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4 posters

    Stargate SG-P

    Dwarmaj
    Dwarmaj


    Number of posts : 5285
    Registration date : 2008-11-26

    Stargate SG-P Empty Stargate SG-P

    Post by Dwarmaj Mon Nov 02, 2020 12:18 pm

    Current thoughts on the 5E edition of the Stargate campaign:

    * Each player is to make two 1st level PC

    * PCs will use standard 5E 27 point buy (tool: Point Buy tool) Don't select race since humans don't get +1 to all.

    * The General (GM) will select the team leader from those that qualify.
    **** A team leader must be Tau'ri (human from earth)

    * The team leader will select the team (from the players available). Usually the players will be able to play what they want, but there may be a few cases where a specific role needs to be filled and they need to play their alternate.

    I've added several 'test' PCs to the campaign. Players can use those or use them as a base when modifying them to create their own if they like.

    If you know the type of PC you want I can assign something specific to you.


    Last edited by Dwarmaj on Tue Nov 03, 2020 11:18 pm; edited 5 times in total
    Dwarmaj
    Dwarmaj


    Number of posts : 5285
    Registration date : 2008-11-26

    Stargate SG-P Empty Equipment

    Post by Dwarmaj Mon Nov 02, 2020 12:18 pm

    Base Loadout:

    A SG team member is always issued the following equipment for a 1-Prep mission or higher:
    • Tactical Vest & 3 Uniforms
    • MREs (mission duration)
    • Combat Knife (Shortblade, Tech Level 2)
    • TACCOM
    • Flash Light
    • Water Purifier
    • Filtration/Radiation Mask
    • Multi-tool Kit
    • Personal First Aid Kit
    • Extended Climate Protection Clothing
    • Combat Tent
    • Sidearm (Beretta M9)

    In addition to the items in the character’s base kit (above), the armor they choose to wear has a Loadout. The character may fill this space with any items that fit within the limit of the armor (see page @@), assuming the base has access to the equipment.

    Tactical Vest is light armor (AC= 16+DexMod) and you can carry 8+StrMod addition items.
    Tactical Armor is heavy armor (AC= 20) and you can carry 6+StrMod addition items.

    Note: Classes can add items to the base kit that don't count against armor slots.

    The team, as a group, is also issued one G.D.O. and they must determine who carries the device in the field (it has a bulk of 1), although they can requisition additional G.D.O. backups, which the vast majority of teams do.


    Last edited by Dwarmaj on Mon Nov 02, 2020 12:20 pm; edited 1 time in total
    Dwarmaj
    Dwarmaj


    Number of posts : 5285
    Registration date : 2008-11-26

    Stargate SG-P Empty Re: Stargate SG-P

    Post by Dwarmaj Mon Nov 02, 2020 12:18 pm

    Available Races:
    Human (Tau'ri) - from Earth
    Human (Abydonian) - from Abydos
    Human (Tollan) - from Tollan
    Aturen
    Aturen (Noxian Pacifist)
    Jaffa
    Jaffa (Kak'tyl)
    Tok'ra
    Tok'ra (Pangaran)

    Available Classes:
    Diplomat
    Engineer
    Medic
    Scientist
    Scout
    Soldier


    Last edited by Dwarmaj on Tue Nov 03, 2020 2:42 pm; edited 1 time in total
    Dwarmaj
    Dwarmaj


    Number of posts : 5285
    Registration date : 2008-11-26

    Stargate SG-P Empty House Rules...

    Post by Dwarmaj Mon Nov 02, 2020 12:18 pm

    Still working off of the 'Beta' rules but I'm seeing a few things that seems odd and should change.

    * Tact Helmets should be 'Light' armor that don't take up a 'Bulk' slot

    * The base modifications for the FN P90 conflict (Automatic and Reflex Sight).
    For their first mission I'll allow PCs to choose (2) modification for their longarm instead of the default.
    After their first mission they'll need to make a request and it should be ready after their next mission.

    Note:
    I think Automatic & Recoil Compensation or High Calibre & Reflex Sight go better together...

    * I don't currently see rules for wielding a sidearm in each hand.
    For now I'd say no Prof bonus for either attack and the secondary is at Disadvantage. Thoughts...


