SGI Lasertag Roleplaying p presents
Sttarg gate Inttern natio ona al Rulebookk Version 1 1.0a Written b by Joon Hur, TTim Wilson, an nd Adam O’Co onaill
material relatted remain th he property o of © 2010 Metro‐Goldwyn‐‐Mayer “Stargatee” and all refeerences and m Studios Inc. All Rights Reserved
Table of Contents 1.
Introduction to Live Roleplaying, and Lasertag Live Roleplaying ................................................................... 3 1.1.
1.1.1.
What is Live Roleplaying? ............................................................................................................. 3
1.1.2.
What do I need to do and what is expected of me? .................................................................... 3
1.2.
2.
What is Lasertag Live Roleplaying? .............................................................................................. 3
1.2.2.
Who is Lasertag Live Roleplaying and how do I contact them? ................................................... 3
1.2.3.
What is expected of me? .............................................................................................................. 3
Introduction to the Stargate International Game World ............................................................................... 4
What is it ...................................................................................................................................... 4
2.1.2.
How does it fit in with the TV show? ............................................................................................ 4
WHICH COUNTRIES ARE INVOLVED? ..................................................................................................... 4
2.2.1.
What difference does it make to come from a particular country? ............................................. 4
2.2.2.
Which countries can I choose from? ............................................................................................ 4
IN GAME SAFETY POINTS, GAMEPLAY AND SAFETY CALLS ............................................................................ 5 3.1.
PERSONAL SAFETY ................................................................................................................................. 5
3.2.
EQUIPMENT SAFETY AND CARE ............................................................................................................ 6
3.3.
GAMEPLAY AND SAFETY CALLS ............................................................................................................. 6
3.3.1.
Time Out ....................................................................................................................................... 6
3.3.2.
Time Freeze .................................................................................................................................. 6
3.3.3.
Time In .......................................................................................................................................... 6
3.3.4.
Code Red ...................................................................................................................................... 6
CHARACTER CREATION .................................................................................................................................. 8 4.1.
5.
STARGATE INTERNATIONAL .................................................................................................................. 4
2.1.1.
2.2.
4.
LASERTAG LIVE ROLEPLAYING ............................................................................................................... 3
1.2.1.
2.1.
3.
LIVE ROLEPLAYING ................................................................................................................................ 3
CHARACTER CREATION OVERVIEW ....................................................................................................... 8
SKILL LIST ...................................................................................................................................................... 10 5.1.
SKILL ASSISTANCE ................................................................................................................................ 11
5.2.
SKILL DESCRIPTIONS AND USE............................................................................................................. 12
5.3.
Field Skills ............................................................................................................................................ 13
5.4.
Academic Skills .................................................................................................................................... 15
“Stargate” and all references and material related remain the property of © 2010 Metro‐Goldwyn‐Mayer Studios Inc. All Rights Reserved
1. Introduction to Live Roleplaying, and Lasertag Live Roleplaying 1.1.
LIVE ROLEPLAYING
1.1.1. What is Live Roleplaying? Live Roleplaying is the term used when a person physically acts out the actions and thoughts of a fictional character that they themselves have created. Live roleplaying is the next step up from the old tabletop, dice rolling games like Dungeons and Dragons or the D20 system etc. With live roleplaying you don’t have to imagine what your character sees or does because you will be acting them out yourself and actually seeing what your character is seeing. Every action and every reaction is in real time allowing a much more in depth and encompassing experience. So throw those dice away, put on a costume and enter the world of Live Roleplaying.
1.1.2. What do I need to do and what is expected of me? So what do you need to do get started? Not much actually! First thing you need to do is get into contact with a Live Roleplaying club and enquire as to when their next event is and what you need to do to jump right in. The Rulebook your reading this from is the rulebook for one such club. Costuming is usually a must also and it differs depending on the type of LRP (live roleplaying) club it is. Medieval clubs will require medieval costuming, steampunk will require clothing that is suitable to them (usually Victorian age clothing with “steampunky” additions), and Stargate will require military uniforms etc. BUT! Don’t worry if you don’t have it all yet, the clubs will in most cases be able to help you out for your first time or two till you can get your own. So what is expected of you? Firstly get into contact with a club and find out what their rules and regulations are. Secondly and also finally, make sure you turn up and have some fun.
