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Author Topic: [stargate] The Zat & other Goa'uld toys  (Read 2973 times)
Mister Andersen
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« on: May 14, 2009, 05:04:33 AM »

Okay, the mechanics is the wiki is, let us say, not all that it could be. But we have the technology...

According to the show, the zat does the following:
  • 1. If it hits once, it knocks you out for an extended period of time. Some people deomstrate the ability to main consciousness while in a state of intense discomfort.
  • 2. A second hit in close proximity to the first kills. As an after thought, a third disintegrates the body
  • 3. The energy stream can be conducted by metal
  • 4. The weapon is held and operated in a manner similar to but unlike standard human firearms and is frankly ungainly
  • 5. Arguably, it's never been used over any great distance
  • 6. Capable of discharging multiple shots in close proximity


So what does this translate into?
  • 1. The closest existing mechanic is a variant of Knockout Poison
  • 2. This strikes me as being effectively a (ranged) Coup de Grace
  • 3. Electrical damage
  • 4. Goa'uld weapon proficiency required to operate & the BLK quality
  • 5. small / limited range increments
  • 6. A rate of fire of at least 1 per half action
A good starting point is probably be the Taser ranged stun gun, which as a 1-handed blunt weapon is only Cal I but has a max range of only 10 ft.

OTOH there's the distinject, which has a rng increment of 10', the BLK quality, again only Cal I.

Using the pharmacology rules, a particularly effective knockout poison -- primary onset 1d4 rounds, primary DC 28, primary effect: stunned 1d6 rounds, secondary onset 1d4 rounds, secondary DC 28, secondary effect: unconscious 2d4 hrs -- can be had for cal IV.

So, let's try this for a spin:

Energetic Takedown (ETD): When successfully attacked by a weapon with this quality,  the target must make a DC 28 Fortitude save. Success leaves them stunned for 1d6 rounds, failure renders them unconscious for 2d4 hrs. If struck again before the effect of a previous hit have worn off and the save is failed, the target is considered the victim of a Coup de Grace action. Electronic items struck by this weapon make a DC 28 damage save where success means the item is broken, failure means it is inoperable; An object benefitting from EMP Hardening is instead unaffected or broken respectively.

Zat'nik'tel (Goa'uld).
Pick Caliber: III.  Damage: n/a.  E/T: n/a.  Ammo: 50M1.  Recoil: 6.  Rng: 15'.  SZ/Hand: D/1h.  Qualities: AP (all), BLK, CDV, CTK (Goa'uld), ETD.  Add-Ons: 0.  Weight: 2 lb.  Comp: 60/10. Year: n/a.
« Last Edit: May 15, 2009, 07:04:25 PM by Mister Andersen » Logged

meadicus
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« Reply #1 on: May 14, 2009, 05:32:04 AM »

Good analysis.

Leet us no also forget that it can be used to shoot a rock and heat it up. At least in the 60s.
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« Reply #2 on: May 14, 2009, 09:57:35 AM »

that's perfect!!
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Mister Andersen
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« Reply #3 on: May 14, 2009, 11:01:19 AM »

Conductive (CDV): The weapon deals or is considered to deal electrical damage for all character options triggered by that damage type. If the weapon strikes a conductive surface, the effect of the weapon travels along that surface only using the rules for blast damage with a blast increment equal to its range increment minus 5' (minimum 5'). If the weapon relies on a save instead of damage, this principle is applied to the value of the save DC. Characters with the construct quality suffer the maximum damage or duration of any effect triggered by a weapon with this quality.
« Last Edit: May 15, 2009, 10:52:35 AM by Mister Andersen » Logged

Joeri Jean
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« Reply #4 on: May 14, 2009, 11:07:18 AM »

Great conversion.
This is what I got for the moment:

Invisibility device:
Alien Gadget
Housing: 1 Small Commen Item
Invisibility Mechanism pick

Memory Recal Device:
A device used by the Tok'ra to analyze the thoughts of individuals. This can be useful for recalling oppressed or forgotten memories, and for extracting strategic information from captured enemies. Two of the devices can also be used in tandem to allow two people to share the same thoughts and dreams, even interacting with one another on an unconscious level.
Alien Gadget
Housing: 1 Small or Tiny Commen Item
Skill Boost Mechanism pick "Knowledge"

Do you have any other Converted Stargate equipment.
I tried to convert some other stuff from the series, but got stuck with the problem of the Naquada into the blood of the Goa'uld, or other problems. These are the equipment that I'm looking for.

