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Base NPCs
By Andrew M. Popowich

The following statistics are intended to give GMs quick means of generating NPCs. They cover a wide variety of possible characters from Jaffa to Asgard to NID spies.

STARTING-LEVEL ASGARD CONTACT

Specialty: Asgard Geneticist
Rank: N/A
Class: Professional
Level: 1

Strength: 10 Dexterity: 10
Constitution: 10 Intelligence: 16
Wisdom: 15 Charisma: 12

Vitality: 4 Wounds: 7

Defense: 12 (+1 class, +1 size)
Initiative Bonus: +1 (+1 class)
Speed: 20

Fort: +0 Ref: +2 Will: +3

Special Qualities: Small size, +2 to education checks.

Skills: Appraise +4, Concentration +3, Craft (Medicine) +7, Diplomacy +2, Driver +1, First Aid +8, Hide (untrained) +4, Hobby (Stargazing) +5, Knowledge (Genetics) +4, Knowledge (Medicine) +6, Profession (Doctor) +5, Profession (Geneticist) +5, Spot +3.

Feats: Alien Healer, Armor Group Proficiency (Light), Ordinary Past, Weapon Group Proficiency (Handgun, Melee).

ATTACKS

Unarmed +1 1d2 (subdual)

Gear: First aid kit with superior tools.

 

STARTING-LEVEL ASGARD SCOUT

Specialty: Asgard Protect Planets Enforcer
Rank: N/A
Class: Advance Team Member
Level: 1

Strength: 10 Dexterity: 16
Constitution: 12 Intelligence: 10
Wisdom: 14 Charisma: 10

Vitality: 9 Wounds: 8

Defense: 14 (+3 Dex, +1 size)
Initiative Bonus: +4 (+3 Dex, +1 specialty)
Speed: 20

Fort: +2 Ref: +5 Will: +3

Special Qualities: Small size, +2 to education checks.

Skills: Climb +1, First Aid +3, Hide +9, Jump +1, Listen +3, Move Silently +6, Search +1, Spot +3, Survival +3, Swim +1.

Feats: Armor Group Proficiency (Light, Medium), Perfect Stance, Stealthy, Weapon Group Proficiency (Handgun, Melee, Rifle).

ATTACKS

Unarmed +1 1d2 (subdual)

Shock spear +2 3d6 (normal, error 1, threat 20, range 100 ft., qualities and mods DP, TD)

Gear: Shock spear, Asgard transport.

 

STARTING-LEVEL CIVILIAN ACADEMIC

Specialty: Civilian Specialist
Rank: None
Class: Academic
Level: 1

Strength: 10 Dexterity: 10
Constitution: 11 Intelligence: 16
Wisdom: 14 Charisma: 12

Vitality: 4 Wounds: 11

Defense: 11 (+1 class)
Initiative Bonus: +1 (+1 class)
Speed: 30

Fort: +0 Ref: +0 Will: +4

Special Qualities: Always “take 10” skills (Knowledge [History], Knowledge [Science]), +1 to education checks.

Skills: Bureaucracy +2, Computers +4, Concentration +3, Craft (Photograph) +6, Driver +1, Hobby (Puzzle Solving) +5, Knowledge (Astronomy) +4, Knowledge (History) +7, Knowledge (Science) +7, Languages +4, Profession (Historian) +5.

Feats: Armor Group Proficiency (Light), Ordinary Past, Weapon Group Proficiency (Melee).

ATTACKS

Unarmed +0 1d3 (subdual)

Gear: Historian personal bundle.

 

STARTING-LEVEL CIVILIAN DIPLOMAT

Specialty: Diplomatic Corps
Rank: None
Class: Diplomat
Level: 1

Strength: 10 Dexterity: 10
Constitution: 11 Intelligence: 12
Wisdom: 14 Charisma: 16

Vitality: 6 Wounds: 11

Defense: 11 (+1 class)
Initiative Bonus: +0
Speed: 30

Fort: +0 Ref: +0 Will: +4

Special Qualities: None.

Skills: Bluff +6, Bureaucracy +4, Cultures +6, Diplomacy +7, First Aid +5, Gather Information +4, Innuendo +3, Intimidate +3/+6, Languages +5, Profession (Diplomat) +3, Sense Motive +3.

Feats: Armor Group Proficiency (Light), Persuasive, Weapon Group Proficiency (Handgun), World Traveler.

ATTACKS

Unarmed +0 1d3 (subdual)

Gear: Diplomacy mission bundle.

 

STARTING-LEVEL CIVILIAN ENGINEER

Specialty: Engineering Corps
Rank: None
Class: Professional
Level: 1

Strength: 10 Dexterity: 12
Constitution: 11 Intelligence: 14
Wisdom: 14 Charisma: 12

Vitality: 4 Wounds: 11

Defense: 12 (+1 class, +1 Dex)
Initiative Bonus: +2 (+1 class, +1 Dex)
Speed: 30

Fort: +0 Ref: +3 Will: +3

Special Qualities: None.

Skills: Concentration +3, Craft (Carpentry) +7, Craft (Construction) +7, Diplomacy +2, Driver +2, Electronics +3, Hobby (Tinkering) +5, Mechanics +3, Profession (Carpenter) +5, Profession (Engineer) +8, Spot +3.

Feats: Armor Group Proficiency (Light), Ordinary Past, Weapon Group Proficiency (Handgun, Melee).

ATTACKS

Unarmed +0 1d3 (subdual)

Gear: Repair mission bundle.

 

STARTING-LEVEL GOA’ULD NEMESIS

Specialty: Goa’uld Noble
Rank: N/A
Class: Diplomat
Level: 1

Strength: 12 Dexterity: 12
Constitution: 12 Intelligence: 13
Wisdom: 12 Charisma: 14

Vitality: 7 Wounds: 12

Defense: 12 (+1 class, +1 Dex)
Initiative Bonus: +1 (+1 Dex)
Speed: 30

Fort: +1 Ref: +1 Will: +3

Special Qualities: Dominated body, immunity to disease, inherited memory, long life, parasite, radiation resistance +2.

Skills: Bluff +6, Bureaucracy +3, Cultures +2, Diplomacy +6, Gather Information +3, Innuendo +5, Intimidate +5/+6, Languages +2, Profession (Diplomat) +2, Sense Motive +5.

Feats: Armor Group Proficiency (Light), Field Operative, Naquadah Sense, Persuasive, Weapon Group Proficiency (Handgun).

ATTACKS

Unarmed +1 1d3+1 (subdual)

Kinetic blast +1 2d6+2 normal/2d6 subdual

Gear: Kara kesh, sarcophagus.

 

STARTING-LEVEL GOA’ULD ASSASSIN

Specialty: Goa’uld Warmaster
Rank: N/A
Class: Advance Team Member
Level: 1

Strength: 12 Dexterity: 12
Constitution: 12 Intelligence: 13
Wisdom: 14 Charisma: 12

Vitality: 9 Wounds: 12

Defense: 11 (+1 Dex)
Initiative Bonus: +1 (+1 Dex)
Speed: 30

Fort: +2 Ref: +3 Will: +3

Special Qualities: Dominated body, immunity to disease, inherited memory, long life, parasite, radiation resistance +2.

Skills: Climb +2, First Aid +3, Hide +4, Jump +2, Listen +3, Move Silently +4, Search +5, Spot +3, Survival +5, Swim +2.

Feats: Armor Group Proficiency (Light, Medium), Naquadah Sense, Stealthy, Surge of Speed 1/Session, Weapon Group Proficiency (Handgun, Melee, Rife).

ATTACKS

Unarmed +1 1d3+2 (subdual)

Kinetic blast +1 2d6+2 normal/2d6 subdual

Gear: Kara kesh, invisibility device.

 

STARTING-LEVEL PRIME

Specialty: Jaffa Setesh Guard
Rank: N/A
Class: Goa’uld Guard
Level: 1

Strength: 12 Dexterity: 12
Constitution: 13 Intelligence: 10
Wisdom: 12 Charisma: 13

Vitality: 9 Wounds: 13

Defense: 12 (+1 class, +1 Dex)
Initiative Bonus: +1 (+1 Dex)
Speed: 30

Fort: +3 Ref: +1 Will: +2

Special Qualities: Radiation resistance +1.

Skills: Bluff +3, Demolitions +1, Intimidate +2, Listen +2, Sense Motive +3, Spot +2, Survival +2.

Feats: Armor Group Proficiency (Light, Medium, Heavy), Silver Tongue, Symbiote (Long Life), Weapon Group Proficiency (Hurled, Melee).

ATTACKS

Unarmed +2 1d3+1 (subdual)

Staff weapon -2 6d6 (normal, error 1-2, threat 18-20, range 30 ft., qualities and mods AP, AW, TD)

Gear: Standard Jaffa armor, standard Jaffa helm, staff weapon, cloak.

 

STARTING-LEVEL HORUS GUARD

Specialty: Jaffa Horus Guard
Rank: N/A
Class: Goa’uld Guard
Level: 1

Strength: 12 Dexterity: 14
Constitution: 12 Intelligence: 12
Wisdom: 13 Charisma: 10

Vitality: 9 Wounds: 12

Defense: 13 (+1 class, +2 Dex)
Initiative Bonus: +3 (+2 Dex, +1 species)
Speed: 30

Fort: +3 Ref: +2 Will: +2

Special Qualities: Radiation resistance +1.

Skills: Demolitions +2, Intimidate +2/+1, Listen +2, Search +3, Sense Motive +2, Spot +2, Survival +2.

Feats: Armor Group Proficiency (Light, Medium, Heavy), Symbiote (Healing Trance), Weapon Focus (Staff weapon), Weapon Group Proficiency (Hurled, Melee).

ATTACKS

Unarmed +1 1d3+1 (subdual)

Staff weapon +0 6d6 (normal, error 1-2, threat 18-20, range 30 ft., qualities and mods AP, AW, TD)

Gear: Standard Jaffa armor, staff weapon.

 

STARTING-LEVEL SERPENT GUARD

Specialty: Jaffa Serpent Guard
Rank: N/A
Class: Goa’uld Guard
Level: 1

Strength: 14 Dexterity: 12
Constitution: 15 Intelligence: 11
Wisdom: 11 Charisma: 10

Vitality: 10 Wounds: 15

Defense: 12 (+1 class, +1 Dex)
Initiative Bonus: +1 (+1 Dex)
Speed: 30

Fort: +4 Ref: +1 Will: +1

Special Qualities: Radiation resistance +1.

Skills: Bluff +1, Demolitions +1, Intimidate +4/+2, Listen +1, Sense Motive +1, Spot +1, Survival +2.

Feats: Armor Group Proficiency (Light, Medium, Heavy), Stone Cold, Symbiote (Immunity to Disease), Weapon Group Proficiency (Hurled, Melee).

ATTACKS

Unarmed +3 1d3+2 (subdual)

Staff weapon -2 6d6 (normal, error 1-2, threat 18-20, range 30 ft., qualities and mods AP, AW, TD)

Gear: Standard Jaffa armor, staff weapon.

 

STARTING-LEVEL SETESH GUARD

Specialty: Jaffa Setesh Guard
Rank: N/A
Class: Goa’uld Guard
Level: 1

Strength: 10 Dexterity: 14
Constitution: 11 Intelligence: 14
Wisdom: 12 Charisma: 12

Vitality: 8 Wounds: 10

Defense: 13 (+1 class, +2 Dex)
Initiative Bonus: +2 (+2 Dex)
Speed: 30

Fort: +2 Ref: +2 Will: +2

Special Qualities: Radiation resistance +1.

Skills: Bluff +4, Demolitions +3, Intimidate +1/+2, Listen +2, Sense Motive +4, Spot +2, Survival +2.

Feats: Armor Group Proficiency (Light, Medium, Heavy), Silver Tongue, Symbiote (Long Life), Weapon Group Proficiency (Hurled, Melee).

ATTACKS

Unarmed +1 1d3+1 (subdual)

Staff weapon -1 6d6 (normal, error 1-2, threat 18-20, range 30 ft., qualities and mods AP, AW, TD)

Gear: Standard Jaffa armor, staff weapon.

 

STARTING-LEVEL NEAR-HUMAN PRIMITIVE CHIEF

Specialty: Primitive Society Near Human
Rank: N/A
Class: Native Off-Worlder
Level: 1

Strength: 10 Dexterity: 10
Constitution: 13 Intelligence: 14
Wisdom: 12 Charisma: 14

Vitality: 7 Wounds: 13

Defense: 10
Initiative Bonus: +0
Speed: 30

Fort: +3 Ref: +1 Will: +2

Special Qualities: Cultural weaponry, dependency (local water supply), environment resistance (desert +2).