1.2.
LASERTAG LIVE ROLEPLAYING
1.2.1. What is Lasertag Live Roleplaying? Any Live Roleplaying game world we can think of that utilises guns is very hard to run without it seeming like a system where someone says “Bang you are dead”. In the UK the Stargate system there utilises Air soft pellet guns but laws within Australia make these a prohibited item. Paintball is extremely expensive and painful thus would dissuade many players. So the ultimate solution is to use Laser Tag guns on one of the many protocols that exist, either commercially or open source. What does this mean to you? What it means is that a group of friends got together and after much blood, sweat, tears and money, built a lasertag system using the Miles Tag system. This gives us a very unique and simplistic system to simulate guns in Live Roleplaying which in turn opens many doors to the possibility of running game worlds that were originally beyond our reach, such as Westerns, Military, and Science Fiction etc. With the Miles Tag system it is easy for us to adapt the system to any type of genre we require.
1.2.2. Who is Lasertag Live Roleplaying and how do I contact them? At the time this rulebook was put together Lasertag Live Roleplaying is run by 4 friends, Tim Wilson, Adam O’Conaill, Lee Warlow, and Joon Hur. The best way to contact us is through email at
[email protected]
1.2.3. What is expected of me? Interested? Well it’s easy! Email us for details about us or our events. We’re quite friendly and we don’t bite! Shoot us your questions and we’ll take it from there! Costuming is generally military fatigues but contact us before you go out and buy anything. Hope we hear from you soon.
“Stargate” and all references and material related remain the property of © 2010 Metro‐Goldwyn‐Mayer Studios Inc. All Rights Reserved
2. Introduction to the Stargate International Game World 2.1.
STARGATE INTERNATIONAL
2.1.1. What is it Stargate International is the name we have given our live roleplaying game world. Based on the very popular Stargate TV series we have created a rule set and adapted our lasertag roleplaying equipment so that you can take part in all the excitement. Taking knowledge from all 3 TV shows (SG1, Atlantis, and Universe) we have then adapted it to our own storyline so that we can create new and interesting stories for players to experience and enjoy.
2.1.2. How does it fit in with the TV show? During season 10 of Stargate, it can be seen that the US government is investing more time and resources into Atlantis because it was an international project, where as Stargate command was almost exclusively American controlled. As a result the budget for Stargate command was getting smaller and starting to stretch thin. While it would never be actually closed down, the Atlantis project was being funded not only from the American government but from all the governments involved, thus making it more financially viable. With rising costs and little to show for it, it was decided to share control of the Stargate Program with the other major nations who signed the non disclosure treaty. These countries were China, England, France, and Russia. An international Oversight Committee was established to keep everyone’s interests at heart. This is where we begin for Stargate International.
2.2.
WHICH COUNTRIES ARE INVOLVED?
2.2.1. What difference does it make to come from a particular country? Generally speaking, absolutely nothing. In terms of what political tug of rope will entwine itself around you and either seduce you or force your actions? Everything! The Stargate International situation is young and every country and faction is jostling for power. There are always those who are nefarious and shady, wanting what is best for them and their country, or even just themselves! On the other hand there are those who want only what is best for the planet but will go to any lengths to achieve it. No matter what country you choose you will eventually be embroiled in the politics of the situation, choosing a country will just determine your original allegiance........or does it? Equipment and missions are standard but occasionally characters may be asked to test out new gear or weaponry being developed by various factions. So where you start is really up to you!
2.2.2. Which countries can I choose from? The main countries that have signed on to the Stargate International program are America, China, Britain, France and Russia. You can come from a country that is not mentioned but you need to have a decent background story to justify your coming into the program. Also if you do not come from one of the above mentioned countries you will still need to be on attachment to one. For example if you wanted to play a Irishman (or woman) you would most likely be attached to the British arm of the Stargate International program. That means that you take your orders from Stargate International Command and any orders that come through from Mother England. If you have an interesting idea that you want to try out then feel free to contact us to discuss the possibilities.
