I tried submiting this on AEG's Star Gate forum but rcvd a pretty poor reception as it wasn't about "what episode Nerfherders from planet Q-Bert showed up and why is that important to galactic stability". I'm being EXCRUTIATINGLY sarcastic here but you get the point.
Originally I was only going to post the bit about PT tests (graded Physical Training tests that evaluate a soldiers physical fitness and help out with promotion points) but decided that this helped me and could help out some of you folks. So here goes...
It’s occurred to me that while I’ve done quite a lot of problem spotting, I haven’t begun to suggest any likely solutions. I’ve attempted on other posts to try to solve this problem but had it brought to my attention that they didn’t entirely fit the flavor of SG or that the suggestion was a bit long winded. So, it’s my attempt to suggest many solutions to multiple problems on this post. I’ll be referencing multiple sources verbatim, paraphrasing others, and some stuff I’m just making up. I’m presenting this to all for the good of the game. I hope you can use some part of this.
Here are some possible solutions to obstacles I’ve noticed in the game.
1) A believable TRAINING with explanations.
2) Realistic PROMOTION process
3) Recognizing the actions of the character with AWARDS
4) The option to advance enlisted characters through NCO schools
5) A possible solution of an OCS school
Here’s to training…
BARE BONES
WK 1
Day 1 SALUTE report / React to Mines and Booby traps
Day 2 Rifle range / Grenade range
Day 3 Personnel search and seizure / Resist torture
Day 4 Grenade Launcher / Pistol 9mm
Day 5 Bare Bones FTX 1
WK 2
Day 1 First aid / Moving wounded personnel
Day 2 Combative / Knife fighting
Day 3 Flora and Fauna / Calling ARTY support
Day 4 CIENER "Master key" shotgun / Explosives
Day 5 Bare Bones FTX 2
SALUTE report: Size, Activity, Location, Unit or Uniform, Time or Terrain, and Equipment. This report should use the Gather Information skill and is usually sent to the unit HQ element (Team Leader, Task Force Cdr, SGC).
React to Mines and Booby traps: see SG core book pgs: 397, 437 - 439
Rifle range: This is for the purpose of gaining familiarity with weapon and for the GM to designate a Qualification Badge for added detail to the game. For skill use after training, use the weapon feat(s) or skill associated with this action. Qualification ranges for rifles are as follows:
PRONE SUPPORTED - 50M @ 0 DC, 75M @ 0 DC, 100M @ 5 DC, 125M @ 5 DC, 150M @ 5 DC, 175M @ 10 DC, 200M @ 10 DC, 250M @ 10 DC, 275M @ 15 DC, 300M @ 15 DC. X 2 (this means in a "foxhole”)
PRONE UNSUPPORTED - 50M @ 2 DC, 75M @ 2 DC, 100M @ 7 DC, 125M @ 7 DC, 150M @ 7 DC, 175M @ 12 DC, 200M @ 12 DC, 250M @ 12 DC, 275M @ 17 DC, 300M @ 17 DC. X 2 (this means flat on the ground with no forward support for the weapon.)
The total number of targets shot will be forty. Add the totals of both iterations and score them. Totals 24-30 are Marksman, 31-36 is Sharpshooter, and 37-40 is Expert.
Grenade range: This is for the purpose of gaining familiarity with weapon and for the GM to designate a Qualification Badge for added detail to the game. For skill use after training, use the weapon feat(s) or skill associated with this action. Qualification ranges for grenades are as follows:
Engage four 5ft area targets ranged 15M @ 10 DC.
The total number of targets engaged will be four. Grenade scores are: ¼ NO/GO retry, 2/4 Marksman, ¾ Sharpshooter, 4/4 Expert.
Personnel Search and Seizure: see SG core book pgs: 229-230
CONCENTRATION: Resist Torture (Trained Only)
Centering the mind and maintaining focus are key strategies in resisting torture or other means of forceful coercion. When trying to resist torture, a character with at least one rank in Concentration may make a Concentration check against DC 20. If the roll is successful, the character may add the margin of success as a bonus to his Will Save to resist giving in to his captors. This bonus is applicable to resiting the coercive effects of the Goa'uld Ribbin Device.
Though any character can normally make a Concentration check untrained, this use of the skill is only possible for characters who possess at least one rank in the skill.
Grenade Launcher range: This is for the purpose of gaining familiarity with weapon and for the GM to designate a Qualification Badge for added detail to the game. For skill use after training, use the weapon feat(s) or skill associated with this action. Qualification ranges for Grenade Launcher are as follows:
Engage eight 5ft area targets at the following ranges.
UNSUPPORTED – 100M @ 15 DC, 150M @ 10 DC, 200M @ 10 DC, 250M @ 10 DC, 300M @ 10 DC, 350M @ 10 DC, 400M @ 10 DC, 450M @ 15 DC
The total number of targets engaged will be eight. Grenade Launcher scores are: 4/8 Marksman, 6/8 Sharpshooter, and 8/8 Expert.
Pistol 9mm range: This is for the purpose of gaining familiarity with weapon and for the GM to designate a Qualification Badge for added detail to the game. For skill use after training, use the weapon feat(s) or skill associated with this action. Qualification ranges for Pistol 9mm are as follows:
Bare Bones FTX 1: The various FTX’s (Field Training Exercises) are a culmination of the prior weeks training and can also reflect subjects learned in previous training weeks. All FTX’s are not scripted to allow for GM control but should reflect learned training. Any of the training can be skills already known or inspiration checks.
First aid: see SG core book pgs: 138, 190, 210-211, and 214.
Moving wounded personnel: see SG core book pgs: 286
Here an example that I did with my buddy Kim.
He has a Navy SEAL named Carl "Rock" Rockridge. His SEAL is an enlisted E-3 and a lvl 1 scout.
