Stargate RPG Rules Review

A quick and dirty over view of some of the things the Stargate RPG does a little differently.

Wounds & Vitality

Vitality represents your ability to soak up, avoid or shake off damage. It increases as your level increases. If you take enough damage to reduce your Vitality to 0, you are Fatigued, your STR and DEX are reduced by 2, and you must make a DC 10 Fort save or be stunned for 1d6 rounds. Once your Vitality is gone, all damage goes to Wounds. If damage from an attack is greater than your Vitality, the excess goes immediately to Wounds.

Wounds represent your ability to sustain injury. Your Wounds are equal you your starting CON score. Not much will change them. Even CON damage does not affect your max Wounds, though you do take Wounds damage when your CON is reduced. If your Wounds reach 0, you are unconscious. If your Wounds are less than 0, you have percent chance to stabilize equal to your CON. If your Wounds reach -10, you are dead. A Wounds of -25 means your body is destroyed.

Subdual Damage

Subdual damage is no-lethal damage. You cannot die from subdual damage. Subdual damage is tracked a value separate from Wounds and Vitality. If your current subdual damage is equal to your current Vitality, you are Staggered. If your subdual damage is greater than the total of your current Wounds and Vitality, you are unconscious. Subdual damage is recovered whenever you recover Vitality and for the same amount. If your Vitality is full, subdual is recovered 1 point per hour of rest. This occurs even when you are unconscious.

Armor DR

Instead of an armor class, your have a defense value. Most armor provide DR, although some heavier armor can provide a defense bonus as well. Armor DR is DR/-. If DR reduces damage to 0 or less, take bruising; you take the less of 2 or the original damage as subdual damage.

Action Points

You receive a number of action dice according to your level. There are abilities and feats that can affect your action dice. The GM receives a number of d12 action dice equal to the greatest number of action dice received by any player at the table, plus a number of d12 actions dice equal to the number of players, not including the GM. (Players currently receive 3d4 action dice, unless they have a modifier. The GM will receive 9d12 action dice. More if a player has a modifier. Muahahaha… )

Action dice can be spent to:

  • Increase a die roll: Add the result of one or more action die to a roll. Any roll may be modified except those used for ability score increases or vitality increases when leveling. These rolls EXPLODE!!!
  • Increase your defense: Add the result of 1 action die to your Defense until the end of the round. These rolls EXPLODE!!!
  • Activate a Critical Success or Failure: Spend an action die to turn a natural 20 you rolled into a Critical Success. Or anyone may spend an action die to turn the GM’s natural 1 into a Critical Failure.
  • Heal Yourself: Outside of combat, spend an action die to recover the die’s result in Vitality, or 2 Wounds. In combat you may do this with a Refresh action. You may only send 1 action die per round in this way and if you take any damage before the end of the round, it does not happen. You do not lose the die, but you’ve lost your action for the round.
  • Make and Inspiration Check: Spend an action die to ask for an Inspiration Check when you are stumped. The die is spent even if the check fails.
  • Etc: There are various character abilities and options that grant other method for using action dice.

The GM spends action dice in the same way but on the behalf of NPCs.

Inspiration & Education

When Inspiration check is called for the GM assigns a difficulty to the check depending on its difficulty and importance. The player spends an action die, rolls a d20, adds their level and WIS modifier, and any additional action die they wish to spend to increase the result. If the result equals or exceeds the DC, the GM gives the player a hint about the current situation.

A player may call for an Education check when they feel their character might know something that the player does not. The GM assigns a DC depending on the difficulty. The player rolls a d20, adds their level, INT modifier, and any action die they wish. If the result is equal to or greater than the DC, the GM give the player some information about the subject in question.

Gear Picks & Resource Points

Gear picks may be used during the Gearing Up phase of a mission. They may be used to purchase any item that has a Gear Pick value. Any Gear Picks not spent during the Gearing Up phase are forfeited. You may not spend Gear Picks on other players.

Resource Points are also spent during the Gearing Up phase but may be saved and spent later in the mission if the player has 1 hour of access to the Stargate by spending an action die. Resource points may also be pooled by the players. They are used to buy resources, not items.

Resources may be spent to receive: (page 341-349)
*Advance Team Reports
*Drone Use (FRED, MALP, UAV)
*Gate Traffic Priority
*Emergency Training
*Alien Devices (Staff Weapon, Zat’nik’tel, etc)

Critical Successes & Failures

Any roll of a natural 20 on a d20 always succeeds and is a critical threat. The player must spend an action die to activate the critical success. Some weapons have a a critical threat range larger than 20, however, while a natural 20 is always a hit and a critical threat, a weapon with a critical threat less than 20, must actually meet or exceed the target’s defense on that roll to be a critical threat.

A critical success in combat means doing damage to Wounds instead of Vitality, or in the case of a mook, the target is immediately reduce to 0 wounds.

Any roll of a natural 1 on a d20 is an error and always fails. Some weapons have a error range greater than 1, but any attack that meets or exceeds its target, is not an error. The targeted player (or GM in the case of an NPC) may spend 1 or more action die to activate a critical miss.

The result of a critical failure with a weapon is determined by Table 11.2 (page 391) by the situation and the number of action dice (up to 4) the activating player spends.

Attacks of Opportunity

There are none. Deal.

Stargate RPG Rules Review

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