Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
May 24, 2013, 06:50:00 AM
Home Help Search Login Register
News: Welcome to the Crafty Games Forums!

Note to New Members: To combat spam, we have instituted new rules: you must post 5 replies to existing threads before you can create new threads.

+  Crafty Games Forum
|-+  Community
| |-+  License to Improvise
| | |-+  Stargate Conversion
« previous next »
Pages: 1 [2] 3 Go Down Print
Author Topic: Stargate Conversion  (Read 4003 times)
ahzad
Handler
*****
Posts: 578



View Profile
« Reply #15 on: June 26, 2007, 04:20:52 PM »

why am i not finding this stuff in the wiki?
Logged

"Imagination is more important than knowledge." - A. Einstein
Mister Andersen
Control
******
Posts: 8913


I'm leaving for a destination I still don't know


View Profile
« Reply #16 on: June 26, 2007, 05:06:48 PM »

Wolvie stuck it under the Classic Spycraft header.

Wiki -> Classic Spycraft -> Conversions -> Stargate SG-1
Logged

ahzad
Handler
*****
Posts: 578



View Profile
« Reply #17 on: June 26, 2007, 05:09:30 PM »

okay i didn't look hard enough i guess....thanks!
Logged

"Imagination is more important than knowledge." - A. Einstein
Mister Andersen
Control
******
Posts: 8913


I'm leaving for a destination I still don't know


View Profile
« Reply #18 on: June 29, 2007, 10:37:23 PM »

So, thoughts on the Guardian specialty?

Additionally, the following has been added to the Jaffa talent as the Symbiote feat is now redundant, the bits that aren't in the goa'uld symbiosis quality being folded into the Kelno'reem chain:

Quote
   ·   Once per session, you may declare that a single critical hit strikes your symbiote instead of you, forcing the symbiote into dormancy for a number of hours equal to the damage inflicted. Though you sustain no damage, during this period you loose the benefit of your fast healing, Goa'uld symbiosis and naquadah sense NPC abilities, and any species feats for which those qualities are a prerequisite.
   ·   Kelno'reem: You lack the ability to sleep and must instead enter a trance for 4 hours every 24 hours. Entering the trance takes a full action and requires a DC 15 Resolve/R&R check; you may however Take 10 or Take 20 with this check. Failure to enter the trance after this period results in the rules for sleep deprivation taking effect, except that instead of becoming unconscious with a failed Fortitude save, you suffer 1d4+4 of both stress and subdual damage.
« Last Edit: June 29, 2007, 11:06:25 PM by Mister Andersen » Logged

Morgenstern
Control
******
Posts: 4346



View Profile
« Reply #19 on: June 29, 2007, 11:52:15 PM »

I would drop the free armor. They'll either get it with possessions or part of their mission gear. I like the feat quite a bit, but it does need something else to get them up to being at least 2-dimensional.
Logged

At your own pace: Do. It. Now.
How about some pie? - Heroes of the Expanse
Mister Andersen
Control
******
Posts: 8913


I'm leaving for a destination I still don't know


View Profile
« Reply #20 on: June 30, 2007, 12:55:57 AM »

Quote from: 2nd thoughts on...
Guardian. You are a wall that stands between your allies and their enemy.
Requirement: Non-Neutral Allegance.
   ·   Bonus Feat: Armour Basics. (1)
   ·   Your mission gear includes an additional 4 upgrades which may only be applied to weapons or security gear picks. (1)
   ·   While you are in a group of 4 or more that share your Allegance and are within 10 ft. of each other, you gain the swarm NPC quality. (1.5)
   ·   Each time you gain 1 or more ranks in Intimidate, you also gain an equal number of ranks in Resolve. This may not increase your Resolve skill beyond its maximum rank. (3.5)

Try and deal with that Defensive line.  Grin
Logged

Mister Andersen
Control
******
Posts: 8913


I'm leaving for a destination I still don't know


View Profile
« Reply #21 on: July 02, 2007, 09:13:10 PM »

So, being one type of alien isn't enough for you? Well, 2.0's mechanic of handling subspecies is here to make your day.

Quote from: New Species feat.
New-Born Jaffa.
You have been altered to carry a larval goa’uld.
   Prerequisites: Any medium or large non-Jaffa.
   Benefit: You gain the fast healing, Goa’uld symbiosis & naquadah sense NPC qualities, and the requirement for undergo kelno’reem instead of sleep. In addition to your starting racial talent, you are also considered to be Jaffa for the purposes of all non-starting character options such as feats and class abilities; however, you are considered to be Near Human in regards to your native species and the disposition of them towards you drops by 1 grade. If taken at first level, you may add one of the favoured classes of the Jaffa to your own list, and retain the bonus feat if you take Guardian or Shol'va as your specialty.

