Genesys - Stargate Setting

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Stargate Setting for Genesys RPG

Character Creation

New Species


Human

There's a good chance you are one! But your character isn't limited to just the planet Earth - there's planets all over the galaxy where humans can be found, thanks to the Goa'uld spreading them around to work as slaves and worship them as gods.

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  • Starting Wound Threshhold: 10 + Brawn
  • Starting Strain Threshhold: 10 + Willpower
  • Starting Experience: 110
  • Starting Skills: This species starts with one rank in each of two different non-career skills at character creation. They obtain this rank before spending experience points, and these skills may not be increased higher then rank 2 during character creation.
  • Ready for Anything: Once per session as an out-of-turn incidental, you may move one Story Point from the Game Master's pool to the players' pool.

Jaffa

Jaffa, once slaves to the Goa'uld System Lords, are now free. With the help of the Tok'ra and the Tau'ri, Jaffa alive during their race's oppression no longer rely on a symbiote - instead the use a drug called tretonin to supplement their immune system. Jaffa who were never implanted with a symbiote don't have to rely on the drug.

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  • Starting Wound Threshhold: 12 + Brawn
  • Starting Strain Threshhold: 10 + Willpower
  • Starting Experience: 100
  • Starting Skills: This species starts with one rank in Ranged (Heavy) during character creation. They obtain this rank before spending experience points, and may not increase this skill above rank 2 during character creation.
  • Freedom: Characters add b to any check when they make an opposed social skill check with this character.
  • Tretonin: If your character is at least a teenager, they would have to rely on tretonin to supplement their immune system after the removal of their Goa'uld symbiote. The tretonin is distributed through a transdermal patch worn on the skin that needs to be replaced every month. If the drug is not administered, the character suffers one wound per day since the tretonin was last taken.
  • Blended: Due to Naquadah in the symbiote's blood stream, he may use technology with the trait NBS.

Tok'ra

One of the first allies of the Tau'ri, Tok'ra are a genetic offshoot of the Goa'uld; a symbiote that requires a host to live, but in the Tok'ra's case they insist on a symbiotic relationship with the host where both the host and symbiote live as equals.

The Tok'ra are the sworn enemies of the Goau'ld, preferring to use subterfuge and infiltration to achieve their means over an outright war due to their small number.

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  • Starting Wound Threshold: 10 + Brawn
  • Starting Strain Threshold: 12 + Willpower
  • Starting Experience: 50
  • Quick Healing: Whenever a Tok'ra would recover one or more wounds from natural rest, they recover one additional wound.
  • Blended: Due to Naquadah in the symbiote's blood stream, he may use technology with the trait NBS.

Careers


It is assumed that all player character's are members of Stargate Command for this game, and the SGC only accepts the best of the best. While many of these careers also assume being a member of a nation's military, there are many opportunities for civilians too - mainly as subject matter experts. Only a select, brave few of these civilians are offered the chance to go offworld as part of an SG team.

Ambassador

The Ambassador counts the following skills as career skills: Charm, Coercion, Cool, Deception, Leadership, Negotiation, Discipline, and Vigilance. Before spending experience during character creation, a Squad Leader may choose four of their career skills and gain one rank in each of them.

Engineer

The Engineer counts the following skills as career skills: Cool, Computers, Gunnery, Knowledge (Advanced Tech), Mechanics, Operating, Ranged (Light) and Skulduggery. Before spending experience during character creation, a Squad Leader may choose four of their career skills and gain one rank in each of them.

Pilot

The Pilot counts the following skills as career skills: Cool, Driving, Gunnery, Mechanics, Perception, Piloting, Ranged (Light), and Vigilance. Before spending experience during character creation, a Squad Leader may choose four of their career skills and gain one rank in each of them.

Scholar

The Scholar counts the following skills as career skills: Charm, Knowledge (History), Languages, Perception, Charm, Negotiation, Streetwise, and Survival. Before spending experience during character creation, a Squad Leader may choose four of their career skills and gain one rank in each of them.

 

Scientist

The Scientist counts the following skills as career skills: Computers, Knowledge (Advanced Tech), Knowledge (Alien Tech), Knowledge (Physics), Resilience, Discipline, Medicine, and Vigilance. Before spending experience during character creation, a Squad Leader may choose four of their career skills and gain one rank in each of them.

Soldier

The Soldier counts the following skills as career skills: Athletics, Coercion, Gunnery, Melee, Perception, Ranged (Heavy), Survival, and Vigilance. Before spending experience during character creation, a Soldier may choose four of their career skills and gain one rank in each of them.

Specialist

The Specialist counts the following skills as career skills: Athletics, Charm, Computers, Coercion, Driving, Mechanics, Perception, and Ranged (Heavy). Before spending experience during character creation, a Specialist may choose four of their career skills and gain one rank in each of them.

Spy

The Spy counts the following skills as career skills: Coordination, Perception, Skulduggery, Streetwise, Vigilance, Ranged (Light), Stealth, and Deception. Before spending experience during character creation, a Squad Leader may choose four of their career skills and gain one rank in each of them.

Squad Leader

The Squad Leader counts the following skills as career skills: Athletics, Cool, Charm, Discipline, Leadership, Negotiation, Perception, and Ranged (Heavy). Before spending experience during character creation, a Squad Leader may choose four of their career skills and gain one rank in each of them.

