense, 1 Ranged Defense.
Skills : Athletics 2, Cool, Discipline 3, Leadership 2, Melee 3, Brawl 2, Ranged (Heavy) 3, Ranged (Light) 2, Resilience 2, Vigilance 3, Pilot 2, Perception 3.
Talents : Adversary 2, Parry 2, Bodyguard 2, Coordinated Assault 2, Quick Draw, Side Step.
Abilities : Tactical Direction (May perform a maneuver to direct a Jaffa minion group within medium range; the group may immediately perform a free maneuver or add a boost die to its next check), Jaffa Resilience (Add 1 boost die to all resilience checks and is immune to most illnesses and poisons)
Equipment : Goa'uld Staff Weapon: Ranged (Heavy); Damage 10; Critical 2; Range [Medium]; Two-Handed; Pierce 2; Prepare 1; Inaccurate 1; Cumbersome 3; Vicious 3 - Melee; Damage +2; Critical 4; Range [Engaged]; Two-Handed; Defensive 1; Unwieldy 3, Combat Knife: Melee; Damage +1; Critical 3; Range [Engaged], Jaffa Guard Armor (+2 Soak, +1 Defense), Zat'Nik'Tel: Ranged (Light); Damage 6; Critical NA; Range [Short]; Disorient 2; Stun Damage; Pierce 3; Prepare 1; Zat*, Stun Grenade.
Goa'uld System Lord (Nemesis)
5 Brawn, 3 Agility, 4 Intellect, 4 Cunning, 5 Willpower, 4 Presence
7 Soak, 25 Wounds, 25 Strain, 1 Melee defense, 1 Ranged Defense
Skills: Athletics 3, Brawl 2, Coercion 3, Cool 2, Deception 3, Discipline 3, Leadership 4, Melee 2, Ranged (Heavy) 3, Ranged (Light) 3, Perception 3, Piloting 2, Vigilance 3. special Note: Goa'uld system lords possess a rank of 3 in all relevant knowledge skills.
Talents : Adversary 3, Scathing Tirade [Improved], Commanding Presence, Intimidating 2, and whatever else may be appropriate as determined by the GM.
Abilities : May suffer 2 strain to activate the energy shield function on their Kara Kesh as an out of turn incidental once per round, Parasitic Health: Goa'uld are immune to disease and most poisons, and are effectively immortal, as they don't suffer the adverse effects of aging (add a boost die to all resilience checks). Option: Use Force and Destiny Inquisitor rules when using a Goa'uld solo against a party.
Equipment : Kara Kesh: See above, Goa'uld System Lord Armor (+2 soak, 1 defense), and anything else a GM deems appropriate.
As far as the adversaries are concerned, they're very rough outlines that I threw together on the spot primarily for combat purposes. I'd encourage any GM to create their own Goa'uld NPCs to fit the specific character concept that they may have in mind as Goa'uld can vary quite alot from one to another.
Edited by ghattNeat ideas - I was having a go at writing my own, but found this when looking to see if anyone had any ideas about the zat gun.
On 05/12/2017 at 4:44 PM, TheSapient said:A thought on the construction of the Zat weapon. A cleaner build might be
Damage: 7, Crit: 6, Range: Short, Encum: 1
Stun Setting, Stun Quality 2
As a strategy. it would make sense to start with a stun setting, as there is the potential of stacking another 2 stun on top of it. Once the target is strained out, then they would flip to regular damage if they wanted to kill.
This is the approach I was considering - rather than trying to make things too complicated, this allows things to be worked out in game depending on what seems appropriate at the time. Potential other ideas I had - remove the crit rating completely, and add a high rank of Vicious (e.g 5 or 6)? While this seems slightly strange, my interpretation is that this means that in normal usage, the weapon cannot crit at all (it doesn't seem like you could get a broken leg or anything from a zat) - however if the weapon takes someone to full wounds, the Vicious rating would be applied to the automatic crit that they get on having wounds higher than wound threshold...? (This is probably debatable) Anyway, if this does work out, it means that shooting someone while they are already down is much more likely to kill them (which can then be narrated as being disintegrated)
Other potential things to add - Concussive or Disorient to allow the second shot extreme pain condition to be modelled if desired?
Moving on, my attempt at Jaffa:
Jaffa are a genetically engineered offshoot of humans, modified by the Goa’uld to serve as their warriors and incubators for Goa’uld in their larval form. The larval Goa’uld supplants the natural immune system of the Jaffa, protecting them from disease, allowing them to heal more easily, and gives them increased strength. However, the lack of a natural immune system means the Jaffa are entirely dependent on the symbiote and will suffer greatly if it is removed.
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Brawn |
Agility |
Intellect |
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Presence |
Tretonin is a drug designed to replace the function of the Goa’uld symbiote in Jaffa.
Taking Tretonin allows a Jaffa to ignore the [SETBACK] penalties and the increased critical hit rolls caused by lack of an implanted symbiote. This item represents seven days worth of supply. Tretonin has encumberance 0 and rarity 7.