“Stargate” and all references and material related remain the property of © 2010 Metro‐Goldwyn‐Mayer Studios Inc. All Rights Reserved
3. IN GAME SAFETY POINTS, GAMEPLAY AND SAFETY CALLS 3.1.
PERSONAL SAFETY
All participants of Stargate International, including players, NPCs or support staff are responsible for their own personal safety at all times. Any risky or foolish behaviour will not be condoned and any injury caused by said such actions are not the liability or responsibility of Lasertag Roleplaying. Safety is paramount in the Lasertag LRP group. Due to the nature of laser tag and living in Australia there are rules we must abide by Law as well as extra safety rules we will impose on the players. We have instituted our own set of rules to ensure safety and to make sure we can continue the club in the future. No Laser Pointers: Laser pointers come in different varieties and some can physically injure people’s eyes. As the sensors of the gun packs are situated on the head and body the laser pointers, if used, would almost always point towards some ones head. We do not want to spend our time checking all the laser pointers and even then not be totally sure on if they hurt people’s eyes. No Real Weapons: No knives, Swords, axes, pocket knives etc. There is only one exception and that is a knife found on a set of multi tools and even then the knife is not be used as a weapon in any situation. No real Pistols, Rifles or guns of any types at all. No Physical Hand to Hand Combat: We will not be allowing people to club people with weapons, shove people aside when running, hitting someone in any form, tripping, or wrestling. No physical contact is to be made with any other participant without the express consent of the individuals involved. The above rule may have an exception in a controlled environment. With the correct safety measures in place and players who agree to the combat then it is possible we will have physical combat with LRP style weapons. It is entirely possible we may even allow physical combats that involve non LRP weapons but it is subject to a controlled environment, with safety measures, and with agreeing parties only. We understand that accidents do happen in some situations. When we try to create a realistic immersive environment we have to try and remove the visible safety precautions put in place. The more safety involved the less realistic the environment becomes. Because of such situations it’s important to understand the following situations and agree to the terms of the game with them involved. No Blind Firing: This means essentially that at no point should any person stick their gun around the corner blind and shoot, i.e. shooting blind. This rule is in effect for one main but very important reason. By sticking your gun around corners without looking you have no idea if you are just about to poke someone in the face or eyes with your gun. The last thing anybody wants is a bright fluoro‐orange plastic tube shoved into their face or eyes with any sort of force behind it. This particular action is not only heavily frowned upon it will never be tolerated by any of the organisers. Anybody seen doing this will be warned but only once. If you cannot demonstrate that you have the maturity to play safely then you will not be playing at all. Night Combat: Military style night combat will be illuminated quite minimally in some areas. Some players will enjoy night games in total darkness and we can provide such experiences. In the dark the environment becomes much more dangerous as people can twist their feet on rocks and pot holes or run into obstacles in the environment. Anyone uncomfortable with night combat should make their concerns known to a Game Master or Referee. Fast Paced Combat: Laser Tag combat is a massive adrenalin rush with packs that can keep score of the combat so it runs without interruptions. Players will run from cover to cover often on uneven or unsecure ground or through thick bush. Scratches will be the most common injury but players can suffer even greater injuries if they are not careful. Again we do not want to control the situation and interrupt the game so it is an
“Stargate” and all references and material related remain the property of © 2010 Metro‐Goldwyn‐Mayer Studios Inc. All Rights Reserved
important issue to keep an eye on when running around in the bush. Each person is ultimately responsible for their own personal safety and participants should find their own comfortable limits for the game. To help you as the player with the above situations we are enforcing minimal gear for combat games. These items are as followed. Secure Footwear: Lace up boots that cover the ankles is a must. They help support the ankle and protect the feet rather well. Steel caps would even be the better choice. Knee Pads/Elbow Pads: Though not an absolute must these are highly recommended. If you trip over with knee pads or elbow pads you have the ability to land on something designed to cushion or deflect the impact before the rest of the body does. Also when in combat you can kneel without worrying about kneeling on rocks or the like. Cheap varieties can be gotten of these used by skate boarders. Thick Loose Cotton Pants/Bottom/Jacket/Top: While it may get hot on some day’s pants will still be required. This reduces the legs from scratches from the environment allowing players to utilize the environment better. Canteen: We want to make sure you always have water.
3.2.
