A Sourcebook for the Stargate: SG-1 roleplaying game. Beyond THE PILLARS OF HERCULES is A Sourcebook fpr the game. It contains chapters on technology, weapons, and the cast.
A Sourcebook for the Stargate: SG-1 roleplaying game. Beyond THE PILLARS OF HERCULES is A Sourcebook fpr the game. It contains chapters on technology, weapons, and the cast.
A Sourcebook for the Stargate: SG-1 roleplaying game. Beyond THE PILLARS OF HERCULES is A Sourcebook fpr the game. It contains chapters on technology, weapons, and the cast.
A Sourcebook for the Stargate: SG-1 roleplaying game. Beyond THE PILLARS OF HERCULES is A Sourcebook fpr the game. It contains chapters on technology, weapons, and the cast.
A sourcebook for the Stargate: SG-1 roleplaying game
Beyond the Pillars of Hercules Chapter 1 CHAPTER 1 BEYOND THE PILLARS OF HERCULES 5 CHAPTER 2 THE CAST 7 New Classes 7 Diplomat 7 Series Characters 10 Dr Elizabeth Weir 10 Major (later Lt. Col.) John Sheppard 11 Teyla Emmagen 12 Lt. Aiden Ford 13 Dr Rodney McKay 14 Ronon Dex 15 Dr Carson Beckett 16 Supporting Cast 17 Col. Steven Caldwell 17 Lt Laura Cadman 17 Dr Radek Zalenka 18 Dr Kate Heightmeyer 18 Wraith Leader Caste 19 Wraith Warrior Caste 19 Wraith Keeper / Hive Queen 20 Genii Soldier 20 Genii Officer 21 Genii Scientist 21 CHAPTER 3 NEW RACES 22 Wraith 23 Athosians 24 Satedans 24 CHAPTER 4 NEW FEATS AND SKILLS 25 Ancients Technology Activation 25 Wraith Sense 26 CPR 26 Pegasus Contacts 26 Table of Contents
Beyond the Pillars of Hercules 3 CHAPTER 5 TECHNOLOGY & WEAPONRY 27 New Equipment Qualities 27 Ancient Gene Operated (AO) 27 Ancient Gene Initialised (AI) 27 Ancient Technology 28 Ancient Medical Scanner (Ancients, Tauri) 28 Personal Shield Emitter (Ancients) 28 Human Technology 28 Wraith Retrovirus (Tauri) 28 Wraith feeding enzyme (Tauri) 28 Wraith Technology 29 Data Storage Device (Wraith) 29 Asgard Transporter Sensor Jamming 29 Satedan Combat Pistol 29 Starships of the Pegasus Galaxy 30 BC-304 Daedalus class battle-cruiser 30 Puddle-Jumper class utility transport 31 F-302 Mongoose class space fighter 32 Aurora class battle-cruiser (Ancients) 32 Wraith Hive Ship 33 Wraith Cruiser 34 Wraith Dart 35 CHAPTER 6 NEW & VARIANT RULES 36 Zat Takedown (from the official game errata) 36 Suggested Alternate Rule for Zat Takedown. 37 Languages 37 4 This sourcebook has been written and collated with a great deal of help from members of the Alderac Entertainment Group Stargate forums. Special thanks are given to the following people: Aldaron, the Author of this great work King of all GMs (for the fantastic stats on the ships of Stargate: Atlantis) Andrew M. Popovich (created the template NPC characters on which a lot of the minor NPCs in this sourcebook are based) And a huge thank you to the following members of the AEG Stargate forums for their suggestions, criticisms and ideas. Wolverine Sian Youngtusk87 Lothwyr Dragon Raider SoCalGamer Artslave Avatar~of~Honor Eldritch Ironwulf ErikBjelke Jaffa Cake Images: Mirko Antiker Stoedter Table of Contens Image: Chris Diston Others: Stargate-Wiki.de, Gateworld.net Layout by: Matrix33 Comments to the Layout please to Matrixx33@web.de Caveat: The term inertial dampener, as used frequently in both Stargate: SG-1 and Star- gate: Atlantis, is not used in this sourcebook. There is no known technology to make inertia wet. So, in keeping with this fact, this sourcebook uses a similar (but quite different in meaning) word which is a specific engineering term for something desi- gned to reduce or damp an impact. Inertial dampers are quite frequently encoun- tered, but no dampeners. Impressum
Beyond the Pillars of Hercules Chapter 1 The legend of Atlantis is an- cient, going back millenia to none other than the Greek philosopher, Plato, who described a wondrous civilisation that occu- pied an island-state, and possessed techologies and sciences far in advance of his own people. As do most such tales end, the Atlantis story ends in tragedy, with the city in- volved in a great war and finally sinking beneath the waters of the Atlantic Ocean, lost forever. Of course, this is only the legend, and most legends have a germ of truth at their core. And the truth of Atlantis is beyond even Platos wildest dreams Millions of years ago, our galaxy, the Milky Way, was occupied by an advanced civi- lisation that called themselves Alterans. They possessed advanced techology, built starships and great, spacefaring cities, and constructed a network of ring-shaped de- vices known as stargates, allowing instantaneous travel to all corners of the galaxy via a network of artificial wormholes. Chapter 1 Beyond the Pillars of Hercules 6 They even created time-travel devices, though the reliable working of these most dangerous de- vices eluded even them. They were the founding members of a great inter- galactic alliance of four great races: the Alterans themselves, the small, slightly-built but tremend- ously advanced Asgard, the gentle Nox and the enigmatic Furlings. Nobody knows exactly where the Alterans origi- nated, but they had made our galaxy their home. The ultimate expression of their power took form in their ability to cheat even death. Alterans were able to shed their physical form and ascend to a higher plane, existing as pure energy, with power and understanding almost god-like in comparison to our own. But something happened. A terrible plague struck down the Alterans, or The Ancients as they came to be known. Billions died as they desperately tried to Ascend to escape the plague, but Ascen- sion was not something that could be hurried. In desperation, the survivors launched one of their great flying cities from Earth and set off for the nearby Pegasus galaxy. As they left, they activa- ted a powerful device that destroyed what litt- le life remained in the Milky Way, eliminating the plague and reseeding life to evolve once more. They arrived in the Pegasus Galaxy and began the process of seeding that place with their own kind. Over the next few million years, they construc- ted a stargate network and populated the gala- xy, their science and research dwarfing what had gone before. More and more Ascended, and they even perfected the method of locking portions of reality into a different time stream, allowing peo- ple to safely learn the lessons needed to Ascend in as short a time as possible. But their presence was not unchallenged. A new species evolved while the Alterans populated the Pegasus Galaxy. Called the Wraith, they were sa- vage predators, vast in number and able to wear down the Alterans simply by overwhelming them. Finally, after over a century of war, the Alterans were forced back to their final redoubt the ori- ginal spacefaring city on which they had arrived in the Pegasus Galaxy. Under years of bombard- ment, the citys shields were weakening, eventu- ally forcing the Alterans to sink their city beneath the waves. Still this wasnt enough, and finally the Alterans had no choice but to flee, back the way they had come. They travelled through the stargate once more, returning to the Milky Way galaxy and their old home of Earth in an attempt to escape the Wraith. They carried with them the story of their greatest city, home of an advanced and beatific civlisation, which was sunk beneath the waves of an ocean as the result of a great and extended war. That city that gave rise to a legend that was to capture the imaginations of their descendants thousands of years later. Atlantis Chapter 2 The Cast Diplomat Once relations with a culture are established, the diplomats begin their job, negotiating treaties, improving