While this works essentially as a sub-species feat for non-human Jaffa, the lack of a Career Level 1 only requirement means that it also covers people who have the misfortune to run into someone like Hathor, or child PCs like Ry'ac...
« Last Edit: July 02, 2007, 10:22:12 PM by Mister Andersen » Logged

Mister Andersen
Control
******
Posts: 8913


I'm leaving for a destination I still don't know


View Profile
« Reply #22 on: July 02, 2007, 10:22:36 PM »

Tweaked the feat a little.
Logged

Mister Andersen
Control
******
Posts: 8913


I'm leaving for a destination I still don't know


View Profile
« Reply #23 on: July 03, 2007, 02:02:05 AM »

I noticed that the original conversion of the Asgard was actually under valued, so I came up with this one.

Quote
Asgard. One of the most powerful of races still active in the galaxy, you have a tremendous heritage to live up to. But your time is running out.
   Type: Small bipedal quasi-human (1x1). Attempts to treat you with Earth medicine suffer a –4 penalty. You suffer a –8 penalty on all attempts to disguise yourself as or blend in with humans. Further you only gain your specialty’s bonus feat if it is Authority, Captain, Collector, Geek, Instructor, Mercenary, Pilot, Researcher, Special Ops, Spy, Unknown, or Wanderer.
   Requirement: Native Culture (Asgard).
  • +4 Intelligence, -2 Strength, -2 Constitution.
  • Your base speed is 20’.
  • Bluff and Science are always a class skill for you. Further, your result cap with these skills increases by 5 (maximum 60).
  • You gain a +1 bonus with Knowledge checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.
  • You gain Damage Resistance 10 vs. Stress.
  • You automatically succeed on all cooperative checks where you are the helper if you have at least 4 ranks in the skill being used and the leader shares your allegiance or is one of your team-mates.
  • Your starting weapon proficiencies are reduced by 2 (minimum 0).
  • If you have more levels in any base class than your highest level in either Pointman or Scientist, your starting action dice are reduced by 2.

I replaced Tactics with Bluff (it's often hard to see what they're thinking AND they pulled the wool over the eyes of the Systme Lords for several hundred years) and Science (they're all brainiacs). Keeping in line with the Advanced Human they lose a couple of proficiencies, and get a couple of appropriate favoured classes. I quite like their damage resistance - you rarely saw them get freaked out by anything.
Logged

Mister Andersen
Control
******
Posts: 8913


I'm leaving for a destination I still don't know


View Profile
« Reply #24 on: July 04, 2007, 12:43:05 AM »

Stargate SG-1 Species Feats conversion.

All mention of Resource Points becomes Gear Picks. Gearing Up Phase becomes Intel Phase. First Aid becomes Medicine. Knowledge (<Alien>) becomes Cultures (<Alien>). Listen and Spot become Notice.


Advanced Technology
Prereq: As written.
Benefit: You gain an additional 3 gear picks equal to mission caliber during the Intel Phase. These picks are not affected by class abilities such as Gear Prep, and may only be used to purchase items with the CTK quality matching any culture the GC designates as advanced. Further, you are considered to have the appropriate Cultures focus for the purposes of using the picks granted by this feat.
Special: As written.

Alien Healer
Prereq: A focus for your medicine skill other than your own species. Any advanced species.
Benefit: You gain a free Caliber II medkit as part of your possessions, otherwise as written.

Clear Mind
Prereq: As written.
Benefit: As written.

Favour of the Gods
Prereq: As written.
Benefit: Whenever one of your action die explodes, you may roll the explosion twice and keep the roll you prefer.

Goa'uld Hunter
Prereq: Wisdom 13+. Cultures (goa'uld) 5+ ranks. A completed subplot involving a goa'uld as an adversary.
Benefit: You gain a +2 insight bonus to attack and damage rolls targeting an opponent you know to be a goa'uld.

Harmless
Prereq: Re'ol. Career level 3+. Charisma 13+. Blend 5+ ranks.
Benefit: When you succeed with an opposed Blend or Sneak check targeting a character affected by your chemical deception ability, you are considered invisible to them for a number of rounds equal to the difference between your check result and theirs. A critical success increases this from rounds to minutes.

Heal the Body
Prereq: Ancient or Asgard. Career level 9+. Alien Healer.
Benefit: As written.

Heal the Mind
Prereq: Ancient or Asgard. Career level 9+. Alien Healer.
Benefit: As written.

Kelno'reem Basics
Prereq: Jaffa. Goa'uld symbiosis NPC quality.
Benefit: You gain the Healing Trance and Long Life benefits of the Symbiote feat.

Kelno'reem Mastery
Prereq: Jaffa. Career level 6+. Quick Healer. Goa'uld symbiosis NPC quality.
Benefit: As written. Additionally you gain the Shallow Breathing benefit of the Symbiote feat.

Kelno'reem Supremacy
Prereq: Jaffa. Career level 9+. Goa'uld symbiosis NPC quality.
Benefit: You heal Stress damage at the same rate as subdual damage while in your trance state. Additionally you gain the light sleeper NPC quality. Finally you no longer require the Resolve check to enter Kelno'reem.

Lucid Touch
Prereq: As written.
Benefit: As written.

Naquadah Sense
This feat has been replaced by the naquadah sense NPC quality.

Phase Sense
This feat has been replaced by the phase sense NPC quality.

Phase Targeting
This feat has been removed.