Skills: Climb +1, Craft (Medicine) +5, Diplomacy +3, Handle Animal +4, Profession (Diplomat) +4, Search +3, Spot +3, Survival +4.

Feats: Armor Group Proficiency (Light), Desert Training, Ordinary Past, Weapon Group Proficiency (Hurled, Melee).

ATTACKS

Unarmed +0 1d3 (subdual)

Gear: Craftsman’s kit (medicine), fancy robes.

 

STARTING-LEVEL NEAR-HUMAN PRIMITIVE HUNTER

Specialty: Primitive Society Near Human
Rank: N/A
Class: Native Off-Worlder
Level: 1

Strength: 12 Dexterity: 12
Constitution: 15 Intelligence: 10
Wisdom: 14 Charisma: 10

Vitality: 8 Wounds: 15

Defense: 11 (+1 Dex)
Initiative Bonus: +1 (+1 Dex)
Speed: 30

Fort: +4 Ref: +2 Will: +3

Special Qualities: Cultural weaponry, dependency (local water supply), environment resistance (desert +2).

Skills: Climb +2, Craft (Primitive Weapons) +3, Handle Animal +1, Hobby (Scrounging) +5, Profession (Hunting) +5, Search +1, Spot +3, Survival +4.

Feats: Armor Group Proficiency (Light), Desert Training, Ordinary Past, Weapon Group Proficiency (Hurled, Melee).

ATTACKS

Unarmed +1 1d3+1 (subdual)

Small sword +1 1d6+2 (normal, error 1, threat 18-20, qualities and mods 1-h or 2-h)

Longbow +1 1d6+1 (normal, error 1, threat 19-20, range 80 ft., qualities and mods 2-h)

Gear: Longbow, small sword, 100 standard arrows, animal hides.

 

STARTING-LEVEL NEAR-HUMAN MODERN DIPLOMAT

Specialty: Modern Society Near Human
Rank: N/A
Class: Diplomat
Level: 1

Strength: 10 Dexterity: 10
Constitution: 11 Intelligence: 14
Wisdom: 14 Charisma: 14

Vitality: 6 Wounds: 11

Defense: 11 (+1 class)
Initiative Bonus: +0
Speed: 30

Fort: +0 Ref: +0 Will: +4

Special Qualities: Cultural Weaponry, Gene Pool Deficiency, Genetically Engineered.

Skills: Bluff +6, Bureaucracy +4, Cultures +3, Diplomacy +6, Gather Information +4, Innuendo +3, Intimidate +3/+5, Languages +3, Profession (Diplomat) +3, Sense Motive +3.

Feats: Armor Group Proficiency (Light), Persuasive, Political Favors, Weapon Group Proficiency (Handgun, Melee).

ATTACKS

Unarmed +0 1d3 (subdual)

Gear: Diplomacy mission bundle.

 

STARTING-LEVEL NEAR-HUMAN MODERN SOLDIER

Specialty: Modern Society Near Human
Rank: N/A
Class: Advance Team Member
Level: 1

Strength: 10 Dexterity: 14
Constitution: 13 Intelligence: 14
Wisdom: 12 Charisma: 10

Vitality: 9 Wounds: 13

Defense: 12 (+2 Dex)
Initiative Bonus: +2 (+2 Dex)
Speed: 30

Fort: +2 Ref: +4 Will: +2

Special Qualities: Cultural weaponry, gene pool deficiency, genetically engineered.

Skills: Climb +1, First Aid +2, Gather Information +4, Hide +5, Jump +1, Move Silently +5, Search +3, Sense Motive +3, Spot +2, Swim +1

Feats: Armor Group Proficiency (Light, Medium), Stealthy, Stone Cold, Weapon Group Proficiency (Handgun, Rifle).

ATTACKS

Unarmed +0 1d3 (subdual)

Sonic rifle +2 6d4 (normal, error 1, threat 19-20, range 100 ft., qualities and mods DP, RG)

Gear: Fatigues, sonic rifle.

 

STARTING-LEVEL NEAR-HUMAN ADVANCED LEADER

Specialty: Advanced Society Near Human
Rank: N/A
Class: Diplomat
Level: 1

Strength: 10 Dexterity: 12
Constitution: 11 Intelligence: 14
Wisdom: 12 Charisma: 14

Vitality: 6 Wounds: 11

Defense: 12 (+1 class, +1 Dex)
Initiative Bonus: +1 (+1 Dex)
Speed: 30

Fort: +0 Ref: +1 Will: +3

Special Qualities: Impact sensitivity, long life.

Skills: Bluff +8, Bureaucracy +3, Computers +4, Cultures +2, Diplomacy +8, Gather Information +3, Innuendo +4, Languages +3, Profession (Diplomat) +2, Sense Motive +4.

Feats: Armor Group Proficiency (Light), Field Operative, Persuasive, Weapon Group Proficiency (Handgun).

ATTACKS

Unarmed +0 1d3 (subdual)

Gear: Professional personal bundle.

 

STARTING-LEVEL NEAR-HUMAN ADVANCED COMBATANT

Specialty: Advanced Society Near Human
Rank: N/A
Class: SGC Marine
Level: 1

Strength: 10 Dexterity: 14
Constitution: 14 Intelligence: 12
Wisdom: 13 Charisma: 10

Vitality: 16 Wounds: 14

Defense: 13 (+1 class, +2 Dex)
Initiative Bonus: +2 (+2 Dex)
Speed: 30

Fort: +3 Ref: +2 Will: +3

Special Qualities: Impact sensitivity, long life.

Skills: Balance +3, Demolitions +5, Intimidate +4, Jump +1, Knowledge (Military History) +3, Sport (Skydiving) +3, Spot +3, Survival +3.

Feats: Armor Group Proficiency (Light, Medium, Heavy), Training, Weapon Group Proficiency (Handgun, Rifle).

ATTACKS

Unarmed +1 1d3 (subdual)

Zat’nik’tel +3 3d6 (subdual, error 1-2, threat 20, range 10 ft., qualities and mods ZTD)

Gear: Zat’nik’tel.

 

STARTING-LEVEL NID INSIDER

Specialty: NID Area 51 Infiltrator
Rank: None.
Class: Professional
Level: 1

Strength: 10 Dexterity: 12
Constitution: 11 Intelligence: 16
Wisdom: 12 Charisma: 12

Vitality: 4 Wounds: 11

Defense: 13 (+1 class, +1 Dex, +1 specialty)
Initiative Bonus: +2 (+1 class, +1 Dex)
Speed: 30

Fort: +0 Ref: +3 Will: +2

Special Qualities: None.

Skills: Concentration +2, Craft (Machining) +4, Diplomacy +2, Driver +2, Electronics +5, Hobby (Tinkering) +2, Knowledge (Stargate Technology) +8, Mechanics +6, Profession (Infiltrator) +2, Profession (Mechanic) +2, Spot +3.

Feats: Advanced Technology, Armor Group Proficiency (Light), Weapon Group Proficiency (Handgun, Melee).

ATTACKS

Unarmed +0 1d3 (subdual)

Gear: Sabotage mission bundle.

 

STARTING-LEVEL NID AGENT

Specialty: NID Officer
Rank: None.
Class: Diplomat
Level: 1

Strength: 10 Dexterity: 10
Constitution: 11 Intelligence: 12
Wisdom: 14 Charisma: 16

Vitality: 6 Wounds: 11

Defense: 12 (+1 class, +1 specialty)
Initiative Bonus: +0
Speed: 30

Fort: +0 Ref: +0 Will: +4

Special Qualities: None.

Skills: Bluff +7, Bureaucracy +4, Cultures +3, Diplomacy +6, Gather Information +4, Innuendo +3, Intimidate +3/+6, Languages +2, Profession (Diplomat) +3, Sense Motive +3.

Feats: Armor Group Proficiency (Light), Persuasive, Political Favors, Weapon Group Proficiency (Handgun).

ATTACKS

Unarmed +0 1d3 (subdual)

Beretta M9 +0 1d10+1 (normal, error 1-2, threat 20, range 25 ft.)

Gear: Diplomacy mission bundle, gun enthusiast personal bundle.

 

STARTING-LEVEL NID ROGUE

Specialty: NID Rogue Stargate Team Member
Rank: None.
Class: Advance Team Member
Level: 1

Strength: 10 Dexterity: 14
Constitution: 13 Intelligence: 14
Wisdom: 12 Charisma: 10

Vitality: 9 Wounds: 13

Defense: 13 (+2 Dex, +1 specialty)
Initiative Bonus: +2 (+2 Dex)
Speed: 30

Fort: +2 Ref: +4 Will: +2

Special Qualities: None.

Skills: Bluff +2, Climb +1, Disguise +2, First Aid +2, Gather Information +1, Hide +5, Jump +1, Move Silently +5, Search +3, Spot +2, Swim +1.

Feats: Armor Group Proficiency (Light, Medium), Flawless Identity, Stealthy, Weapon Group Proficiency (Handgun, Melee, Rifle).

ATTACKS

Unarmed +0 1d3 (subdual)

H&K MP5A3 +1 1d10+1 (normal, error 1-2, threat 20, range 30 ft., qualities and mods CS, DP)

Gear: Night attack weapon bundle (or SG team bundle if working for SGC).

 

STARTING-LEVEL SGC OFFICER

Specialty: Air Force (Officer)
Rank: First Lieutenant (O-2)
Class: Diplomat
Level: 1

Strength: 10 Dexterity: 12
Constitution: 11 Intelligence: 14
Wisdom: 12 Charisma: 14

Vitality: 6 Wounds: 11

Defense: 12 (+1 class, +1 Dex)
Initiative Bonus: +1 (+1 Dex)
Speed: 30

Fort: +0 Ref: +1 Will: +3

Special Qualities: None.

Skills: Bluff +5, Bureaucracy +4, Cultures +2, Diplomacy +5, Gather Information +3, Innuendo +2, Languages +3, Pilot +3, Profession (Diplomat) +2, Profession (Military) +2, Sense Motive +2, Spot +2.

Feats: Armor Group Proficiency (Light), Hard Core, Persuasive, Weapon Group Proficiency (Handgun).

ATTACKS

Unarmed +0 1d3 (subdual)

Beretta M9 +1 1d10+1 (normal, error 1-2, threat 20, range 25 ft.)

Gear: Beretta M9, SG team bundle, other bundles as needed (by mission).

 

STARTING-LEVEL SGC ENLISTED

Specialty: Air Force (Enlisted)
Rank: Airman 1st (E-3)
Class: Advance Team Member
Level: 1

Strength: 10 Dexterity: 14
Constitution: 13 Intelligence: 14
Wisdom: 12 Charisma: 10

Vitality: 9 Wounds: 13

Defense: 12 (+2 Dex)
Initiative Bonus: +2 (+2 Dex)
Speed: 30

Fort: +2 Ref: +4 Will: +2

Special Qualities: None.

Skills: Bureaucracy +2, Climb +1, First Aid +2, Hide +6, Jump +1, Listen +2, Move Silently +6, Profession (Military) +3, Search +3, Spot +2, Survival +2, Swim +1.

Feats: Armor Group Proficiency (Light, Medium), Extra Supplies, Stealthy, Weapon Group Proficiency (Handgun, Melee, Rifle).

ATTACKS

Unarmed +0 1d3 (subdual)

Beretta M9 +2 1d10+1 (normal, error 1-2, threat 20, range 25 ft.)

FN P90 +1 1d10+1 (normal, error 1-2, threat 19-20,

range 30 ft., qualities and mods AP, BP, RG)

Gear: Beretta M9, SG team bundle, other bundles as needed (by mission).

 

STARTING-LEVEL SGC SPECIALIST

Specialty: Air Force (Technician)
Rank: Specialist (G-1)
Class: Academic
Level: 1

Strength: 10 Dexterity: 10
Constitution: 11 Intelligence: 16
Wisdom: 14 Charisma: 12

Vitality: 4 Wounds: 11

Defense: 11 (+1 class)
Initiative Bonus: +1 (+1 class)
Speed: 30

Fort: +0 Ref: +0 Will: +4

Special Qualities: None.

Skills: Bureaucracy +2, Computers +5, Concentration +5, Demolitions +4, Driver +1, Electronics +5, Knowledge (History) +7, Knowledge (Science) +7, Knowledge (Stargate Technology) +10, Languages +4, Mechanics +4, Profession (Military) +3, Surveillance +3.

Feats: Armor Group Proficiency (Light), Scholarly, Weapon Group Proficiency (Melee).