    Last edited by Dwarmaj on Wed Nov 04, 2020 2:19 pm; edited 1 time in total
    Dwarmaj
    Dwarmaj


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    Registration date : 2008-11-26

    Stargate SG-P Empty Re: Stargate SG-P

    Post by Dwarmaj Mon Nov 02, 2020 1:20 pm



    Last edited by Dwarmaj on Sat Dec 05, 2020 2:41 pm; edited 1 time in total
    Dwarmaj
    Dwarmaj


    Number of posts : 5285
    Registration date : 2008-11-26

    Stargate SG-P Empty Re: Stargate SG-P

    Post by Dwarmaj Sun Nov 08, 2020 11:52 am

    Creation nodes:
    Each PC gets (2) Origins that must be from different categories.

    If your character is Jaffa you can have an Ma'Tok staff or Jaffa armor (&helm) instead of standard sidearm/tactical vest (helmet).

    Zat'Nik'Tel are not currently available.

    Ross
    Ross
    Admin


    Number of posts : 3867
    Registration date : 2008-11-26
    Age : 57
    Location : Seattle

    Character sheet
    Campaign: 4e-Against the Giants
    Character Name: Kazoo Noisemaker
    Player Name: Ross

    Stargate SG-P Empty Re: Stargate SG-P

    Post by Ross Sun Nov 08, 2020 9:23 pm

    Using a weapon in each hand is handled in the regular 5e rules for Melee. I would say just adopt it for ranged as well.
    Basically, you use a bonus action to make the 2nd attack and you don't add your ability modifier to the damage.

    TWO-WEAPON FIGHTING
    When you take the Attack action and attack with a light
    melee weapon that you're holding in one hand, you can
    use a bonus action to attack with a different light melee
    weapon that you're holding in the other hand. You don't
    add your ability modifier to the damage of the bonus
    attack, unless that modifier is negative.
    If either weapon has the thrown property, you
    can throw the weapon, instead of making a melee
    attack with it.


    Dwarmaj wrote:
    * I don't currently see rules for wielding a sidearm in each hand.
    For now I'd say no Prof bonus for either attack and the secondary is at Disadvantage. Thoughts...
    Ross
    Ross
    Admin


    Number of posts : 3867
    Registration date : 2008-11-26
    Age : 57
    Location : Seattle

    Character sheet
    Campaign: 4e-Against the Giants
    Character Name: Kazoo Noisemaker
    Player Name: Ross

    Stargate SG-P Empty Re: Stargate SG-P

    Post by Ross Sun Nov 08, 2020 9:25 pm

    You mean the Ma'Tok staff takes the place of the P90, right? Not the sidearm.

    Dwarmaj wrote:Creation nodes:
    Each PC gets (2) Origins that must be from different categories.

    If your character is Jaffa you can have an Ma'Tok staff or Jaffa armor (&helm) instead of standard sidearm/tactical vest (helmet).

    Zat'Nik'Tel are not currently available.

    Dwarmaj
    Dwarmaj


    Number of posts : 5285
    Registration date : 2008-11-26

    Stargate SG-P Empty Re: Stargate SG-P

    Post by Dwarmaj Mon Nov 09, 2020 8:47 am

    For now, only the feats in the Stargate rule set will be used.
    They do have a feat 'Akimbo' that is for two weapon shooting, but it only lets you reroll any 1's rolled. It uses ammo from the off hand weapon, but no additional attack roll.

    Its probably a balance thing so I'll keep it as 'rules as written' for now...

    Ross wrote:Using a weapon in each hand is handled in the regular 5e rules for Melee. I would say just adopt it for ranged as well.  
    Basically, you use a bonus action to make the 2nd attack and you don't add your ability modifier to the damage.

    TWO-WEAPON FIGHTING
    When you take the Attack action and attack with a light
    melee weapon that you're holding in one hand, you can
    use a bonus action to attack with a different light melee
    weapon that you're holding in the other hand. You don't
    add your ability modifier to the damage of the bonus
    attack, unless that modifier is negative.
    If either weapon has the thrown property, you
    can throw the weapon, instead of making a melee
    attack with it.
    Dwarmaj
    Dwarmaj


    Number of posts : 5285
    Registration date : 2008-11-26

    Stargate SG-P Empty Re: Stargate SG-P

    Post by Dwarmaj Mon Nov 09, 2020 8:53 am

    The Ma'Tok is a short range weapon (1-3m short, 4-60m long). Also all classes have access to sidearms while not all classes have access to longarms. I think all Jaffa would be trained in the Ma'Tok.