EQUIPMENT SAFETY AND CARE
The equipment used by Lasertag Live Roleplaying is quite costly in both equipment and time to produce so we expect that all participants of our system take care of any equipment allocated to them. At no point should any person use their gear in any form of physical attack (No rifle butting!) or be thrown around and abused. The packs themselves are also fragile in their own way so no diving onto stomachs or backs should occur as the likely hood of not only breaking something but injuring yourself is highly probable. We ask that people gently lower themselves to the ground when necessary. The equipment is also electronic so jumping into bodies of water will not be looked on with any particular humour either. No navy seals action people!
3.3.
GAMEPLAY AND SAFETY CALLS
In game calls follow what has now become a Victorian LRP standard. There are 4 calls made by organisers and carried out by the players. When any one of these calls are made by a person it is important to repeat the call to ensure everyone hears then follow the rules involved.
3.3.1. Time Out This generic call made when game play needs to be paused temporarily. Essentially, it is the pause button in the game. Most often it is called by organisers to introduce something or describe something that the players can see or to clarify a situation. Players may use to call to pause game time to get some clarity from an organiser about a particular situation or object. This call can also be used to pause game play to prevent some out of game danger, i.e. someone running backwards is about to trip over a log etc.
3.3.2. Time Freeze This call is made by organisers only when something is happening in the background that players do not know about. Players must close their eyes and hum a song so they cannot see or hear what is happening around them. This call also pauses time in game.
3.3.3. Time In This call is used to resume game play after a time out or time freeze call. What you see when you open your eyes is what you get.
3.3.4. Code Red This is the most important call of them all. When someone is actually injured badly then anyone can call a Code Red. As it is a role playing game calling for help can be mistaken as a character role playing action. Code
“Stargate” and all references and material related remain the property of © 2010 Metro‐Goldwyn‐Mayer Studios Inc. All Rights Reserved
Red emphasizes that someone has really been injured and to stop game play immediately. It is vital that this call is repeated by all people that hear it. Game play must stop immediately.
“Stargate” and all references and material related remain the property of © 2010 Metro‐Goldwyn‐Mayer Studios Inc. All Rights Reserved
4. CHARACTER CREATION 4.1.
CHARACTER CREATION OVERVIEW
So you’re ready to give it a crack are you? Are you ready to create a character and jump right into the world of Stargate International? Well you’ve come to the right section on the rulebook then! Creating a character is simple whether you are a seasoned pro or new beginner! It might take some getting used to the way you actually use your skills in the game world but that you will learn with time. For now let’s follow a simple step by step process and make you a game world personality. Step 1 – Have a quick perusal of the skill list (Page 10) and read the descriptions of each one (Page 13). They will give you an idea of how each skill works and in what situations you can use them. There are skills that you will use passively (mainly weapon skills), or actively in physical tests (like physical conditioning, observation or stealth) or actively in problem solving or academic tests (like linguistics or biology). Don’t make any decisions yet but I’m sure the idea a character concept is already starting to form in your mind! Step 2 – Now have a look at the different background character templates (Page ) that are available and read their descriptions (Page ), pick out one that seems closest to what you want your character to be! It might be hard to find an exact match but that is okay! Just pick the one that has the most similarities with what you’re thinking of, we will flesh out the rest of your character soon! Now on your character sheet pencil a 1 in each of the skills listed on your template. Step 3 – Now’s where it gets interesting! You now have 25 points or XP EXAMPLE (eXperience Points) to spend on your character to get him or her closer to what you want. It will most likely take a few events to get your John Hancock creates a new character to a level that you are actually thinking of but this will be a character. He has takes the good start in the right direction. So how do you spend your points to government scientist template raise your skill levels? Easy! To level a skill up, you must spend the same so writes down a 1 next to each amount of XP as the level you are raising to. For example, to raise one of his starting skills, they being of your starting template skills to 2 you must spend 2 XP. Then to raise Handgun, Computer Use, the same skill to level 3 you must then spend 3 XP, so on and so forth. Observation, Security, and he To buy a new skill you only need to spend 1 XP and you now have that picks