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Stargate: Annic Nova

Mithras

SOC-14 1K
Hi,

Never liked SG-1much, and without cable here in the UK never watched any SG spin-off either. But following up on some uniform research I stumbled upon Stargate Universe online. I watched 8 episodes back-to back :)

All I could think of was Traveller: Trapped on Annic Nova; or Traveller: Trapped on Rama.

No stargate funny business (so far), just interstellar crisis after crisis. I'm liking it! Lots of ideas for my Traveller game. And I do love 'lifeboat' situations, seeing how people find their level in extreme situations.

Don't know what the buzz is about SG:U, but I'm giving this 9/10 (so far - episode 8)
 
I enjoyed the original movie with Kurt Russell, and enjoyed the 1st season of the TV show, but got busy with RL stuff and haven't returned to it. I don't really like the concept of a 'stargate' in a RPG campaign as it reduces the need for zooming around in nifty starships. :(
 
My thoughts exactly!

But in this series its 60 or so people trapped on a huge automated Annic Nova travelling between star systems a billion ly away from Earth. Its a million years old and falling apart, and some of the people are scientists, some are military some are 'other'. Episodes so far focus on getting the power on, getting breathable air by the end of the first day, finding drinkable water ... and so on :)

http://www.youtube.com/watch?v=W6meze0pTYk


I enjoyed the original movie with Kurt Russell, and enjoyed the 1st season of the TV show, but got busy with RL stuff and haven't returned to it. I don't really like the concept of a 'stargate' in a RPG campaign as it reduces the need for zooming around in nifty starships. :(
 
I don't and never have had cable so I never watched Stargate when it aired. Now because of digital broadcasting with most of the major networks having multiple channels, usually one being a retro TV channel showing old programs, I have gotten into watching Stargate on Comet TV a sub-channel of FOX.

I agree it seem very Traveller like in many ways. I guess because of the military uniforms and weapons. I can get the Annic Nova and Stargate Universe thing :)

SG-1-S7-Team-Fallen.jpg
 
Hi,

Never liked SG-1much, and without cable here in the UK never watched any SG spin-off either. But following up on some uniform research I stumbled upon Stargate Universe online. I watched 8 episodes back-to back :)

All I could think of was Traveller: Trapped on Annic Nova; or Traveller: Trapped on Rama.

No stargate funny business (so far), just interstellar crisis after crisis. I'm liking it! Lots of ideas for my Traveller game. And I do love 'lifeboat' situations, seeing how people find their level in extreme situations.

Don't know what the buzz is about SG:U, but I'm giving this 9/10 (so far - episode 8)

The problem with it was that it had a nasty supernatural plotline going, lacked the "planet of the week" feel that was present in SG-1 and SG:A, lacked the generally optimistic feel of the other two, AND had no clear bigbad to fight.

In other words, it failed the formula that worked to make SG-1 and SG:A popular.

Plus, it ends on a cliffhanger...

Edit to add: I do like SG:U. I just wish they had been able to close out the series...
 
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I have gates in my T20 universe. It's doable. Don't do a lot of them.

I'd say go for it. It needs to be a large vessel.
The ancient ships we're not noted to be large but clustered.
Once thinks when they read the ancient ship defending Vland from the Awaken(virus) that it was a sizable vessel.
 
I was thinking of a campaign that went totally rogue. Using the Cheyenne Mountain complex and Stargate as a starter but it leads into the Traveller universe. How did the Terrans defeat the Imperium, well they had access to the Stargate system build by another race perhaps Droyne, Grandfather or some even earlier race. It is a great big mystery :CoW:
 
I was thinking of a campaign that went totally rogue. Using the Cheyenne Mountain complex and Stargate as a starter but it leads into the Traveller universe. How did the Terrans defeat the Imperium, well they had access to the Stargate system build by another race perhaps Droyne, Grandfather or some even earlier race. It is a great big mystery :CoW:

Bingo. But in the Imperium stargates /jumpgates would be rare. By 3I it's all top secret. I had one on Capital, Corridor Depot, Terra, Solomani Rim Depot and several other key systems. Not in the marches.