New Skills and Talents

New Skills

  • Knowledge (Advanced Technology): Covers technologies such as hyperdrives, beaming technology, the Stargate, and any technology developed due to the Stargate program.
  • Knowledge (Alien Tech): Covers technologies that belong to alien species, like the Asgard, the Ancients, the Goa'uld, and other advanced species.
  • Knowledge (History): Covers the knowledge of ancient cultures and artefacts of Earth's history and how it might relate to seeded cultures.
  • Knowledge (Physics): Covers the knowledge of physics that governs wormhole travel using a Stargate. It can be used to develop scientific solutions to mission problems
  • Languages: Covers the knowledge of both modern and ancient languages and is used when both translating and researching new languages.

New Talents

Linguist: Once per session, re-roll any Language Skill check.

ATA Gene: A character with the ATA Gene is able to, with practice, initialise and use any technology built by the Ancients with either the ATO or ATI gear qualities. This can be taken at character creation (meaning your character had the ATA Gene naturally or by successful gene therapy) or taken later. If taken after character creation, your character must make an Average (dd) Willpower check. If this roll succeeds, the character has the recessive gene and the therapy is successful. Otherwise, the character does not have the recessive gene.

Gear

Ranged Weapons

Name Skill DMG Crit Range Encum Special
9mm Pistol Ranged (Light) 5 4 Short 1
.44 Heavy Revolver Ranged (Light) 6 3 Medium 1 Limited Ammo 6
Sub-Machine Gun (MP5, P90) Ranged (Light) 5 3 Medium 2 Auto-fire
Assault Rifle (M16, AK-47) Ranged (Heavy) 8 3 Long 4 Auto-fire
Sniper Rifle (M24, Dragunov) Ranged (Heavy) 9 2 Extreme 4 Accurate 2, Limited Ammo 4, Pierce 2
Shotgun Ranged (Heavy) 8 3 Short 3 Blast 4, Knockdown, Vicious 2
M203 Grenade Launcher Ranged (Heavy) 8 4 Medium 6 Blast 6, Limited Ammo 6
M60E4 Light Machine Gun Gunnery 10 3 Long 6 Auto-fire, Cumbersome 3, Pierce 1
FIM-92 Stinger Rocket Launcher Gunnery 20 2 Extreme 8 Blast 10, Breach 2, Cumbersome 3, Guided 3, Limited Ammo 1, Prepare 1
699 Ranged (Heavy) 10 2 Medium 4 Burn 1
Staff Weapon Ranged (Heavy) 8 2 Medium 5 Cumbersome 2, Inaccurate, Pierce 2, Vicious 2
Zat'nik'tel Ranged (Light) 5 6 Medium 1 Stun 3, Stun Damage, Pierce 5, Vicious 5
Wraith Stunner Rifle Ranged (Heavy) 7 - Medium 4 Stun 7
Frag Grenade Ranged (Light) 10 4 Short - Blast 8, Limited Ammo 1
Flashbang Ranged (Light) 10 5 Short - Blast 8, Limited Ammo 1, Stun Damage

Melee Weapons

Name Skill DMG Crit Range Special
Combat Knife Melee +1 3 Engaged
Sword Melee +2 2 Engaged Defensive 1
Staff Weapon Melee +2 4 Engaged Cumbersome 2

Primitive Weapons

Name Skill DMG Crit Range Special
Bow Ranged (Heavy) 3 2 Long
Crossbow Ranged (Heavy) 5 2 Long Pierce 2

Armor

Name Defense Soak Encum
Combat Vest 1 1 3
Riot Armor 2 1 4
Light Battle Armor 0 2 3
Heavy Battle Armor (Jaffa Armor) 1 2 6
Ghille Suit 1 0 1
 

New Gear

  • Anti-Radiation Suit - Protects the user from high radiation environments.
  • Binoculars - Allows the user to search at a distance.
  • Camera - A good quality camera capable of still and video images. Images are stored digitally.
  • Climbing Gear - A coil of nylon rope, with pitons and ascenders. Grants a boost dice on climbing.
  • Communications - All team members are equipped with a secure Bluetooth earpiece & radio to allow encrypted communications.
  • Dry Suit - Used in diving to keep the swimmer warm and dry.
  • Face Paint - Camo sticks used to break up the silhouette when attempting to stealth and grants a boost dice.
  • Gas Mask - Allows characters to breath normally in areas with a dangerous atmosphere.
  • Goggles (IR, UV, Night Vision, flash) - Specialist goggles which have one of four filters, allowing the character to see in darkness normally, or avoid blinding from flash grenades.
  • Hand Cuffs - Allows the character to manage prisoners. Breaking out requires a Hard Brawn, Athletics or Coordination.
  • Light Amplification Binoculars - Allows the user to search at a distance but since it also includes UV or IR filters the binoculars grant a boost dice.
  • Medical Kit - This kit is a fully equipped kit which allows the user to perform complicated medical procedures and grants a boost dice.
  • Memory Recall Device - This device is attached to people's heads to allow for the recollection of lost memories. These devices are rare, so not readily available and may not be selected as general gear.
  • Tretonin - A drug synthesized in order to replace the symbiote in the Jaffa. Each dose lasts one month, but one wound is suffered for each day after the dose runs out.

Vehicles

F-302 Attack Fighter

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Control Skill: Pilot

Complement: 1 driver, 1 co-pilot

Passenger Capacity: 0

Consumables: 24 hours

Encumbrance Capacity:

Weapons:

  • Nose-Mounted Railguns (Fire Arc Forward; Damage 2; Critical 5; Range [Medium]; Auto-fire)
  • Long Range air-to-air missles (Fire Arc Forward; Damage: 5; Critical 3; Range [Extreme]; Guided 3; Limited Ammo 4;)
 

BC-304 Daedalus Class Battlecruiser

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