Tauri Go Home: Aliens Need Love Too

Written by Enki

The ability to live the adventures of your favourite television characters is one of the appealing aspects of any license-based Role-Playing Game. However, far too often Gamemasters and players get stuck in the “Middle Earth Campaign” rut with a licensed game. What do you do if you want to break that out of the rut? Easy: Do something different.

The term “Middle Earth Campaign” was posed by Dragon Magazine many years ago to refer to the tendency for every Dungeons and Dragons campaign to be a carbon copy of Tolkein’s classic book series. It would be far too easy for the same kind of thing to occur in a Stargate SG-1 RPG campaign. Does every SG Team need an archaeologist, a scientist, a soldier, and a shol’va Jaffa?

The answer, quite simply, is “No.” The universe of Stargate provides a wealth of opportunity for any of a variety of campaign ideas. Many of these are human-centred campaigns, such as the NID campaign, the alternate SG Command, restarting the series with your own SG-1, or even a Civilian campaign based on an alternate earth.

But perhaps more interesting to some is the non-human campaign. The Stargate universe presents many opportunities to explore the efforts of alien races in tumultuous times. The purpose of this article is to present several looks at alternative campaign possibilities.

Idea 1 – The Shol’va Campaign: “A Serpent Guard, a Horus Guard, and a Setesh Guard meet on a planet….” But seriously, the SG-1 television series has shown us several episodes involving groups of rebel Jaffa. The inclusion of several sub-species of Jaffa and the wealth of possibilities for GM-tailored sub-species makes this campaign not only interesting, but provides a means for significant character diversity. Include a few Spycraft character classes, like a Setesh Faceman for example, and the team suddenly has a lot of options.

Idea 2 – The Tok’ra Campaign: This campaign could go along the lines of the Shol’va campaign, above, but with a few more options. Perhaps a few more Spycraft classes could make appearances, such as the Snoop and Fixer, even a Wheelman if the GM wants to do the extra work of creating vehicle statistics. Nevertheless, the Tok’ra are, above all other species, uniquely suited for fighting the Goa’uld on their own terms.

Idea 3 – The Alliance Campaign: Although the Tok’ra-Jaffa alliance created in “Allegiance” is a tenuous one, it still creates a wealth of possibilities for a Stargate Campaign. This campaign would easily meld aspects of the first two ideas, above, while presenting an even grater diversity. This is also a great campaign idea for groups that enjoy a little inter-character tension from time to time.

Idea 4 – The Reol Campaign: One advantage of License-based RPGs is the ability for the game to explore races seen in the series but not explored in detail. Often, the licensing agent will present the game with a race that the writers do not intend to revisit, giving the game designers a clean run at developing a more detailed look at an already-familiar race. Perhaps this is what has occurred with AEG and the Reol, perhaps not. In any case, the various sub-species of Reol, as well as their rather unique racial abilities, create many Campaign options of which a Gm may take advantage.

Idea 5 – The Asgard Campaign: Admittedly, this is one of the few campaigns that might require characters start above first level, but that is not a requirement. It is reasonable to believe that the Asgard PCs would be first level “by Asgard standards.” The Asgard campaign creates many possibilities not only because of the race, its diversity, and its technology, but also because it could take place at any time… even when the Goa’uld still control large portions of the Earth before the Egyptian gate was first buried.

Idea 6 – The Goa’uld Campaign: A GM might want to tread carefully around this subject, but what of a campaign full of Jaffa that are still loyal to the Goa’uld. This creates less diversity in the ranks of the PCs, but still has possibilities. Perhaps the game could begin with the PCs working for a System Lord with the intent to have them eventually break-away in character. Introduce a Tok’ra infiltrator into their ranks and you have the basis for a Campaign full of intrigue and suspicion. Perhaps the Jaffa and the Tok’ra even decide not to break-away, but instead try to sabotage the System Lord by “working from the inside.”

Idea 7 – The Near-Human Campaign: If the Tauri can make ths Stargate work and start exploring the universe, why can’t other humans? Perhaps, with Jonas Quinn’s prompting, the people of Langaria begin their own Stargate program. To maintain the peace, one team member is chosen from the Tiranians, one from the Andari, and one from the Kelownans, perhaps with the help of an alien “guide” from the Jaffa or the Tok’ra. After all, the Langarians might not be so objectionable to providing the Tok’ra with occasional hosts in exchange for their help. Perhaps a younger world would create their own program, providing opportunities to mix Stargate with other genres like Victorian Horror or Steampunk.

Bringing it All Together – Hogunn’s Heroes: What started as a joke could actually be a viable Campaign idea. Picture this: On the prison planet Kre’uss, the Tok’ra Hogunn, working as an infiltrator within Baal’s ranks, has been appointed warden. Knowing of a shol’va within Baal’s Guard, Hogunn moves the sometimes-insubordinate warrior into position as his captain of the guard. This serves as a punishment for his obstinacy while still keeping him useful in Baal’s eyes. Working together, the two construct a team of inmates consisting of Reol, near-Humans, perhaps even an Asgard Protected Planets’ Enforcer, to serve as a covert team sabotaging major efforts of the System Lords while living in a prison right under their very noses.