Also, Virus would not have access. The ancient ship at Vland attacked virus and we're impervious to it.
 
I was thinking of a campaign that went totally rogue. Using the Cheyenne Mountain complex and Stargate as a starter but it leads into the Traveller universe. How did the Terrans defeat the Imperium, well they had access to the Stargate system build by another race perhaps Droyne, Grandfather or some even earlier race. It is a great big mystery :CoW:

Bingo. But in the Imperium stargates /jumpgates would be rare.
Also, Virus would not have access. The ancient ship at Vland attacked virus and we're impervious to it.
 
There are jump gates in the canonical T4 OTU, they were introduced in the two linked adventures.

They were built on planets/asteroids, so no 100D limit for these things.

The questions are:

have they been decanonised?

if not what has become of them in later OTU history?
 
There are jump gates in the canonical T4 OTU, they were introduced in the two linked adventures.

They were built on planets/asteroids, so no 100D limit for these things.

The questions are:

have they been decanonised?

if not what has become of them in later OTU history?

There are canonical jump gates in CT, too. Adv. 12.
 
80168.jpg


Adventure 12-Secret of the Ancients. Revealed at last, the details of the long-dead Ancients.

Sections include TL25-30 technology, teleportation, gate networks, wormholes and pocket universes.

http://www.drivethrurpg.com/product/80168/CTA12Secret-of-the-Ancients

126511.jpg


Annic Nova: the mystery ship encountered by most Traveller players at the beginnings of their adventures. Detailed with deck plans. But its mystery is never fully revealed.

http://www.drivethrurpg.com/product/126511/CTD01aAnnic-Nova?cPath=21_4767
 
Necro-Thread

I'm bringing this thread back to throw out a few ideas that worked in my Traveller:SGC campaign. It was based on Classic Traveller rules.

Characters

• LBB4 "Mercenary" worked well for generating SGC characters.

• Most of skills are based on TL7 gear and weapons (TL8 Max.). Intelligence 8+ required for xenotech training (TL9+).

• Air Force character skills tended toward the technical side, and their vehicle skills defaulted to Air Craft.

• Army and Marines were rolled as directed.

• Social Class was treated more as a "Charisma" score, reflecting the character's own personal influence on others.

• "Hit Points" (insert eyeroll smilie here) were the sum of Strength, Dexterity, and Endurance. 2/3 maximum or above granted all weapons bonuses for Strength and Dexterity. 1/3 maximum to 2/3 minus 1 was "stunned", with no bonuses, and penalties for fatigue. 1 point to 1/3 minus 1 was "unconscious", and 0 or less was "dead".

Worlds

• All "Garden" class worlds had stargates - some were undiscovered by the natives, some were discovered and thought to be archeological curiosities, and some were known and understood by the natives.

• Each world had an associated "SGC Code", beginning with the letter 'P', followed by the Sector number (1-9 and A-X), followed by the subsector letter (A-P), followed by a hyphen, and finishing with a 3-digit code for the subsector hex. Thus Earth (SR-1827) became "PXK-207", and Porozlo became "P1H-305" (SM-2715).

• Technically, Earth was designated "PXK-207c", and the Moon was designated "PXK-207ca" (even though it did not have a stargate ... until Atlantis touched down, but that's another story).

• There are 37 Garden worlds in the Spinward Marches alone. This was enough to keep the players busy for a year or more.

Space Travel

• I tried to keep to the canonical Traveller rules at first, but found that having a Jump-6 speed limit detracted from the "feel" of the adventures. Instead, I set a "36 parsecs per week" limit as a compromise between the canons of both Stargate and Traveller.

• Only one ansible ever showed up in the game, and it almost led to Earth's destruction.

• Otherwise, the characters had limitted access to Tel'taks (Scout/Cargo vessels), death gliders, and the F-3XX fighter/bomber series.

Weapons

• Most weapons available to the characters were of Tau'ri design and manufacture.