relations, and ge- nerally smoothing ruffled feathers. Diplomats are more common in an Atlantis campaign due to the theme of the series, where exploration and development of allies generally has a higher priority than all-out military ac- tion. NB: This is a PC-ised version of the NPC class from the original core rules, and incor- porates a smattering of ideas from the Star Wars Roleplaying Games Noble class. It is useful if you wish to run diplomats as a core character class in your campaign, otherwise, its probably best to stick to the original NPC version. Abilities: the diplomat contributes to her companions with her strength of personality, and her ability to think on her feet.To see through a ruse, offer the right combination of recompense and a dash of intimidation these are the abilities of a diplomat. Thus, Charisma and Wisdom are the two most important ability scores for the diplomat. Chapter 2 The Cast Vitality: 1d6 + Con modifier per level. Class Skill Key Ability Bluff Cha Bureacracy Cha Computers Int Concentration Wis Cultures Wis Diplomacy Cha Gather Information Cha Innuedo Wis Intimidate Str/Cha Knowledge Int Languages Int Profession (Diplomat) Wis Sense Motive Wis Spot Wis Xeno-Cultures Wis Xeno-Languages Int Skill Points at 1st Level: (6 + Int modifier) x 4 Skill Points at Each Additional Level: 6 + Int modifier. CLASS FEATURES The following are class features of the diplomat. Starting Feats: the diplomat begins play with the following feats: Armour Group Proficiency (Light) Weapon Group Proficiency (Handgun) Soothe: the diplomat has a remarkable Soothe: the diplomat has a remarkable ability to understand people and what their wants and needs are. This ability, coupled with a calm deme- anour, helps them often defuse potentially hos- tile situations and encourage those of differing opinions to begin dialogue. This stacks with the Charmer feat. Starting at 1st level, the diplomat gains a +1 to the Charisma check made to influence an NPCs disposition (see core rulebook, page 420). This in- creases by +1 at levels 3, 7, 12, 14 and 16. This is the diplomats core ability. Bonus Feat: starting at first level, the diplo- mat may select a bonus feat from the following list: Persuasive, Charmer, Intuitive Linguist, World Traveler, Xeno-Studies, Political Favours, Politi- cal Clout, Stargate Explorer, Advanced Skill Feat (Persuasive) (the level requirement for this feat is waived) Another feat from the list may be selected at le- vels 3, 6, 10, 13, 16 and 19 Favour: The diplomat has the ability to call in favours from those she knows. By making a Fa- vour check, the diplomat can call on contacts to gain important information without going th- rough the time and trouble of doing a lot of re- search. Favours can also be used to acquire the loan of equipment or documents from influential acqaintances. To call in a favour, the diplomat makes a Favour check, which is d20 + Favour bonus. The GM sets the DC based on the scope of the favour being requested. The DC ranges from 10 for a simple fa- vour (getting an invitation to a corporate dinner) to as high as 25 for highly dangerous, explosive or illegal favours (eg: getting access to the US Presidents detailed itinery and schedule for the next week; obtaining an ampoule of weaponised Ebola virus). As a rule of thumb, obtaining illegal or otherwise controlled equipment has a DC of 10 + the items resource-point cost (this is, of course, referring to items not normally available to the character). The diplomat cant take 10 or 20 on the check, nor can she retry a failed roll, but she can spend action points. The roll has an error range of 1 2 and threatens a critical on 20. An error means that the request has somehow gone awry: a third party may have intercepted the request, or the request may put the favour granter in dire trouble requiring rescue. A criti- cal success means that the favour is accompanied with something else of use to the character an extra piece of equipment, more ammunition, hig- her quality documents, etc. Calling in a favour can be done a number of ti- mes per week of game time equal to half the characters diplomat level (round down, minimum 1). Coordinate: a diplomat is good at getting others to work in teams for a variety of purposes. Starting at 4th level, the diplomat adds +1 to any cooperation check when she is the leader of the group. This improves by +1 at levels 8, 13 and 18. Charisma Bonus: the diplomat, having learned and improved her demeanour by dint of experience and observation, gains a permanent bonus of +2 to her Charisma score. 8 1. +0 +0 +0 +2 +1 +0 2 1 Bonus Feat, Soothe +1 2. +1 +0 +0 +3 +1 +1 3 2 Favour +1 3. +2 +1 +1 +3 +2 +1 3 3 Bonus Feat, Soothe +2 4. +3 +1 +1 +4 +2 +2 4 4 Coordinate +1 5. +3 +1 +1 +4 +3 +2 4 5 Favour +2 6. +4 +2 +2 +5 +4 +2 5 6 CHA +2, Bonus Feat 7. +5 +2 +2 +5 +4 +3 5 7 Soothe +3 8. +6 +2 +2 +6 +5 +3 6 8 Coordinate +2 9. +6 +3 +3 +6 +5 +4 6 9 Favour +3 10. +7 +3 +3 +7 +6 +4 7 10 Bonus Feat 11. +8 +3 +3 +7 +7 +4 7 11 - 12. +9 +4 +4 +8 +7 +5 8 12 Soothe +4 13. +9 +4 +4 +8 +8 +5 8 13 Bonus Feat, Coordinate +3 14. +10 +4 +4 +9 +8 +6 9 14 Soothe +4 15. +11 +5 +5 +9 +9 +6 9 15 Favour +4 16. +12 +5 +5 +10 +10 +6 10 16 Bonus Feat, Soothe +5 17. +12 +5 +5 +10 +10 +7 10 17 - 18. +13 +6 +6 +11 +11 +7 11 18 Coordinate +4 19. +14 +6 +6 +11 +11 +8 11 19 Bonus Feat, Favour +5 20. +15 +6 +6 +12 +12 +8 12 20 Coordinate +5 Lvl BAB Fort Ref Will Defence Initiative Gear Resource Special Bonus Bonus Picks Points The Diplomat 9 10 Series Characters Dr Elizabeth Weir (Low Level) 4th level Diplomat: Human Civilian (Diplomatic Corps). CR 4. SZ M; w/vp 14/24; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 14 (+2 Dex, +4 Class); Atk: unarmed +3 (dmg 1d3 subdual), M92 Beretta +5 (dmg 1d10+1 normal, error 1-2, threat 20, range 25 ft); SA None; SQ Soothe +2, Favour +1, Coordinate +1 ; SV Fort +3, Ref +3, Will +6; Str 11, Dex14, Con 14, Int 15, Wis 15, Cha 14; Skills: Bluff +8 (t 18), Concentration +4 (t 19), Cultures +8 (t 18), Diplomacy +12 (t 17), First Aid +5 (t 19), Intimidate (CHA) +10 (t 18), Knowledge (Political Science) +10, Knowledge (History) +8, Knowledge (Atlantis) +6 (all Knowledge skills are t 17), Languages +8 (English, German, Russian, Latin, Arabic), Profession (Negotiator) +9, Profession (Lecturer) +7, Xeno-Cultures +3, Xeno-Languages +4 (Ancient, Wraith) . Feats: Armour Group Proficiency (Light), Weapon Group Proficiency (Handgun), False Start, Persuasive (Advanced Mastery), World Traveller, Scholarly. (Mid Level) 8th level Diplomat: Human Civilian (Diplomatic Corps). CR 8. SZ M; w/vp 14/46; Init +5 (+3 class, +2 Dex); Spd 30 ft.; Def 17 (+2 Dex, +5 Class); Atk: unarmed +6 (dmg 1d3 subdual), M92 Beretta +8 (dmg 1d10+1 normal, error 1-2, threat 20, range 25 ft); SA None; SQ Soothe +3, Favour +2, Coordinate +2 ; SV Fort +4, Ref +4, Will +9; Str 11, Dex14, Con 14, Int 15, Wis 16, Cha 16; Skills: Bluff +11 (t 18), Concentration +7 (t 19), Cultures +11 (t 17), Diplomacy +18 (t 16), First Aid +6 (t 19), Intimidate (CHA) +12 (t 18), Knowledge (Political Sci- ence) +14, Knowledge (History) +12, Knowledge (Atlantis) +10 (all Knowledge skills are t 17), Languages +8 (English, German, Russian, Latin, Arabic), Profession (Negotiator) +14, Profession (Lecturer) +12, Xeno-Cultures +4, Xeno- Languages +4 (Ancient, Wraith) . Feats: Armour Group Proficiency (Light), Weapon Group Proficiency (Handgun), (High Level) 12th level Diplomat: Human Civilian (Diplomatic Corps). CR 12. SZ M; w/vp 14/68; Init +7 (+5 class, +2 Dex); Spd 30 ft.; Def 19 (+2 Dex, +7 Class); Atk: unarmed +9 (dmg 1d3 subdual), M92 Beretta +11 (dmg 1d10+1 normal, error 1-2, threat 20, range 25 ft); SA None; SQ Soothe +4, Favour +3, Coordinate +2 ; SV Fort 6, Ref +6, Will +11; Str 11, Dex14, Con 14, Int 15, Wis 17, Cha 16; Skills: Bluff +14 (t 17), Concentration +9 (t 19), Cultures +13 (t 16), Diplomacy +22 (t 14), First Aid +6 (t 19), Intimidate (CHA) +15 (t 17), Knowledge (Political Science) +18, Knowledge (History) +16, Knowledge (Atlantis) +14 (all Knowledge skills are t 17), Languages +8 (English, German, Russian, Latin, Arabic), Profession (Negotiator) +18, Profession (Lecturer) +16, Xeno-Cultures +7 (t 19), Xeno-Languages +6 (Ancient, Wraith) (t 19) . Feats: Armour Group Proficiency (Light), Weapon Group Proficiency (Handgun), False Start, Persuasive (Grand Mastery), World Traveller, Scho- T o r r i
