d20 Modern -- Stargate d20?

Tsyr

Explorer
I just got the Stargate SG-1 box set and have been watching through it for the last couple days... Man I love that show :)

Anyhow, I was thinking about it yesterday...

From what I've seen of d20 modern, it looks like it would make a good rulebase for Stargate... Strong Heros (or whatever they are called) can be the military guns-n-brawns type, Smart Heros can be people like Jackson, etc.

Likewise, you can even offer J'Fal as an optional PC "race" if you wanted to... make J'Fal a template... if there was ever a good use for templates, J'Fal seem to fit the bill.

Plus... the entire setting is perfectly suited for running one-shot games that are still linked together. The players would assume the rule of one of the other SG teams. I realise that you would need to bend the storyline a bit to make it work at it's best, but not by too much.

Anyone have any suggestions? I realise until d20 Modern is out, I'm just speculating on a lot of it, but...
 
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An excellent idea - I'm a big fan of the show, but I never connected the dots about adapting the show into the d20 system. You both have a point though: both d20 Modern and Spycraft would probably be a good base for the setting, and each would be probably play differently.

My Spycraft books are on the way, so I'm just going on things I heard in reviews, and my knowledge of what d20 Modern will be like is pretty basic :)

In the below, I'll just stick with Spycraft for now until d20 Modern comes out (all of the Spycraft specific information listed below was swiped off reviews from RPG.net)

"Races":
Player Races: human (default), Jaffa template*, various others
Non-Player Races: Goa'uld template*, Tok'ra template*, Asgard**

*templates could either be balanced with advantages and disadvantages, or certain templates can be ECL (I have no idea if ECL exist in Spycraft).
**Since Jaffa, Goau'ld and Tok'ra are all based on "Humans", I'm not sure if Asgard and other non-human related races need to be more "above and beyond".

"departments": not sure which classes are totally inappropriate, and if any new ones need to be created specifically for Stargate. Perhaps just a rename and a few tweaks.
- Home Office: not appropriate?
- Power Brokerage: command/politician
- Military Operations: standard background
- Computer Espionage: make more technical related, in general?
- Urban assault: Special Ops?
- Black Ops: ???
- Wetworks: ???
- "The Basement": shoehorned for "Academic" or does that need to be separate?

"Class": not sure which classes are totally inappropriate, and if any new ones need to be created specifically for Stargate. Perhaps just a rename or a few tweaks.
- Faceman: modified diplomat/command functions?, Undercover?
- Fixer: ???
- Pointman: ???
- Snoops: modified to be technical in nature (beyind just computers?)
- Soldiers: as is?
- Wheelman: modified to incorporate piloting (aircraft) skills?

Again, an academic related class is missing and I'm not sure if any of the above can be showhorned into this role.

Skills: Stargate specific skills? (probably modified Knowledge, Craft, etc. skills)
tbd

Feats: Stargate specific feats?
tbd

Items to take into account aka will need rules for them(taken from www.stargate-sg1.com):
- the Stargate: uses 6 of 38 symbols, representing star constellations, to locate another Stargate and then uses a final 7th symbol, unique to each Stargate, as its point of origin. However, the Stargate contains nine chevrons.
- The Iris
- Naquada: a quartzite metal not found on earth which the stargate is composed of
- G.D.O. (Garage Door Opener): a small transmitter capable of sending a coded signal through the gate
- F.R.E.D. (Field Remote Expeditionary Device): carries supplies for field units on the other side of the Stargate. With six wheels, FRED can navigate almost any terrain.
- M.A.L.P. (Mobile Analytic Laboratory Probe): travels through the Stargate to unexplored offworld locations, determining whether or not it is safe for human teams to proceed through the Stargate.
- D.H.D. (Dial Home Device): activates the Stargate.
- T.E.R. (Transphase Eradication Rod): detects objects operating in the light spectrum 180 degrees out of phase of human vision, like the alien race the Reetouh. I'm not exactly sure what this item is ;)
- various Goa'uld weapons (staff weapon, "zat" (sp?), etc.), equipment (the hand healing device, etc), vehicles (motherships, deathgliders, etc.)

Other (taken from www.stargate-sg1.com):
Special SG team designations:
SG-3 - Marine combat unit, lead by Colonel Makepeace.
SG-5 - Marine combat unit.
SG-7 - Scientific Corp.
SG-8 - Medical team.
SG-9 - Diplomatic Corp., led by attorney Major Stan Kovachek.
SG-11 - Engineering Corp.