ATTACKS

Unarmed +0 1d3 (subdual)

Beretta M9 -4 1d10+1 (normal, error 1-2, threat 20, range 25 ft.)

Gear: Beretta M9, SG team bundle, other bundles as needed (by mission).

 

STARTING-LEVEL SGC MARINE

Specialty: Marines (Enlisted)
Rank: Lance Corporal (E-3)
Class: SGC Marine
Level: 1

Strength: 12 Dexterity: 12
Constitution: 14 Intelligence: 12
Wisdom: 13 Charisma: 10

Vitality: 20 Wounds: 15

Defense: 12 (+1 class, +1 Dex)
Initiative Bonus: +1 (+1 Dex)
Speed: 30

Fort: +3 Ref: +1 Will: +5

Special Qualities: None.

Skills: Balance +2, Demolitions +3, Intimidate +2/+1, Jump +2, Profession (Military) +2, Sport (Skydiving) +2, Spot +2, Survival +2.

Feats: Armor Group Proficiency (Light, Medium, Heavy), Iron Will, Weapon Group Proficiency (Handgun, Rifle).

ATTACKS

Unarmed +2 1d3+1 (subdual)

Beretta M9 +2 1d10+1 (normal, error 1-2, threat 20, range 25 ft.)

Colt M16A3 +2 4d4 (normal, error 1-2, threat 20, range 125 ft.)

Gear: Beretta M9, SG team bundle (M-16 substituted for P90), other bundles as needed (by mission).

 

STARTING-LEVEL SGC MEDIC

Specialty: Air Force (Pararescue)
Rank: Airman 1st Class (E-3)
Class: Advance Team Member
Level: 1

Strength: 10 Dexterity: 12
Constitution: 13 Intelligence: 14
Wisdom: 14 Charisma: 10

Vitality: 9 Wounds: 13

Defense: 11 (+1 Dex)
Initiative Bonus: +1 (+1 Dex)
Speed: 30

Fort: +2 Ref: +3 Will: +3

Special Qualities: None.

Skills: Climb +1, First Aid +4, Hide +4, Jump +1, Knowledge (Medicine) +3, Move Silently +4, Profession (Military) +3, Search +3, Sport (Skydiving) +3, Spot +3, Survival +3, Swim +1.

Feats: Armor Group Proficiency (Light, Medium), Bandage, Stealthy, Weapon Group Proficiency (Handgun, Melee, Rifle).

ATTACKS

Unarmed +0 1d3+1 (subdual)

Beretta M9 +1 1d10+1 (normal, error 1-2, threat 20, range 25 ft.)

FN P90 +0 1d10+1 (normal, error 1-2, threat 19-20, range 30 ft., qualities and mods AP, BP, RG)

Gear: Beretta M9, SG team bundle, other bundles as needed (by mission).

 

STARTING-LEVEL JAFFA REBEL

Specialty: Jaffa (Shol’va Rebel)
Rank: Airman 1st Class (E-3)
Class: Advance Team Member
Level: 1

Strength: 12 Dexterity: 14
Constitution: 13 Intelligence: 12
Wisdom: 12 Charisma: 10

Vitality: 9 Wounds: 13

Defense: 12 (+2 Dex)
Initiative Bonus: +2 (+2 Dex)
Speed: 30

Fort: +2 Ref: +4 Will: +2

Special Qualities: Radiation resistance +1.

Skills: Bluff +2, Climb +2, First Aid +2, Hide +6, Jump +2, Move Silently +6, Search +2, Spot +2, Survival +2, Swim +2.

Feats: Armor Group Proficiency (Light, Medium), Jump Up, Stealthy, Weapon Group Proficiency (Handgun, Melee, Rifle).

ATTACKS

Unarmed +1 1d3+1 (subdual)

Beretta M9 +2 1d10+1 (normal, error 1-2, threat 20, range 25 ft.)

FN P90 +1 1d10+1 (normal, error 1-2, threat 19-20,

range 30 ft., qualities and mods AP, BP, RG)

Staff weapon -6 6d6 (normal, error 1-2, threat 18-20, range 30 ft., qualities and mods AP, AW, TD)

Gear: Staff weapon, SG team bundle, other bundles as needed (by mission).

 

STARTING-LEVEL RUSSIAN UNIT OFFICER

Specialty: Russian Unit
Rank: Senior Lieutenant (O-2)
Class: Diplomat
Level: 1

Strength: 10 Dexterity: 12
Constitution: 13 Intelligence: 12
Wisdom: 12 Charisma: 14

Vitality: 7 Wounds: 13

Defense: 12 (+1 class, +1 Dex)
Initiative Bonus: +1 (+1 Dex)
Speed: 30

Fort: +1 Ref: +1 Will: +3

Special Qualities: None.

Skills: Bluff +6, Bureaucracy +3, Cultures +2, Diplomacy +6, Gather Information +3, Innuendo +2, Intimidate +4/+6, Languages +2, Profession (Diplomat) +2, Profession (Military) +3, Sense Motive +2.

Feats: Armor Group Proficiency (Light), Persuasive, Stargate Explorer, Weapon Group Proficiency (Handgun).

ATTACKS

Unarmed +0 1d3 (subdual)

Marakov 9mm +1 2d4 (normal, error 1, threat 20, range 20 ft.)

Gear: Marakov 9mm, SG team bundle, other bundles as needed (by mission).

 

STARTING-LEVEL RUSSIAN UNIT ENLISTED

Specialty: Russian Unit
Rank: Private (E-3)
Class: Advance Team Member
Level: 1

Strength: 12 Dexterity: 14
Constitution: 13 Intelligence: 12
Wisdom: 12 Charisma: 10

Vitality: 9 Wounds: 13

Defense: 12 (+2 Dex)
Initiative Bonus: +2 (+2 Dex)
Speed: 30

Fort: +2 Ref: +4 Will: +2

Special Qualities: None.

Skills: Climb +2, First Aid +4, Hide +6, Jump +2, Languages +4, Move Silently +6, Profession (Military) +2, Search +2, Spot +2, Survival +2, Swim +2.

Feats: Armor Group Proficiency (Light, Medium), Stealthy, Weapon Group Proficiency (Handgun, Melee, Rifle), World Traveler.

ATTACKS

Unarmed +1 1d3+1 (subdual)

Marakov 9mm +2 2d4 (normal, error 1, threat 20, range 20 ft.)

AKS-74U +0 3d6+1 (normal, error 1, threat 20, range 45 ft. qualities and mods CS, RG)

Gear: Marakov 9mm, SG team bundle (AKS substituted for P90), other bundles as needed (by mission).

 

STARTING-LEVEL TOK’RA HIGH COUNCIL MEMBER

Specialty: Tok’ra High Commander
Rank: N/A
Class: Diplomat
Level: 1

Strength: 10 Dexterity: 12
Constitution: 13 Intelligence: 14
Wisdom: 14 Charisma: 12

Vitality: 7 Wounds: 13

Defense: 12 (+1 class, +1 Dex)
Initiative Bonus: +1 (+1 Dex)
Speed: 30

Fort: +1 Ref: +1 Will: +4

Special Qualities: Immunity to disease, inherited memory +3, long life, radiation resistance +1, shared body, symbiotic blending.

Skills: Bluff +5, Bureaucracy +2, Cultures +3, Diplomacy +6, Gather Information +2, Innuendo +3, Intimidate +4/+5, Languages +3, Profession (Diplomat) +3, Sense Motive +5.

Feats: Armor Group Proficiency (Light), Charmer, Naquadah Sense, Persuasive, Weapon Group Proficiency (Handgun).

ATTACKS

Unarmed +0 1d3 (subdual)

Gear: Diplomacy mission bundle, healing device.

 

STARTING-LEVEL TOK’RA INFILTRATOR

Specialty: Tok’ra Undercover Operative
Rank: N/A
Class: Advance Team Member
Level: 1

Strength: 10 Dexterity: 12
Constitution: 13 Intelligence: 14
Wisdom: 12 Charisma: 12

Vitality: 9 Wounds: 13

Defense: 11 (+1 Dex)
Initiative Bonus: +1 (+1 Dex)
Speed: 30

Fort: +2 Ref: +3 Will: +2

Special Qualities: Immunity to disease, inherited memory +3, long life, radiation resistance +1, shared body, symbiotic blending, +2 to bureaucracy and gather information checks against Goa’uld and servants.

Skills: Bluff +3, Climb +1, First Aid +2, Gather Information +2, Hide +4, Jump +1, Listen +3, Move Silently +4, Search +4, Surveillance +3, Swim +1.

Feats: Armor Group Proficiency (Light, Medium), Naquadah Sense, Stealthy, Traceless, Weapon Group Proficiency (Handgun, Melee, Rifle).

ATTACKS

Unarmed +0 1d3 (subdual)

Kinetic blast +1 2d6+2 normal/2d6 subdual

Gear: Kara kesh, Goa’uld teltac transport ship.

 

LOW-LEVEL ASGARD CONTACT

Specialty: Asgard Geneticist
Rank: N/A
Class: Professional
Level: 5

Strength: 10 Dexterity: 10
Constitution: 10 Intelligence: 16
Wisdom: 15 Charisma: 12

Vitality: 14 Wounds: 7

Defense: 14 (+3 class, +1 size)
Initiative Bonus: +4 (+4 class)
Speed: 20

Fort: +1 Ref: +4 Will: +5

Special Qualities: Small size, +3 to education checks.

Skills: Appraise +7, Concentration +6, Craft (Medicine) +11, Diplomacy +5, Driver +4, First Aid +12, Hide +6, Hobby (Stargazing) +10, Knowledge (Genetics) +11, Knowledge (Medicine) +10, Profession (Doctor) +10, Profession (Geneticist) +8, Spot +6.

Feats: Alien Healer, Armor Group Proficiency (Light), Ordinary Past, Weapon Group Proficiency (Handgun, Melee).

ATTACKS

Unarmed +3 1d2 (subdual)

Gear: First aid kit with superior tools.

 

LOW-LEVEL ASGARD SCOUT

Specialty: Asgard Protect Planets Enforcer
Rank: N/A
Class: Advance Team Member
Level: 5

Strength: 10 Dexterity: 16
Constitution: 12 Intelligence: 10
Wisdom: 14 Charisma: 10

Vitality: 31 Wounds: 8

Defense: 16 (+2 class, +3 Dex, +1 size)
Initiative Bonus: +7 (+2 class, +3 Dex, +2 species)
Speed: 20

Fort: +4 Ref: +7 Will: +5

Special Attacks: Sneak attack +1d6.

Special Qualities: Small size, +3 to education checks.

Skills: Climb +3, First Aid +5, Hide +13, Jump +3, Listen +7, Move Silently +10, Search +3, Spot +4, Survival +7, Swim +3.

Feats: Armor Group Proficiency (Light, Medium), Perfect Stance, Stealthy, Track, Weapon Group Proficiency (Handgun, Melee, Rifle).

ATTACKS

Unarmed +4 1d2 (subdual)

Shock spear +5 3d6 (normal, error 1, threat 20, range 100 ft.,

qualities and mods DP, TD)

Gear: Shock spear, Asgard transport.

 

LOW-LEVEL CIVILIAN ACADEMIC

Specialty: Civilian Specialist
Rank: None
Class: Academic
Level: 5

Strength: 10 Dexterity: 10
Constitution: 11 Intelligence: 16
Wisdom: 14 Charisma: 12

Vitality: 14 Wounds: 11

Defense: 14 (+4 class)
Initiative Bonus: +3 (+3 class)
Speed: 30

Fort: +1 Ref: +1 Will: +6

Special Qualities: Always “take 10” skills (Craft [Photography], Knowledge [History], Knowledge [Science]), +2 to education checks.

Skills: Bureaucracy +5, Computers +11, Concentration +9, Craft (Photograph) +13, Driver +4, Hobby (Puzzle Solving) +8, Knowledge (Astronomy) +9, Knowledge (History) +13, Knowledge (Science) +13, Languages +7, Profession (Historian) +8.

Feats: Armor Group Proficiency (Light), Ordinary Past, Scholarly, Weapon Group Proficiency (Melee).

ATTACKS

Unarmed +2 1d3 (subdual)

Gear: Historian personal bundle.

 

LOW-LEVEL CIVILIAN DIPLOMAT

Specialty: Diplomatic Corps
Rank: None
Class: Diplomat
Level: 5

Strength: 10 Dexterity: 10
Constitution: 11 Intelligence: 12
Wisdom: 14 Charisma: 16

Vitality: 20 Wounds: 11

Defense: 13 (+3 class)
Initiative Bonus: +2 (+2 class)
Speed: 30

Fort: +1 Ref: +1 Will: +6

Special Qualities: None.