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11 Major (later Lt. Col.) John Sheppard (Low Level) 4th-level Wheelman: Human Air Force Officer. CR 4. SZ M; w/vp 14/35; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 14 (+2 Dex, +2 Class); Atk: unarmed +6 (dmg 1d3+2 subdual), M92 Beretta +6 (dmg 1d10+1 normal, error 1-2, threat 20, range 25 ft), P90 SMG +5 (dmg 1d10+1, error 1-2, threat 19-20, range 30 ft); SA None; SQ Lucky, Custom Ride (+5 RP), Daredevil, Kick Start (1/session), Familiarity (F-302 or Puddle-Jumper); SV Fort +3, Ref +6, Will +2; Str 14, Dex 15, Con 14, Int 16, Wis 12, Cha 14; Skills: Bureaucracy +3, Cryptography +5, Demolitions +6, Driver +4, First Aid +2, Hide +4, Inti- midate (CHA) +5, Knowledge (Military History) +5, Knowledge (American Football) +5, Languages +3 (English), Mechanics +5, Pilot +9, Profession (Military) +7, Search +6, Sport (American Football) +5, Spot +5, Sport (Skydiving) +3 Survival (Arctic) +3, Survival (Forest) +3, Swim +3; Feats: Armour Group Proficiency (Light, Medium), Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical), Unconventional, Two- Weapon Fighting, Perfect Stance, Ancient Technology Activation*, Wind Rider (Mid Level) 4th Level Wheelman/4th Level Pointman: Human Air Force Officer. CR 8. SZ M; w/vp 14/65; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 16 (+2 Dex, +4 Class); Atk: unarmed +9 (dmg 1d3+2 subdual), M92 Beretta +9 (dmg 1d10+1 normal, error 1-2, threat 20, range 25 ft), P90 SMG +8 (dmg 1d10+1, error 1-2, threat 19-20, range 30 ft); SA None; SQ Lucky, Custom Ride (+5 RP), Daredevil, Kick Start (1/session), Familiarity (F-302 or Puddle-Jumper), Versatility (6 skills: computers, concentration, gather information, hide, intimidate, search, surveillance), Assistance ( time), Lead (1/session), Tactics (+1) ; SV Fort +5, Ref +8, Will +6; Str 14, Dex 16, Con 14, Int 16, Wis 12, Cha 14; Skills: Bluff +4, Bureaucracy +3, Computers +5, Cryptography +5, Demolitions +6, Diplomacy +4, Driver +5, First Aid +2, Hide +5, Intimidate (CHA) +6, Know- ledge (Military History) +5, Knowledge (American Foot- ball) +5, Knowledge (Atlantis) +8, Knowledge (Aircraft) (High Level) 4th Level Wheelman/4th Level Pointman/4th level Ace: Human Air Force Officer. CR 12. SZ M; w/vp 14/99; Init +8 (+6 class, +2 Dex); Spd 30 ft.; Def 18 (+2 Dex, +6 Class); Atk: unarmed +13 (dmg 1d3+2 subdual), M92 Beretta +13 (dmg 1d10+1 normal, error 1-2, threat 20, range 25 ft), P90 SMG +12 (dmg 1d10+1, error 1-2, threat 19-20, range 30 ft); SA None; SQ Lucky, Custom Ride (+6 RP), Daredevil, Kick Start (1/session), Fami- liarity (F-302 or Puddle-Jumper), Versatility (6 skills: computers, concentration, gather information, hide, intimidate, search, surveillance), Assistance ( time), Lead (1/session), Tactics (+1), Battle Born, Taking Wing, Fancy Flying (+4), Top Gun (1/session) ; SV Fort +6, Ref +12, Will +8; Str 14, Dex 17, Con 14, Int 16, Wis 12, Cha 14; Skills: Bluff +4, Bureaucracy +3, Computers +5, Cryptography +5, Demolitions +6, Diplomacy +4, Driver +5, First Aid +2, Hide +5, Intimidate (CHA) +6, Knowledge (Military History) +5, Knowledge (American Football) +5, Knowledge (Atlantis) +8, Knowledge (Aircraft) +7 (t 18), Languages +3 (English), Me- chanics +5, Pilot +20 (t 18), Profession (Military) +7, Search +9, Sport (American Football) +5, Spot +11 (t 18), Sport (Skydiving) +6, Surveillance +3, Survival (Arctic) +3, Survival (Forest) +3, Swim +3, J o e
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12 Teyla Emmagan (Low Level) 4th level Explorer: Athosian Specialist. CR 4. SZ M; w/vp 15/35; Init +6 (+3 class, +3 Dex); Spd 30 ft.; Def 16 (+3 Dex, +3 Class); Atk: unarmed +4 (dmg 1d3+1 subdual), Athosian fighting sticks +4 (or -2/-2)(dmg 1d6+1 (or 1d6+1/1d6) normal, error 1, threat 19, range 5 ft), P90 SMG +5 (dmg 1d10+1, error 1-2, threat 19-20, range 30 ft); SA None; SQ Obsessive, All Over The World, Direction Sense (+3), Bookworm ( time), Uncanny Dodge (Dex bonus), Wraith Mindlink**; SV Fort +4, Ref +7, Will +4; Str 13, Dex 16, Con 15, Int 13, Wis 15, Cha 12; Skills: Cultures +9, Diplomacy +5, First Aid +2, Hide +5, Intimidate (CHA) +8, Knowledge (Worlds of the Pegasus Gala- xy) +8, Knowledge (Atlantis) +4, Languages (Athosian (n), Pegasus Trade Tongue, English) +4, Move Silently +5, Profession (Trade Negotiator) +9, Survival (Forest) +6, Survival (Mountains) +6 ; Feats: Armour Group Profi- ciency (Light), Weapon Group Proficiency (Melee, Handgun, Rifle), Ambidextrous, Wraith Sense*, Stealthy, Pegasus Contacts*. (Mid Level) 4th level Explorer / 4th level Soldier: Athosian Specialist. CR 8. SZ M; w/vp 15/69; Init +9 (+6 class, +3 Dex); Spd 30 ft.; Def 18 (+6 Dex, +3 Class); Atk: unar- med +9 (dmg 1d6+2 normal), Athosian fighting sticks +9 (or +5/+5)(dmg 1d6+2 (or 1d6+2/1d6+1) normal, error 1, threat 19, range 5 ft), P90 SMG +9 (dmg 1d10+1, error 1-2, threat 19-20, range 30 ft); SA None; SQ Obsessive, All Over The World, Direc- tion Sense (+3), Bookworm ( time), Uncanny Dodge (Dex bo- nus), Damage Reduction (1), Armour Use (+1), Wraith Mindlink**; SV Fort +6, Ref +8, Will +8; Str 14, Dex 16, Con 15, Int 13, Wis 15, Cha 12; Skills: Balance +7, Concentration +6, Cultures +9, Diplo- macy +6, First Aid +2, Hide +5, Intimidate (CHA) +10, Knowledge (Worlds of the Pegasus Galaxy) +8, Knowledge (Atlantis) +4, Lan- guages (Athosian (n), Pegasus Trade Tongue, English) +4, Move Silently +5, Profession (Trade Negotiator) +10, Spot +6, Survi- val (Forest) +6, Survival (Mountains) +6 ; Feats: Armour Group Proficiency (Light), Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical), Ambidextrous, Wraith Sense*, Stealthy, Pegasus Contacts*, Perfect Stance, Two-Weapon Fighting, Martial Arts, Stargate Explorer (High Level) 4th level Explorer / 8th level Soldier: Athosian Specialist. CR 12. SZ M; w/vp 15/103; Init +9 (+6 class, +3 Dex); Spd 30 ft.; Def 19 (+3 Dex, +6 Class); Atk: unarmed +13 (dmg 1d6+2 normal), Athosian fighting sticks +14 (or +10/+10)(dmg 1d6+4 (or 1d6+4/ 1d6+3) normal, error 1, threat 19, range 5 ft), P90 SMG +13 (dmg 1d10+1, error 1-2, threat 19-20, range 30 ft); SA None; SQ Obsessive, All Over The World, Direction Sense (+3), Bookworm ( time), Uncanny Dodge (Dex bonus), Damage Reduction (1), Armour Use (+2), Wraith Mindlink**, Weapon Specialisation (Athosian fighting sticks); SV Fort +8, Ref +9, Will +10; Str 14, Dex 16, Con 15, Int 13, Wis 15, Cha 12; Skills: Balan- ce +7, Concentration +6, Cultures +9, Diplomacy +8, First Aid +2, Hide +5, Intimidate (CHA) +10, Knowledge (Worlds of the Pegasus Galaxy) +10, Knowledge (Atlantis) +6, Languages (Athosian (n), Pegasus Trade Tongue, English) +4, Move Silently +5, Pro- fession (Trade Negotiator) +12, Spot +8, Survival (Forest) +8, Survival (Mountains) +8 ; Feats: Armour Group Proficiency (Light), Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical), Ambidextrous, Wraith Sense*, Stealthy, Pegasus Contacts*, Perfect Stance, Two-Weapon Fighting, Martial Arts, Stargate Explorer, Weapon Focus (Athosi- an Fighting Sticks), Expertise, Sidestep R a c h e l