    But if a Jaffa PC has access to both sidearm and longarm, they could have the Ma'Tok replace the longarm and have a sidearm as well.

    Ross wrote:You mean the Ma'Tok staff takes the place of the P90, right? Not the sidearm.

    Dwarmaj wrote:Creation nodes:
    Each PC gets (2) Origins that must be from different categories.

    If your character is Jaffa you can have an Ma'Tok staff or Jaffa armor (&helm) instead of standard sidearm/tactical vest (helmet).

    Zat'Nik'Tel are not currently available.

    Ross
    Ross
    Admin


    Number of posts : 3867
    Registration date : 2008-11-26
    Age : 57
    Location : Seattle

    Character sheet
    Campaign: 4e-Against the Giants
    Character Name: Kazoo Noisemaker
    Player Name: Ross

    Stargate SG-P Empty Re: Stargate SG-P

    Post by Ross Mon Nov 09, 2020 8:54 am

    Once we get Zat guns it will probably be overpowered to be able to shoot two in a round.
    Ross
    Ross
    Admin


    Number of posts : 3867
    Registration date : 2008-11-26
    Age : 57
    Location : Seattle

    Character sheet
    Campaign: 4e-Against the Giants
    Character Name: Kazoo Noisemaker
    Player Name: Ross

    Stargate SG-P Empty Re: Stargate SG-P

    Post by Ross Mon Nov 09, 2020 2:12 pm

    I made my Engineer's longarm Mods Tranquilers with a Scope.
    Dwarmaj
    Dwarmaj


    Number of posts : 5285
    Registration date : 2008-11-26

    Stargate SG-P Empty Re: Stargate SG-P

    Post by Dwarmaj Mon Nov 09, 2020 2:55 pm

    Ross wrote:I made my Engineer's longarm Mods Tranquilers with a Scope.

    Sounds good, though I'm not sure how a tranquilizer affects Large+ creature...

    If you shoot a human with a tranq, you have a good chance of knocking them out.
    If you use the same on a horse, you may have to shoot it multiple times... Unless the dosage was specific to the creature size/weight, then it could be lethal to smaller creatures...
    Mick
    Mick


    Number of posts : 1671
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    Stargate SG-P Empty Re: Stargate SG-P

    Post by Mick Mon Nov 09, 2020 3:13 pm

    Yes, I made a Jaffa Scout.
    Can she carry a long arm and a Ma Tok staff?
    Using one at a time of course.

    Do we convert meters to feet for range?
    Or using meters shown as feet?


    My PCs

    Irwin Wade, Medic, Human (Tollen)
    Wade will be in the Med Lab while not on mission.

    Nyssa Raatko, Scout, Jaffa (Hak'tyl)
    Nyssa will be in the Firing Range while not on mission.



    Last edited by Mick on Sun Dec 20, 2020 9:07 pm; edited 1 time in total
    Dwarmaj
    Dwarmaj


    Number of posts : 5285
    Registration date : 2008-11-26

    Stargate SG-P Empty Re: Stargate SG-P

    Post by Dwarmaj Mon Nov 09, 2020 4:08 pm

    Mick wrote:Yes, I made a Jaffa Scout.
    Can she carry a long arm and a Ma Tok staff?
    Using one at a time of course.

    Do we convert meters to feet for range?
    Or using meters shown as feet?

    Everything in Stargate is meters.
    You can carry both as long as you don't go over your 'Bulk' limit.
    Bulk limit while wearing a Tactical Vest is 8+StrMod

    So carrying both would take up 4 'bulk' slots.

    Still trying to get a handle on how much room items take up...
    * I believe extra ammo clips are bulk 1
    * Grenades are bulk 1 for a set of 3
    * Flashlight bulk 1
    * Computer bulk 1
    ***
    Mick
    Mick


    Number of posts : 1671
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    Stargate SG-P Empty Re: Stargate SG-P

    Post by Mick Mon Nov 09, 2020 4:20 pm

    Yep, going to be tough with only 8 bulk since I don’t have str mod. May have to choose one of the other. I don’t remember see if the staff have charges? May need to rearrange some of her numbers or travel lite on equipment.

