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PERSONAL INFORMATION Species Gender Nationality Place of Birth Ethnic Affiliation Birth Date Current Age Skin Color Eye Color Height Weight Size Rating Base Speed VITAL STATISTICS
ABILITY ABILITY SCORE MOD. TEMP SCORE TOTAL TEMP MOD.
CLEARANCES / RATINGS Branch of Service Service Specialty Rank Serial# Class1 Level Class2 Level Class3 Level Class4 Level Clearance Level
CURRENT DIE TYPE TOTAL TOTAL CURRENT SUBDUAL =
ABILITY NAME
INSPIRATION
WIS. MOD. + LEVEL + MISC.
STR
=
TOTAL =
DEX INT
+ + EDUCATION
INT. MOD. + LEVEL + MISC.
CON WIS
= 10 +
TOTAL = CLASS
/ + INITIATIVE
+ DEX MOD. +
+ +
+
MISC.
ACTION DICE
TOTAL DIE TYPE SPENT
CHA
SAVING THROWS TOTAL BASE ABILITY + BONUS = SAVE + MOD. FORTITUDE = + + CONSTITUTION
SAVE TYPE
MISC. MOD.
PRIMARY WEAPON
ATTACK
DAMAGE
ERROR
THREAT
RANGE
TYPE
WEIGHT
SIZE
REFLEX
DEXTERITY
= =
+ +
+ +
WILL
WISDOM
00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000
AMMUNITION TYPE PROPERTIES AMMUNITION COUNT
ATTACK BONUSES TOTAL BASE ABILITY + BONUS = ATTACK + MOD. UNARMED = + + STRENGTH
ATTACK TYPE
MISC. MOD.
00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000
SECONDARY WEAPON
ATTACK
DAMAGE
ERROR
SIZE
MELEE
STRENGTH
= =
+ +
+ +
AMMUNITION TYPE
RANGED
DEXTERITY
PRIMARY ARMOR
DEFENSE BONUS DAMAGE RESIST ARMOR CHECK TYPE MAX DEX BONUS SPEED WEIGHT
00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000
AMMUNITION TYPE PROPERTIES AMMUNITION COUNT
00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000
SPECIAL PROPERTIES
TERTIARY WEAPON
ATTACK
DAMAGE
ERROR
SIZE
SECONDARY ARMOR
DEFENSE BONUS DAMAGE RESIST ARMOR CHECK TYPE MAX DEX BONUS SPEED WEIGHT
00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000
TERTIARY WEAPON
ATTACK
DAMAGE
ERROR
SIZE
SPECIAL PROPERTIES
00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 Stargate SG-1 Ultimate Character Dossier Page 1 of 1
CLASS SKILL
SKILL NAME
KEY STAT
SKILL RATINGS
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
MISC MOD
ERROR RANGE
THREAT RANGE
ERROR RANGE
THREAT RANGE
Appraise Balance Bluff Boating Bureaucracy Climb Computers Concentration Cryptography Cultures Demolitions Diplomacy Disguise Driver Electronics Escape Artist First Aid Forgery Gather Information Handle Animal Hide Innuendo Intimidate Jump Listen Mechanics Move Silently Open Lock Pilot Search Sense Motive Sleight of Hand Spot Surveillance Swim Tumble Xeno-Cultures
INT DEX CHA DEX CHA STR* INT WIS INT WIS INT CHA CHA DEX INT DEX WIS INT CHA CHA DEX WIS
STR/ CHA
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
MISC MOD ERROR RANGE THREAT RANGE
INT INT INT INT INT INT INT INT INT INT INT INT INT
CLASS SKILL SKILL NAME KEY STAT
= = = = = = = = = = = = =
+ + + + + + + + + + + + +
+ + + + + + + + + + + + +
MISC MOD ERROR RANGE THREAT RANGE
Languages Xeno-Languages
LANGUAGE
INT INT
= =
NATIVE
+ +
+ +
LANGUAGE NATIVE
STR WIS INT DEX DEX DEX INT WIS DEX WIS WIS STR* DEX WIS
ERROR RANGE
THREAT RANGE
= = = = = =
+ + + + + +
+ + + + + +
MISC MOD ERROR RANGE THREAT RANGE
= = = = = =
+ + + + + +
+ + + + + +
MISC MOD ERROR RANGE THREAT RANGE
= = = = = =
+ + + + + +
+ + + + + +
MISC MOD ERROR RANGE THREAT RANGE
= = = = = =
+ + + + + +
+ + + + + +
MISC MOD ERROR RANGE THREAT RANGE
WIS WIS WIS WIS WIS WIS WIS WIS WIS WIS
= = = = = = = = = =
+ + + + + + + + + +
+ + + + + + + + + +
= = = = = =
+ + + + + +
+ + + + + +
Skill may be used normally even if the character has 0 ranks allocated to the skill. *Armor check penalty applies to this skill Mark Class skills by numbering them to correspond to Class# on page 1
Stargate SG-1 RPG is produced by Alderac Entertainment Group, Inc. under license from MGM. These sheets are produced for entertainment purposes only and are not intended as any challenge to this copyright.