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E m m a g a n 13 Lt. Aiden Ford (Low Level) 4th level Soldier: Human Marine Force Recon Officer. CR 4. SZ M; w/vp 16/40; Init +5 (+3 class, +2 Dex); Spd 30 ft.; Def 14 (+2 Dex, +2 Class); Atk: unarmed +6 (dmg 1d6+2 normal), M92 Beretta +6 (dmg 1d10+1 normal, error 1-2, threat 20, range 25 ft), P90 SMG +5 (dmg 1d10+1, error 1-2, threat 19-20, range 30 ft); SA None; SQ Accurate, Damage Resistance (1), Armour Use (+1); SV Fort +4, Ref +3, Will +4; Str 14, Dex 14, Con 14, Int 12, Wis 11, Cha 14; Skills: Bureaucracy +3, Demolitions +8, Intimidate (CHA) +9, Knowledge (Military) +7, Profession (Military) +7, Spot +7, Survival (Forest) +4, Surveillance +1, Survival (Mountains) +2, Swim +3 ; Feats: Armour Group Proficiency (Light, Medium, Heavy), Weapon Group Proficiency (Mid Level) 8th level Soldier: Human Marine Force Recon Officer. CR 8. SZ M; w/vp 17/74; Init +8 (+6 class, +2 Dex); Spd 30 ft.; Def 15 (+2 Dex, +3 Class); Atk: unarmed +10 (dmg 1d6+4 normal), M92 Beretta +10 (dmg 1d10+1 normal, error 1-2, threat 20, range 25 ft), P90 SMG +10 (dmg 1d10+1, error 1-2, threat 19-20, range 30 ft); SA None; SQ Accurate, Damage Resistance (1), Armour Use (+2), Weapon Specialisation (unarmed); SV Fort +6, Ref +5, Will +6; Str 14, Dex 15, Con 14, Int 12, Wis 11, Cha 14; Skills: Bureaucracy +4, Concentration +4, Cultures +2, Demolitions +8, Driver +4, First Aid +2, Hide +6, Intimidate (CHA) +9, Know- ledge (Military) +7, Pilot +3, Profession (Military) +8, Spot +8, Survival (Forest) +4, Surveillance +2, Survival (Mountains) +2, Swim +3, Tumble +6 ; Feats: Armour Group Proficiency (Light, Medium, Heavy), Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical), Track, Perfect Stance, Martial Arts, Throwing (High Level) 12th level Soldier: Human Marine Force Recon Officer. CR 12. SZ M; w/vp 18/108; Init +13 (+10 class, +3 Dex); Spd 30 ft.; Def 18 (+3 Dex, +5 Class); Atk: unarmed +14 (dmg 1d8+4 (threat 19) normal), knife +14(dmg 1d4+4 normal, error 1, threat 20, range 5 ft), M92 Beretta +14 (dmg 1d10+1 normal, error 1-2, threat 20, range 25 ft), P90 SMG +14 (dmg 1d10+1, error 1-2, threat 19-20, range 30 ft); SA None; SQ Accurate, Damage Resistance (1), Armour Use (+3), Wea- pon Specialisation (unarmed, knife), Portable Cover (); SV Fort +8, Ref +7, Will +8; Str 14, Dex 16, Con 14, Int 12, Wis 11, Cha 14; Skills: Balance +7, Bureaucracy +5, Concentration +6, Cultures +4, Demolitions +8, Driver +5, First Aid +2, Hide +9, Intimidate (CHA) +11, Knowledge (Military) +9, Knowledge (Atlantis) +5, Pilot +6, Profession (Military) +10, Spot +10, Surveillance +3, Survi- val (Forest) +4, Survival (Mountains) +2, Swim +4, Tumble +7 ; Feats: Armour Group Proficiency (Light, Medium, Heavy), Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical), Track, Perfect Stance, Martial Arts, Throwing Basics, Holding Basics, Blocking Basics, Double Tap, Combat Instincts, Punching Basics, Kicking Basics, Five Style Adept Note: From the beginning of Season 2 onwards, Lt Ford is suffering from an addiction to the Wraith Feeding Enzyme, detailed in the Technologies chapter. R a i n b o w
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F o r d 14 Dr Rodney McKay (Low Level) 4th level Scientist: Human Civilian Specialist. CR 4. SZ M; w/vp 14/22; Init +2 (+2 class, +0 Dex); Spd 30 ft.; Def 13 (+0 Dex, +3 Class); Atk: unarmed +2 (dmg 1d3 subdual), M92 Beretta +3 (dmg 1d10+1 normal, error 1-2, threat 20, range 25 ft); SA None; SQ Professor, Learned, PhD (knowledge), Improvise (+2), Research (bonus feat) ; SV Fort +1, Ref +1, Will +5; Str 10, Dex 11, Con 11, Int 20, Wis 13, Cha 10; Skills: Computers +13 (t 18), Concentration +7 (t 19), Craft (Electronic Devices) +9, Cryptography +12 (t 18), Electronics +9, Knowledge (Astrophysics) +21, Know- ledge (Ancient Tech) +19, Knowledge (Pegasus Galaxy) +17, Knowledge (Atlantis) +18, Knowledge (Stargate Physics) +20 (all Knowledge skills threat 19), Listen +5, Mechanics +9, Open Lock +4, Pilot +2, Profession (Scientist) +5, Search +9, Surveillance +5, Xeno-Lan- guages (English, Pegasus Trade Tongue, Ancient, Wraith) +8; Feats: Armour Group Proficiency (Light), Weapon Group Proficiency (Melee, Handgun), Scholarly, Stargate Basics, Mathematical Genius (Advan- ced Mastery), Ancient Technology Activation. (Mid Level) 8th level Scientist: Human Civilian Specialist. CR 8. SZ M; w/vp 14/40; Init +4 (+3 class, +1 Dex); Spd 30 ft.; Def 17 (+1 Dex, +6 Class); Atk: unarmed +4 (dmg 1d3 subdu- al), M92 Beretta +4 (dmg 1d10+1 normal, error 1-2, threat 20, range 25 ft); SA None; SQ Professor, Learned, PhD (knowledge), Improvise (+3), Research (bonus feat, inspiration 1/session) ; SV Fort +2, Ref +2, Will +7; Str 10, Dex 12, Con 11, Int 21, Wis 13, Cha 10; Skills: Computers +19 (t 18), Concentration +7 (t 19), Craft (Electronic Devices) +14, Cryptography +12 (t 18), Electronics +16, Knowledge (Astrophysics) +25, Knowledge (Ancient Tech) +23, Knowledge (Pegasus Galaxy) +21, Knowledge (Atlantis) +22, Knowledge (Stargate Physics) +24 (all Knowledge skills threat 19), Listen +5, Mechanics +14, Open Lock +4, Pilot +3, Profession (Scientist) +10, Search +13, Surveillance +8, Xeno-Languages (English, Pegasus Trade Tongue, Ancient, Wraith) +8; Feats: Ar- mour Group Proficiency (Light), Weapon Group Proficiency (Me- lee, Handgun), Scholarly, Stargate Basics, Mathematical Genius (Advanced Mastery), Ancient Technology Activation, Fortunate (High Level) 12th level Scientist: Human Civilian Specialist. CR 12. SZ M; w/ vp 14/70; Init +6 (+5 class, +1 Dex); Spd 30 ft.; Def 21 (+1 Dex, +10 Class); Atk: unarmed +6 (dmg 1d3 subdual), M92 Beretta +6 (dmg 1d10+1 normal, error 1-2, threat 20, range 25 ft); SA None; SQ Professor, Learned, PhD (knowledge, electronics), Improvise (+6), Research (bonus feat, inspiration 1/session), Know-It-All (1/session) ; SV Fort +5, Ref +5, Will +9; Str 10, Dex 12, Con 12, Int 21, Wis 13, Cha 10; Skills: Computers +21 (t 17), Concentration +7 (t 19), Craft (Electronic Devices) +15, Crypto- graphy +14 (t 17), Electronics +19 (t 19), Knowledge (Astrophysics) +30, Knowledge (Ancient Tech) +24, Knowledge (Pegasus Galaxy) +22, Knowledge (Atlantis) +23, Knowledge (Stargate Physics) +25 (all Knowledge skills threat 19), Listen +5, Mechanics +17 (t 19), Open Lock +4, Pilot +3, Profession (Scientist) +10, Search +14, Surveillance +8, Xeno-Languages (English, Pegasus Trade Tongue, Ancient, Wraith) +9; Feats: Armour Group Proficiency (Light), Weapon Group Proficiency (Melee, Handgun), Scholarly, Stargate Basics, Mathematical Genius (Grand Mastery), Ancient Technology Activation, Fortunate, Iron Will, Electronic Warfare Basics, Grease Monkey D a v i d