    So is one square on the board 1 meter or 5 feet?
    Dwarmaj
    Dwarmaj


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    Stargate SG-P Empty Re: Stargate SG-P

    Post by Dwarmaj Mon Nov 09, 2020 4:31 pm

    It's probably going to take a few encounters before I get a handle on what's balanced and what's not...

    In the back of the Stargate rules they have a few 'life forms'.
    A Dairy Cow is CR 7, 105hp, +4toHit 2d8+1 damage

    In Dnd 5E a Cow is:
    CR 1/4, 15hp, +6toHit, 1d6+4 damage

    I don't want a TPK, but I'm pretty sure a group of level 1 characters with guns can take out a cow...
    Dwarmaj
    Dwarmaj


    Number of posts : 5285
    Registration date : 2008-11-26

    Stargate SG-P Empty Re: Stargate SG-P

    Post by Dwarmaj Mon Nov 09, 2020 4:33 pm

    Mick wrote:Yep, going to be tough with only 8 bulk since I don’t have str mod. May have to choose one of the other. I don’t remember see if the staff have charges? May need to rearrange some of her numbers or travel lite on equipment.

    So is one square on the board 1 meter or 5 feet?

    1 square on the board is 1m in normal combat.

    They have rules for a pursuit and a firefight that make 1 square 10m. I'll need to dig a bit deeper into those...
    Dwarmaj
    Dwarmaj


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    Stargate SG-P Empty Re: Stargate SG-P

    Post by Dwarmaj Mon Nov 09, 2020 4:43 pm

    Mick wrote:I don’t remember see if the staff have charges?

    I don't see where the Ma'Tok or Zat'Nik'Tel have charges, but both have Recharge 1, so they can only be used 1/round. (Though the staff can be used as a melee weapon and doesn't need to recharge for that...)

    So for game purposes, probably around 1000 charges should be fine. Won't be an issue unless someone get stuck somewhere and can't get back to base or is trying to blast through several walls...
    Ross
    Ross
    Admin


    Number of posts : 3867
    Registration date : 2008-11-26
    Age : 57
    Location : Seattle

    Character sheet
    Campaign: 4e-Against the Giants
    Character Name: Kazoo Noisemaker
    Player Name: Ross

    Stargate SG-P Empty Re: Stargate SG-P

    Post by Ross Mon Nov 09, 2020 5:56 pm

    Tranq Darts cause Exhaustion, so it's not a one-hit your unconscious thing.


    Dwarmaj wrote:
    Ross wrote:I made my Engineer's longarm Mods Tranquilers with a Scope.

    Sounds good, though I'm not sure how a tranquilizer affects Large+ creature...

    If you shoot a human with a tranq, you have a good chance of knocking them out.
    If you use the same on a horse, you may have to shoot it multiple times... Unless the dosage was specific to the creature size/weight, then it could be lethal to smaller creatures...
    Ross
    Ross
    Admin


    Number of posts : 3867
    Registration date : 2008-11-26
    Age : 57
    Location : Seattle

    Character sheet
    Campaign: 4e-Against the Giants
    Character Name: Kazoo Noisemaker
    Player Name: Ross

    Stargate SG-P Empty Re: Stargate SG-P

    Post by Ross Mon Nov 09, 2020 5:59 pm

    Ma'Tok Staves can only blast every other round. I would play them as having a generator inside, so basically, just treat as unlimited charges.

    Recharge: This weapon needs time to build
    power before it can be used again. The weapon
    may not be used again until the noted number of
    turns has passed (so a recharge 1 cannot be used
    on your next turn, a recharge 2 cannot be used
    on your next two turns, ect.). If a weapon has a
    die type as its recharge (such as 1d4) you roll the
    die each time the weapon is used to determine
    how long it must recharge.

    Dwarmaj wrote:
    Mick wrote:I don’t remember see if the staff have charges?

    I don't see where the Ma'Tok or Zat'Nik'Tel have charges, but both have Recharge 1, so they can only be used 1/round. (Though the staff can be used as a melee weapon and doesn't need to recharge for that...)