Creatures:
- Replicators (various sizes)


Just threw the above up for now: no time to watch every episode and read every episode synopsis just yet ;)
 

After PD mentioned Spycraft, I dug out my books last night and looked it over to see.

Basicly, the classes just don't fit. And without totaly redesining a few of them, they wouldn't work. I mean, of the existing ones, only really the soldier would fit "as is"... the others are, IMHO, too different.

If you wanted to shoehorn it into Spycraft, you would need at least two new classes... Something like a "Scientist" or "Proffesor" and one I can't think of a name for... "Techy" maybe...

For the scientist/proffesor... hmmm... Low BAB, low FORT saves, maybe low or maybe high REF, high WIS... Lets see... At first level, have an ability that grants him... hmmm... INT bonus x 2 bonus languages... Something like the bardic knowledge ability... 8 skill points a level...

For special abilities... give him something along the lines of "Quick Adaption" that would let him learn the very basics of a language very quickly... oh, say... in XX hours (maybe 24 as a base?) minus wis or int (not sure which, probably INT) bonus, he would be able to convey basic thoughts (Food, help, where bad guys, etc), with a reduction on the base time every 4 levels or so... And cut time in 1/2 if the language they speak has roots in a language they know...

Likewise, give him some sort of "dramatic knowledge" ability... X times per day, he can essentialy take 20 on any knowledge check related to an are he studies to recall some strange detail.

As for the techy type... give him a mid-range BAB, high REF and WIL saves... 4 or 6 skill points per level... Gets the feat "Lost Technology Use" for free at first level...

For special abilities, give him basicly technology related varients of the proffessor class... such as "Quick Study" to quickly determine how a peice of Lost Technology functions, or how to fix broken peices... Need to flesh that class out a bit more somehow, not sure how though... or maybe make Techy a prestige class for Proffesors, I'm not sure...

New Feats:

Lost Technology Use

You understand the basics behind assorted forms of alien technology. You can use DHDs, understand the basic principles behind the Gate, understand how certain things may interact with Lost Technology, etc.

Jaffa begin the game with this feat at no cost

Exotic Weapon Profficiency group: Goa'uld Weaponry

You know how to use Gou'Uld weapony such as Staff Weapons and Tak Guns.

Jaffa begin the game with this feat at no cost



Hmmm

Still, I think the concept behind Smart Hero and Strong Hero may fit a bit better, I'm not sure...
 

As for the J'Fal/Jaffa/Whatever (I hate spelling things from that show! :D )... hmm...

+2 STR +2 CON, -2 CHA, and probably... -2... Wis? or Int? Probably WIS... as a "race" they probably aren't terribly used to thinking for themselves in most things...

Immunity to all Diseases: The Gou'Uld symbiot functions as a perfect immune system for the host.

Gou'uld Symbiot: One implanted with a Gou'Uld larva, the host is forever dependant on it. If it is removed, the host will die in 10+Constitution minutes, unless it is returned, or a new one is found.

Automaticly has feats Lost Technology Use and Exotic Weapon Profficiency group: Gou'Uld weaponry.

Automaticly knows the Gou'Uld language in additon to any others.

-------

Well?

I wonder how long the larva stays... well.. larval? I mean, how often would a J'fal/Jaffa have to go raid a tank of young to replace it?

Likewise, would that glove thingy that the Gou'Uld wear be considered a device (And covered by, say the Use Lost Technology Device skill and feat) or a weapon (and hence covered by the EWP group feat)?
 

I love Spycraft, but it is very structured for it's genre (and admittedly that is part of it's allure).

However, I offer that d20 Modern may not be the only game that could handle a SG-1 story line. Any of the current and upcoming d20 scifi games may do the trick.

d20 Traveller
d20 Deadlands/Lost Colony
d20 Farscape
d20 Dragonstar

Believe it or not, my vote would be for d20 Deadlands if one could takes the Mad Scientist class seriously and ignores the magic rules.
 


Well, I have been perusing the T20 Lite Rules (now available for download at www.travellerrpg.com ... it's 1.14MB), I like the concept of prior experience to build my character. If you can convert the mechanics to emulate modern-day military experience (or professional civilian service experience in the case of Dr. Jackson) you might get a good Stargate SG-1 RPG going.
 
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Tsyr, Stargate SG-1 is one of the reasons I am looking forward to D20 Modern. I love the show and what I have read of D20 Modern has me excited.

I am impressed by the Spycraft suggestions/conversions but Spycraft leaves me wanting. I like the idea behind D20 being a genre-less system. This gives me greater flexability for ideas like Stargate.

Can't wait 'til November.
 

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