Please note, these are written not for the Spycraft system, but for D20 Modern. This was meant to have a completely different feel than AEG's system, and was written before the Core Rulebook was even published.
Hit Dice: increase die-type
by one.
AC, Attacks, and Damage: same as base creature.
Special Qualities
Detect Naquadah: detect any items or creatures that contain even trace
elements of naquadah within 20 square feet.
Goa'uld Knowledge: All Goa'uld and Tok'ra carry the genetic memory
of their race. This gives them a vast array of knowledges to call upon. Whenever
they need to make a Knowledge based check, they get to roll their Goa'uld Knowledge
+ INT Mod + d20 to succeed. Young Goa'uld have a GK of 5, mature Goa'uld have
a GK of 10, and ancient Goa'uld have a GK of 15. This is to represent not just
the genetic memory but the variety of things they learn over their incredly
long lifespans.
Immunities: aging, disease, poison (these are for terrestrial poisons
and diseases; specially tailored toxins can be crafted by those knowledgable)
Naquadah Blood: Allows a host to use devices powered by naquadah. If
the symbiote is removed, the host body keeps this ability.
Rapid Healing: Heals 1 HP every 5 round (or 2 HP a minute (10 rounds))
Abilities: STR +4, CON +4, CHA +4
Feats: Great Fortitude and Iron Will
Skills: See special quality Goa'uld Knowledge
Hit Dice: increase die-type
by one.
AC: , Attacks, and Damage: same as base creature.
Special Qualities
Immunities: disease, poison (refers to terrestrial toxins; custon ones
or rare alien viruses may affect them at GM discretion)
Rapid Healing: Heals 1 Hit Point every minute (10 rounds)
Abilities: STR +4, CON +4
Feats: Great Fortitude
Skills: Same as base creature.
A special hand-weapon, it does no damage, but has several unique effects. It is a favored weapon the Goau'uld, as it can be used to inflict great pain and suffering without killing the subject. Jaffa carry them at times, though they are a secondary weapon when compared to the Staff.
Looks like a heavy quarterstaff, powered by a liquid naquadah power cell. It is a single-shot weapon, but can be used as a Rapid Fire weapon by someone with the appropriate feat. It can also be used as a quarterstaff in melee combat.
Staff Weapon, Damage 6d6, Crit 19-20/x2 Damage Type Energy, Range Incr 15 ft, RoF Single, Magazine 100, Size L, Weight 15 lbs
This armor is typically worn by Jaffa, and on rare occassions by Goa'uld, though they tend to prefer the Kara-kesh. This armor can come in many variations, though the style used by Jaffa is by far the most predominant.
Type: Archaic, Defense Bonus +7, NonProf Bonus +3, Max Dex Bonus +2, Armor Penalty -7, Speed 20 ft, Weight 35 lbs
The Goa'uld Shock Grenade is a metal sphere a bit larger than a softball. When thrown, it delivers a piercing sonic attack that deals 1d6 sonic damage and renders all in a 20ft radius unconscious unless they make a Fort Save DC 20. Failing this save also renders the subject blind for 1d10 minutes upon awakening.
This Goa'uld device requires the presence of Naquadah in the bloodstream to work (see the Naquadah Blood special quality). It also requires a Will Save of DC 15 to activate for someone not trained in its use. The GM may remove this requirement once he feels the character has learned how to use it. Its effects include:
Force Blast: the kara-kesh can create a blast of force that be be shaped into a tight blast against one person or a less powerful area-effecting blast catching all beings within a 2-tier cone (block directly in front of attacker and the three blocks immediately behind that). This blast does 4d6 points of damage in the single shot or 2d6 for the area effect and knocked back 10 feet (2 squares) and rendered prone. A Reflex Save DC 15 for half-damage, and to only be knocked back 5 feet (1 square).
Mind Blast: Must be withing 5 feet (within same squar) of the target. This renders the subject helpless. The blast drains 1d4 points of Wisdom a round. Each round, the attacker and defender must make a contested Will Save. Attacker wins, the drain continues another round; Defender wins, he breaks free of the device. Interesting side note, while using this effect, the attacker can attempt to communicate telepathically with the Defender, though the results are cryptic at best.
Stun Blast: Similar to the mindblast, but it can be used to render the target dazed and unresistant, Will Save DC 20 to resist.
Force Barrier: Acts as a Wall of Force, but is only immune to ballistic and energy damage. The wearer of the Kara-kesh cannot take even a 5ft step while the shield is raised, though he can otherwise act normally. Melee and thrown weapons can pass through it effortlessly. It is unknown if a bow or crossbow would work, as their velocity is much faster than that of hand-thrown weapon. GM discretion. (Note: When Apophis was confronted by O'neill with a bow in the episode "The Nox" he smirked at the sight of the weapon, though we never saw what would have happened.)
Shield: As per the arcane spell, shield. It can be used to defend against even physical attacks, but only offers a +4 bonus to Defense and only faces one direction at a time.
The Healing Device is much rarer but similar in function to the Ribbon Device. The user must focus and concentrate and they may attempt to heal the subject. The success level is dependent of the Will Save determines the amount healed. The Healing Device may only be used once per injury.
DC 15 - 1d8+2 HP/VP; 1 WP
DC 20 - 2d8+5 HP/VP; 2 WP
DC 25 - 3d8+4 HP/VP; 3 WP
DC 30 - All but 1d4 HP restored; 4 WP
The Sarcophagus is the ultimate example of Goa'uld technology: put simply, it heals any injury and can even restore life to the dead. In game terams, treat it as a combination Heal Spell and Raise Dead Spel, and removes all fatiguel. After a few days, once decompusing sets in, even the sarcophagus cannot help. There is a price. Everytime the sarcophagus is used on a human who does not possess a symbiote to mitigate the effects, or whenever it is used on a healthy person to just rest in, the user must make a Will Save of DC 10 + the number of times used within the last month, or become addicted to the effects of the sarcophagus. Prolonged use results in a kind of megalomania, and many blame the device for the descent of the Goa'uld into their current state. For this reason, Tok'ra refuse to use the sarcophagus and do not have access to the technology.
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