Skills: Bluff +11, Bureaucracy +7, Cultures +8, Diplomacy +11, First Aid +6, Gather Information +7, Innuendo +6, Intimidate +6/+9, Languages +7, Profession (Diplomat) +6, Sense Motive +7.

Feats: Armor Group Proficiency (Light), Charmer, Persuasive, Weapon Group Proficiency (Handgun), World Traveler.

ATTACKS

Unarmed +3 1d3 (subdual)

Gear: Diplomacy mission bundle.

 

LOW-LEVEL CIVILIAN ENGINEER

Specialty: Engineering Corps
Rank: None
Class: Professional
Level: 5

Strength: 10 Dexterity: 12
Constitution: 11 Intelligence: 14
Wisdom: 14 Charisma: 12

Vitality: 14 Wounds: 11

Defense: 14 (+3 class, +1 Dex)
Initiative Bonus: +5 (+4 class, +1 Dex)
Speed: 30

Fort: +1 Ref: +5 Will: +5

Special Qualities: None.

Skills: Concentration +6, Craft (Carpentry) +13, Craft (Construction) +16, Diplomacy +5, Driver +5, Electronics +8, Hobby (Tinkering) +10, Mechanics +10, Profession (Carpenter) +8, Profession (Engineer) +12, Spot +5.

Feats: Armor Group Proficiency (Light), Grease Monkey, Ordinary Past, Weapon Group Proficiency (Handgun, Melee).

ATTACKS

Unarmed +2 1d3 (subdual)

Gear: Repair mission bundle.

 

LOW-LEVEL GOA’ULD NEMESIS

Specialty: Goa’uld Noble
Rank: N/A
Class: Diplomat
Level: 5

Strength: 12 Dexterity: 12
Constitution: 12 Intelligence: 13
Wisdom: 12 Charisma: 14

Vitality: 25 Wounds: 12

Defense: 14 (+3 class, +1 Dex)
Initiative Bonus: +3 (+2 class, +1 Dex)
Speed: 30

Fort: +2 Ref: +2 Will: +5

Special Qualities: Dominated body, immunity to disease, inherited memory, long life, parasite, radiation resistance +4.

Skills: Bluff +11, Bureaucracy +6, Cultures +5, Diplomacy +10, Gather Information +6, Innuendo +6, Intimidate +9/+10, Languages +5, Profession (Diplomat) +5, Sense Motive +9.

Feats: Armor Group Proficiency (Light), Charmer, Field Operative, Naquadah Sense, Persuasive, Weapon Group Proficiency (Handgun).

ATTACKS

Unarmed +4 1d3+1 (subdual)

Kinetic blast +4 2d6+2 normal/2d6 subdual

Gear: Sarcophagus.

 

LOW-LEVEL GOA’ULD ASSASSIN

Specialty: Goa’uld Warmaster
Rank: N/A
Class: Advance Team Member
Level: 5

Strength: 12 Dexterity: 12
Constitution: 12 Intelligence: 13
Wisdom: 14 Charisma: 12

Vitality: 31 Wounds: 12

Defense: 13 (+2 class, +1 Dex)
Initiative Bonus: +3 (+2 class, +1 Dex)
Speed: 30

Fort: +4 Ref: +5 Will: +5

Special Attacks: Sneak attack +1d6.

Special Qualities: Dominated body, immunity to disease, inherited memory, long life, parasite, radiation resistance +4.

Skills: Climb +4, First Aid +5, Hide +9, Jump +5, Listen +7, Move Silently +9, Search +9, Spot +6, Survival +9, Swim +5.

Feats: Armor Group Proficiency (Light, Medium), Naquadah Sense, Stealthy, Surge of Speed 2/Session, Track, Weapon Group Proficiency (Handgun, Melee, Rife).

ATTACKS

Unarmed +4 1d3+3 (subdual)

Kinetic blast +4 2d6+2 normal/2d6 subdual

Gear: kara kesh, invisibility device.

 

LOW-LEVEL PRIME

Specialty: Jaffa Setesh Guard
Rank: N/A
Class: Goa’uld Guard/Diplomat
Level: 2/3

Strength: 12 Dexterity: 12
Constitution: 13 Intelligence: 10
Wisdom: 12 Charisma: 13

Vitality: 29 Wounds: 13

Defense: 14 (+3 class, +1 Dex)
Initiative Bonus: +3 (+2 class, +1 Dex)
Speed: 30

Fort: +5 Ref: +2 Will: +6

Special Qualities: Radiation resistance +3.

Skills: Bluff +9, Bureaucracy +3, Cultures +3, Demolitions +1, Diplomacy +6, Gather Information +3, Innuendo +3, Intimidate +9, Languages +2, Listen +2, Profession (Diplomat) +3, Sense Motive +7, Spot +2, Survival +2.

Feats: Armor Group Proficiency (Light, Medium, Heavy), Charmer, Persuasive, Silver Tongue, Symbiote (Long Life), Weapon Group Proficiency (Handgun, Hurled, Melee).

ATTACKS

Unarmed +5 1d3+1 (subdual)

Staff weapon +1 6d6 (normal, error 1-2, threat 18-20, range 30 ft., qualities and mods AP, AW, TD)

Gear: Standard Jaffa armor, standard Jaffa helm, staff weapon, cloak.

 

LOW-LEVEL HORUS GUARD

Specialty: Jaffa Horus Guard
Rank: N/A
Class: Goa’uld Guard
Level: 5

Strength: 12 Dexterity: 14
Constitution: 12 Intelligence: 12
Wisdom: 13 Charisma: 10

Vitality: 31 Wounds: 12

Defense: 15 (+3 class, +2 Dex)
Initiative Bonus: +6 (+2 class, +2 Dex, +2 species)
Speed: 30

Fort: +5 Ref: +3 Will: +4

Special Qualities: Radiation resistance +3.

Skills: Demolitions +4, Intimidate +8/+7, Listen +5, Search +5, Sense Motive +4, Spot +5, Survival +5.

Feats: Armor Group Proficiency (Light, Medium, Heavy), Symbiote (Healing Trance, Immunity to Disease), Weapon Focus (Staff weapon), Weapon Group Proficiency (Hurled, Melee).

ATTACKS

Unarmed +6 1d3+1 (subdual)

Staff weapon +4 6d6 (normal, error 1-2, threat 18-20, range 30 ft., qualities and mods AP, AW, TD)

Gear: Standard Jaffa armor, staff weapon.

 

LOW-LEVEL SERPENT GUARD

Specialty: Jaffa Serpent Guard
Rank: N/A
Class: Goa’uld Guard
Level: 5

Strength: 14 Dexterity: 12
Constitution: 15 Intelligence: 11
Wisdom: 11 Charisma: 10

Vitality: 36 Wounds: 15

Defense: 14 (+3 class, +1 Dex)
Initiative Bonus: +3 (+2 class, +1 Dex)
Speed: 30

Fort: +6 Ref: +2 Will: +3

Special Qualities: Radiation resistance +3.

Skills: Bluff +3, Demolitions +3, Intimidate +10/+8, Listen +3, Sense Motive +3, Spot +3, Survival +5.

Feats: Armor Group Proficiency (Light, Medium, Heavy), Stone Cold, Symbiote (Immunity to Disease, Shallow Breathing Trance), Weapon Group Proficiency (Hurled, Melee).

ATTACKS

Unarmed +7 1d3+2 (subdual)

Staff weapon +2 6d6 (normal, error 1-2, threat 18-20, range 30 ft., qualities and mods AP, AW, TD)

Gear: Standard Jaffa armor, staff weapon.

 

LOW-LEVEL SETESH GUARD

Specialty: Jaffa Setesh Guard
Rank: N/A
Class: Goa’uld Guard/Advance Team Member
Level: 1/4

Strength: 10 Dexterity: 14
Constitution: 11 Intelligence: 14
Wisdom: 12 Charisma: 12

Vitality: 29 Wounds: 10

Defense: 15 (+3 class, +2 Dex)
Initiative Bonus: +4 (+2 class, +2 Dex)
Speed: 30

Fort: +4 Ref: +6 Will: +4

Special Attacks: Sneak attack +1d6.

Special Qualities: Radiation resistance +3.

Skills: Bluff +5, Climb +2, Demolitions +3, First Aid +3, Hide +10, Intimidate +1/+2, Jump +2, Listen +4, Move Silently +10, Search +4, Sense Motive +7, Spot +6, Survival +6, Swim +2.

Feats: Armor Group Proficiency (Light, Medium, Heavy), Silver Tongue, Stealthy, Symbiote (Long Life), Track, Weapon Group Proficiency (Handgun, Hurled, Melee, Rifle).

ATTACKS

Unarmed +4 1d3+1 (subdual)

Staff weapon +2 6d6 (normal, error 1-2, threat 18-20, range 30 ft., qualities and mods AP, AW, TD)

Gear: Standard Jaffa armor, staff weapon.

 

LOW-LEVEL NEAR-HUMAN PRIMITIVE CHIEF

Specialty: Primitive Society Near Human
Rank: N/A
Class: Native Off-Worlder/Diplomat
Level: 2/3

Strength: 10 Dexterity: 10
Constitution: 13 Intelligence: 14
Wisdom: 12 Charisma: 14

Vitality: 27 Wounds: 13

Defense: 13 (+3 class)
Initiative Bonus: +2 (+2 class)
Speed: 30

Fort: +5 Ref: +3 Will: +6

Special Qualities: Cultural weaponry, dependency (local water supply), environment resistance (desert +4).

Skills: Bluff +7, Bureaucracy +5, Climb +1, Craft (Medicine) +6, Cultures +4, Diplomacy +8, Gather Information +5, Handle Animal +7, Innuendo +4, Intimidate +5/+7, Languages +5, Profession (Diplomat) +6, Search +4, Sense Motive +4, Spot +4, Survival +6.

Feats: Armor Group Proficiency (Light), Charmer, Desert Training, Ordinary Past, Persuasive, Weapon Group Proficiency (Hurled, Melee).

ATTACKS

Unarmed +3 1d3 (subdual)

Gear: Craftsman’s kit (medicine), fancy robes.

 

LOW-LEVEL NEAR-HUMAN PRIMITIVE HUNTER

Specialty: Primitive Society Near Human
Rank: N/A
Class: Native Off-Worlder
Level: 5

Strength: 12 Dexterity: 12
Constitution: 15 Intelligence: 10
Wisdom: 14 Charisma: 10

Vitality: 30 Wounds: 15

Defense: 13 (+2 class, +1 Dex)
Initiative Bonus: +3 (+2 class, +1 Dex)
Speed: 30

Fort: +6 Ref: +4 Will: +5

Special Qualities: Cultural weaponry, dependency (local water supply), environment resistance (desert +4).

Skills: Climb +4, Craft (Primitive Weapons) +8, Handle Animal +5, Hobby (Scrounging) +8, Profession (Hunting) +8, Search +5, Spot +7, Survival +9.

Feats: Advanced Skill Mastery (Ordinary Past), Armor Group Proficiency (Light), Desert Training, Ordinary Past, Weapon Group Proficiency (Hurled, Melee).

ATTACKS

Unarmed +4 1d3+1 (subdual)

Small sword +4 1d6+2 (normal, error 1, threat 18-20, qualities and mods 1-h or 2-h)

Longbow +4 1d6+1 (normal, error 1, threat 19-20, range 80 ft., qualities and mods 2-h)

Gear: Longbow, small sword, 100 standard arrows, animal hides.

 

LOW-LEVEL NEAR-HUMAN MODERN DIPLOMAT

Specialty: Modern Society Near Human
Rank: N/A
Class: Diplomat
Level: 5

Strength: 10 Dexterity: 10
Constitution: 11 Intelligence: 14
Wisdom: 14 Charisma: 14

Vitality: 20 Wounds: 11

Defense: 13 (+3 class)
Initiative Bonus: +2 (+2 class)
Speed: 30

Fort: +1 Ref: +1 Will: +6

Special Qualities: Cultural weaponry, gene pool deficiency, genetically engineered.

Skills: Bluff +11, Bureaucracy +7, Cultures +6, Diplomacy +11, Gather Information +7, Innuendo +6, Intimidate +6/+8, Languages +6, Profession (Diplomat) +6, Sense Motive +8.

Feats: Armor Group Proficiency (Light), Charmer, Persuasive, Political Favors, Weapon Group Proficiency (Handgun, Melee).