    So for game purposes, probably around 1000 charges should be fine. Won't be an issue unless someone get stuck somewhere and can't get back to base or is trying to blast through several walls...
    Teramotos
    Teramotos


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    Stargate SG-P Empty Re: Stargate SG-P

    Post by Teramotos Mon Nov 09, 2020 7:20 pm

    Okay, I've down loaded the Beta rules, all 243 pages and I've printed the chapter on character classes. I've found my character sheet in the Roll20. Now I only see the sample characters and my own character. I no longer see Mickey's sheet and don't see any sheets for Ross' characters. After I create a 1st Level PC using the SG rules, am I suppose to move them somewhere?


    _________________
    Weslocke "What do you wish to know?"

    Sonya Morecut (Human Warlord) - SG1
    Whey Baker (Human Fighter) - SG1
    Archemedies - (Githyanki Artificer) - Slave Ship
    Alysa Redfield (Human Archer Warlord) - Dark Nights Rising
    Dwarmaj
    Dwarmaj


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    Stargate SG-P Empty Re: Stargate SG-P

    Post by Dwarmaj Mon Nov 09, 2020 8:07 pm

    Teramotos wrote:Okay, I've down loaded the Beta rules, all 243 pages and I've printed the chapter on character classes.  I've found my character sheet in the Roll20.  Now I only see the sample characters and my own character.  I no longer see Mickey's sheet and don't see any sheets for Ross' characters.  After I create a 1st Level PC using the SG rules, am I suppose to move them somewhere?

    You should be able to see yours and the samples.
    You should make two PCs. The 'team leader' will select from the available characters (with player input) who goes on missions.

    You guys may want to rotate who the leader will be, but that's up to you guys.
    The team leader must be Tau'ri military (soldier or military background from Earth)
    Mick
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    Stargate SG-P Empty Re: Stargate SG-P

    Post by Mick Mon Nov 09, 2020 9:14 pm

    How do you add lines under the Attack/Action - Name - To hit?
    There's only 5 lines you can fill in.
    Dwarmaj
    Dwarmaj


    Number of posts : 5285
    Registration date : 2008-11-26

    Stargate SG-P Empty Re: Stargate SG-P

    Post by Dwarmaj Mon Nov 09, 2020 9:30 pm

    Mick wrote:How do you add lines under the Attack/Action - Name - To hit?
    There's only 5 lines you can fill in.

    That's all the character sheets have...

    One thing you can do is create macros and have them visible on your screen.
    https://wiki.roll20.net/Macros

    A simple one I created for testing was:
    Stargate SG-P Editma10
    Mick
    Mick


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    Stargate SG-P Empty Re: Stargate SG-P

    Post by Mick Mon Nov 09, 2020 9:42 pm

    [quote="Dwarmaj"]
    Mick wrote:

    You can carry both as long as you don't go over your 'Bulk' limit.
    Bulk limit while wearing a Tactical Vest is 8+StrMod

    ***

    Tactical Vest says 8+Str, not 8+StrMod.
    So for 10 str, wouldn't be 18 bulk instead of 8 bulk?

    Just the standard issued equipment has a 12 bulk. if you add 3 uniforms, that's 15 bulk.
    A person with 10 str getting 8+StrMod will have to leave half their equipment behind.

    • Tactical Vest & 3 Uniforms
    • MREs (mission duration) (1 bulk)
    • Combat Knife (Shortblade, Tech Level 2) (1 bulk)
    • TACCOM (1 bulk)
    • Flash Light (1 bulk)
    • Water Purifier (1 bulk)
    • Filtration/Radiation Mask (1 bulk)
    • Multi-tool Kit (1 bulk)
    • Personal First Aid Kit (1 bulk)
    • Extended Climate Protection Clothing (1 bulk)
    • Combat Tent (2 bulk)
    • Sidearm (Beretta M9) (1 bulk)
    Dwarmaj
    Dwarmaj


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    Stargate SG-P Empty Re: Stargate SG-P

    Post by Dwarmaj Mon Nov 09, 2020 10:13 pm

    I'll re-read, i thought everyone got the base kit and everything else was extra.
    Ross
    Ross
    Admin


    Number of posts : 3867
    Registration date : 2008-11-26
    Age : 57
    Location : Seattle

    Character sheet
    Campaign: 4e-Against the Giants
    Character Name: Kazoo Noisemaker
    Player Name: Ross

    Stargate SG-P Empty Re: Stargate SG-P

    Post by Ross Tue Nov 10, 2020 12:02 am

    Yes. You get the base kit for free.
    Dwarmaj
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    Stargate SG-P Empty Re: Stargate SG-P

    Post by Dwarmaj Tue Nov 10, 2020 2:13 pm

    Dwarmaj wrote:I'll re-read, i thought everyone got the base kit and everything else was extra.