Physics, Engineering and skill at level 1. There is however a limitation when building new Geology for his academic skills. characters. You can only have one skill at level 4 and only two other He now has 25XP to customise skills at level 3 before playing your first game. You are allowed to have his new character. John decides any number of level 2 or level 1 skill, so you can be a jack of all trades, he wants to be able to protect just not a very good one! Now before you go spending all that XP read himself in the field so he wants the next step and find out about skill EMPHASIS! to raise his handgun skill. He has Step 4 – Emphasis are additional areas of study you can purchase for handgun level 1 from his your academic skills. What an emphasis represents is your character template and he wants to raise spending some time to study and specialise in a particular branch of it to level 3. First he spends 2XP study in a given academic area. How this translates into the game world to get it from level 1 to level 2. is simple. When dealing with something that is within your particular This leaves him 23XP to spend. emphasis’s area of expertise, your main skill is considered 1 level higher He then spends another 3XP to for each level of the emphasis you have. Confused? When you use get it from level 2 to level 3, academic skills your skill level is applied against a Difficulty Check or DC finally leaving himself 20XP to as better known. If a particular scenario requires a particular biology DC customise the rest of his skills. then your character’s biology skill level is directly compared to it to determine if you can solve the problem to gain further information. Most DC’s will state if any particular emphasis can be applied to the situation. If a character possesses the emphasis then they can add their emphasis level to their skill check. The same emphasis can be
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EXAMPLE Billy Smith has a starting Biology skill level of 3. By starting an academic skill at 3 he gains a free emphasis so he chooses the Genetics emphasis. He decides that he wants more emphasis for his character so he decides to purchase the Biotechnology emphasis at a cost of 5 XP. Billy decides he now wants to buy the Biochemistry emphasis, this costs him 10XP as it is his second purchased emphasis (the Genetics emphasis does not increase his cost because it was freely acquired not purchased).Billy spends some XP on his other skills but saves himself 15XP to further increase his biology skill at the end. Now Billy considers his options. He can pay 15XP to buy another emphasis or he can spend 5XP to raise either of his current emphasis to level 2. He ends up spending 10 XP to raise both his Biotechnology AND Biochemistry emphasis to level 2. With 5XP left Billy decides to spend it all and raises his Biotechnology emphasis level to 3. Billy’s Biology skill is considered to be 3, except when dealing with biotechnology it is considered to be 6 (base skill of 3 + emphasis biotechnology 3), when dealing with biochemistry it is considered to be 5 (base skill of 3 + emphasis biochemistry 2), and when making a DC check concerning Genetics his skill is considered to be 4 (Base skill 3 + emphasis genetics 1)
purchased up to 5 times to a maximum level of 5. Emphasis can be gained in three different ways. By levelling an academic skill free emphasis are gained at various levels. The second way to gain emphasis is to have a starting character with level 3 in a academic skill before their first game. Any starting character that is level 3 or more in academic skill automatically gains a free emphasis in that skill. The third and last way to gain emphasis is to pay for it. To purchase an emphasis costs a character 5 XP for the first one. Each subsequent new emphasis then increases in cost by 5XP, so the second purchased emphasis will cost 10, the third 15 etc. Free emphasis does not count when determining the cost of purchasing a emphasis. Buying another level of a emphasis you already possess always costs 5XP. So after that long winded explanation have a look at buying a emphasis or two for any academic skill you have or better yet remember that by starting with a academic skill at 3 you will get a free one! Step 5 – Finalise your new character! Make sure you spend all your 25XP because you can’t save them for a rainy day! XP you gain by playing in events can be stored up for use another time but all changes to a character must be registered with the character update game master (a fancy name for organiser, better known as a GM) prior to you starting play at a event. So having spent all your XP carefully go back over it and make sure your happy with what you got. You can’t change it later on if you don’t like it. You’ll have to start again! Make sure your maths are right and haven’t spent more XP then you have, and make sure you don’t have more than one skill at level 4 and only up to two skills at 3. Yes, I’m sure it was an accident............... Step 6 – All done! Register your character with the character update GM, jump into your costume, get into character and get out there! WELCOME TO THE STARGATE INTERNATIONAL PROGRAM RECRUIT!
