Concert band transcription of the Stargate SG1 theme. Audio export: http://soundcloud.com/samplers1712/stargate-sg1-concert-band Please visit my website: http://composer1992.wordpress.com/Full description
List of Equipment from the SG1 RPG
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SGC AGENT NAME
PERSONAL INFORMATION Species Gender Nationality Place of Birth Ethnic Affiliation Birth Date Current Age Skin Color Eye Color Height Weight Size Rating Base Speed VITAL STATISTICS
ABILITY NAME
ABILITY ABILITY SCORE MOD.
TEMP SCORE
CLEARANCES / RATINGS Branch of Service Service Specialty Rank Serial# Class1 Level Class2 Level Class3 Level Class4 Level Clearance Level TOTAL
CURRENT
DIE TYPE
INSPIRATION
VITALITY
TEMP MOD.
TOTAL TOTAL
STR
CURRENT
SUBDUAL
=
WOUNDS
STRENGTH
DEX
DEFENSE
DEXTERITY
TOTAL
CON
=
BASE
+
= 10 +
CONSTITUTION
INT
INTELLIGENCE
TOTAL
WIS
=
=
WISDOM
CLASS
CLASS/ARMOR
+
MISC.
/ + INITIATIVE +
DEX MOD.
+
+
SIZE
+
+
TOTAL
MISC.
=
WIS. MOD.
+
LEVEL
+
MISC.
+ + EDUCATION INT. MOD.
=
+
+
=
+
LEVEL
+
+
MISC.
+
ACTION DICE
MISC. TOTAL
+
DIE TYPE
SPENT
CHA
CHARISMA
SAVING THROWS TOTAL BASE ABILITY + BONUS = SAVE + MOD. FORTITUDE = + + CONSTITUTION
INT INT INT INT INT INT INT INT INT INT INT INT INT
CRAFT SKILL RATINGS
CLASS SKILL SKILL SPECIALTY NAME
ERROR RANGE
MISC MOD
+ + + + + + + + + +
♦ Skill may be used normally even if the character has 0 ranks allocated to the skill. *Armor check penalty applies to this skill Mark Class skills by numbering them to correspond to Class# on page 1 Stargate SG-1 RPG is produced by Alderac Entertainment Group, Inc. under license from MGM. These sheets are produced for entertainment purposes only and are not intended as any challenge to this copyright.
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NAME
SPECIAL ABILITIES
LIGHT LOAD
EFFECT
CARRYING CAPACITY
LIFT OVERHEAD (MAX HEAVY LOAD)
MEDIUM LOAD
HEAVY LOAD
LIFT OFF GROUND
PUSH OR DRAG
(2X MAX HEAVY LOAD)
(5X MAX HEAVY LOAD)
COMBAT ACTION REFERENCE
INITIATIVE ACTIONS
TYPE
Delay
Free
Press
Free
Ready
Full
Regroup
Half
ATTACK ACTIONS NAME
NAME
TALENTS
FEATS
Half
Autofire
Full
Burst (narrow) Burst (wide)
Half Half
Coup de grace
Full
Disarm
Half
Grapple
Full
Strafe Attack
Full
Strike an object
Half
Suppressive fire
Full
Trip
Half
EFFECT
EFFECT
MOVEMENTACTIONS
TYPE
Standard move
Half
Charge
Full
Crouch
Half
High crawl
Half
Low crawl
Half
Run Total defense Withdraw
Full Full Full
OTHER ACTIONS
TYPE
Aim Brace Draw/holster weapon Feint/diversion
Half Half Half Half
Refresh
Full
Reload
Half
Stabilize a dying character Stand up
Stargate SG-1 Ultimate Character Dossier
TYPE
Standard attack
Half Half
Taunt
Half
Threaten
Half
Trick
Half
EFFECT
You may voluntarily reduce your initiative by up to 10 + you initiative bonus at which time you must act or lose your turn. [Initiative 26+] You may reduce your initiative count by 20 to gain 1 half action, your standard actions occur on your reduced initiative count. Choose one half action and a trigger, if the trigger doesn’t happen, you lose your turn. +5 to your initiative count EFFECT
None; uses 1 shot Fire a number of 3-shot volleys up to 1/3 the ammo in your firearm and make an attack with a –1 penalty per volley; if you hit, one volley hits the target; for every 4 over the target’s Defense, another volley hits. Uses 3 shots per volley. -3 attack, +2 damage; uses 3 shots. +1 attack, uses 3 shots Helpless target must make a Fort save (DC 10+ damage you inflict). With failure, target dies. Make an opposed attack roll; if you win the target is disarmed Special (see page 370). Target a number of adjacent squares up to ½ the ammo in your firearm and make an attack with a –2 penalty per square beyond the first; all targets hit suffer the same damage; uses 2 shots per targeted square. Special (see page 364) One target within your line of sight suffers a –4 penalty to attack and skill rolls for 1 round; uses 5 shots Make a melee touch attack; if you hit, make a Strength check opposed by the target’s Strength or Dexterity; if you win the target becomes prone EFFECT
Move your speed in feet. Move up to 2x your speed in feet (in a straight line), then make an attack with a +2 bonus; -2 Defense for 1 round. You may move no more than 10ft. per action; ranged attacks against you suffer a –1 penalty You may move no more than 5ft. per action; a;; ranged attacks against you suffer a –3 penalty; all melee attacks against you gain a +3 penalty. You may only move your bonus 5ft-step. You are considered prone. Move 4x your speed in feet (in a straight line). +4 dodge bonus to Defense for 1 round. Move 2x your speed in feet away from combat. EFFECT
+1 bonus to next attack against chosen target. +2 bonus to next attack against chosen target. Ready weapon or put weapon away. Special (see page 375). If you are the target of no attacks this round, you may spend 1 action die at the end of the round to recover the result in Vitality points, or 2 wounds. Fully load 1 magazine-fed weapon or up to 3 shots in any other weapon. With a successful First Aid check (DC 15), your patient stops losing wounds. Recover from being prone. Make a Bluff check opposed by you opponents Sense Motive; if you succeeed, your target must attack you with his next action. Opposed Intimidate check against 1 target within your line of sight; with success you inflict a morale penalty (see page 377). Special (see page 377).