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NAME
SPECIAL ABILITIES
EFFECT
LIGHT LOAD
CARRYING CAPACITY
MEDIUM LOAD
HEAVY LOAD
LIFT OVERHEAD
(MAX HEAVY LOAD)
PUSH OR DRAG
(5X MAX HEAVY LOAD)
INITIATIVE ACTIONS
You may voluntarily reduce your initiative by up to 10 + you initiative bonus at which time you must act or lose your turn. [Initiative 26+] You may reduce your initiative count by 20 to gain 1 half action, your standard actions occur on your reduced initiative count. Choose one half action and a trigger, if the trigger doesnt happen, you lose your turn. +5 to your initiative count
EFFECT
EFFECT
TALENTS
Standard attack
EFFECT
Half Full Half Half Full Half Full Full Half Full Half
TYPE
Autofire Burst (narrow) Burst (wide) Coup de grace Disarm Grapple Strafe Attack Strike an object Suppressive fire Trip
MOVEMENTACTIONS
NAME
None; uses 1 shot Fire a number of 3-shot volleys up to 1/3 the ammo in your firearm and make an attack with a 1 penalty per volley; if you hit, one volley hits the target; for every 4 over the targets Defense, another volley hits. Uses 3 shots per volley. -3 attack, +2 damage; uses 3 shots. +1 attack, uses 3 shots Helpless target must make a Fort save (DC 10+ damage you inflict). With failure, target dies. Make an opposed attack roll; if you win the target is disarmed Special (see page 370). Target a number of adjacent squares up to the ammo in your firearm and make an attack with a 2 penalty per square beyond the first; all targets hit suffer the same damage; uses 2 shots per targeted square. Special (see page 364) One target within your line of sight suffers a 4 penalty to attack and skill rolls for 1 round; uses 5 shots Make a melee touch attack; if you hit, make a Strength check opposed by the targets Strength or Dexterity; if you win the target becomes prone
EFFECT
FEATS
Standard move
EFFECT
Charge Crouch High crawl Low crawl Run Total defense Withdraw
OTHER ACTIONS
Move your speed in feet. Move up to 2x your speed in feet (in a straight line), then make an attack with a +2 bonus; -2 Defense for 1 round. You may move no more than 10ft. per action; ranged attacks against you suffer a 1 penalty You may move no more than 5ft. per action; a;; ranged attacks against you suffer a 3 penalty; all melee attacks against you gain a +3 penalty. You may only move your bonus 5ft-step. You are considered prone. Move 4x your speed in feet (in a straight line). +4 dodge bonus to Defense for 1 round. Move 2x your speed in feet away from combat.
EFFECT
Aim Brace Draw/holster weapon Feint/diversion Refresh Reload Stabilize a dying character Stand up Taunt Threaten Trick
Half Half Half Half Full Half Half Half Half Half Half
+1 bonus to next attack against chosen target. +2 bonus to next attack against chosen target. Ready weapon or put weapon away. Special (see page 375). If you are the target of no attacks this round, you may spend 1 action die at the end of the round to recover the result in Vitality points, or 2 wounds. Fully load 1 magazine-fed weapon or up to 3 shots in any other weapon. With a successful First Aid check (DC 15), your patient stops losing wounds. Recover from being prone. Make a Bluff check opposed by you opponents Sense Motive; if you succeeed, your target must attack you with his next action. Opposed Intimidate check against 1 target within your line of sight; with success you inflict a morale penalty (see page 377). Special (see page 377).
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PSYCHOLOGICAL PROFILE
CURRENT PHOTOGRAPH
PERSONAL ENEMIES
PERSONAL HISTORY
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