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5. SKILL LIST Table 1 (Field Skills)
Field Skills
SKILL DESCRIPTION
Handgun
Proficiency in Pistols, Handguns: MK23, Colt 1911, M9 Beretta, Zatnickatel
Close Assault
Proficiency in Sub‐Machine Guns, Shotguns: MP5, UMP.45, TMP, P90, M1014 Automatic Shotgun
Assault Rifle
Proficiency in Assault Rifles: M4, M16A4, AK47, G36K, G3, Staff Weapon
Sniper Rifle
Proficiency in Sniper Rifles : Barrett .50, M21, PSG‐1
Tactical/Heavy
Proficiency in Tactical/Heavy Weapons : Recoilless Rifles, Stinger Missile, Javelin, Mounted .50 cal, Bazooka, Saw, M60, RPG, Grenade Launcher, LAW Rocket, Flamer, Glider Cannon
Physical Conditioning Physical Training to increase strength and health First Aid
Knowledge and Application of treatment of wounds in the field
Electronics
Knowledge and Application of Electronic Skills in various situations
Observation
Skill involving the ability to spot, search and listen
Stealth
Ability to Hide and blend in with one's surroundings
Demolitions
Knowledge and Application of Demolition Skills in various situations
Survival
Ability to live and survive in different conditions
Computer Use
Understanding in the use of the electronic interface of computers
Security
Knowledge and skills in equipment and items used in security devices Table 2 (Academic Skill)
Academic Skills
SKILL DESCRIPTION
Linguistics
The academic study and use of different languages, its interpretations and the Cultures behind them
Biology
The academic study and use of biology and its theories
Chemistry
The academic study and use of chemistry and its theories
Engineering
The academic study and use of engineering and its theories
Physics
The academic study and use of physics and its theories
Medical Science
The academic study and use of medicine and its theories and applications
Geology
The academic study and use of geology and its theories
History
The academic study of the past
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Table 3 (Academic Emphasis)
Academic Skills
SKILL EMPHASIS
Linguistics
Different Languages
Biology
Genetics , Biochemistry, Microbiology, Evolutionary, Botany
Chemistry
Biochemistry, Organic, Inorganic, Analytical, Physical
Engineering
Civil, Chemical, Electrical, Mechanical, Nuclear
Physics
Astrophysics, Applied, Particle, Condensed Matter, Atomic
Medical Science
Trauma, Radiology, Dermatology, Nuclear, Clinical
Geology
Metallurgy, Structural, Geo‐microbiology, Analytical, Planetary
History
Archaeology, Anthropology, Mythology, Sociology, Earth History
5.1.
SKILL ASSISTANCE
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5.2.
SKILL DESCRIPTIONS AND USE
At Stargate International there are two generic skill tables to consider, weapon skills and academic skills. The only academic skill that is different from the rest is Linguistics. To see how Linguistics works, refer to the separate table below. As you level in a particular skill you gain the benefits that are listed to the right Table 4 (Weapon Skills)
Weapon Skill 1 Weapon Skill 2 Weapon Skill 3 Weapon Skill 4 Weapon Skill 5 Weapon Skill 6 Weapon Skill 7 Weapon Skill 8 Weapon Skill 9 Weapon Skill 10
Proficient with Weapon + 2 Clips Reload Speed Increase + 5 Ammo per clip Damage Bump Reload Speed Increase +2 Clips +5 Ammo per clip Reload Speed Increase Damage Bump
Academic skills except Linguistics work on the following table. For more information on the research bonus and what that is used for look at the next section Emphasis, Assists and Research. Table 5 (Academic Skill)
Academic 1 Academic 2 Academic 3 Academic 4 Academic 5 Academic 6 Academic 7 Academic 8 Academic 9 Academic 10
+1 to Research +2 to Research Gain an Emphasis +3 to Research +4 to Research +5 to Research, Gain an Emphasis
Linguistics is the only Academic skill the works differently to the others. In a game world that is quite heavy on translating texts and languages the linguist is a valuable ally and should be considered for most off world missions. Table 6 (Linguistics)
Linguistics 1 Linguistics 2 Linguistics 3 Linguistics 4 Linguistics 5 Linguistics 6 Linguistics 7 Linguistics 8 Linguistics 9 Linguistics 10
Gain an Emphasis +1 to Research Gain an Emphasis +2 to Research Gain an Emphasis +3 to Research Gain an Emphasis +4 to Research Gain an Emphasis +5 to Research
EXAMPLE Looking back to our friend John Hancock he has a handgun skill of 3. So what does that mean for him? At level 1 handgun that makes John instantly proficient with any handgun. He can pick one up and know how to not only shoot one but how to load it and disengage the safety. At level 2 John gains 2 extra clips to his starting load out for missions. At level 3 John is good enough with handguns that his reloading speed increases dropping a whole second off his reload time. Doesn’t seem like much but it could be the difference between life and death! Billy Smith on the other hand has a biology skill of 3. He gains a +1 to research bonus for having the skill at that level. What does that mean? When Billy takes part in research projects that utilise his Biology skill he adds an extra 1 point to towards completion every time he participates. To find out more about research read about it on page 11 Emphasis, Assists and Research
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5.3.