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M c K a y 15 Ronon Dex (Low Level) 2nd level Soldier / 2nd level Scout: Satedan Military Specialist. CR 4. SZ M; w/vp 16/42; Init +7 (+4 class, +3 Dex); Spd 30 ft.; Def 17 (+3 Dex, +2 Class, +2 SA); Atk: unarmed +6 (dmg 1d6+3 normal), Satedan pistol +7 (dmg 3d8 normal, error 1, threat 20, range 30 ft)); SA None; SQ Wraith Feeding Resistance***, Accurate, Damage Resistance (1), Stalker, Rough Living (+2); SV Fort +8, Ref +5, Will +4; Str 16, Dex 16, Con 16, Int 12, Wis 12, Cha 8; Skills: Concentration +5, First Aid +4, Intimidate (STR) +8, Languages (Satedan, Pegasus Trade Language) +2, Profession (Military) +6, Spot +6, Survival (Forest) +7, Survival (Mountains) +6, Survival (Plains) +6, Survival (Jungle) +7, Survival (Desert) +6; Feats: Armour Group Proficiency (Light, Medium, Heavy), Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical), Martial Arts, Outdoorsman, Stone Cold (Mid Level) 4th level Soldier / 4th level Scout: Satedan Military Specialist. CR 8. SZ M; w/vp 16/78; Init +9 (+6 class, +3 Dex); Spd 30 ft.; Def 19 (+3 Dex, +4 Class, +2 SA); Atk: unarmed +10 (dmg 1d6+3 normal), Satedan pistol +11 (dmg 3d8 normal, error 1, threat 20, range 30 ft)); SA None; SQ Wraith Feeding Resistance***, Accurate, Damage Resistance (1), Stalker, Rough Living (+2), Armour Use +1, Bush- master, Sneak Attack (+1d6); SV Fort +9, Ref +6, Will +7; Str 17, Dex 16, Con 16, Int 12, Wis 12, Cha 8; Skills: Climb +7, Concentration +5, Craft (Booby Traps) +5, First Aid +4, Hide +8, Intimidate (STR) +10, Languages (Satedan, Pegasus Trade Language, English) +3, Profession (Military) +6, Spot +7, Survival (Forest) +9, Survival (Mountains) +8, Survival (Plains) +7, Survival (Jungle) +7, Survival (Desert) +7; Feats: Armour Group Proficiency (Light, Medium, Hea- vy), Weapon Group Proficiency (Hurled, Melee, Hand- gun, Rifle, Tactical), Martial Arts, Outdoorsman, Stone Cold, Speed Trigger, Perfect Stance, Track (High Level) 6th level Soldier / 6th level Scout: Satedan Military Specialist. CR 12. SZ M; w/vp 16/114; Init +9 (+6 class, +3 Dex); Spd 30 ft.; Def 19 (+3 Dex, +4 Class, +2 SA); Atk: unarmed +14 (dmg 1d6+4 normal), Satedan pistol +14 (dmg 3d8+2 normal, error 1, threat 20, range 30 ft)); SA None; SQ Wraith Feeding Resistance***, Accu- rate, Damage Resistance (1), Stalker, Rough Living (+2), Armour Use +1, Bushmaster (x2), Sneak Attack (+1d6), Weapon Specialisation (Satedan pistol); SV Fort +10, Ref +8, Will +9; Str 18, Dex 16, Con 16, Int 12, Wis 12, Cha 8; Skills: Climb +10, Concentration +7, Craft (Booby Traps) +7, First Aid +4, Hide +11, Intimidate (STR) +13, Languages (Satedan, Pegasus Trade Language, English) +3, Profession (Military) +6, Spot +9, Survival (Forest) +16, Survival (Mountains) +11, Survival (Plains) +8, Survival (Jungle) +10, Survival (Desert) +11; Feats: Armour Group Proficiency (Light, Medium, Heavy), Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical), Martial Arts, Outdoorsman (Advanced Mastery), Stone Cold, Speed Trigger, Perfect Stance, Track, Quick Draw, Double-Tap, Mobility, Sidestep J a s o n
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D e x 16 Dr Carson Beckett (Low Level) 4th level Scientist: Human Civilian Specialist. CR 4. SZ M; w/vp 10/22; Init +3 (+2 class, +1 Dex); Spd 30 ft.; Def 14 (+1 Dex, +3 Class); Atk: unarmed +3 (dmg 1d3 normal), M92 Beretta +3 (dmg 1d10+1 normal, error 1-2, threat 20, range 25 ft); SA None; SQ Professor, Learned, Improvise (+2), Research (feat), PhD (know- ledge); SV Fort +1, Ref +2, Will +6; Str 10, Dex 13, Con 10, Int 16, Wis 15, Cha 13; Skills: Computers +6, Concentration +11 (t 19), Craft (Surgery) +10, Cultures +6 (t 19), Diplomacy +3, Electronics +6, First Aid +14 (t 19), Knowledge (Biology) +11, Knowledge (Chemistry) +10, Knowledge (Epidemiology) +11, Knowledge (Medici- ne) +12, Knowledge (Xenobiology) +12 (all Knowledge skills are t 19), Mechanics +4, Pilot +2, Profession (Doctor) +12, Search +7, Sense Motive +6, Spot +6, Xeno-Languages (Pegasus Trade Language) +4, Survival (Forest) +6, Swim +4; Feats: Armour Group Proficiency (Light), Weapon Group Proficiency (Melee, Handgun), World Traveler, Ancient Technology Activation, Bandage, Scho- larly, M.D. (Mid Level) 5th level Scientist 3rd level Field Medic: Human Civilian Specialist. CR 8. SZ M; w/vp 10/43; Init +4 (+3 class, +1 Dex); Spd 30 ft.; Def 16 (+1 Dex, +5 Class); Atk: unarmed +3 (dmg 1d3 normal), M92 Beretta +4 (dmg 1d10+1 normal, error 1-2, threat 20, range 25 ft); SA None; SQ Professor, Learned, Improvise (+4), Research (feat), PhD (knowledge), Angel, Buddy Care (2), Field Medicine, Healer (+2) ; SV Fort +3, Ref +5, Will +9; Str 10, Dex 13, Con 10, Int 17, Wis 15, Cha 13; Skills: Computers +9, Concentration +14 (t 19), Craft (Surgery) +13, Craft (Medicines) +11, Cultures +6 (t 19), Diplomacy +3, Electronics +6, First Aid +19 (t 19), Knowledge (Biology) +14, Knowledge (Chemistry) +13, Knowledge (Epidemiology) +14, Knowledge (Medicine) +15, Knowledge (Xenobiology) +15 (all Knowledge skills are t 19), Mechanics +4, Pilot +2, Profession (Doctor) +15, Search +9, Sense Motive +6, Spot +7, Xeno-Languages (Pegasus Trade Language) +4, Survival (Forest) +6, Swim +4; Feats: Armour Group Proficiency (Light), Weapon Group Profi- ciency (Melee, Handgun), World Traveler, Ancient Technolo- gy Activation, Bandage, Scholarly, M.D., CPR*. (High Level) 5th level Scientist 7th level Field Medic: Human Civilian Spe- cialist. CR 12. SZ M; w/vp 10/65; Init +6 (+5 class, +1 Dex); Spd 30 ft.; Def 18 (+1 Dex, +7 Class); Atk: unarmed +5 (dmg 1d3 normal), M92 Beretta +6 (dmg 1d10+1 normal, error 1-2, threat 20, range 25 ft); SA None; SQ Professor, Learned, Improvise (+4), Research (feat), PhD (knowledge), Angel, Buddy Care (3), Field Medicine (Medical Kit, Increased Healing), Healer (+6), Armour Use (+1/-1), Medicine Chest, Self Aid; SV Fort +5, Ref +7, Will +12; Str 10, Dex 13, Con 10, Int 17, Wis 16, Cha 13; Skills: Com- puters +13, Concentration +18 (t 18), Craft (Surgery) +18, Craft (Medicines) +15, Cultures +7 (t 19), Diplomacy +3, Electronics +6, First Aid +25 (t 19), Knowledge (Biology) +19, Knowledge (Chemistry) +18, Knowledge (Epidemiology) +19, Knowledge (Medicine) +21, Knowledge (Xenobiology) +19 (all Knowledge skills are t 18), Mechanics +4, Pilot +3, Profession (Doctor) +21, Search +9, Sense Motive +7, Spot +8, Xeno-Languages (Pegasus Trade Language) +4, Survival (Forest) +9, Swim +4; Feats: Armour Group Proficiency (Light), Weapon Group Proficiency (Melee, Handgun), World Traveler, An- cient Technology Activation, Bandage, Scholarly (Advanced), M.D., CPR*, Charmer P a u l
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B e c k e t t 17 Support Cast Col. Steven Caldwell Specialty: Air Force (Officer) Rank: Colonel (O-6) Class: Diplomat/Ad- vance 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 +8, First Aid +5, Gather Information +6, Hide +5, Innuendo +4, Intimida- te +6/+8, Jump +4, Knowledge (Space Combat Tactics) +12, Languages +4, Move Silently +5, Pilot +8, Profession (Military) +12, 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 bund- les as needed (by mission). Lt Laura Cadman Specialty: Air Force (Enlisted) Rank: Lieutenant (O-2) Class: Advance Team Member Level: 5/5 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 +6, Jump +3, Knowledge (Atlantis Systems) +8, Listen +4, Move Silently +6, Profes- sion (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 bund- les as needed (by mission).
* See New Feats & Skills in this sourcebook. ** This power is unique to Teyla Emmagen. It allows her to make an opposed Will saving throw with any Wraith within 10 light years. If she fails, nothing happens. If she succeeds, she can link with the Wraiths mind and see through its eyes. This must be repeated every round until she breaks contact. If she fails, she loses contact. If she fails by more than 10, the Wraith can possess her and force her to act until she wins back control. Inflicting damage on her forces the possessing Wraith to make an opposed Will save, with the damage added to Teylas roll. *** This power is unique to Ronon Dex. He is unusable as a food source for the Wraith. A Wraith can lock on with its hand- mouth, but cannot take any sustenance or age Ronon.