I am not sure about the Larval Goa'uld Carrier ability... it seems like it could be quite overpowered, but there is the counterbalance that if something does happen to the symbiote and you don't have Tretonin, you are in serious trouble! The text is broadly modelled off the Gand Ammonia Breather ability from Star Wars EoTE but I wanted to leave the option open for characters to choose to remove their symbiote (or have their symbiote removed forcibly in game) - I'm not sure about the loophole I've left open where a character could start without a Goa'uld then immediately rush off and try and find one - in game however, finding a suitable symbiote should be extremely difficult and narratively, a free Jaffa who has chosen to have theirs removed REALLY shouldn't be seeking to put it back :/
Other ideas - rather than adding setback dice, it could upgrade the relevant checks (which also allows for much Despair fun)?
Tretonin I gave one item seven days worth of supply so that players don't have to worry about buying large numbers of packs before going on a mission - the idea is that it is something that can be taken away from them if e.g. they end up being captured, rather adding the logistical fun of 'did you remember to bring exactly enough tretonin for the mission' (in the same way that tracking ammunition/medical pack content is discouraged). EDIT: Hmm. Actually, this should say how much each dose lasts as well - e.g. how long after your tretonin is stolen do you have before the penalties come back. 24 hours seems reasonable.
Other ideas:
All human archetypes are available as in the core rulebook. Humans can represent either the Tau’ri of Earth, or offworld humans from other primitive or advanced cultures.
Human characters in Stargate have the following additional abilty:
· ATA Gene: In the distant past, Humans interbred with the Ancients with some descendants carrying the gene which allows use of Ancient technology. A Human character may start with or without the ATA gene. Humans starting with the gene have -15 starting XP but may use and train the ‘ATA Aptitude’ skill.
The ATA Aptitude skill will be required to use some forms of Ancient technology - they cannot be used by anyone without it. There could also be a set of talents associated with the skill to e.g. make it a class skill, add boost/remove setback dice, etc.
Edited by user-unknown
While my Genesys book has been delivered, I'm currently on vacation so I haven't actually read it yet. That said, I did start kicking around a Stargate re-skin for AoE. A lot of what's been covered so far in this thread touches on what I'd already sketched out with a couple of exceptions:
Goa'uld Staff Weapon (Ranged): Range Short, Damage 14, Crit 2, Slow Firing 1, Inaccurate 2, Vicious 2, Cumbersome 3 - Although in later seasons, Staff weapons get faster-firing when the plot requires it, in the early seasons the weapons fire quite slowly (at least compared to the automatic weapons carried by SG-1). High damage output, but tricky to aim and slow to fire.
Goa'uld Staff Weapon (Melee): Damage +2, Crit +4, Defensive 2, Cumbersome 3, Disorient 2.
Zat'nik'tel : As per BCGaius' profile above, but damage 8.
It sounds like there's some good work already put into Genesys covering Modern weapons, so I'll not waste pixels here with my thoughts and stats, at least until I get home and read the rulebook.
Jaff'a: I wrote the following stats for a Jaff'a PC:
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Brawn |
Agility |
Intellect |
Cunning |
Willpower |
Presence |
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3 |
2 |
2 |
1 |
2 |
1 |
Wound Threshold: 13 + Brawn
Strain Threshold: 9 + Willpower
Starting Experience: 85XP
Special Abilities: Gou'ald Symbiote : Heal Wounds equal to Strain Recovered at end of encounter
My thinking is that the symbiote aids with healing rather than brawn/agility boosting, although I like both the free rank of Discipline and the Resilience / Immunity boost ideas.
I did create a Stargate mod for Age of Rebellion, it will need updating based on the differences but they should be fairly minimal. I am busy at the moment organising a Symbaroum campaign but my original Stargate mod is in the below signature so feel free to take a look and see if anything is useable.
Eldath
Edit: It would appear that my signature has disappeared so I am pasting the links below:
https://www.dropbox.com/s/nj5fcn4zcia5bhm/Stargate Edge Doc Main.pdf?dl=0
https://www.dropbox.com/s/bvom5zh60rltaxj/Stargate Character Sheet.pdf?dl=0
https://www.dropbox.com/s/15jcjkf00w20evz/Qui transitus in profundis.pdf?dl=0
Edited by eldathCould we maybe begin working on a conversion of the Stargate RPG that was out years ago by Alderac? We could convert characters, adversaries, ships, and equipment.
We could even make a conversion guidelines document.
I would love seeing a good conversion of Stargate SG1 for Genesys. I think the system fits it better than the old d20 version they released.
Edited by Arioch1973Huge fan of the original Stargate RPG, so would love to see a comprehensive settings guide for Genesys.
The posts so far are very impressive
Stargate is definitely something I want to see. And as for the zat,no third shot disintegration please.
I would love a Stargate SG-1 RPG / Setting with the Genesys rules. I am just considering one thing, if it is done as a fan project, it might actually run into license trouble down the line. Would it not be a good idea to try to ask for permission from MGM? (not that I know how to proceed on that one).
On 3/26/2018 at 11:10 AM, Arioch1973 said:I would love a Stargate SG-1 RPG / Setting with the Genesys rules. I am just considering one thing, if it is done as a fan project, it might actually run into license trouble down the line. Would it not be a good idea to try to ask for permission from MGM? (not that I know how to proceed on that one).
If the content is made not-for-profit, then there would be no good reason to take legal action against it on the part of MGM. So basically, don't do it for money, do it for fun.
Edited by GroggyGolem