PT TEST
His SEAL has a combined score of 44 when I added his STR, DEX, and CON scores. All of the attributes are used in the "REAL" when doing a real world PT test.
STR 15
DEX 14
CON 15
Equals 44
I started with a flat point total (120) and progressed points on the roll of a d20.
Roll of + 120 pts:
1-5 = 0 (00) = 120 pts (does not pass PT test, are you even alive?)
6-7 = .5 (22) = 142 pts (does not pass PT test, tired, hungover, sick)
8-9 = 1 (44) = 164 pts (does not pass PT test, see above, not trying hard enough)
10-11 = 1.5 (66) = 186 pts (pass PT test, just barely troop! Paperwork WILL follow!)
12-13 = 2 (88) = 206 pts (pass PT test, this does not look good, try harder YOU!!!)
14-15 = 2.5 (110) = 230 pts (pass PT test,spend a little more time in the gym, fella.)
16-17 = 3 (132) = 252 pts (pass PT test, Not bad, could be better though.)
18-19 = 3.5 (154) = 274 pts (pass PT test, Good job, have a three day pass.)
20 = 4 (176) = 296 pts (pass PT test, Great job !, schools and promotions coming your way.)
Kim rolled a 16. He scored 252 pts on his PT test.
WEAPONS QUAL
Rifle range: This is for the purpose of gaining familiarity with weapon and for the GM to designate a Qualification Badge for added detail to the game. For skill use after training, use the weapon feat(s) or skill associated with this action. Qualification ranges for rifles are as follows:
PRONE SUPPORTED - 50M @ 0 DC, 75M @ 0 DC, 100M @ 5 DC, 125M @ 5 DC, 150M @ 5 DC, 175M @ 10 DC, 200M @ 10 DC, 250M @ 10 DC, 275M @ 15 DC, 300M @ 15 DC. X 2 (this means in a "foxhole”)
PRONE UNSUPPORTED - 50M @ 2 DC, 75M @ 2 DC, 100M @ 7 DC, 125M @ 7 DC, 150M @ 7 DC, 175M @ 12 DC, 200M @ 12 DC, 250M @ 12 DC, 275M @ 17 DC, 300M @ 17 DC. X 2 (this means flat on the ground with no forward support for the weapon.)
The total number of targets shot will be forty. Add the totals of both iterations and score them. Totals 24-30 are Marksman, 31-36 is Sharpshooter, and 37-40 is Expert.
Thrown Grenade range: This is for the purpose of gaining familiarity with weapon and for the GM to designate a Qualification Badge for added detail to the game. For skill use after training, use the weapon feat(s) or skill associated with this action. Qualification ranges for grenades are as follows:
Engage four 5ft area targets ranged 15M @ 10 DC.
The total number of targets engaged will be four. Grenade scores are: ¼ NO/GO retry, 2/4 Marksman, ¾ Sharpshooter, 4/4 Expert.
Grenade Launcher range: This is for the purpose of gaining familiarity with weapon and for the GM to designate a Qualification Badge for added detail to the game. For skill use after training, use the weapon feat(s) or skill associated with this action. Qualification ranges for Grenade Launcher are as follows:
Engage eight 5ft area targets at the following ranges.
UNSUPPORTED – 100M @ 15 DC, 150M @ 10 DC, 200M @ 10 DC, 250M @ 10 DC, 300M @ 10 DC, 350M @ 10 DC, 400M @ 10 DC, 450M @ 15 DC
The total number of targets engaged will be eight. Grenade Launcher scores are: 4/8 Marksman, 6/8 Sharpshooter, and 8/8 Expert.
BADGES AND MEDALS
With any of these scores, I've assigned a point value for different qualification totals:
SCORE EFFECT
Failure to qualify : 0 pts +0 on Promo checks
Marksman : 0 pts +0 on Promo checks until next rank
Sharpshooter: 1 pts +1 on Promo checks until next rank
Expert: 2 pts +2 on Promo checks until next rank
Here's a quote out of the Blood and Guts book pertaining to medals from page 49.
"As characters gain skill and perform heroic deeds, they will be granted medals, commendations, and badges to recognize their service to their country."
And another one from the same page.
"A medal check is rolled on a d20, modified by your charisma modifier, along with specific criteria listed under the medal itself. Medals may not be awarded unless you could actually meet or exceed the DC on a roll of 20 or less ( in other words, a natural 20 is not an automatic success)."
There are more medals and criteria in the book, these are some examples that fit the format.
MEDAL EFFECT
AAM (DC 14) +1 on Promo checks until next rank
ARCOM (DC 16) +2 on Promo checks until next rank, +1 on future checks
We had a successful adventure and medals were awarded (after successful criteria checks) to deserving characters. Kim's guy being one of them. He received an AAM or Army Achievement Medal (the CO was an ARMY officer).
PROMOTIONS
Lets look at Kim's SEAL again, Rock. I'm thinking about promoting him. According to the promotion check formula in the Blood and Guts book:
Promotion Check = 1d20 + CHA Mod + 1/2 lvl + misc bonus.
Character meets or exceeds the check for the Promotion DC.
May not advance more than one rank per lvl.
this is how I'm going to approach the process.
KIM: +1 (CHA mod)
+.5 (1/2 lvl)
+1 (Sharpshooter on M-4 weapons qual)
+2 (Expert on Thrown Grenade)
+0 (Marksman on Grenade Launcher)
+3 (PT test score)
+1 (AAM
Equals 8.5
Kim rolls a 10. That plus his 8.5 is an 18.5. He needed to beat a DC 17 for promotion to Petty Officer third class (E-4)
NCO SCHOOLS
(see the B & G pg 45)
OCS
(see the B & G pg 45)
Hope this helps out.