ATTACKS

Unarmed +3 1d3 (subdual)

Gear: Diplomacy mission bundle.

 

LOW-LEVEL NEAR-HUMAN MODERN SOLDIER

Specialty: Modern Society Near Human
Rank: N/A
Class: Advance Team Member
Level: 5

Strength: 10 Dexterity: 14
Constitution: 13 Intelligence: 14
Wisdom: 12 Charisma: 10

Vitality: 31 Wounds: 13

Defense: 14 (+2 class, +2 Dex)
Initiative Bonus: +4 (+2 class, +2 Dex)
Speed: 30

Fort: +4 Ref: +6 Will: +4

Special Attacks: Sneak attack +1d6.

Special Qualities: Cultural weaponry, gene pool deficiency, genetically engineered.

Skills: Climb +4, First Aid +5, Gather Information +9, Hide +10, Jump +4, Move Silently +10, Search +6, Sense Motive +7, Spot +7, Swim +3

Feats: Armor Group Proficiency (Light, Medium), Stealthy, Stone Cold, Track, Weapon Group Proficiency (Handgun, Rifle).

ATTACKS

Unarmed +3 1d3 (subdual)

Sonic rifle +5 6d4 (normal, error 1, threat 19-20, range 100 ft., qualities and mods DP, RG)

Gear: Fatigues, sonic rifle.

 

LOW-LEVEL NEAR-HUMAN ADVANCED LEADER

Specialty: Advanced Society Near Human
Rank: N/A
Class: Diplomat
Level: 5

Strength: 10 Dexterity: 12
Constitution: 11 Intelligence: 14
Wisdom: 12 Charisma: 14

Vitality: 20 Wounds: 11

Defense: 14 (+3 class, +1 Dex)
Initiative Bonus: +3 (+2 class, +1 Dex)
Speed: 30

Fort: +1 Ref: +2 Will: +5

Special Qualities: Impact sensitivity, long life.

Skills: Bluff +12, Bureaucracy +6, Computers +8, Cultures +5, Diplomacy +12, Gather Information +6, Innuendo +7, Knowledge (Orator) +5, Languages +6, Profession (Diplomat) +5, Sense Motive +11.

Feats: Armor Group Proficiency (Light), Charmer, Field Operative, Persuasive, Weapon Group Proficiency (Handgun).

ATTACKS

Unarmed +3 1d3 (subdual)

Gear: Professional personal bundle.

 

LOW-LEVEL NEAR-HUMAN ADVANCED COMBATANT

Specialty: Advanced Society Near Human
Rank: N/A
Class: SGC Marine
Level: 5

Strength: 10 Dexterity: 14
Constitution: 14 Intelligence: 12
Wisdom: 13 Charisma: 10

Vitality: 50 Wounds: 14

Defense: 15 (+3 class, +2 Dex)
Initiative Bonus: +4 (+2 class, +2 Dex)
Speed: 30

Fort: +5 Ref: +3 Will: +5

Special Qualities: Impact sensitivity, long life, semper fi.

Skills: Balance +5, Craft (Gunsmithing) +5, Demolitions +7, Intimidate +6, Jump +3, Knowledge (Military History) +7, Sport (Skydiving) +5, Spot +5, Survival +5.

Feats: Armor Group Proficiency (Light, Medium, Heavy), Training, Weapon Focus (Zat),Weapon Group Proficiency (Handgun, Rifle).

ATTACKS

Unarmed +5 1d3 (subdual)

Zat’nik’tel +8 3d6 (subdual, error 1-2, threat 20, range 10 ft., qualities and mods ZTD)

Gear: Zat’nik’tel.

 

LOW-LEVEL NID INSIDER

Specialty: NID Area 51 Infiltrator
Rank: None.
Class: Professional
Level: 5

Strength: 10 Dexterity: 12
Constitution: 11 Intelligence: 16
Wisdom: 12 Charisma: 12

Vitality: 14 Wounds: 11

Defense: 16 (+3 class, +1 Dex, +2 specialty)
Initiative Bonus: +5 (+4 class, +1 Dex)
Speed: 30

Fort: +1 Ref: +5 Will: +4

Special Qualities: None.

Skills: Concentration +5, Craft (Machining) +11, Diplomacy +5, Driver +5, Electronics +9, Hobby (Tinkering) +9, Knowledge (Stargate Technology) +13, Mechanics +14, Profession (Infiltrator) +9, Profession (Mechanic) +8, Spot +7.

Feats: Advanced Technology, Armor Group Proficiency (Light), Ordinary Past, Weapon Group Proficiency (Handgun, Melee).

ATTACKS

Unarmed +2 1d3 (subdual)

Gear: Sabotage mission bundle.

 

LOW-LEVEL NID AGENT

Specialty: NID Officer
Rank: None.
Class: Diplomat
Level: 5

Strength: 10 Dexterity: 10
Constitution: 11 Intelligence: 12
Wisdom: 14 Charisma: 16

Vitality: 20 Wounds: 11

Defense: 15 (+3 class, +2 specialty)
Initiative Bonus: +2 (+2 class)
Speed: 30

Fort: +1 Ref: +1 Will: +6

Special Qualities: None.

Skills: Bluff +13, Bureaucracy +8, Cultures +5, Diplomacy +10, Gather Information +6, Innuendo +5, Intimidate +5/+8, Languages +4, Profession (Diplomat) +5, Sense Motive +7.

Feats: Armor Group Proficiency (Light), Charmer, Persuasive, Political Favors, Weapon Group Proficiency (Handgun).

ATTACKS

Unarmed +3 1d3 (subdual)

Beretta M9 +3 1d10+1 (normal, error 1-2, threat 20, range 25 ft.)

Gear: Diplomacy mission bundle, gun enthusiast personal bundle.

 

LOW-LEVEL NID ROGUE

Specialty: NID Rogue Stargate Team Member
Rank: None.
Class: Advance Team Member
Level: 5

Strength: 10 Dexterity: 14
Constitution: 13 Intelligence: 14
Wisdom: 12 Charisma: 10

Vitality: 31 Wounds: 13

Defense: 16 (+2 class, +2 Dex, +2 specialty)
Initiative Bonus: +4 (+2 class, +2 Dex)
Speed: 30

Fort: +4 Ref: +6 Will: +4

Special Attacks: Sneak attack +1d6.

Special Qualities: None.

Skills: Bluff +5, Climb +3, Disguise +5, First Aid +4, Gather Information +6, Hide +11, Jump +3, Move Silently +11, Search +5, Spot +7, Swim +3.

Feats: Armor Group Proficiency (Light, Medium), Flawless Identity, Stealthy, Track, Weapon Group Proficiency (Handgun, Melee, Rifle).

ATTACKS

Unarmed +3 1d3 (subdual)

H&K MP5A3 +4 1d10+1 (normal, error 1-2, threat 20, range 30 ft., qualities and mods CS, DP)

Gear: Night attack weapon bundle (or SG team bundle if working for SGC)..

 

LOW-LEVEL SGC OFFICER

Specialty: Air Force (Officer)
Rank: First Lieutenant (O-2)
Class: Diplomat/Advance Team Member
Level: 3/2

Strength: 10 Dexterity: 12
Constitution: 11 Intelligence: 14
Wisdom: 12 Charisma: 14

Vitality: 25 Wounds: 11

Defense: 14 (+3 class, +1 Dex)
Initiative Bonus: +3 (+2 class, +1 Dex)
Speed: 30

Fort: +3 Ref: +5 Will: +6

Special Qualities: None.

Skills: Bluff +7, Bureaucracy +6, Climb +2, Cultures +3, Diplomacy +7, First Aid +3, Gather Information +6, Hide +5, Innuendo +3, Intimidate +4/+6, Jump +2, Languages +3, Move Silently +5, Pilot +5, Profession (Diplomat) +3, Profession (Military) +3, Search +5, Sense Motive +5, Spot +5, Swim +1.

Feats: Armor Group Proficiency (Light, Medium), Charmer, Hard Core, Persuasive, Stealthy, Track, Weapon Group Proficiency (Handgun, Melee, Rifle).

ATTACKS

Unarmed +3 1d3 (subdual)

Beretta M9 +4 1d10+1 (normal, error 1-2, threat 20, range 25 ft.)

FN P90 +3 1d10+1 (normal, error 1-2, threat 19-20, range 30 ft., qualities and mods AP, BP, RG)

Gear: Beretta 9M, SG team bundle, other bundles as needed (by mission).

 

LOW-LEVEL SGC ENLISTED

Specialty: Air Force (Enlisted)
Rank: Airman 1st (E-3)
Class: Advance Team Member
Level: 5

Strength: 10 Dexterity: 14
Constitution: 13 Intelligence: 14
Wisdom: 12 Charisma: 10

Vitality: 31 Wounds: 13

Defense: 14 (+2 class, +2 Dex)
Initiative Bonus: +4 (+2 class, +2 Dex)
Speed: 30

Fort: +4 Ref: +6 Will: +4

Special Attacks: Sneak attack +1d6.

Special Qualities: None.

Skills: Bluff +3, Bureaucracy +5, Climb +3, First Aid +4, Hide +10, Jump +3, Listen +4, Move Silently +10, Profession (Military) +6, Search +5, Spot +7, Survival +6, Swim +3.

Feats: Armor Group Proficiency (Light, Medium), Extra Supplies, Stealthy, Track, Weapon Group Proficiency (Handgun, Melee, Rifle).

ATTACKS

Unarmed +3 1d3 (subdual)

Beretta M9 +5 1d10+1 (normal, error 1-2, threat 20, range 25 ft.)

FN P90 +4 1d10+1 (normal, error 1-2, threat 19-20,

range 30 ft., qualities and mods AP, BP, RG)

Gear: Beretta 9M, SG team bundle, other bundles as needed (by mission).

 

LOW-LEVEL SGC SPECIALIST

Specialty: Air Force (Technician)
Rank: Specialist (G-1)
Class: Academic
Level: 5

Strength: 10 Dexterity: 10
Constitution: 11 Intelligence: 16
Wisdom: 14 Charisma: 12

Vitality: 14 Wounds: 11

Defense: 14 (+4 class)
Initiative Bonus: +3 (+3 class)
Speed: 30

Fort: +1 Ref: +1 Will: +6

Special Qualities: None.

Skills: Bureaucracy +6, Computers +9, Concentration +9, Demolitions +8, Driver +3, Electronics +10, Gather Information +4, Knowledge (History) +13, Knowledge (Science) +10, Knowledge (Stargate Technology) +15, Languages +6, Mechanics +8, Profession (Military) +7, Surveillance +7.

Feats: Armor Group Proficiency (Light), Police Training, Scholarly, Weapon Group Proficiency (Melee).

ATTACKS

Unarmed +2 1d3 (subdual)

Beretta M9 -2 1d10+1 (normal, error 1-2, threat 20, range 25 ft.)

Gear: Beretta 9M, SG team bundle, other bundles as needed (by mission).

 

LOW-LEVEL SGC MARINE

Specialty: Marines (Enlisted)
Rank: Lance Corporal (E-3)
Class: SGC Marine
Level: 5

Strength: 12 Dexterity: 12
Constitution: 14 Intelligence: 12
Wisdom: 13 Charisma: 10

Vitality: 58 Wounds: 16

Defense: 14 (+3 class, +1 Dex)
Initiative Bonus: +3 (+2 class, +1 Dex)
Speed: 30

Fort: +5 Ref: +2 Will: +7

Special Qualities: Semper fi.

Skills: Balance +4, Demolitions +5, Intimidate +5/+4, Jump +4, Profession (Military) +5, Sport (Skydiving) +4, Spot +5, Survival +5.

Feats: Armor Group Proficiency (Light, Medium, Heavy), Iron Will, Weapon Focus (Colt M16), Weapon Group Proficiency (Handgun, Rifle).

ATTACKS

Unarmed +6 1d3+1 (subdual)

Beretta M9 +6 1d10+1 (normal, error 1-2, threat 20, range 25 ft.)

Colt M16A3 +7 4d4 (normal, error 1-2, threat 20, range 125 ft.)

Gear: Beretta M9, SG team bundle (M-16 substituted for P90), other bundles as needed (by mission).

 

LOW-LEVEL SGC MEDIC

Specialty: Air Force (Pararescue)
Rank: Airman 1st Class (E-3)
Class: Advance Team Member/Professional
Level: 3/2

Strength: 10 Dexterity: 12
Constitution: 13 Intelligence: 14
Wisdom: 14 Charisma: 10

Vitality: 20 Wounds: 13

Defense: 13 (+2 class, +1 Dex)
Initiative Bonus: +4 (+3 class, +1 Dex)
Speed: 30

Fort: +3 Ref: +7 Will: +6

Special Qualities: None.