Chapter 3 New Races Wraith (Macro-Species) The Wraith are a predatory species native to the Pegasus Galaxy. Recent research suggests they evolved from quasi-insectoid ancestors that incorporated Human DNA during the feeding process. This DNA has borne out over time, resulting in a humanoid, quasi-mammalian species which retains the feeding habits of its distant ancestor. The Wraith can consume solid food (and indeed, require it until adole- scence), but their main food source is the life force of humans. The nature of this life force is not clearly understood, though the rapid ageing a victim undergoes seems to suggest that it works at a fundamentally cellular level, perhaps causing rapid cell division and telomere loss, which would result in an acce- lerated ageing process and a greatly shortened lifespan. The Wraith are a technologically advanced species, in possession of faster-than-light starships, directed energy weapons and matter-energy transport technologies. They defeated the Ancients ten thousand years ago (though this was by force of numbers to quote John Sheppard, the Ancients never lost a battle, they just lost the war) and have effectively subjugated the Pegasus galaxy ever since. This rule, however, is different to the Goauld rule. The Wraith do not constantly rule over their subjects rather, they remain in stasis most of the time, and every two hundred years or so, they awaken for a culling of their human herds. 23 A typical culling involves wave after wave of small fighter ships called Darts either entering atmosphere from an orbiting ship or coming th- rough the stargate. These ships can beam peo- ple on the ground into a holding buffer in the Darts computer, to be rematerialised later on (usually back on the Darts mother ship). This also allows the Dart to transport assault troops into locations to attack an enemy. The thus-culled victims are then coccooned aboard a Hive ship, to be fed upon at the Wraiths leisure. Wraith society is still poorly understood. Their re- productive processes are still unknown, though they are likely to reproduce in a mammalian manner, since Wraith females have breasts that presumably perform the same function as they do in Human females. What is interesting to note is that the vast majority of Wraith encountered are male; the only females so far encountered by humans are called Hive Queens or Keepers, and appear to perform a kind of caretaker func- tion while the rest of a Hive ships crew are in stasis between cullings. Whether the females are greatly outnumbered, or there is a Wraith homeworld somewhere with the majority of the Wraith females and young, is so far unknown. Apart from the female Keepers, there appears to be two distinct castes of Wraith. The vast ma- jority of those encountered are of the Warrior caste, who tend to be physically larger and more muscular, and generally have their faces covered with a mask that acts as a sensor array, feeding back infra-red and motion-tracking information to the Wraith warrior. Those leading the warriors are of the Leader cas- te, and wear no particular uniform or pattern of clothing, but obviously command the warriors they travel with. The exact ranking system of the Wraith remains unkown, but it seems reasonable to presume that the Leader caste roughly fill the niche of military officers, while the Warrior caste are analogous to enlisted personnel. The Wraith also possess limited telepathic abi- lities. They appear to be able to communicate with each other telepathically, and humans with Wraith DNA have been known to connect to this link. They are also able to project hallucinations into the minds of humans during cullings, which confuses their victims and inhibits their ability to escape or fight back. SHARED SPECIES TALENTS Wraith Feeding. If a Wraith succeeds at a grappling attack with a human, and the human is not wearing armour over his chest area, the Wraith can initiate feeding. The exact mecha- nism of this is unknown, but the results are ob- vious the victim effectively ages as the Wraith feeds on him. Each round the Wraiths grip re- mains unbroken, roll 1d10. This is how many ye- ars are added to the characters effective age. All age-related penalties (but none of the bene- fits) are immediately applied to the character. Few people can survive more than a minute or so of being thus drained. Exceptional Strength. Wraith are far stron- ger than humans, and gain a +4 bonus to their Strength score. Reputation. The Wraith are feared throug- hout the Pegasus galaxy. This terror, coupled with their astonishing arrogance and frightening appearance, causes them to suffer a -6 penalty to Charisma. Regeneration. The Wraith are extremely resi- lient. All Wraith regenerate wound point damage at the rate of 1 per round. If the Wraith has re- cently fed, this rate is doubled. The Wraith must be reduced to below -10 wound points to kill it. Hallucinations. The Leader or Hive Queen caste Wraith makes a level check that is, it rolls d20 + its character level. This sets the DC for the victims Will saving throw to avoid the hallucina- tion. The maximum range for the hallucination is 100 metres. The hallucination is not an illusion it cannot take the shape of a particular person or thing. It does, however, take the form of fleeting, ghostly images at the edge of the victims field of view, and unsettling noises that seem to come from behind or to the sides. It is unsettling and frightening, and those failing their Will saving throw are frightened and confused, suffering a -2 penalty to attack & skill rolls and a -2 penalty to defence.
Level Check Result Will Save DC 4 or less 10 5-14 15 15-24 20 25-34 25 35+ 30 Chapter 3 New Races 24 Athosians (New Near-Human Species/Specialty) The Athosians are a deeply spiritual people who have survived Wraith cullings for many generati- ons, thanks to their leaders who have the knack of sensing when the Wraith are approaching. Alt- hough at first blush a peaceful, agrarian people, the Athosians are also ferocious warriors when needs be, and have developed their own martial art a form of fighting with two short, heavy sticks. SPECIAL TALENTS Evolutionary Advantage the Athosians have lived in the shadow of the Wraith since time im- memorial, and have developed a knack for disap- pearing when the Wraith arrive. Warned by their leaders, who have the uncanny ability to sense the approaching predators, the Athosians are experts at disappearing into caves, hidey-holes, underground shelters and hidden bolt-holes when the Wraith arrive. All Athosians have the Stealthy feat, and all prerequisites are waived. Athosians are tough and strong-willed, gaining a +1 to Constitution and Wisdom; they can also be uncompromising and blunt, resulting in a -2 penal- ty to Charisma. Satedans (New Near-Human Species/Specialty) The Satedans were a technologically advanced people native to the Pegasus Galaxy until they were wiped out by the Wraith over seven years ago. Only around 300 people survived the destruc- tion of their homeworld, most of them fleeing to their allied world of Balkan, where they live now as part of the Balkan community. The Satedans are unremarkable in physical form and tempera- ment, though they do tend to be forthright and honest. SPECIAL TALENTS +2 Constitution and -2 Charisma. The Satedans are a tough people, and their blunt nature can some- times unsettle those used to more guile and less honesty. Chapter 4 New Feats and Skills
Activation (per EvilDrPuma, AEG SG-1 Forums) You possess the rare genetic variant that permits you to operate genome-activated Ancients technology. Prerequisites: Human (or Near-Human with GMs consent) Benefit: Ancients-built devices with the Genome Activated quality recognize you as an operator. In addition, you gain a bonus or penalty equal your Wisdom modifier to skill checks made to operate genome-ac- tivated Ancients technology. This bonus is cumulative with the key ability modifier for Wisdom-based skill checks. Normal: You are unable to operate genome-activated Ancients technology. Special: Genome Activated (GA) is a gear quality specific to some Ancients-bu- ilt technologies (usually dangerous or secured devices or those requiring special training to operate). An item with the Genome Activated quality only activates when operated by a user with the Ancients Technology Activation feat. Cost: 4 gear picks (or 4 resource points, as applicable). 26 Wraith Sense One of your ancestors was a victim of Wraith ex- perimentation, and as a result, you have a small amount of Wraith DNA. This enables you to sense the Wraith when they are nearby. Prerequisites: Human or Near-Human; must be a Pegasus Galaxy native. This feat can only be taken at character creation. Benefit: A Wraith scientist experimented on cer- tain humans in the past in an attempt to make them tastier. The experiment backfired, howe- ver, and the humans were able to sense the Wraith and maintain limited telepathy with them. You can make a Will save when near to sense their pre- sence. The DC of the check is equal to the number of metres distance divided by 100. Thus, to sense a Wraith anywhere within Atlantis (a 2 km radius) would require a Will save vs DC 20. Normal: You are only able to detect the Wraith as you would any other group or person. Alternate Rule: Rather than use a Will save, you can ask the character to make an Inspiration check (waiving the action dice cost) against the same difficulty. Note that this will, in general, make the check easier. CPR (Note: This feat is an alternative to the Resusci- tation class feature of the Field Medic prestige class. I believe it is unrealistic to make a character 15th level before they can attempt CPR.) You can attempt to CPR (cardio-pulmonary re- suscitation) to resuscitate a person who has just died. Prerequisites: First Aid 8+ Benefit: The victim must be between -10 and -24 wound points, and the treating character must be able to tend to the character within a number of