These are just a few ideas scratching the tip of an iceberg of possibilities. Experienced role-players may wish to explore avenues previously untouched by the established series, providing the GM with an opportunity to really make his game special. Most importantly, though, don’t feel like you have to play “Middle Earth” with your Stargate Campaign.

Omega Site: PX382-626

Written by Moriarty

The Omega site is a large military and civilian base, created in case of global disaster, outright destruction of the United States or Earth by the Goa’uld, Earth based countries or other alien forces…

Should such an event occur, the President, Vice President, and as many humans beings as possible will be shipped to the Omega and Alpha Site, as well as many higher up governmental officials.

Omega site is the most secure and secret of the SCG’s offworld sites, it is designed to operate totally cut off from the SGC if need be. Placed on an Earth like world PX382626, similar animals, plant life and sun, two moons.

Omega Site is a fully functional military base, that incorporates the best and brightest of the armed services, as well as the best of earth and alien tech.

Omega Site features a fully functional farm, with crops and livestock capable of supporting the entire Omega site staff indefinitely.

A small nuclear power plant as well as a smaller experimental naquaada power plant, both placed 3 miles from the main Omega Site base. A small observatory, a computer library for entertainment with the entire library of congress on file, A load stone 8 supercomputer which is interfaced to 1 Asgard built and on loan Yggdrasil computer system that is networked to several Asgard satellites that monitor the Omega Site planet and solar system which can be used to contact the Asgard in case of emergency, a small TV and radio station. 1 swimming pool and movie theatre, a small landing strip and motor pool, vehicles consisting of 2 small helicopters (cargo/ exploration), 1 AH-64A/D Apache attack helicopter , 10 jeeps, 20 ATVs, 2 Abram’s M1A2 tanks, and 1 Volkswagen beetle, property of the Omega Site Base Commander.

Base defences consist of 4 anti-aircraft guns, 2 patriot missile systems, several heavy machine gun nests, several of which face the Stargate, 1 full-time guard unit, 1 Goa’uld heavy ground cannon also facing the Stargate. 2 low yield atomic bombs with naquaada enhanced warheads in a secure fortified bunker with portable launching systems, the existence of the bombs is not generally known to the Omega Site population, and only the base commander (a full time colonist) and his 2nd in command have access to the bombs. The Omega Site Stargate platform has also been wired with explosives to bury the Stargate in a moments notice should the need arise.

The Omega Site population if roughly 400. Having grown steadily since the bases founding some 6 years ago, when the Stargate project was started, with an average of 4-6 births a year. More then half of the Omega Site staff are full time colonists.

The SGC faked the full time colonists deaths in various military and civilian accidents, with large military insurance policies being paid to the next of kin of the colonists. Several SGO colonists also hail from the civilian populace of earth. The SGC feeling that their expertise was needed on the SGO site, the civilian population hails from all walks of life from farmer, scientist, doctor, politician, psychologist, factory worker, and many more.

The SGC approached them with the proposal, not disclosing the true nature of the Stargate Project until they were on site at the SGC. There they were informed of the nature of the project and given a chance to back out, to date, only 2 people have backed out, both have signed non-disclosure documents.

The SGC also faked the deaths of the civilian colonists, and paid their families from large “previously” unknown and “unexpected” life insurance policies.

The Omega site base as 12 of its own SG teams they are as follows.

SGO-1 (Explore) 4+
SGO-2 (Research) 20
SGO-3 (Marines) 50
SGO-4 (Explore) 4+
SGO-5 (Strategic) 15
SGO-6 (Search/Rescue) 15
SGO-7 (Scientific) 40
SGO-8 (Diplomatic) 15
SGO-9 (Exploration) 10
SGO-10(Explore) 4+
SGO-11 (Covert Ops) 15
SGO-12(Medical) 20
SGO-13 (Night Ops) 10

Their missions vary from simple exploration to emergency back up of the conventional SGC teams, to general R&D of alien tech, some of which is deemed to dangerous in nature to do on earth, Also SGO-8 Diplomatic Team runs the first alien embassy with permanent quarters for Tok’ra and Ja’faa leaders and their personnel. Current alien population varies from 20-40 people per month. The SGO site is used for almost all large scale off world operations from research to military.

PX382-626 was selected because of its earth like environment, also ruins of an advanced culture that have been found not far from the Stargate. The SGO-2 (Research) team is continually unearthing new artefacts there.

The gate code for PX382-626 is currently unknown to the Goa’uld, and most SGC base personnel, Few SGC personnel even know the true depth of the Stargate Omega Project. Only the leaders of each SGC team, General Hammond, The President, Vice President and the joint chiefs know the gate code and GDO Code for the Omega Site Base.

The leaders of each SG team, know only that the Omega gate code is to be used in an extreme emergency such as if their SGC team is for some reason unable to return to the SGC on earth for more then 120 hours (5 days) The Omega Site Stargate features its own iris, which must be activated with the standard GDO and special code, issued to each SGC Team Leader.

PX382-626 is Earth’s first true off world colony.