Skills: Climb +2, Concentration +3, Craft (Medicine) +6, Diplomacy +1, Driver +2, First Aid +11, Hide +6, Hobby (Hiking) +6, Jump +2, Knowledge (Medicine) +6, Listen +6, Move Silently +6, Profession (Doctor) +6, Profession (Military) +8, Search +6, Sport (Skydiving) +5, Spot +6, Survival +5, Swim +2.

Feats: Armor Group Proficiency (Light, Medium), Bandage, Ordinary Past, Stealthy, Weapon Group Proficiency (Handgun, Melee, Rifle).

ATTACKS

Unarmed +3 1d3+1 (subdual)

Beretta M9 +4 1d10+1 (normal, error 1-2, threat 20, range 25 ft.)

FN P90 +3 1d10+1 (normal, error 1-2, threat 19-20, range 30 ft., qualities and mods AP, BP, RG)

Gear: Beretta M9, SG team bundle, other bundles as needed (by mission).

 

LOW-LEVEL JAFFA REBEL

Specialty: Jaffa (Shol’va Rebel)
Rank: Airman 1st Class (E-3)
Class: Advance Team Member
Level: 5

Strength: 12 Dexterity: 14
Constitution: 13 Intelligence: 12
Wisdom: 12 Charisma: 10

Vitality: 31 Wounds: 13

Defense: 14 (+2 class, +2 Dex)
Initiative Bonus: +4 (+2 class, +2 Dex)
Speed: 30

Fort: +4 Ref: +6 Will: +4

Special Attacks: Sneak attack +1d6.

Special Qualities: Radiation resistance +3.

Skills: Bluff +5, Climb +5, First Aid +5, Hide +11, Jump +5, Move Silently +10, Search +5, Spot +6, Survival +6, Swim +5.

Feats: Armor Group Proficiency (Light, Medium), Jump Up, Stealthy, Track, Weapon Group Proficiency (Handgun, Melee, Rifle).

ATTACKS

Unarmed +4 1d3+1 (subdual)

Beretta M9 +5 1d10+1 (normal, error 1-2, threat 20, range 25 ft.)

FN P90 +4 1d10+1 (normal, error 1-2, threat 19-20,

range 30 ft., qualities and mods AP, BP, RG)

Staff weapon -3 6d6 (normal, error 1-2, threat 18-20, range 30 ft., qualities and mods AP, AW, TD)

Gear: Staff weapon, SG team bundle, other bundles as needed (by mission).

 

LOW-LEVEL RUSSIAN UNIT OFFICER

Specialty: Russian Unit
Rank: Senior Lieutenant (O-2)
Class: Diplomat/Advance Team Member
Level: 1/4

Strength: 10 Dexterity: 12
Constitution: 13 Intelligence: 12
Wisdom: 12 Charisma: 14

Vitality: 32 Wounds: 13

Defense: 14 (+3 class, +1 Dex)
Initiative Bonus: +3 (+2 class, +1 Dex)
Speed: 30

Fort: +3 Ref: +5 Will: +5

Special Attacks: Sneak attack +1d6.

Special Qualities: None.

Skills: Bluff +6, Bureaucracy +3, Climb +2, Cultures +2, Diplomacy +6, First Aid +3, Gather Information +5, Hide +7, Innuendo +2, Intimidate +4/+6, Jump +2, Languages +2, Listen +5, Move Silently +7, Profession (Diplomat) +2, Profession (Military) +5, Search +3, Sense Motive +4, Spot +5, Survival +5, Swim +3.

Feats: Armor Group Proficiency (Light, Medium), Persuasive, Stargate Explorer, Stealthy, Track, Weapon Group Proficiency (Handgun, Melee, Rifle).

ATTACKS

Unarmed +4 1d3 (subdual)

Marakov 9mm +4 2d4 (normal, error 1, threat 20, range 20 ft.)

AKS-74U +2 3d6+1 (normal, error 1, threat 20, range 45 ft. qualities and mods CS, RG)

Gear: Marakov 9mm, SG team bundle (AKS substituted for P90), other bundles as needed (by mission).

 

LOW-LEVEL RUSSIAN UNIT ENLISTED

Specialty: Russian Unit
Rank: Private (E-3)
Class: Advance Team Member
Level: 5

Strength: 12 Dexterity: 14
Constitution: 13 Intelligence: 12
Wisdom: 12 Charisma: 10

Vitality: 31 Wounds: 13

Defense: 14 (+2 class, +2 Dex)
Initiative Bonus: +4 (+2 class, +2 Dex)
Speed: 30

Fort: +4 Ref: +6 Will: +4

Special Attacks: Sneak attack +1d6.

Special Qualities: None.

Skills: Climb +4, First Aid +6, Hide +10, Jump +4, Languages +6, Move Silently +10, Profession (Military) +5, Search +4, Spot +7, Survival +7, Swim +4.

Feats: Armor Group Proficiency (Light, Medium), Stealthy, Track, Weapon Group Proficiency (Handgun, Melee, Rifle), World Traveler.

ATTACKS

Unarmed +4 1d3+1 (subdual)

Marakov 9mm +5 2d4 (normal, error 1, threat 20, range 20 ft.)

AKS-74U +3 3d6+1 (normal, error 1, threat 20, range 45 ft. qualities and mods CS, RG)

Gear: Marakov 9mm, SG team bundle (AKS substituted for P90), other bundles as needed (by mission).

 

LOW-LEVEL TOK’RA HIGH COUNCIL MEMBER

Specialty: Tok’ra High Commander
Rank: N/A
Class: Diplomat
Level: 5

Strength: 10 Dexterity: 12
Constitution: 13 Intelligence: 14
Wisdom: 14 Charisma: 12

Vitality: 25 Wounds: 13

Defense: 14 (+3 class, +1 Dex)
Initiative Bonus: +3 (+2 class, +1 Dex)
Speed: 30

Fort: +2 Ref: +2 Will: +6

Special Qualities: Immunity to disease, inherited memory +3, long life, radiation resistance +3, shared body, symbiotic blending.

Skills: Bluff +10, Bureaucracy +5, Cultures +6, Diplomacy +12, Gather Information +5, Innuendo +6, Intimidate +6/+7, Languages +6, Profession (Diplomat) +6, Sense Motive +11.

Feats: Armor Group Proficiency (Light), Charmer, Hard Core, Naquadah Sense, Persuasive, Weapon Group Proficiency (Handgun).

ATTACKS

Unarmed +3 1d3 (subdual)

Gear: Diplomacy mission bundle, healing device.

 

LOW-LEVEL TOK’RA INFILTRATOR

Specialty: Tok’ra Undercover Operative
Rank: N/A
Class: Advance Team Member
Level: 5

Strength: 10 Dexterity: 12
Constitution: 13 Intelligence: 14
Wisdom: 12 Charisma: 12

Vitality: 31 Wounds: 13

Defense: 13 (+2 class, +1 Dex)
Initiative Bonus: +3 (+2 class, +1 Dex)
Speed: 30

Fort: +4 Ref: +5 Will: +4

Special Attacks: Sneak attack +1d6.

Special Qualities: Immunity to disease, inherited memory +3, long life, radiation resistance +3, shared body, symbiotic blending, +4 to bureaucracy and gather information checks against Goa’uld and servants.

Skills: Bluff +6, Bureaucracy +3, Climb +3, First Aid +4, Gather Information +7, Hide +9, Jump +3, Listen +7, Move Silently +9, Search +7, Surveillance +5, Swim +3.

Feats: Armor Group Proficiency (Light, Medium), Naquadah Sense, Stealthy, Traceless, Track, Weapon Group Proficiency (Handgun, Melee, Rifle).

ATTACKS

Unarmed +3 1d3 (subdual)

Kinetic blast +4 2d6+2 normal/2d6 subdual

Gear: Kara kesh, Goa’uld teltac transport ship.

 

MID-LEVEL ASGARD CONTACT

Specialty: Asgard Geneticist
Rank: N/A
Class: Professional
Level: 10

Strength: 10 Dexterity: 10
Constitution: 10 Intelligence: 16
Wisdom: 15 Charisma: 12

Vitality: 26 Wounds: 7

Defense: 17 (+6 class, +1 size)
Initiative Bonus: +8 (+8 class)
Speed: 20

Fort: +3 Ref: +7 Will: +7

Special Qualities: Small size, +4 to education checks.

Skills: Appraise +10, Concentration +9, Craft (Medicine) +18, Diplomacy +8, Driver +7, First Aid +18, Hide +9, Hobby (Stargazing) +17, Knowledge (Genetics) +14, Knowledge (Medicine) +16, Profession (Doctor) +17, Profession (Geneticist) +13, Spot +9.

Feats: Advanced Skill Mastery (Ordinary Past), Alien Healer, Armor Group Proficiency (Light), Grand Skill Mastery (Ordinary Past), Ordinary Past, Weapon Group Proficiency (Handgun, Melee).

ATTACKS

Unarmed +6 1d2 (subdual)

Gear: First aid kit with superior tools.

 

MID-LEVEL ASGARD SCOUT

Specialty: Asgard Protect Planets Enforcer
Rank: N/A
Class: Advance Team Member
Level: 10

Strength: 10 Dexterity: 16
Constitution: 12 Intelligence: 10
Wisdom: 14 Charisma: 10

Vitality: 58 Wounds: 8

Defense: 18 (+4 class, +3 Dex, +1 size)
Initiative Bonus: +10 (+4 class, +3 Dex, +3 species)
Speed: 20

Fort: +6 Ref: +10 Will: +7

Special Attacks: Sneak attack +1d6.

Special Qualities: Small size, +4 to education checks.

Skills: Climb +5, First Aid +7, Hide +18, Jump +5, Listen +12, Move Silently +15, Search +5, Spot +7, Survival +12, Swim +5.

Feats: Armor Group Proficiency (Light, Medium), Hidden Run, Perfect Stance, Stealthy, Track, Traceless, Weapon Group Proficiency (Handgun, Melee, Rifle).

ATTACKS

Unarmed +8 1d2 (subdual)

Shock spear +9 3d6 (normal, error 1, threat 20, range 100 ft.,

qualities and mods DP, TD)

Gear: Shock spear, Asgard transport.

 

MID-LEVEL CIVILIAN ACADEMIC

Specialty: Civilian Specialist
Rank: None
Class: Academic
Level: 10

Strength: 10 Dexterity: 10
Constitution: 11 Intelligence: 16
Wisdom: 14 Charisma: 12

Vitality: 26 Wounds: 11

Defense: 18 (+8 class)
Initiative Bonus: +6 (+6 class)
Speed: 30

Fort: +3 Ref: +3 Will: +9

Special Qualities: Always “take 10” skills (Craft [Photography], Knowledge [History], Knowledge [Science], Languages), +3 to education checks.

Skills: Bureaucracy +9, Computers +16, Concentration +18, Craft (Photograph) +18, Driver +8, Hobby (Puzzle Solving) +12, Knowledge (Astronomy) +15, Knowledge (History) +20, Knowledge (Science) +20, Languages +11, Profession (Historian) +12.

Feats: Advanced Skill Mastery (Scholarly), Armor Group Proficiency (Light), Grand Skill Mastery (Scholarly), Ordinary Past, Scholarly, Weapon Group Proficiency (Melee).

ATTACKS

Unarmed +5 1d3 (subdual)

Gear: Historian personal bundle.

 

MID-LEVEL CIVILIAN DIPLOMAT

Specialty: Diplomatic Corps
Rank: None
Class: Diplomat
Level: 10

Strength: 10 Dexterity: 10
Constitution: 11 Intelligence: 12
Wisdom: 14 Charisma: 18

Vitality: 37 Wounds: 11

Defense: 16 (+6 class)
Initiative Bonus: +4 (+4 class)
Speed: 30

Fort: +3 Ref: +3 Will: +9

Special Qualities: Linguist (any 2).

Skills: Bluff +17, Bureaucracy +10, Cultures +10, Diplomacy +17, First Aid +10, Gather Information +12, Innuendo +8, Intimidate +8/+12, Languages +9, Profession (Diplomat) +8, Sense Motive +12.

Feats: Armor Group Proficiency (Light), Charmer, Persuasive, Weapon Group Proficiency (Handgun), World Traveler.

ATTACKS

Unarmed +7 1d3 (subdual)

Gear: Diplomacy mission bundle.

