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Log entry: SG-17-00142 To: General Hammond From Captain Lexgar Re: Overview of Goa'uld It is my opinion that the Goa'uld pose a great threat to the galaxy. Although there appears no major incursion into our own galaxy there existence here has been documented. additionally Goa'uld presence has been recorded in no less than four other galaxies, two of which are under Goa'uld control. The Goa'uld ability to adapt to other races technologies in considerable, but with the fact that most of their technology is not their own maybe we can exploit this fact to our own advantage. It has also been noted that their technologies are more susceptible to primitive weapon attack, a flaw Doctors Q-Zark and Ugavine Junior were only too quick to point out. The Doctors still maintain Goa'uld technology is primitive with them relying on the technology of a species simply known as the ancients. The good Doctors have yet to provide any information on this race. Individually the Goa'uld are a threat. According to reports from our medical division the human we see is merely a host for a symbiotic creature within. From what our medical team has discovered there appears no way for anyone to fight off a Goa'uld once it has entered the body. I stress the urgency for a defense to be found against these creatures at all costs. I will second Lt. Pages' reccomendation for screening of all Stargate teams returning to base. message end.
Goa'uld
For reference see Stargate SG-1 television series. Useful links http://www.stargatefan.com/index.html http://www.gateworld.net/goauld/index.shtml http://systemlords.hypermart.net/index.html
The Goa’uld are a worm like creature that need to take a host to survive. The bury into their target, usually through the back of the neck. They take on all of the Hosts skills, retaining any higher skills from Knowledge, Mechanical, Perception or Technical. The Goa’uld lose all previous Dexterity & Strength skills and use the skills of the current Host. Healing A Goa’uld may heal itself or it’s Host. If Wounded or Incapacitated it will heal 1D6 Stamina Points per round (Ugavines rules) If Mortally Wounded it will heal 1D6 Stamina Points per hour until it’s it reaches Wounded. A Goa’uld will not die even if Mortally Wounded. At –20 the Host is killed but the Goa-uld may leave the body and attempt to take another Host. Hosting A Go’uld usually take Hosts in controlled conditions or where the Host is not suspecting an attack. In these conditions no defense roll can be made. If the Host is aware of the attack the Goa’uld must make a successful Brawl which can be defended by Brawl Parry, Melee Parry or an attack upon the Goa’uld. There are no resistance rolls against a Goa’uld Hosting with the following exceptions: Cannot infect a being that is already Hosted by a Goa’uld or other parasite. The Host has the CONTROL force skill. A Control roll of difficulty 25 will resist the Hosting. The would-be host may then choose to expel the Goa’uld, or even keep the Goa’uld and use it’s knowledge. Warning: using the Goa’uld could lead to a Dark Side Point. The Host is a CYBORG. If the Host has any cerebral cybernetics (eg. Computer link-up, memory enhancements) then they may make a Perception roll plus 1D per Cyber-Point against a difficulty of 25. Would-be Host is dead. Undead creatures raised by Sith Necromancers cannot be Hosted, because they’re dead! Neither can the Goa’uld take the body of a corpse. This does not stop them healing the body, if possible in a Sarcophagus and then Hosting.
Jaffa.
* reflects increased strength through larval Goa'uld. Equipment: Armour (+1D), Staff Weapon Jaffa are the foot-soldiers of the Goa'uld. Jaffa re formidable warriors often wielding Staff Weapons. Every Jaffa carries a larval Goa'uld. The symbiotic Goa'uld gives the Jaffa increased strength and healing. A Jaffa's armour often reflects the System Lord they serve.
System Lords The System Lords are the ruling Goa'uld. Many within Goa'uld society and the planets they control see the Goa'uld System Lords as gods due to their great strength, knowledge and apparent immortality. By their very nature the Goa'uld are evil. Every system Lords rules through fear. Their temper is short and their wrath powerful. Rivalries exist between System Lords often leading to long drawn out conflicts spanning galaxies. System Lords care little for lives lost in their quest for power and control. Stats: Every System Lord is Unique Ares, God of War In tribute to Kevin Smith
SG-7 encountered Ares on an unknown planet in a far off galaxy. It seemed as though he was creating feuds between rival kingdoms on the planet. From the resulting battles he would appear and take his choice from the strongest fighters who had survived. Those chosen were taken through the Stargate to a world SG-7 identified as New Gar, a world not yet visited. Why Ares is building his army and who he plans to attack the SGC have yet to discover. This however was not the first appearance of the Goa'uld Ares. He is known Beyond the Blood Drift on the planet Gar as the God of War. Several months ago Ares appeared to Queen Tetris Bloodaxe. He offered her an army to command so that she could declare war on the other Kingdoms of Gar in exchange for great power. Tetris, power hungry as she is, accepted, only to double-cross Ares and seize control of the Army. Ares would have killed Tetris for such betrayal, but hey, he has a soft spot for the Gar Queen. Ares in appearance is a handsome charming man. His tone is only threatening if angered. Ares prefers to manipulate people into doing his dirty work. Which usually means starting a war.
Equipment: Hand Device (unknown powers), Lighting Charger (on left wrist, damage:5D - targets armour adds onto damage and NOT their resistance), comlink (often linked to short range teleporter), personal shield, personal .
Goa’uld Equipment Sarcophagus This is a powerful healing device but can become addictive if over-used. Healing Times Wounded 1D6 x 10 minutes Incapacitated 2D6 x 10 minutes Mortally Wounded 3D6 x 10 minutes Less than one day dead 4D6 x 10 minutes Side Effects A record must be kept of how many times a person has used a Sarcophagus. Each use after the first roll 1D20. If the roll is LESS THAN (not equal or higher) the person must make a roll on the Demands of the Dark Side or choose to take a PERMANENT Dark Side Point.
Staff Weapon Melee damage (Str +1D) Blaster damage (7D, but Blaster skill is –2D) The Staff may only be fired once per round.
Zat (7D Stun)
Tuck Grenade (6D Stun) The Tuck grenade has a time or 1,2 or 3 rounds)
Personal Energy Shield Strength (8D) Roll Damage and apply to the Shield. If the damage is greater than the Shield the full damage is applied to the target and the Shield is rendered inoperable until repaired. Slow moving weapons (Melee or Thrown weapons) will pass through the Shield with –1D to damage. Additionally any energy bonus’s to the Melee weapon (such as to a Vibro-Blade or Lightsabre) is lost.
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