Healing Device
Ribbon Device (Kara Kesh)
Personal Shield
Transphase Eradication Rod (TER)
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Joeri Jean
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« Reply #5 on: May 14, 2009, 11:21:00 AM »

This is something I found on my disk, I didn't create it but I thik it is form the old AEG forum.
It needs a lot of work, but I think it is usable.

K’KAAN:
Attribute Modifier: +2 Con, -2 Dex, and -2 Cha
Non-human: The error range of each Medicine check targeting a near-human character increases by 8. Further, a non-human character may not disguise itself as a human or blend in with humans; the fact that he is different is always obvious.
Feat: The character gains the Quick Healing feat
NPC Qualities: Fast Healing, and Slow Regeneration
NPC Flaws: Archilles Heel (cold damage), Firearm Incompability (-2), and Sarcofage Imcompability
Species Feat: The K’Kaan may select feats form the Species feat tree that has listed the K’Kaan as a Prerequisites.

UNAS
Attribute Modifier: +2 Con, +2 Str, -2 Dex, -2 Int, and -2 Cha
Non-human: The error range of each Medicine check targeting a near-human character increases by 8. Further, a non-human character may not disguise itself as a human or blend in with humans; the fact that he is different is always obvious.
Feat:The character gains the Quick Healing feat
NPC Qualities: Fast Healing, Natural Attack II (Claw 1D6), and Slow Regeneration
NPC Flaws: Archilles Heel (cold damage), Firearm Incompability, and Sarcofage Imcompability
Limited Specialties: Outdoorsman, Tribesman, Wanderer, and Warrior.
Limited Weapon Proficiencies: You may not choose the Explosives, Guided, Handgun, Indirect Fire, Rifle, Shotgun, Sub-machinegun, Tactical, or Vehicle Weapon proficiencies at Career Level 1.
Species Feat: The Unas may select feats form the Species feat tree that has listed the Unas as a Prerequisites.

OHNES
Attribute Modifier: +2 Str, -2 Dex, and -2 Cha
NPC Qualities: Aquatic, Telepathic (Range: Charisma Score x 5, own Species only)
NPC Flaws: Archilles Heel (Dehydratation), and Slugish (only on land).
Species Feat: The Ohnes may select feats form the Species feat tree that has listed the Ohnes as a Prerequisites.

NEW FLAWS

FIREARM INCOMPABILITY (-2 XP)
The character gets a –4 attack penalty on attacks made with firearms that are not specialy disigned for there hands.
Special: A character can take the Alien Species add on to remove the penalty.

SARCOFAGE IMCOMPABILITY (-3 XP)
The character gains no benefit from alien healing devices (Sarcofage, Goa’uld Healing Device)

NEW QUALITIES

SLOW REGENERATION (+5 XP):
A character with this quality heals permanent damage as if it was temporary damage.

TELEPATHIC (+3 XP)
The character can comunicate with his own species who posses the NPC Telepathic quality. The range of this form of comunication is your Charisma score times five.
Special: You can take this quality 2 times, if you dos so you can communicate with all species with the Telepathic quality.

FEATS:

BACK FROM THE BRINCK BASIC
You are a tough Unas (or K’Kaan).
Prerequisite: Con 13+, Unas and K’Kaan Only.
Benefit: You do not die until you reach negative wounds equal to your Constitution Score. Further the character automatically stabilizes when he is reduced to negative wound points.

BACK FROM THE BRINCK MASTERY
You can live through grievous damage, and still return to the fight
Prerequisite: Con 15+, Back From The Brinck Basic
Benefit: You do not die until you reach negative wounds equal to your wound points. When reduced to negative wound points you may continue to take one half action per round until you are reduced below -10 wounds.