 

MID-LEVEL CIVILIAN ENGINEER

Specialty: Engineering Corps
Rank: None
Class: Professional
Level: 10

Strength: 10 Dexterity: 12
Constitution: 11 Intelligence: 14
Wisdom: 14 Charisma: 12

Vitality: 26 Wounds: 11

Defense: 17 (+6 class, +1 Dex)
Initiative Bonus: +9 (+8 class, +1 Dex)
Speed: 30

Fort: +3 Ref: +8 Will: +7

Special Qualities: None.

Skills: Concentration +9, Craft (Carpentry) +21, Craft (Construction) +24, Diplomacy +8, Driver +8, Electronics +11, Hobby (Tinkering) +17, Mechanics +17, Profession (Carpenter) +13, Profession (Engineer) +19, Spot +9.

Feats: Advanced Skill Mastery (Ordinary Past), Armor Group Proficiency (Light), Grand Skill Mastery (Ordinary Past), Grease Monkey, Ordinary Past, Weapon Group Proficiency (Handgun, Melee).

ATTACKS

Unarmed +5 1d3 (subdual)

Gear: Repair mission bundle.

 

MID-LEVEL GOA’ULD NEMESIS

Specialty: Goa’uld Noble
Rank: N/A
Class: Diplomat
Level: 10

Strength: 12 Dexterity: 12
Constitution: 12 Intelligence: 13
Wisdom: 12 Charisma: 16

Vitality: 47 Wounds: 12

Defense: 17 (+6 class, +1 Dex)
Initiative Bonus: +5 (+4 class, +1 Dex)
Speed: 30

Fort: +4 Ref: +4 Will: +8

Special Qualities: Dominated body, immunity to disease, inherited memory, linguist (any 2), long life, parasite, radiation resistance +7.

Skills: Bluff +17, Bureaucracy +10, Cultures +8, Diplomacy +17, Gather Information +10, Innuendo +9, Intimidate +12/+14, Languages +8, Profession (Diplomat) +8, Sense Motive +15.

Feats: Armor Group Proficiency (Light), Charmer, Field Operative, Naquadah Sense, Persuasive, Weapon Group Proficiency (Handgun).

ATTACKS

Unarmed +8 1d3+1 (subdual)

Kinetic blast +8 2d6+2 normal/2d6 subdual

Gear: Kara kesh, sarcophagus.

 

MID-LEVEL GOA’ULD ASSASSIN

Specialty: Goa’uld Warmaster
Rank: N/A
Class: Advance Team Member
Level: 10

Strength: 12 Dexterity: 12
Constitution: 12 Intelligence: 13
Wisdom: 14 Charisma: 12

Vitality: 58 Wounds: 12

Defense: 15 (+4 class, +1 Dex)
Initiative Bonus: +5 (+4 class, +1 Dex)
Speed: 30

Fort: +6 Ref: +8 Will: +7

Special Attacks: Sneak attack +2d6.

Special Qualities: Dominated body, immunity to disease, inherited memory, long life, parasite, radiation resistance +7.

Skills: Climb +8, First Aid +9, Hide +15, Jump +8, Listen +14, Move Silently +15, Search +11, Spot +9, Survival +14, Swim +8.

Feats: Armor Group Proficiency (Light, Medium), Hidden Run, Naquadah Sense, Stealthy, Surge of Speed 3/Session, Traceless, Track, Weapon Group Proficiency (Handgun, Melee, Rife).

ATTACKS

Unarmed +8 1d3+4 (subdual)

Kinetic blast +8 2d6+2 normal/2d6 subdual

Gear: Kara kesh, invisibility device.

 

MID-LEVEL PRIME

Specialty: Jaffa Setesh Guard
Rank: N/A
Class: Goa’uld Guard/Diplomat
Level: 5/5

Strength: 12 Dexterity: 12
Constitution: 13 Intelligence: 10
Wisdom: 12 Charisma: 13

Vitality: 56 Wounds: 13

Defense: 17 (+6 class, +1 Dex)
Initiative Bonus: +5 (+4 class, +1 Dex)
Speed: 30

Fort: +6 Ref: +3 Will: +8

Special Qualities: Radiation resistance +6.

Skills: Bluff +14, Bureaucracy +4, Cultures +4, Demolitions +3, Diplomacy +8, Gather Information +4, Innuendo +4, Intimidate +12, Languages +3, Listen +4, Profession (Diplomat) +4, Sense Motive +12, Spot +4, Survival +4.

Feats: Armor Group Proficiency (Light, Medium, Heavy), Charmer, Persuasive, Silver Tongue, Symbiote (Healing Trance, Long Life), Weapon Group Proficiency (Handgun, Hurled, Melee).

ATTACKS

Unarmed +9 1d3+1 (subdual)

Staff weapon +5 6d6 (normal, error 1-2, threat 18-20, range 30 ft., qualities and mods AP, AW, TD)

Gear: Standard Jaffa armor, standard Jaffa helm, staff weapon, cloak.

 

MID-LEVEL HORUS GUARD

Specialty: Jaffa Horus Guard
Rank: N/A
Class: Goa’uld Guard
Level: 10

Strength: 12 Dexterity: 14
Constitution: 12 Intelligence: 12
Wisdom: 13 Charisma: 10

Vitality: 58 Wounds: 12

Defense: 18 (+6 class, +2 Dex)
Initiative Bonus: +9 (+4 class, +2 Dex, +3 species)
Speed: 30

Fort: +8 Ref: +5 Will: +6

Special Qualities: Damage reduction 2/-, radiation resistance +6.

Skills: Demolitions +7, Intimidate +13/+12, Listen +7, Search +7, Sense Motive +7, Spot +7, Survival +7.

Feats: Armor Group Proficiency (Light, Medium, Heavy), Symbiote (Healing Trance, Immunity to Disease, Long Life), Weapon Focus (Staff weapon), Weapon Group Proficiency (Hurled, Melee).

ATTACKS

Unarmed +11 1d3+1 (subdual)

Staff weapon +9 6d6 (normal, error 1-2, threat 18-20, range 30 ft., qualities and mods AP, AW, TD)

Gear: Standard Jaffa armor, staff weapon.

 

MID-LEVEL SERPENT GUARD

Specialty: Jaffa Serpent Guard
Rank: N/A
Class: Goa’uld Guard
Level: 10

Strength: 14 Dexterity: 12
Constitution: 15 Intelligence: 11
Wisdom: 11 Charisma: 10

Vitality: 68 Wounds: 15

Defense: 17 (+6 class, +1 Dex)
Initiative Bonus: +5 (+4 class, +1 Dex)
Speed: 30

Fort: +9 Ref: +4 Will: +5

Special Qualities: Damage reduction 2/-, radiation resistance +6.

Skills: Bluff +5, Demolitions +8, Intimidate +13/+11, Listen +5, Sense Motive +5, Spot +5, Survival +8.

Feats: Armor Group Proficiency (Light, Medium, Heavy), Stone Cold, Symbiote (Healing Trance, Immunity to Disease, Shallow Breathing Trance), Weapon Group Proficiency (Hurled, Melee).

ATTACKS

Unarmed +12 1d3+2 (subdual)

Staff weapon +7 6d6 (normal, error 1-2, threat 18-20, range 30 ft., qualities and mods AP, AW, TD)

Gear: Standard Jaffa armor, staff weapon.

 

MID-LEVEL SETESH GUARD

Specialty: Jaffa Setesh Guard
Rank: N/A
Class: Goa’uld Guard/Advance Team Member
Level: 5/5

Strength: 10 Dexterity: 14
Constitution: 11 Intelligence: 14
Wisdom: 12 Charisma: 12

Vitality: 52 Wounds: 10

Defense: 17 (+5 class, +2 Dex)
Initiative Bonus: +6 (+4 class, +2 Dex)
Speed: 30

Fort: +7 Ref: +7 Will: +7

Special Attacks: Sneak attack +1d6.

Special Qualities: Radiation resistance +6.

Skills: Bluff +10, Climb +3, Demolitions +7, First Aid +4, Hide +12, Intimidate +6/+7, Jump +3, Listen +8, Move Silently +12, Search +5, Sense Motive +13, Spot +9, Survival +9, Swim +3.

Feats: Armor Group Proficiency (Light, Medium, Heavy), Silver Tongue, Stealthy, Symbiote (Immunity to Disease, Long Life), Track, Weapon Group Proficiency (Handgun, Hurled, Melee, Rifle).

ATTACKS

Unarmed +8 1d3+1 (subdual)

Staff weapon +6 6d6 (normal, error 1-2, threat 18-20, range 30 ft., qualities and mods AP, AW, TD)

Gear: Standard Jaffa armor, staff weapon.

 

MID-LEVEL NEAR-HUMAN PRIMITIVE CHIEF

Specialty: Primitive Society Near Human
Rank: N/A
Class: Native Off-Worlder/Diplomat
Level: 5/5

Strength: 10 Dexterity: 10
Constitution: 13 Intelligence: 14
Wisdom: 12 Charisma: 14

Vitality: 50 Wounds: 13

Defense: 15 (+5 class)
Initiative Bonus: +4 (+4 class)
Speed: 30

Fort: +6 Ref: +4 Will: +8

Special Qualities: Cultural weaponry, dependency (local water supply), environment resistance (desert +7).

Skills: Bluff +9, Bureaucracy +7, Climb +3, Craft (Medicine) +11, Cultures +6, Diplomacy +12, Gather Information +7, Handle Animal +11, Innuendo +6, Intimidate +7/+9, Languages +7, Profession (Diplomat) +10, Search +9, Sense Motive +6, Spot +7, Survival +10.

Feats: Advanced Skill Mastery (Ordinary Past), Armor Group Proficiency (Light), Charmer, Desert Training, Ordinary Past, Persuasive, Weapon Group Proficiency (Hurled, Melee).

ATTACKS

Unarmed +6 1d3 (subdual)

Gear: Craftsman’s kit (medicine), fancy robes.

 

MID-LEVEL NEAR-HUMAN PRIMITIVE HUNTER

Specialty: Primitive Society Near Human
Rank: N/A
Class: Native Off-Worlder
Level: 10

Strength: 12 Dexterity: 12
Constitution: 15 Intelligence: 10
Wisdom: 14 Charisma: 10

Vitality: 57 Wounds: 15

Defense: 15 (+4 class, +1 Dex)
Initiative Bonus: +5 (+4 class, +1 Dex)
Speed: 30

Fort: +9 Ref: +6 Will: +7

Special Qualities: Cultural weaponry, dependency (local water supply), environment resistance (desert +7).

Skills: Climb +6, Craft (Primitive Weapons) +13, Handle Animal +8, Hobby (Scrounging) +11, Profession (Hunting) +11, Search +10, Spot +12, Survival +15.

Feats: Advanced Skill Mastery (Ordinary Past), Armor Group Proficiency (Light), Desert Training, Grand Skill Mastery (Ordinary Past), Ordinary Past, Weapon Group Proficiency (Hurled, Melee).

ATTACKS

Unarmed +8 1d3+1 (subdual)

Small sword +8 1d6+2 (normal, error 1, threat 18-20, qualities and mods 1-h or 2-h)

Longbow +8 1d6+1 (normal, error 1, threat 19-20, range 80 ft., qualities and mods 2-h)

Gear: Longbow, small sword, 100 standard arrows, animal hides.

 

MID-LEVEL NEAR-HUMAN MODERN DIPLOMAT

Specialty: Modern Society Near Human
Rank: N/A
Class: Diplomat
Level: 10

Strength: 10 Dexterity: 10
Constitution: 11 Intelligence: 14
Wisdom: 14 Charisma: 16

Vitality: 37 Wounds: 11

Defense: 16 (+6 class)
Initiative Bonus: +4 (+4 class)
Speed: 30

Fort: +3 Ref: +3 Will: +9

Special Qualities: Cultural weaponry, gene pool deficiency, genetically engineered, linguist (any 2).

Skills: Bluff +18, Bureaucracy +11, Cultures +8, Diplomacy +18, Gather Information +11, Innuendo +10, Intimidate +10/+13, Languages +10, Profession (Diplomat) +12, Sense Motive +13.

Feats: Armor Group Proficiency (Light), Charmer, Persuasive, Political Favors, Weapon Group Proficiency (Handgun, Melee).

ATTACKS

Unarmed +7 1d3 (subdual)

Gear: Diplomacy mission bundle.

 

MID-LEVEL NEAR-HUMAN MODERN SOLDIER

Specialty: Modern Society Near Human
Rank: N/A
Class: Advance Team Member
Level: 10

Strength: 10 Dexterity: 14
Constitution: 13 Intelligence: 14
Wisdom: 12 Charisma: 10

Vitality: 58 Wounds: 13

Defense: 16 (+4 class, +2 Dex)
Initiative Bonus: +6 (+4 class, +2 Dex)
Speed: 30

Fort: +6 Ref: +9 Will: +6

Special Attacks: Sneak attack +2d6.