Field Skills
Handgun: A character’s level in this skill indicates his competency in the use of handguns and pistols. At level one a character is considered to be fully proficient and can use any handgun. As a character grows in skill he or she starts becoming faster and more accurate with the weapon’s operation and learns to conserve their ammunition better. Some examples include guns such as the MK23, Colt 1911, M9 Beretta, and the Zatnickatel. Close Assault: A character’s level in this skill indicates his competency in the use of close assault guns, typically sub machine guns and shotguns. At level one a character is considered to be fully proficient and can use any close assault gun. As a character grows in skill he or she starts becoming faster and more accurate with the weapon’s operation and learns to conserve their ammunition better. Some examples include guns such as the MP5, UMP.45, TMP, P90, and the M1014 Automatic Shotgun. Assault Rifle: A character’s level in this skill indicates his competency in the use of assault rifles. At level one a character is considered to be fully proficient and can use any assault rifle. As a character grows in skill he or she starts becoming faster and more accurate with the weapon’s operation and learns to conserve their ammunition better. Some examples include guns such as the M4, M16A4, AK47, G36K, G3, and the Staff Weapon of the Jaffa. Sniper Rifle: A character’s level in this skill indicates his competency in the use of sniper rilfes. At level one a character is considered to be fully proficient and can use any sniper rifle. As a character grows in skill he or she starts becoming faster and more accurate with the weapon’s operation and learns to conserve their ammunition better. Some examples include guns such as the Barett .50, M24, and the PSG‐1. Tactical/Heavy Weapons: A character’s level in this skill indicates his competency in the use of tactical and heavy weapons. At level one a character is considered to be fully proficient and can use any tactical or heavy weapon. As a character grows in skill he or she starts becoming faster and more accurate with the weapon’s operation and learns to conserve their ammunition better. Some examples include weapons such as the Recoilless Rifles, Stinger Missile, Javelin, Mounted .50 cal, Bazooka, Saw, M60, RPG, Grenade Launcher, LAW Rocket, Flamer, and the Jaffa Glider Cannon. Physical Conditioning: This skill has two primary functions, on one hand it dictates the hit points that a character has when it comes to combat. The base hit point total for a character with no levels in this skill is 20. As a character gains levels he or she increases in hit points and also the length of time that they have in the death delay period. The second function of this skill is for checks against physical tasks. If a character wants to lift something heavy, run a long distance, perhaps starve off the effects of a poison while help arrives, or climb the impossible cliff a physical conditioning check will be called for. This is a recommended skill for all characters. Table 7 (Physical Conditioning)
Physical Conditioning 1 Physical Conditioning 2 Physical Conditioning 3 Physical Conditioning 4 Physical Conditioning 5 Physical Conditioning 6 Physical Conditioning 7 Physical Conditioning 8 Physical Conditioning 9 Physical Conditioning 10
+10 seconds to Death Delay + 5 Hit Points +10 seconds to Death Delay + 5 Hit Points +10 seconds to Death Delay +5 Hit Points +10 seconds to Death Delay +5 Hit Points +10 seconds to Death Delay +5 Hit Points, +10 seconds to Death Delay
“Stargate” and all references and material related remain the property of © 2010 Metro‐Goldwyn‐Mayer Studios Inc. All Rights Reserved
First Aid: This skill what will decide whether a character dies in combat or gets up and fights on. First aid is administered with the use of a small remote like device that we call a medikit. The medikit has an IR Led on it that will heal targets that it is aimed at. The IR will need to be pointed directly at the targets sensor and at a relatively close distance of about 10 cm. As characters increase in level they start to gain the ability to bring back players that are actually past their death delay period and have “technically” died. Medics and characters with first aid should always be considered as crucial part of any team. Table 8 (First Aid)
First Aid 1 First Aid 2 First Aid 3 First Aid 4 First Aid 5 First Aid 6 First Aid 7 First Aid 8 First Aid 9 First Aid 10
Can stabilise a dying character as long as they remain next to the target, victim remains unconscious Can stabilise a dying character and leave them in a stable condition after 5 minutes, victim remains unconscious Can use medic kits and heal hit points in the field Better medical gear +50 healing points May bring back 1 player from after the death delay period, this must be used during or right after a combat situation has ceased Better medical gear +50 healing points May bring back up to 2 players from after the death delay period, this must be used during or right after a combat situation has ceased Better medical gear +50 healing points Better medical gear +50 healing points May bring back up to 3 players from after the death delay period, this must be used during or right after a combat situation has ceased
