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d20 Modern -- Stargate d20?
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<blockquote data-quote="Default Name Player" data-source="post: 270207" data-attributes="member: 2667"><p>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.</p><p></p><p>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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>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)</p><p></p><p>"Races":</p><p>Player Races: human (default), Jaffa template*, various others</p><p>Non-Player Races: Goa'uld template*, Tok'ra template*, Asgard**</p><p></p><p>*templates could either be balanced with advantages and disadvantages, or certain templates can be ECL (I have no idea if ECL exist in Spycraft).</p><p>**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".</p><p></p><p>"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.</p><p>- Home Office: not appropriate?</p><p>- Power Brokerage: command/politician</p><p>- Military Operations: standard background</p><p>- Computer Espionage: make more technical related, in general?</p><p>- Urban assault: Special Ops?</p><p>- Black Ops: ???</p><p>- Wetworks: ???</p><p>- "The Basement": shoehorned for "Academic" or does that need to be separate?</p><p></p><p>"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.</p><p>- Faceman: modified diplomat/command functions?, Undercover?</p><p>- Fixer: ???</p><p>- Pointman: ???</p><p>- Snoops: modified to be technical in nature (beyind just computers?)</p><p>- Soldiers: as is?</p><p>- Wheelman: modified to incorporate piloting (aircraft) skills?</p><p></p><p>Again, an academic related class is missing and I'm not sure if any of the above can be showhorned into this role.</p><p></p><p>Skills: Stargate specific skills? (probably modified Knowledge, Craft, etc. skills)</p><p>tbd</p><p></p><p>Feats: Stargate specific feats?</p><p>tbd</p><p></p><p>Items to take into account aka will need rules for them(taken from <a href="http://www.stargate-sg1.com" target="_blank">www.stargate-sg1.com</a>):</p><p>- 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.</p><p>- The Iris</p><p>- Naquada: a quartzite metal not found on earth which the stargate is composed of</p><p>- G.D.O. (Garage Door Opener): a small transmitter capable of sending a coded signal through the gate</p><p>- 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.</p><p>- 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.</p><p>- D.H.D. (Dial Home Device): activates the Stargate.</p><p>- 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. <em>I'm not exactly sure what this item is <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </em></p><p>- various Goa'uld weapons (staff weapon, "zat" (sp?), etc.), equipment (the hand healing device, etc), vehicles (motherships, deathgliders, etc.)</p><p></p><p>Other (taken from <a href="http://www.stargate-sg1.com" target="_blank">www.stargate-sg1.com</a>):</p><p>Special SG team designations:</p><p>SG-3 - Marine combat unit, lead by Colonel Makepeace. </p><p>SG-5 - Marine combat unit. </p><p>SG-7 - Scientific Corp. </p><p>SG-8 - Medical team.</p><p>SG-9 - Diplomatic Corp., led by attorney Major Stan Kovachek. </p><p>SG-11 - Engineering Corp. </p><p></p><p>Creatures:</p><p>- Replicators (various sizes)</p><p></p><p></p><p>Just threw the above up for now: no time to watch every episode and read every episode synopsis just yet <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Default Name Player, post: 270207, member: 2667"] 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 [url]www.stargate-sg1.com[/url]): - 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]I'm not exactly sure what this item is ;) [/i] - various Goa'uld weapons (staff weapon, "zat" (sp?), etc.), equipment (the hand healing device, etc), vehicles (motherships, deathgliders, etc.) Other (taken from [url]www.stargate-sg1.com[/url]): 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 ;) [/QUOTE]
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