BACK FROM THE BRINCK SUPREMACY
You are an exceptionally tough Unas that can live through grievous damage, and still return to the fight.
Prerequisite: Con 17+, Back From The Brinck Mastery
Benefit: When reduced to negative wound points you may continue to take your full action allowance per round until you are reduced below -10 wounds. Once beyond the –10 wound points, you may continue to take one half action per round until you die.

COMMUNICATE:
You are very adept at communicating telepathically
Prerequisite: Cha 13+, Ohnes only.
Benefit: Your Telepathic range is increased to 10 times your Charisma Score. Further, a successful Will save (DC 15) allows you to communicate telepathically with other telepathic races.
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Krensky
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« Reply #6 on: May 14, 2009, 11:40:56 AM »

Thoughts derived from running a SC2.0 game for the past two years.

1. If it hits once, it knocks you out for an extended period of time. Some people deomstrate the ability to main consciousness while in a state of intense discomfort.

Electrical. It matches the effects, the use in the show.

2. A second hit in close proximity to the first kills. As an after thought, a third disintegrates the body

Ignore this. The writers do 99% or more of the time and it's impossible to balance.

3. The energy stream can be conducted by metal

Because it's electricity.
4. The weapon is held and operated in a manner similar to but unlike standard human firearms and is frankly ungainly

It looks funny, but nothing in the show indicates it's any harder to use or shoot then a pistol.

5. Arguably, it's never been used over any great distance

Pistol ranges work fine here.

6. Capable of discharging multiple shots in close proximity

Semi-auto.

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Mister Andersen
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« Reply #7 on: May 14, 2009, 01:27:31 PM »

Quote from: Joeri Jean
Invisibility device:
Alien Gadget
Housing: 1 Small Commen Item
Invisibility Mechanism pick

All invisibility gadgets automatically gain the CTK (goa'uld), CTK (asgard) or CTK (ancient) as appropriate -- they're rare enough for aliens and virtually impossible for humans to get. And the Cal IV variety are only available for vehicles. Personal cloaking devices are significantly harder to acquire so very definitely Reputation only (I'd say, oh, 10-15).

Quote
Memory Recal Device:
A device used by the Tok'ra to analyze the thoughts of individuals. This can be useful for recalling oppressed or forgotten memories, and for extracting strategic information from captured enemies. Two of the devices can also be used in tandem to allow two people to share the same thoughts and dreams, even interacting with one another on an unconscious level.
Alien Gadget
Housing: 1 Small or Tiny Commen Item
Skill Boost Mechanism pick "Knowledge"

Actually, this is essentially an Interrogation dramcon we're talking about, arguably even a Hack.

Alternatively you're looking at a technological truth serum which comes in at cal V. Given that we only ever really saw these things being deployed on a few occasions more as plot devices than anything else, such a high cost seems perfectly reasonable though I'd probably again make them Rep only and worth about 5 points.

Memory Recall Device.
A goa'uld device used to analyze the thoughts of individuals. thereby recalling forgotten memories and extracting strategic information from captured enemies. Once placed on the target and activated, the device acts as a truth serum, the primary phase of which as an onset time of 1d4 hrs, a DC 28 Will save and renders the target baffled for 1d6 hrs. The secondary phase has an onset of 2d4 minutes, DC 28 Will save and inflicts 2d6 temporary Wis damage. The damage listed below is accrued when the device is applied and removed.
Pick Type: Alien gadget. Pick Caliber: 5 Rep.  Damage: 1d2 stress & subdual.  E/T: n/a.  Ammo: 2.  Recoil: n/a.  Rng: Touch.  SZ/Hand: N/1h.  Qualities: FRG, CTK (Goa'uld), DST (data tap only), UPG (portable display unit).  Add-Ons: 0.  Weight: 5 oz / 8 lb.  Comp: 90/10. Year: n/a.

Quote
Do you have any other Converted Stargate equipment.
I tried to convert some other stuff from the series, but got stuck with the problem of the Naquada into the blood of the Goa'uld, or other problems. These are the equipment that I'm looking for.