Electronics: This skill is the practical application of electronics knowledge in the field. Generally it is used as a comparison skill against DCs to accomplish tasks while on missions or to solve puzzles involving electronics. Examples include things like running electronic bypasses, powering objects and repairing electronic systems. Observation: This is purely a comparative skill. It determines the ability of a character to spot or see things in the environment or situation that may be hiding or difficult to spot. Higher levels in this skill would indicate that a character has spent some time training their eyes to spot differences around them. Stealth: This is purely a comparative skill. It determines a character’s ability to hide in the shadows and move without sound. Stealth is compared directly against the target’s observation skill. Higher levels in this skill indicate training in the art of silent movement and camouflage. A character may take a number of “silent” steps equal to their level in stealth. Demolitions: This skill is the practical application of demolitions knowledge in the field. Generally it is used as a comparison skill against DCs to accomplish tasks while on missions or to solve puzzles involving demolitions. Examples include things such as disarming explosives, setting bombs and claymores, and the planning and execution of precise explosions. Survival: This skill is the practical application of survival knowledge in the field. Generally it is used as a comparison skill against DCs to accomplish tasks while on missions or to solve puzzles involving survival. Examples include actions such as tracking targets or game, finding/making appropriate shelter, and gathering sustenance from plants and trees. Computer Use: This skill is the practical application of computer technology in the field. Generally it is used as a comparison skill against DCs to accomplish tasks while on missions or to solve puzzles involving computerised objects. Examples include hacking into secured systems, access and control of systems, and decoding encrypted ciphers. Security: This skill is the practical application of security knowledge in the field. Generally it is used as a comparison skill against DCs to accomplish tasks while on missions or to solve puzzles involving security. Examples of security include picking locks, mapping out security systems, and bypassing security systems.
“Stargate” and all references and material related remain the property of © 2010 Metro‐Goldwyn‐Mayer Studios Inc. All Rights Reserved
5.4.
Academic Skills
Linguistics: The study of languages, the structure, phonetics and background. Linguistics is used to decode and translate ancient texts and to communicate with other cultures and species. Linguistics is the only academic skill that has a different levelling table. This is purely in place because of the need for linguists to speak multiple languages to be effective. As a result any starting character that begins with level 3 in linguistics will gain an extra free emphasis. Each emphasis in the linguistics skill represents a language. Examples of some options are Greek, Ancient Greek, Latin, French, and Ancient Egyptian Linguistics 1 Linguistics 2 Linguistics 3 Linguistics 4 Linguistics 5 Linguistics 6 Linguistics 7 Linguistics 8 Linguistics 9 Linguistics 10
Gain an Emphasis +1 to Research Gain an Emphasis +2 to Research Gain an Emphasis +3 to Research Gain an Emphasis +4 to Research Gain an Emphasis +5 to Research
Biology : A charac Chemistry : A charac Engineering : A charac Physics : A charac Medical Science : A charac Geology : A charac History : A charac Table 1 (Field Skills) .............................................................................................................................................. 10 Table 2 (Academic Skill) ........................................................................................................................................ 10 Table 3 (Academic Emphasis) ............................................................................................................................... 11 Table 4 (Weapon Skills) ........................................................................................................................................ 12 Table 5 (Academic Skill) ........................................................................................................................................ 12 Table 6 (Linguistics) .............................................................................................................................................. 12 Table 7 (Physical Conditioning) ............................................................................................................................. 13 Table 8 (First Aid) .................................................................................................................................................. 14
“Stargate” and all references and material related remain the property of © 2010 Metro‐Goldwyn‐Mayer Studios Inc. All Rights Reserved