DEBRIEFING: THE STARGATE SG-1 ROLEPLAYING GAME

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CONVERTING GEAR

It's necessary to convert some pieces of gear because a race requires it (like the Tavleks require the Gauntlet) and because if a Stargate team gets stranded in the Uncharted Territories, they're going to need to replenish their gear on the road. Ammunition and rations will run out, and when they do, characters will be forced to trade in alien goods. Thus, the items below have been crossed over from the Farscape universe into Stargate parameters - except in the case of cost, which is explained below.

Concerned with Currency

The Stargate system of Gear Picks and Resource Points assumes that the characters belong to the SGC and are supplied via the organization. Stargate characters don't really own most of the gear they use; they're outfitted at the beginning of each mission and return their requisitioned gear when the mission concludes. This system quickly falls apart, however, if a team is stranded off-world for an indefinite period. It's also useless when merchants demand currency and won't accept anything else. In the Uncharted Territories of Farscape, a system of currency pledges is used so all species have a standard medium for trading. The items in Stargate aren't given monetary values, since characters get their gear based on rank and class, not their paycheck. The items below are given a value in currency pledges, however, because currency is king in the Uncharted Territories.

If characters are unable to get back to Earth and must deal with the currency pledge system, a DM has some immediate options.

The Organization Option

In this scenario, the characters are taken in by an organization in the Uncharted Territories, and that organization takes over outfitting the group. In this type of game, the group can still rely on Gear Picks, Resource Points, and the Bundle system with only a few minor adjustments. Some items in Bundles will have to be replaced, namely in the case of Earth-style weapons. Other items will simply be alien equivalents to Earth items and their costs should remain the same. The items listed below are all alien in origin, but if the characters are a part of an alien organization they can purchase the items on this page with Gear Picks instead of Resource Points.

To convert a cost in currency pledges to the appropriate cost in Gear Picks, simply divide the cost in currency pledges in half, and then divide that number by 100 (rounding down). A basic disruptor without a power pack costs 500 currency pledges normally; when we divide 500 in half we get 250, and when we divide 250 by 100 we get 2.5. Rounding down, we find that the disruptor will cost 2 Gear Picks. Resource Points can still be used to purchase services like advanced surveillance. Chances are, the technology specific to the Goa'uld and other Stargate races will be rather rare in the Uncharted Territories; such items will still have to be purchased with Resource Points.

Out on Their Own Option

In this scenario, the characters are on their own or are a part of a fairly small group with no reliable, organized support. The characters become responsible for outfitting themselves, and all of the gear that they gather will be their own to keep, guard, and maintain. Rank will no longer be used to determine gear. Bundles will no longer be used unless characters wish to assemble their own.

Gear Picks will determine how much a character can expect to be paid for their services. A character is worth their Gear Pick total x 50 currency pledges for jobs (missions) equal to their character level. It's important to remember that the Gear Picks total includes a character's Charisma modifier and any miscellaneous modifiers. Resource Points, on the other hand, are used to determine how much a group of characters can expect to be paid for their services. A group of characters is worth their total Resource Points x 150 currency pledges for jobs (missions) equal to their level. For more dangerous jobs, employers might be willing to offer double or even triple the starting rate - but the group should expect the difficulty to go up accordingly. In any case, characters will generally earn more if they work in groups.

When it comes time for the characters to buy gear, many items in the Stargate main book should be available (with the DM's permission). These items probably won't look or act the same as Earth models, but they'll still get the job done. To convert a cost in Gear Picks to currency pledges, multiply the Gear Pick cost by 100. So, for example, an explosive like C4 is worth 200 currency pledges. Since there's no such thing has half a Gear Pick, however, DMs might need to reduce the cost of some items. It's advised that the cost of food be taken from the converted entry below.

Melee Weapons

Disruptors: Small hand-held weapons that deliver a stunning blast to incapacitate without doing lasting damage. The disruption is delivered through a melee touch attack. The target must then make a Fortitude save. The DC for this save depends on the model of the disruptor; the base model has a DC of 14. For an extra 100 currency pledges per point, the DC can be raised (maximum DC 25). The base model deals 1d6 subdual damage, but extra d6s can be purchased for 400 pledges per d6 (maximum 10d6 total). Range: 30 feet. Size: Small. Error range: 1. Threat range: --. Ammo: 50 charges. Requires a power pack. Base model cost: 500 currency pledges.

Stun Batons: These look like normal batons. They deal 1d6 subdual damage normally, and an extra 1d6 points of subdual if the target fails a Fortitude save (DC 12). Range: 5 feet. Error: 1. Threat: 20. Cost: 400 currency pledges.

Hurled Weapons

Energy Nets: These cast a field of energy across a given area, ensnaring opponents and stunning them. A net requires a Fortitude save DC 14 and deals 1d4 subdual damage per round. The net's Strength is 15 with a radius of 10 feet (though larger versions are available); once entangled, the target is considered grappled until they can break free. Range: 10 feet. Error: 1-2. Threat: 20. Cost: 200 currency pledges.