rounds following the targets death equal to the victims current Constitution score. The treating character makes a First Aid check with a DC of 10 + the number of negative wounds the target cha- racter has accumulated (eg: a victim reduced to -16 wounds requires a First Aid check with a DC of 26). This skill check requires 1 full minute (10 rounds). With success, the victim is restored to 0 wounds, but suffers a temporary Constitution damage equal to the number of rounds he was clinically dead before the treating character started CPR. Normal: You can not attempt to resuscitate so- meone who has passed beyond -25 wounds. Pegasus Contacts Your background as a frequent traveller through the Pegasus stargate network has allowed you to develop a network of trade and friendly contacts on many worlds. Prerequisites: Human (or Near-Human with GMs consent); Pegasus Galaxy native Benefit: Whenever you are undertaking a missi- on through the stargate, you may make a level check (d20 + your level) against a DC of 10 to 30, depending on your characters history and the GMs wishes. Success indicates that you can effec- tively have the benefit of a good relationship with an influential person on the world you are travel- ling to. This may manifest in many ways, mostly up to the GM, but should include such things as: a +1 or 2 bonus to disposition checks with locals who are aware of the relationship; first-choice access to any trade or technologies that may exist on the world and that are up for sale, and the like. Normal: You have no particular relationship with the people on the visited world. Chapter 3 New Races Chapter 5 Technology & Weaponry Ancient Gene Operated (AO) An item with this quality requires a character to possess the Ancient Technology Activation feat in order to use it. For anyone without this feat, the item simply does not function it will not even turn on. Note the difference bet- ween this quality and the AI (Ancient Gene Initialised) quality. Ancient Gene Initialised (AI) This quality is similar to the AO quality at first. It requires a person with the Ancient Technology Activation feat to initialise it that is, to power it up and bring it to working order. Once this is done, however, the item remains functional for anyone until it is again powered down. 28 Ancient Technology All Ancient devices with the BT (battery powered) quality can be recharged by plugging them into a power source aboard a Puddle Jumper, or the power sockets frequently found around Atlantis itself. Ancient multi-function sensor (Ancients, Tauri) Capable of detecting a wide variety of electro-magnetic radiation, power sources, life signs and more, the MFS is an extremely useful device discovered on Atlan- tis and now used by all off- world exploration teams. It gives a bonus of +10 to Spot checks for any carbon-based life form or source of EMR or other energy within a mile or so of the scanner. Picks: 5 Check Cap: -- Range Increment: 1000 ft Duration: 3 days. Weight: 1 lb Qualities: AI, BT, RG, WP Ancient Medical Scanner (Ancients, Tauri) Similar in principle to the MFS, the Ancient Med- Scanner is more focused on short-range scans to return information about a biological organism. It provides a +4 bonus to either First Aid, Professi- on (Doctor) or Knowledge (Medicine) when used by a character with any of those skills already at 5+. Picks: 3 Check Cap: -- Range Increment: 1 ft Duration: 3 days. Weight: 1 lb Qualities: AI, BT Personal Shield Emitter (Ancients) A device designed to shield the wearer from all harm. It appears to func- tion as a combination of a shield and inertial damper, protecting the wearer from attacks, en- ergy bursts, energy fields and kinetic impacts such as falls. It also has the side-effect of preventing anything from entering the field including the users own hand to remove the device, food or drink. The user must make a conscious effort of will to deactivate and remove the device. In game terms, he must make a DC 20 Will saving throw. Once attuned to a particular wearer (which takes 1d10 hours of wear), the PSE can only be worn or activated by that person. It provides a DR 50 to the wearer. Picks: 8 Check Cap: -- Range Increment: n/a Duration: 7 days. Weight: lb Qualities: AO, BT Human Technology Wraith Retrovirus (Tauri) This retroviral treatment was developed by Dr Car- son Beckett of the Atlantis Expedition. It uses the fact that the Wraith have as much Human DNA as they do of the ancestral species to the so-called Iratus Bug. The retrovirus switches off the bug genes and switches on the human genes, gradu- ally transforming the Wraith into a Human. At pre- sent, it needs to be given every 24 hours or the subject begins to revert back into Wraith form. The change back is initially rapid, taking less than forty-eight hours before the subject is essential- ly a Wraith from a mental and emotional perspec- tive, and requires feeding like any other Wraith. However, the appearance remains something of a hybrid for 4d4 weeks. Picks: 8 Check Cap: -- Range Increment: n/a Duration: special (see text). Weight: negligible. Qualities: none. Wraith feeding enzyme (Tauri) When Wraith feed, they inject an enzyme into their victims which strengthens the victims con- stitution, allowing them to live longer. This enhan- ces the feeding process for the Wraith, making it more nutritious. The enzyme itself, however, can be used as a performance enhancing drug by humans. A single dose can greatly increase the users strength, reflexes, stamina and confi- dence. 29 Over time, however, humans become addicted to the Wraith feeding enzyme, making it necessary to have a dose every twelve hours or withdrawal symptoms set in. Withdrawal from the WFE is ex- tremely debilitating, and can often be fatal. In game terms, whenever a person takes the en- zyme, they must make a Fortitude saving throw (DC 10 + number of doses administered). Failing the save means the person is addicted. An addict must have 1 dose every twelve hours or else they begin to suffer withdrawal. A person suffering from withdrawal suffers -6 to all ability scores except Constitution. They must make a Fortitude save every hour (DC 15) or lose a Constitution point. This occurs every hour for 2d20 hours. If the persons CON reaches 0, they die. Once the character is over the addiction (assuming hes ali- ve) his attributes return at a rate of 1 every hour (all increase at once, not separately) The effect of the enzyme is remarkable. A per- son taking a single dose gains a bonus of +4 to Strength, Dex and Con, +2 vitality points per le- vel, and a -4 penalty to Wisdom. After 12 hours, the abilities return to normal at a rate of 1 point every hour. If a new dose isnt given before the abilities reach normal, withdrawal sets in. A person can give themselves more than one dose. This is dangerous, requiring a DC 5 (+1 per extra dose) Fortitude saving throw or the person suffers a stroke (-6 STR, DEX, unable to walk for 1d6 months, DEX permanently reduced by 4). Each extra dose gives +2 to the benefits listed above (and +1 vitality per level for every extra dose), and -1 to Wisdom. Picks: 6 Check Cap: -- Range Increment: n/a Duration: special (see text). Weight: negligible. Qualities: none. Wraith Technology Data Storage Device (Wraith) This item is a data storage and transfer device used to move informati- on between different Wraith in much the same way as humans use USB memory sticks or floppy disks. For a Wraith with the ap- propriate access code, it contains the information they need to do the job they have; for a Human, it takes an extended Cryptography (DC 45; hourly) check to break the code, after which it provides the following skill for the length of the mission: Knowledge (Wraith Fleet) +15. Picks: n/a (should only be awarded as part of an adventure) Check Cap: -- Range Increment: n/a Duration: special (see text). Weight: negligible. Qualities: none. Asgard Transporter Sensor Jamming The Wraith have developed a way of jamming the sensor beams of the Asgard transporters. The sensor is necessary to find and lock a beam- in location; without it, the transporter cannot function. By jamming this sensor, the Wraith are able to prevent the transporter from beaming anything aboard their ships, such as boarding tro- opsor nuclear weapons. Whenever a Daedalus class vessel (or other As- gard-transport possessing vessel) attempts to scan a Wraith ship to pinpoint a beam-in location, roll 1d6. If the result is less than the number of times in this session the attempt has been made, the Wraith have managed to jam this frequency, and the transporters sensors will need to be re- set. Satedan Combat Pistol The standard sidearm of the Satedan military forces uses a power-pack that is rechargable by induction from most power sources. Each pack contains enough energy for 50 shots, and can fire on either a kill or stun setting. This depen- dable, tough and formidable weapon was Ronon Dexs only weapon for his seven years of avoiding Wraith hunters. Satedan Combat Pistol Picks: 5 Recoil: 0 Accuracy: +1 Damage: 3d8 Damage Type: Normal (stun setting uses the 1- shot Zat rules from the SG-1 errata) Error: 1 Threat: 20 Range Increment: 30 ft Ammo: 50 Q&M: DP, RG, WP, Single Shot Weight: 3 lb 30 Size Gal-4 Occupancy 5/50 (10) Handling -2 Speed Special MPH Special Defence 4 Wound Points 3000 Hardness 40 Options 80 Bonus RP - Improvements EXP, HYP (6600 ly/hr), LSP, LVQ, PRS (+8), SLD (40/2000), TPS, TRS (Asgard), VTL, VLB (16 F-302) Weapons Tur- rets ACC Damage Error Threat Range Ammo Quali- ties Heavy Railguns 6 - 10d10(+420/+280) 1-3 18-20 15,000 ft 20 DF, GC Medium Rail- guns 10 - 8d10(+300/+200) 1-2 19-20 4,000 ft 50 DF, GC Guided missile Launchers (HE) 36 - 10d10(+150/+100) 1-2 19-20 15,000 ft see below FD/IF, RA, GC Guided missile Launchers (na- quadah enhan- ced) 36 - 20d10(+400/+325) 1-4 18-20 15,000 ft see below FD/IF, RA, GC Guided missile launchers (nuc- lear) 36 - 50d10(+600/+425) 1-4 18-20 15,000 ft see below FD/IF, RA, GC Starships of the Pegasus Galaxy BC-304 Daedalus class battle-cruiser (Daedalus, Odyssey, Korolev) The Daedalus is the next generation warship of the USAF, assigned to the Atlantis mission in the Pegasus Galaxy to protect the Ancients city from the Wraith threat. Somewhat larger then the Prometheus class Battle Cruiser prototype, Dae- dalus is much more advanced, especially in the areas of shielding and hyperdrive technology. In- deed, when powered by a ZPM, the Daedalus can rival a Beliskner class Asgard chariot in speed. Its complement of 36 VLS missiles are, under nor- mal circumstances, naquadah-enhanced, shaped- charge high-explosive weapons. The Daedalus carries a total of 36 of these missiles, and also carries twenty Mk V tactical nuclear warheads that can be fitted to the missiles (1/2 hour per missile). It normally carries a crew of 105, and can carry up to 400 additional passengers. 