    Page 66 Armor Loadout:

    Loadout: The total value of bulk that a character can carry on their armor, in addition to their base
    kit, is noted here. This value usually includes the character Strength modifier. Like with AC,
    a loadout of -1, -2, or otherwise that has “+” or “-” value adds or subtracts its value from the character’s loadout.

    Dwarmaj
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    Stargate SG-P Empty Re: Stargate SG-P

    Post by Dwarmaj Tue Nov 10, 2020 3:16 pm

    So a PC with 10Str wearing a Tactical Vest could carry:
    * Base Kit
    * 8+0 additional items of 'Bulk' 1
    Ross
    Ross
    Admin


    Number of posts : 3867
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    Age : 57
    Location : Seattle

    Character sheet
    Campaign: 4e-Against the Giants
    Character Name: Kazoo Noisemaker
    Player Name: Ross

    Stargate SG-P Empty Re: Stargate SG-P

    Post by Ross Tue Nov 10, 2020 7:32 pm

    I really like how they simplified encumbrance.
    Ross
    Ross
    Admin


    Number of posts : 3867
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    Character sheet
    Campaign: 4e-Against the Giants
    Character Name: Kazoo Noisemaker
    Player Name: Ross

    Stargate SG-P Empty Commands that can be entered into the Stargate RPG Character Sheet

    Post by Ross Tue Nov 10, 2020 7:43 pm

    Commands that can be entered into the Stargate RPG Character Sheet

    @{td} = Tension Dice (something unique to Stargate RPG)
    @{prof} = Proficiency
    @{str_mod} = Strength Modifier
    @{dex_mod} = Dexterity Modifier

    Use this for regular Unarmed Attack (1+[Strength Modifier]+]Proficiency Bonus]+[Tension Dice])
    Code: 1@{str_mod}+@{prof}+@{td}
    Note: you don't put a plus sign after the 1.

    Use this for a dexterity based attack
    Code: 1d6+@{dex_mod}+@{prof}+@{td}
    Ross
    Ross
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    Number of posts : 3867
    Registration date : 2008-11-26
    Age : 57
    Location : Seattle

    Character sheet
    Campaign: 4e-Against the Giants
    Character Name: Kazoo Noisemaker
    Player Name: Ross

    Stargate SG-P Empty Re: Stargate SG-P

    Post by Ross Wed Dec 16, 2020 7:57 am

    Let's start making up teams for the first session.
    I'll start:

    Phoenix Team 1
    Walt Dixon - Human (Tau'ri)/Urban/Scholar/Engineer)


    Phoenix Team 2
    Nykal - (Jaffa/Student of Bra'tac/Military/Soldier)
    Dwarmaj
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    Stargate SG-P Empty Re: Stargate SG-P

    Post by Dwarmaj Wed Dec 16, 2020 10:31 am

    Ross wrote:Let's start making up teams for the first session.  
    I'll start:

    Phoenix Team 1
    Walt Dixon - Human (Tau'ri)/Urban/Scholar/Engineer)


    Phoenix Team 2
    Nykal - (Jaffa/Student of Bra'tac/Military/Soldier)

    I was planning on having the 'Team Leader' select the away team after the Mission Briefing from the available PC.

    Some missions may require different skill sets so a static team will not be ideal.
    Dwarmaj
    Dwarmaj


    Number of posts : 5285
    Registration date : 2008-11-26

    Stargate SG-P Empty Re: Stargate SG-P

    Post by Dwarmaj Wed Dec 16, 2020 10:52 am

    I'll try to type up the briefing and post it later today. Then you guys can get a head start on selecting the team.

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    Stargate SG-P Empty Re: Stargate SG-P

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      Current date/time is Sat Apr 27, 2024 8:45 pm