1. Healing Device
2. Ribbon Device (Kara Kesh)
3. Personal Shield
4. Transphase Eradication Rod (TER)

1. Again, for a quick fix use high caliber Healing and Skill Check (Medicine) gadgets, stick the CTK (Goa'uld) and NAQ qualities onto it. I need to read up on it, but I'm certain a proper writeup will involve the user acruing subdual or stress damage, or at the veyr least making Resolve checks to get it to work
2. There  are rules for it around somewhere...
3. See Glim's stuff in the shield thread.
4. Effectively combines the incorporeal gadget, a high end sensor and a shotgun. Likely to be Rep only
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« Reply #8 on: May 15, 2009, 10:55:38 AM »

ZTD has been changed to ETD (Energetic Takedown) for greater portability to other settings.

Conductive is now abreviated CDV and has been rescripted, again for reasons of greater portability.
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« Reply #9 on: May 15, 2009, 11:22:25 AM »

ZTD has been changed to ETD (Energetic Takedown) for greater portability to other settings.

Conductive is now abreviated CDV and has been rescripted, again for reasons of greater portability.

And I still fail to see why reinventing the wheel is better then 3d6 or whatever of Electrical damage.
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Right now you have no idea how lucky you are that I am not a sociopath. - A sign seen above my desk.
There's no upside in screwing with things you can't explain. - Captain Roy Montgomery
Mister Andersen
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« Reply #10 on: May 15, 2009, 07:02:14 PM »

Because that approach largely fails to replicate how the weapon works on screen both in Stargate and in terms of how stun weapons tend to work within the SF genre.

So, continuing addressing issues of portability, NAQ becomes...

Biomechanical Lock (BML): A device with this quality will not function without the presence of an external component specified in brackets. Examples include a biometric, an embedded RFID chip or psionic potential.

Thus something like the Ribbon Device has BML (Naquadah) while a Puddlejumper would have BML (Gene). Outside Stargate, a lightsaber with an internal trigger would have BML (Force) while an ancient Vulcan weapon could have BML (Psi).
« Last Edit: May 15, 2009, 07:04:48 PM by Mister Andersen » Logged

Joeri Jean
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« Reply #11 on: May 16, 2009, 02:08:10 PM »

Quote
Energetic Takedown (ETD): When successfully attacked by a weapon with this quality,  the target must make a DC 28 Fortitude save. Success leaves them stunned for 1d6 rounds, failure renders them unconscious for 2d4 hrs. If struck again before the effect of a previous hit have worn off and the save is failed, the target is considered the victim of a Coup de Grace action. Electronic items struck by this weapon make a DC 28 damage save where success means the item is broken, failure means it is inoperable; An object benefitting from EMP Hardening is instead unaffected or broken respectively.

Conductive (CDV): The weapon deals or is considered to deal electrical damage for all character options triggered by that damage type. If the weapon strikes a conductive surface, the effect of the weapon travels along that surface only using the rules for blast damage with a blast increment equal to its range increment minus 5' (minimum 5'). If the weapon relies on a save instead of damage, this principle is applied to the value of the save DC. Characters with the construct quality suffer the maximum damage or duration of any effect triggered by a weapon with this quality.

Biomechanical Lock (BML): A device with this quality will not function without the presence of an external component specified in brackets. Examples include a biometric, an embedded RFID chip or psionic potential.
Thus something like the Ribbon Device has BML (Naquadah) while a Puddlejumper would have BML (Gene). Outside Stargate, a lightsaber with an internal trigger would have BML (Force) while an ancient Vulcan weapon could have BML (Psi).

Cultural Technology (CTK). This item is the creation of a specific culture or cultures, and not broadly available outside of those groups. Characters whose native culture matches that of the gear may requisition the item normally. All other characters may only requisition the item as a gadget one claiber higher. Example: A Zat is a WII item with the CTK(Goa'uld/Tok'ra) quality. Goa'uld, Tokra, and Jaffa characters may requisition them with caliber II weapon picks. All other characters requistion them as Caliber III gadets.

These abilities are very balanced and I just love these. I'm going to use them in my game that for sure.

I'm hoping in fiding the time (bussy job and 2 kids) to create some sort of Stargate Conversion PDF, I'm going to incorporate these into the file if I may. If some one would like to help, they are welcome.
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