31 Size Huge Occupancy 1/48 Handling +10 Speed 9000 MPH 900/1800 Defence 20 Wound Points 150 Hardness 12 Options 5 Bonus RP - Improvements ASM, CWP, DHD, IHD, MTF, OCD, PRS, SCD (+6), STC (+4), TCS, TMC (+4), TPS, UDW, VTL Weapons Tur- rets ACC Damage Error Threat Range Ammo Quali- ties Ancient Drones 6 +44 20d10+50 1-2 18-20 20,000 ft 2 ** Puddle Jumper Class utility transport Nicknamed the Puddle Jumper after the At- lantis crew arrived in the Pegasus galaxy, these versatile little ships are used extensively by the Earth teams at Atlantis in their explorations. Quick, manouvreable, armed with 12 Ancient drone-weapons, and equipped with a cloaking device, the Puddle Jumper is more than a match for its most frequently-faced opponent: the Wraith Dart. The Puddle Jumper is divided into two sections. Forward is the pilot/crew compartment contai- ning seats for a pilot, copilot, and two passen- gers. The back is configured as a small equip- ment bay (allowing access to the PJs systems) and bench seating for at least eight people. A partition is used to separate the two sections, and can be sealed air tight. The pilots compartment has a DHD, as the Puddle Jumper was designed for Gate travel in lieu of giving the ship a hyper- drive. The ship also possesses an OCD (Optical Cloaking Device), rendering it invisible to visible wave- lengths, a TCS (thought-control system) which is ATA gene activated, and can function as an underwater submersible (75 mph underwater; safe depth 1015 ft; fwd viewport collapses at 1230 ft; crush depth 2150 ft.). OCD with a DC 50 (Interval 1 hr) Electronics, the cloak can be turned into a shield with str: 50/12 ** Drones are fire-and-forget weapons that will not fire until a successful lock-on is achieved it is then virtually unstoppable. Drones are thought-controlled weapons that cannot be activated by someone without the ATA gene. 32 Size Huge Occupancy 1/1 Handling +9 Speed 6,000 ft MPH 600/1,200 Defence 18 Wound Points 140 Hardness 10 Options 6 Bonus RP - Improvements LSP, PRS (+2), TPS, VTL Weapons Tur- rets ACC Damage Error Threat Range Ammo Quali- ties Radar-guided 4 - 8d10(+75) 1-2 19-20 10,000 ft 1 DF/IF, RA, PC Railgun (F-302B only) 2 - 5d10(+40) 1 20 5,000 ft 100 DF, PC F-302 Mongoose class space fighter Developed from the failed X-301 project that almost killed two pilots in 2002, the X-302 was rebuilt from the ground up, using a mix of human and Goauld technology. Most significant is the use of three separate engines a jet engine for atmospheric use, rocket boosters for space flight, and an experimental hyperdrive engine using the unstable naquadriah isotope as a power source. Although the hyperdrive was largely a failure, the F-302 proved an able space-fighter, and has seen action against the Goauld, the servants of the Ori, and the Wraith, acquitting itself well in all combat situations. A more recent variant, the F-302B, has the hyper drive removed and is fitted with a light rail-gun to provide additional flexibility to the four missiles normally carried. Aurora class battle-cruiser (Ancients) (Aurora, Hippoforalkus (ren. Orion) ) Virtually nothing is known about these ships as yet. Statistics will be posted after Season 3 com- mences and we actually get to see the Orion do something! 33 Wraith Hive Ship The largest ships ever encountered by humans, the Wraith Hive Ships are enormous. Fully 4 kilometres long and over 2 kilometres wide, it can carry nearly twenty thousand though in practice, there are nowhere near enough Wraith to fill one. With a complement of around 220 Darts and dozens of powerful blast cannon ener- gy weapons, the Hive Ship is more than a match for most starships. Its primary faults are its slow hyperspace speed, necessiting frequent stops to cool the drives, and its lack of deflector shields. This is somewhat mitigated by an organic, self-re- pairing hull, but in combat it has been shown that a Hive Ship finds it difficult to stand toe-to-toe with a BC-304 class Earth vessel like the Daedalus. Size Gal-5 Occupancy 115/500 (5) Handling -12 Speed Special* MPH Special* Defence 1 Wound Points 5,500 Hardness 60 Options 38 Bonus RP - Improvements EXP, HYP (3.5 ly/hr), LSP, LVQ, PRS (+2), Regen Hull (+20 wp/ min), TPS, VTL, VLB (220 Darts) Weapons Tur- rets ACC Damage Error Threat Range Ammo Qua- lities Heavy Blast Cannon 42 - 10d10(+420/+280 1-3 18-20 15,000 ft 50 DF,GC 34 Size Gal-2 Occupancy 15/50 (5) Handling -2 Speed Special* MPH Special* Defence 3 Wound Points 1,500 Hardness 20 Options 38 Bonus RP - Improvements EXP, HYP (3.5 ly/hr), PRS +2, Regen hull (+10 wp/min), TBS, VBY (12 Darts), VTL Weapons Tur- rets ACC Damage Error Threat Range Ammo Quali- ties Heavy Blast Cannon 12 - 10d10(+420/+280) 1-3 18-20 15,000 ft 20 DF, GC Wraith Cruiser Considerably smaller but far more numerous than Hive Ships, the cruisers generally act as escorts for the Hive Ships, as well as undertaking smaller culls themselves. Each can support a dozen Darts, and can carry up to a hundred humans in stasis as a food supply 35 Wraith Dart The most commonly-seen Wraith vessel, the Dart is a vicious little ship, capable of acting as either an atmospheric or space fighter, a medium transport ship and a culling vessel picking up humans from planets in the Pega- sus galaxy and storing them in its transporter memory buffer before rematerialising them aboard a Hive ship, ready for storage and con- sumption. Wraith ground troops can similarly be stored in the buffer, then beamed down to locations on the ground. Though fast and manouvreable, and packing a solid punch with their twin plasma cannon, the Dart is at a disadvantage against the Ancients Puddle-Jumpers, which can not only cloak, but are armed with the devastating Drone weapons. The Darts greatest advantage is generally their numbers, as they are quite fragile in combat, and have been known to be shot down by a machine-gun handled by a single soldier. The culling beam needs to be activated (half action). Anyone in its path must make a DC 20 Reflex saving throw to avoid being caught in it. Targets that fail their save are dematerialised and stored in the memory buffer aboard the dart until they are rematerialised. If the dart (or its memory buffer) is destroyed, anyone stored inside is dead. Size Huge Occupancy 1 Handling +11 Speed 9000 MPH 1000/2000 Defence 22 Wound Points 70 Hardness 5 Options 5 Bonus RP - Improvements ACS (on hive ship only), DHD, EXO, EXP, LSP (1), NVS, PRS +2, SDC, STC (+2), TPS, TRS (culling beam), VTL Weapons Tur- rets ACC Damage Error Threat Range Ammo Qua- lities Twin Plasma cannon n/a - 6d10(+60) 1-2 19-20 2000 ft 200 DF, PC Chapter 6 New & Variant Rules
Zat Takedown (from the official game errata) Zat Takedown (ZTD): When an opponent is successfully atta- cked by a zat (whether the attack inflicts damage to him or not), the opponent must make a Fortitude save. This saves DC is determi- ned as follows. If the attack raises the targets current total of subdual damage to less than or equal to his current vitality point total, the Fortitude saves DC is equal to the damage inflicted (before damage reduction and hardness were applied). If the attack raises the targets current total of subdual damage to more than his current vitality point total, or if the attack was a critical hit, the Fortitude saves DC is 10 + the damage inflicted (before damage reduction and hardness were ap- plied). 37 Suggested Alternate Rule for Zat Takedown. This is the variant rule we have used in my own personal campaign. Thus far, it has worked well, mimicked what we see on-screen, and completely eliminates any extra calculations, dice rolls or on- the-fly rulings. Since vitality points generally represent near-mis- ses, simply assume that any Zat (or other stunner) does subdual damage. Low-level, cannon fodder opponents will be almost immediately dropped, whereas a PC or high-level NPC will need to be worn down to be taken out, the same as with normal weapons. If the shot is a critical hit, then the subdual dama- ge is measured against wound points directly. If it doesnt knock the person out with that hit, then the subdual damage is just treated normally in sub- sequent rounds. Languages The Pegasus galaxy has developed differently to the Milky Way. While the Wraith emerge every two hundred years or so and cull many human worlds, the worlds themselves have a functioning star- gate network and a lack of permanent tyrannical overseers (such as the Goauld). Thus, an extensive trade network has developed among the Pegasus people, even among pre-industrial societies such as the Athosians. As a result, language differences are markedly smaller in the Pegasus galaxy than in the Milky Way. When the Atlantis expedition first arrived, they were able to communicate with the Athosi- ans in a minimalist way using the language of the Ancients as a common denominator. Fairly quickly, the Atlantis expedition picked up on the trade lan- guage of the Pegasus Galaxy, and with the help of the Athosians, soon became proficient in what is essentially the lingua franca of the Pegasus.