• Staff weapons were primitive, low-powered plasma weapons that used a modified shotgun armor/damage matrix. They were easily damaged during melee combat.

• Zat guns were tricky - one hit stunned, two hits knocked out, and three hits killed (no disintegrations). They hit as a pistol-3, due to the difficulty in aiming at a single target. Their usefulness came into play when a silenced firearm just wasn't quiet enough and did too much damage for the mission profile. Their effectiveness was similar to a tranq gun, but with greater capacity.

Once the mechanics were worked out, game play took over. Since most of the players were familiar with the Stargate series', it was easy to work out a few basic house rules - which were mostly compromises between playability and cinematic effect.

Next, I'll tell you how the Six Major Races were blended with the mythos of Gua'uld, Asgard, Toc'ra, and so forth.
 
Most sophontic species in the Traveller universe ported over to the Traveller:SGC universe with little modification. So, IMTU...

• Aslan: A Gua'uld host species. Never fully conquered, but willingly subjugated with promises of loot and land. Clashed fiercely with Jaffa.

• Droyne: A regressed ancient species. Biologically unsuitable as Gua'uld hosts. Replaced the Nox IMTU while retaining their psionic abilities.

• Humaniti: Played straight and as-is. People from Earth/Terra were called the Tau'ri. The Vilani made up the humans of other worlds. The Zhodani as a people were able to (just barely) avoid and repulse the Gua'uld. When an individual Zho was captured and taken over, he or she lost all natural psionic abilities, but was able to use mind-based Gua'uld devices to full effectiveness.

• Hiver: Physiologically unsuitable as Gua'uld hosts - their bodies would eventually reject and kill the Gua'uld larva as a parasite. Amoral manipulators of nearly every other sophontic species. Barely tolerated by the Tau'ri.

• K'kree: Legendary creatures, rumored to be infinitely wise and exceptionally fierce in battle. Never encountered IMTU, although they could have been, if only the Travellers had made a stopover at Al-Beqwar-K.

• Vargr: A Gua'uld host species. Willingly subjugated by the Gua'uld, whom they worshipped as gods. Fought alongside the Jaffa.

Ancient Species

• Altaran Ancients: Ancestors of Humaniti. Mostly canonical with the Stargate series'. Ascendancy was never established as anything but a rumor - one of many relating to the disappearance of the Altaran Ancients. Altaran DNA and Humaniti DNA are nearly identical. It was the Altarans that were the Ancients of the "Humaniti Hypothesis".

• Grandfather: The Droyne ancestor was an uplift - an experiment of the Altaran Ancients, just before they retreated back to the Pegasus galaxy. From that moment on, his history reverted to CT canon, with the inclusion of the Thousand Years War of the Droyne ancients. Every Droyne world has myths foretelling his return "someday".

Other Alien Species

• Asgard: Keepers of Ancient Knowledge. They are a dying species, having lost their ability to reproduce "in the usual way" - they must resort to cloning and mind transferrance (e.g., transmigration). Theirs is a race against time to find new Keepers, with the Tau'ri being the most promising species so far.

• Furlings: Mystery species. No one knows what happened to them. Their archeologic record abruptly stops sometime around the end of the Thousand Years War.

• Tok'ra: I played these people as even more aloof and uncooperative than in the series. While individually helpful (maybe), their society had a strict code of non-interference with "lesser" species.

• Other Species: The general rule was that minor species (those that had not achieved star travel on their own) were either primitive peoples (TL-4 or less) being exploited for their land and labor, or advanced peoples (TL-C or greater) capable of holding off exploitation. Species of moderate technological advancement (TL-5 to TL-B) were either at war with the Gua'uld, under the protection of a more advanced species, off the stargate network (i.e., no known stargate, buried stargate, iris barrier, et cetera), or experts at concealment.

There were exceptions to each rule, of course. The one that was most fun to play was when a clone of Ba'al appeared with a pet Hiver on a chain ... one a master strategist, and the other a master manipulator ... which one was really in charge ... ?
 
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