Special Qualities: Cultural weaponry, gene pool deficiency, genetically engineered.

Skills: Climb +7, First Aid +8, Gather Information +15, Hide +16, Jump +7, Move Silently +16, Search +10, Sense Motive +11, Spot +13, Swim +6.

Feats: Armor Group Proficiency (Light, Medium), Hidden Run, Stealthy, Stone Cold, Traceless, Track, Weapon Group Proficiency (Handgun, Rifle).

ATTACKS

Unarmed +7 1d3 (subdual)

Sonic rifle +9 6d4 (normal, error 1, threat 19-20, range 100 ft., qualities and mods DP, RG)

Gear: Fatigues, sonic rifle.

 

MID-LEVEL NEAR-HUMAN ADVANCED LEADER

Specialty: Advanced Society Near Human
Rank: N/A
Class: Diplomat
Level: 10

Strength: 10 Dexterity: 12
Constitution: 11 Intelligence: 14
Wisdom: 12 Charisma: 16

Vitality: 37 Wounds: 11

Defense: 17 (+6 class, +1 Dex)
Initiative Bonus: +5 (+4 class, +1 Dex)
Speed: 30

Fort: +3 Ref: +4 Will: +8

Special Qualities: Impact Sensitivity, Linguist (Any 2), Long Life.

Skills: Bluff +18, Bureaucracy +10, Computers +11, Cultures +8, Diplomacy +18, Gather Information +10, Innuendo +10, Knowledge (Orator) +11, Languages +9, Profession (Diplomat) +7, Sense Motive +16.

Feats: Armor Group Proficiency (Light), Charmer, Field Operative, Persuasive, Weapon Group Proficiency (Handgun).

ATTACKS

Unarmed +7 1d3 (subdual)

Gear: Professional Personal Bundle.

 

MID-LEVEL NEAR-HUMAN ADVANCED COMBATANT

Specialty: Advanced Society Near Human
Rank: N/A
Class: SGC Marine
Level: 10

Strength: 10 Dexterity: 14
Constitution: 14 Intelligence: 12
Wisdom: 13 Charisma: 10

Vitality: 92 Wounds: 14

Defense: 18 (+6 class, +2 Dex)
Initiative Bonus: +6 (+4 class, +2 Dex)
Speed: 30

Fort: +7 Ref: +5 Will: +8

Special Qualities: Impact sensitivity, long life, semper fi, weapon specialization (shotguns).

Skills: Balance +8, Craft (Gunsmithing) +7, Demolitions +9, Intimidate +8, Jump +6, Knowledge (Military History) +10, Sport (Skydiving) +10, Spot +9, Survival +9.

Feats: Armor Group Proficiency (Light, Medium, Heavy), Controlled Burst, Coordinate Fire, Training, Weapon Focus (Zat), Weapon Group Proficiency (Handgun, Rifle).

ATTACKS

Unarmed +10 1d3 (subdual)

Zat’nik’tel +13 3d6+2 (subdual, error 1-2, threat 20, range 10 ft., qualities and mods ZTD)

Gear: Zat’nik’tel.

 

MID-LEVEL NID INSIDER

Specialty: NID Area 51 Infiltrator
Rank: None.
Class: Professional
Level: 10

Strength: 10 Dexterity: 12
Constitution: 11 Intelligence: 16
Wisdom: 12 Charisma: 12

Vitality: 26 Wounds: 11

Defense: 20 (+6 class, +1 Dex, +3 specialty)
Initiative Bonus: +9 (+8 class, +1 Dex)
Speed: 30

Fort: +3 Ref: +8 Will: +6

Special Qualities: None.

Skills: Concentration +10, Craft (Machining) +21, Diplomacy +10, Driver +10, Electronics +14, Hobby (Tinkering) +16, Knowledge (Stargate Technology) +19, Mechanics +20, Profession (Infiltrator) +16, Profession (Mechanic) +14, Spot +10.

Feats: Advanced Skill Mastery (Ordinary Past), Advanced Technology, Armor Group Proficiency (Light), Grand Skill Mastery (Ordinary Past), Ordinary Past, Weapon Group Proficiency (Handgun, Melee).

ATTACKS

Unarmed +5 1d3 (subdual)

Gear: Sabotage mission bundle.

 

MID-LEVEL NID AGENT

Specialty: NID Officer
Rank: None.
Class: Diplomat
Level: 10

Strength: 10 Dexterity: 10
Constitution: 11 Intelligence: 12
Wisdom: 14 Charisma: 18

Vitality: 37 Wounds: 11

Defense: 19 (+6 class, +3 specialty)
Initiative Bonus: +4 (+4 class)
Speed: 30

Fort: +3 Ref: +3 Will: +9

Special Qualities: Linguist (any 2).

Skills: Bluff +20, Bureaucracy +11, Cultures +7, Diplomacy +18, Gather Information +9, Innuendo +7, Intimidate +7/+11, Languages +6, Profession (Diplomat) +7, Sense Motive +14.

Feats: Armor Group Proficiency (Light), Charmer, Persuasive, Political Favors, Weapon Group Proficiency (Handgun).

ATTACKS

Unarmed +7 1d3 (subdual)

Beretta M9 +7 1d10+1 (normal, error 1-2, threat 20, range 25 ft.)

Gear: Diplomacy mission bundle, gun enthusiast personal bundle.

 

MID-LEVEL NID ROGUE

Specialty: NID Rogue Stargate Team Member
Rank: None.
Class: Advance Team Member
Level: 10

Strength: 10 Dexterity: 14
Constitution: 13 Intelligence: 14
Wisdom: 12 Charisma: 10

Vitality: 58 Wounds: 13

Defense: 19 (+4 class, +2 Dex, +3 specialty)
Initiative Bonus: +6 (+4 class, +2 Dex)
Speed: 30

Fort: +6 Ref: +9 Will: +6

Special Attacks: Sneak attack +2d6.

Special Qualities: None.

Skills: Bluff +9, Climb +5, Disguise +8, First Aid +7, Gather Information +11, Hide +16, Jump +6, Move Silently +16, Search +8, Spot +12, Swim +6.

Feats: Armor Group Proficiency (Light, Medium), Flawless Identity, Hidden Run, Stealthy, Traceless, Track, Weapon Group Proficiency (Handgun, Melee, Rifle).

ATTACKS

Unarmed +7 1d3 (subdual)

H&K MP5A3 +8 1d10+1 (normal, error 1-2, threat 20, range 30 ft., qualities and mods CS, DP)

Gear: Night attack weapon bundle (or SG team bundle if working for SGC).

 

MID-LEVEL SGC OFFICER

Specialty: Air Force (Officer)
Rank: Captain (O-3)
Class: Diplomat/Advance Team Member
Level: 5/5

Strength: 10 Dexterity: 12
Constitution: 11 Intelligence: 14
Wisdom: 12 Charisma: 14

Vitality: 46 Wounds: 11

Defense: 16 (+5 class, +1 Dex)
Initiative Bonus: +5 (+4 class, +1 Dex)
Speed: 30

Fort: +4 Ref: +6 Will: +8

Special Attacks: Sneak attack +1d6.

Special Qualities: None.

Skills: Bluff +9, Bureaucracy +8, Climb +4, Cultures +4, Diplomacy +13, First Aid +5, Gather Information +10, Hide +9, Innuendo +4, Intimidate +6/+8, Jump +4, Languages +4, Move Silently +9, Pilot +8, Profession (Diplomat) +4, Profession (Military) +3, Search +9, Sense Motive +7, Spot +9, Swim +3.

Feats: Armor Group Proficiency (Light, Medium), Charmer, Hard Core, Persuasive, Stealthy, Track, Weapon Group Proficiency (Handgun, Melee, Rifle).

ATTACKS

Unarmed +6 1d3 (subdual)

Beretta M9 +7 1d10+1 (normal, error 1-2, threat 20, range 25 ft.)

FN P90 +6 1d10+1 (normal, error 1-2, threat 19-20, range 30 ft., qualities and mods AP, BP, RG)

Gear: Beretta 9M, SG team bundle, other bundles as needed (by mission).

 

MID-LEVEL SGC ENLISTED

Specialty: Air Force (Enlisted)
Rank: Senior Airman (E-4)
Class: Advance Team Member
Level: 10

Strength: 10 Dexterity: 14
Constitution: 13 Intelligence: 14
Wisdom: 12 Charisma: 10

Vitality: 58 Wounds: 13

Defense: 16 (+4 class, +2 Dex)
Initiative Bonus: +6 (+4 class, +2 Dex)
Speed: 30

Fort: +6 Ref: +9 Will: +6

Special Attacks: Sneak attack +2d6.

Special Qualities: None.

Skills: Bluff +4, Bureaucracy +7, Climb +5, First Aid +6, Gather Information +5, Hide +15, Jump +5, Listen +6, Move Silently +15, Profession (Military) +10, Search +7, Spot +12, Survival +11, Swim +5.

Feats: Armor Group Proficiency (Light, Medium), Extra Supplies, Stealthy, Traceless, Track, Hidden Run, Weapon Group Proficiency (Handgun, Melee, Rifle).

ATTACKS

Unarmed +7 1d3 (subdual)

Beretta M9 +9 1d10+1 (normal, error 1-2, threat 20, range 25 ft.)

FN P90 +8 1d10+1 (normal, error 1-2, threat 19-20,

range 30 ft., qualities and mods AP, BP, RG)

Gear: Beretta 9M, SG team bundle, other bundles as needed (by mission).

 

MID-LEVEL SGC SPECIALIST

Specialty: Air Force (Technician)
Rank: Specialist (G-2)
Class: Academic
Level: 10

Strength: 10 Dexterity: 10
Constitution: 11 Intelligence: 16
Wisdom: 14 Charisma: 12

Vitality: 26 Wounds: 11

Defense: 18 (+8 class)
Initiative Bonus: +6 (+6 class)
Speed: 30

Fort: +3 Ref: +3 Will: +9

Special Qualities: None.

Skills: Bureaucracy +8, Computers +14, Concentration +16, Demolitions +10, Driver +5, Electronics +16, Gather Information +6, Hide +5, Knowledge (History) +21, Knowledge (Science) +15, Knowledge (Stargate Technology) +23, Languages +8, Mechanics +10 Profession (Military) +9, Surveillance +8.

Feats: Advance Skill Mastery (Scholarly), Armor Group Proficiency (Light), Police Training, Scholarly, Grand Skill Mastery (Scholarly), Weapon Group Proficiency (Melee)

ATTACKS

Unarmed +5 1d3 (subdual)

Beretta M9 +1 1d10+1 (normal, error 1-2, threat 20, range 25 ft.)

Gear: Beretta 9M, SG team bundle, other bundles as needed (by mission).

 

MID-LEVEL SGC MARINE

Specialty: Marines (Enlisted)
Rank: Corporal (E-4)
Class: SGC Marine
Level: 10

Strength: 12 Dexterity: 12
Constitution: 14 Intelligence: 12
Wisdom: 13 Charisma: 10

Vitality: 105 Wounds: 17

Defense: 17 (+6 class, +1 Dex)
Initiative Bonus: +5 (+4 class, +1 Dex)
Speed: 30

Fort: +7 Ref: +4 Will: +10

Special Qualities: Semper fi, weapon specialization (assault rifle)

Skills: Balance +7, Demolitions +9, Intimidate +7/+6, Jump +7, Profession (Military) +7, Sport (Skydiving) +7, Spot +7, Survival +7.

Feats: Armor Group Proficiency (Light, Medium, Heavy), Controlled Burst, Coordinate Fire, Iron Will, Weapon Focus (Colt M16), Weapon Group Proficiency (Handgun, Rifle).

ATTACKS

Unarmed +11 1d3+1 (subdual)

Beretta M9 +11 1d10+1 (normal, error 1-2, threat 20, range 25 ft.)

Colt M16A3 +12 4d4+2 (normal, error 1-2, threat 20, range 125 ft.)

Gear: Beretta M9, SG team bundle (M-16 substituted for P90), other bundles as needed (by mission).

 

MID-LEVEL SGC MEDIC

Specialty: Air Force (Pararescue)
Rank: Senior Airman (E-4)
Class: Advance Team Member/Professional
Level: 5/5

Strength: 10 Dexterity: 12
Constitution: 13 Intelligence: 14
Wisdom: 14 Charisma: 10<