Rapid Healing
Prereq: Goa'uld or Tok'ra. Career level 6+. Quick Healer.
Benefit: You gain the fast healing NPC quality, and your career level is considered 4 higher for determining your natural healing rate. Additionally, unless the affected part of the body is lost, no critical injury may ever be considered permanent.

Shared Deception
Prereq: As written.
Benefit: As written.

Symbiote Feat
This feat has been removed.
« Last Edit: July 04, 2007, 12:50:04 AM by Mister Andersen » Logged

Mister Andersen
Control
******
Posts: 8913


I'm leaving for a destination I still don't know


View Profile
« Reply #25 on: July 04, 2007, 02:11:14 AM »

So no one has anything further to say on the Guardian?
Logged

Forcegypsy
Handler
*****
Posts: 689





View Profile
« Reply #26 on: July 04, 2007, 01:51:05 PM »

So no one has anything further to say on the Guardian?

Like it, but I'm curious about the extra upgrades advantage. What was the reasoning for it?
Logged
Forcegypsy
Handler
*****
Posts: 689





View Profile
« Reply #27 on: July 04, 2007, 01:59:03 PM »

Stargate SG-1 Species Feats conversion.
Kelno'reem Basics
Prereq: Jaffa. Goa'uld symbiosis NPC quality.
Benefit: You gain the Healing Trance and Long Life benefits of the Symbiote feat.

Kelno'reem Mastery
Prereq: Jaffa. Career level 6+. Quick Healer. Goa'uld symbiosis NPC quality.
Benefit: As written. Additionally you gain the Shallow Breathing benefit of the Symbiote feat.

Symbiote Feat
This feat has been removed.

Explain.
Logged
Mister Andersen
Control
******
Posts: 8913


I'm leaving for a destination I still don't know


View Profile
« Reply #28 on: July 04, 2007, 04:45:51 PM »

Quote from: Forcegypsy
Like it, but I'm curious about the extra upgrades advantage. What was the reasoning for it?

The Guardian is essentially a brick that you put between an enemy and their object: they're scary and resolute, and are likely to rely on their gear. The upgrades mean they can get neat things like personal tailoring or trauma plates, weapons that have been made more accurate (guess which trade mark Jaffa weapon has the IMP quality), or massive loadouts of ammunition. And that's just with existing options - they'll be spoiled for choice once FS comes out. And the beauty of it is that the specialty isn't linked to a specific culture - it models a human bodyguard as well as the average Jaffa grunt as well as it does a certain type of vigilantee (try a Mysterious Guardian on for size).

Stargate SG-1 Species Feats conversion.
Kelno'reem Basics
Prereq: Jaffa. Goa'uld symbiosis NPC quality.
Benefit: You gain the Healing Trance and Long Life benefits of the Symbiote feat.

Kelno'reem Mastery
Prereq: Jaffa. Career level 6+. Quick Healer. Goa'uld symbiosis NPC quality.
Benefit: As written. Additionally you gain the Shallow Breathing benefit of the Symbiote feat.

Symbiote Feat
This feat has been removed.

Explain.

The nub of the Symbiote feat was turned into an NPC quality shared by both Goa'uld and Jaffa -
  • You gain the Goa’uld symbiosis NPC quality: You are immune to disease and gain a +8 bonus to Fortitude saves against the effects of radiation. If the character ever looses the symbiote, he permanently gains the sickened condition and dies after 1d10 + 30 + Con modifier hours.

The rest of the basic purpose of the feat - which while never applicable in the show to blended goa'uld they were none the less saddled with by game mechanics by virtue of possessing the feat - now appears as a part of the Jaffa talent -
  • Once per session, you may declare that a single critical hit strikes your symbiote instead of you, forcing the symbiote into dormancy for a number of hours equal to the damage inflicted. Though you sustain no damage, during this period you loose the benefit of your fast healing, Goa'uld symbiosis and naquadah sense NPC abilities, and any species feats for which those qualities are a prerequisite.
  • Kelno'reem: You lack the ability to sleep and must instead enter a trance for 4 hours every 24 hours. Entering the trance takes a full action and requires a DC 15 Resolve/R&R check; you may however Take 10 or Take 20 with this check. Failure to enter the trance after this period results in the rules for sleep deprivation taking effect, except that instead of becoming unconscious with a failed Fortitude save, you suffer 1d4+4 of both stress and subdual damage.

All that's left of the feat are the benefits granted for taking it multiple times; given there was already a Kelno'reem Mastery feat, it was a simple matter of extending that into a Kelno'reem chain and folding those benefits into that.
Logged

Mister Andersen
Control
******
Posts: 8913


I'm leaving for a destination I still don't know


View Profile
« Reply #29 on: July 04, 2007, 04:49:29 PM »

Similarly, going back to the applicable episodes shows that the basis for the Phase Sense chain doesn't exist: it was never a case of the goa'uld being sensitive to phase shifting, but rather it was something specifically about the Reetou themselves that tipped the snakes off to their presence.
Logged

Pages: 1 [2] 3 Go Up Print 
« previous next »
Jump to:  


Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!