Weapon Accessories

Power Packs: These are energy chargers for blaster weapons. PK power packs are derived from chakan oil. 5 currency pledges each.

Firearms

Pulse Blasters, Heavy: These large weapons must be mounted, usually on a tripod, and cannot be moved easily. They deal 3d10 energy damage and are capable of burst and autofire attacks. They require power packs. A pack is depleted after 50 shots and must be recharged or replaced. Range: 130 feet. Error: 1-2. Threat: 19-20. Cost: 1200 currency pledges.

Pulse Blasters, Palm: The small variety of the pulse pistol, easily concealable, is popular with criminals. Deal 3d4+1 damage in bolts of energy. A power pack is required as above. Range: 10 feet. Error: 1. Threat: 20. Cost: 250 currency pledges.

Pulse Blasters, Pistol: Some of the most common weapons in the galaxy, these pistols deal 3d6 damage and require a power pack. Range increment: 30 feet. Error: 1. Threat: 19-20. Cost: 400 currency pledges.

Pulse Blasters, Rifle: Fairly common weapons, they deal 3d8 damage and are capable of burst and autofire attacks. They require a power pack. Range: 60 feet. Error: 1-2. Threat: 19-20. Cost: 800 currency pledges.

Combination Weapons

Qualta Blades: The traditional weapon of Luxan warriors, a Qualta blade has two forms: a heavy sword or a blaster rifle. Requires 1 full action to convert from one form to another. Melee weapon does 1d8 slashing damage, has an error range of 1 and a threat range of 18-20. The energy rifle deals 3d8 damage and explodes on target, dealing an additional 1d8 to everything in 5 feet. It has an error range of 1 and a threat range of 19-20. It might also stun the target with a failed Fortitude save DC 12 for the direct target, and 10 to those in the area. A fully charged Qualta blade has 200 shots and recharges 50 shots per arn in sword form. Range: 10 feet as a sword, 30 feet as a rifle. Cost: 800 currency pledges for Luxans; other species 2 to 3 times as much.

Tavlek Gauntlets: These gauntlets inject a powerful stimulant into the wearer, granting them a +4 chemical bonus to saves versus poison. The wearer's speed also increases by 25%. As a full round action, the wearer can activate the gauntlet's force field, which grants half cover. The weapon cannot fire and support a force field at the same time. When used as an energy blaster, the gauntlet deals 3d6 damage with an error range of 1-2 and a threat range of 20. Used as a brawling weapon, the gauntlet deals 1d6 damage with an error range of 1 and a threat range of 20. A Tavlek wearing a gauntlet does 1d6 damage more than normal with brawling and blaster attacks. Range: 5 feet hand to hand, 30 feet for energy blasts. Those who use the gauntlet must make a Fortitude save DC 5 to avoid addiction. Each consecutive use raises the DC by 5. When an addict is deprived of the drug for more than 1 hour, withdrawal begins. The target must make a Will save DC 25 or suffer a -10 to all rolls. The save must be made every day; penalties are not cumulative. After 1 week, the DC is reduced by 5 for every other day until the character has fully purged the drug from their system. Tavleks take longer to recover; the DC reduction occurs every 3 days instead of every other day. Enhanced drug packs are made for Tavlek physiology only and will poison other species. Drug pack lasts for 1 week or 200 rounds of combat in which the gauntlet is worn. Cost: 500 for the Gauntlet, 50 for each drug pack, 75 for enhanced drug packs. Non-Tavleks must pay double or even triple.

Miscellaneous Gear

Control Collars: Used by the Nebari, these collars deal 2d4 subdual damage per round when activated (chemical or energy damage). The target is considered stunned after the attack; they remain stunned for a number of rounds equal to the number of consecutive rounds they just received damage from the control collar. The target must succeed at a Will save (DC 10 + 1 for each day the control collar has been used on them) in order to attack their captors. Often activated by controls placed on the forehead. Cost: 400 currency pledges on the black market, though Nebari Establishment members may get them for free.

Food Cubes: Universally nutritional and universally bland, these food cubes can be cooked in many ways but can never be made to taste good. The good news is that they don't spoil easily and will keep you alive. The bad news is that they're often used as prison rations because they’re cheap, long-lasting, and unable to be enjoyed. Cost: 10 currency pledges will feed one medium-sized person for 30 days.

Fresh Food: Fresh food tastes better but spoils more easily and costs more. 25 to 50 currency pledges feed a medium-sized person with moderate-quality food for 30 days (provided it doesn't spoil).

Hoversleds: Hynerian royalty use them but so do middle class Hynerians. Most cannot carry much weight. More expensive models can carry 300 pounds in addition to the rider. Cost: 700 to 1400 currency pledges, depending on the model.