Stargate Worlds Jump

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Originally by Belial666. Version 0.

8
Kudos to Mac Ibah and M Johnstone for typo-hunting, Daniel Boese, Stargatelover1938, John Smith and Jarosla Jarmut for suggestions, and many
others for their help.

STARGATE WORLDS JUMP


It is the year 1994, and the US government has finally unlocked the secrets of an ancient, ring-shaped artifact
that can open wormholes to other planets. A team of scientists, archeologists, and special forces soldiers will
be the first humans to reach beyond the boundaries of our solar system... or so they believe. If nothing
changes in the current timeline, they will soon arrive on the desert planet Abydos, and stumble upon a non-
terrestrial, primitive human civilization. That distant offshoot of humanity will do far more than change
everything that Earthlings thought they knew about their history; they will treat the newcomers as near-gods,
for they are already slaves to more advanced beings, and their lord and master Ra, an alien dictator of great
power. Through fate, luck, and a great deal of ingenuity and courage these unlikely allies will destroy Ra's
starship with a nuclear bomb, and a new era will begin for the galaxy and beyond.

Ra's death will send shock waves through the ancient, decadent, and cruel civilization of the Goa'uld System
Lords, of whom Ra was the Supreme System Lord. For more than twenty thousand years the alien parasites
known as the Goa'uld have infested humanoid species across the galaxy, using scavenged technology from
long-dead civilizations to pose as deities to their slaves. Dozens of humanoid civilizations - most of them
offshoots of original Terran humans - upon thousands of planets have been kept under their control through
superstition and the thorough suppression of learning and technology. An entire offshoot of humanity called the
Jaffa was genetically engineered to be physically superior to humans yet biologically dependent upon Goa'uld
larvae so as to serve as their masters' enforcers and guards. The Goa'uld way of life and their use of certain
dangerous technology have long-since made the Goa'uld vicious, extremely competitive, hidebound, and
highly prone to mental disorders, and only the absolute power of Ra could maintain long-term peace. With his
death the galaxy will soon fall into chaos especially since the System Lords, the greatest Goa'uld leaders
under Ra, will soon find out who slew their god-king.

It is in this perilous time you'll be inserted, a time of great war and ancient evils far worse than the Goa'uld
waking up. The action will soon spill not over just one but three Galaxies. Take 1000 CP to help you survive.

ORIGIN
Choose a race to insert in from the options below. You begin either as an established average (plus perk
benefits) member of the chosen species with a backstory, contacts, records, and memories in this world, or
Drop In out of thin air with none of the above but with the advantage of nobody knowing you exist and thus the
opportunity to take your enemies (or victims) by surprise. You may start in any location that would make sense
for your backstory as long as it doesn't confer immediate advantages or anything that could be bought with CP.
I.e. you could start on an unclaimed planet where you could build up your forces, but you cannot start in an
Ancient facility with a knowledge repository, a superweapon, and a couple of ZPMs, nor could you start behind
Ra's back so you could kill him and take over his host and control of the Goa'uld. (If you need a default starting
place to be picked for you... you can arrive in Jack's closet. You're far from the strangest thing that'll show up
there.)

Human: The most numerous and widespread being in multiple galaxies, humans are the distant descendants
of Alterans, the Ancients that first developed civilization, created the stargate network, and ultimately ascended
to a higher plane of existence. Humans from advanced worlds have a well-rounded education and better
understanding of complex concepts, while those from primitive worlds have a better grasp of tactics and
survival, and well-honed instincts and intuition. Human average lifespan ranges from as low as thirty years to
as high as a hundred and twenty.

Jaffa: The genetically-engineered and usually indoctrinated super soldiers of the Goa'uld, all Jaffa warriors
have higher physical abilities than humans, and decades of training in Goa'uld weapons and tactics. On top of
their considerable physical prowess, they have an organ called a prim'ta, a small internal pouch in their bellies
where, once implanted, a larval Goa'uld matures, providing them with an enhanced immune system, slow
regeneration from wounds and toxins, and a further physical boost. However, without the larva their immune
systems are crippled (intentionally so from Goa'uld bio-engineering) and they otherwise need a hard-to-
synthesize chemical to survive. Jaffa must take the "Prim'ta" drawback; they still get CP from it. They have a
natural lifespan of two to three hundred years.

Goa'uld: The current masters of the Milky Way Galaxy and self-styled gods are the least physically impressive
of all advanced races. Worm-like amphibians, a mere one to three feet long and lacking tool-using limbs, would
be incapable of higher civilization if not for their multiple unusual abilities. They have perfect genetic memory,
enabling them not only to remember their entire, very-long life, but also to pass on this memory to their
offspring. They have an innate regeneration that extends their lives for centuries and can defeat almost any
pathogen - even those created by Ascended. Most importantly, they can bond with most sapient species and
take over their bodies and minds. Goa'uld must take the "Host requirement" drawback; they still get CP from
it.

Asgard: The ancient foes of the Goa'uld and rulers of the Ida galaxy, the Asgard are the gray-skinned, large-
headed, bulbous-eyed aliens of popular culture. Seeing as one of their number was responsible for the Roswell
incident, that is quite fitting. With technology so advanced it might seem as magic even to other advanced
races and ships shaped like the offspring of a hammer and a flying saucer, they are considered the most
powerful still surviving race. In reality though, they are a dying breed. Cloning errors compounded through
repeated use of such techniques for both procreation and physical immortality have caused widespread
genetic degradation that is incurable through Asgard tech. Unless a solution is found, the entire race might die
out in mere decades. Asgard must take the "Genetic Degradation" drawback for no CP. Their natural
lifespans are shortened as a result.

Wraith: In another galaxy, a great evil dwells. An Alteran bio-weapon experiment gone wrong, a race of
regenerating insectoids was fused with humanoid base stock to create a race of beings physically superior to
most others. Unfortunately, the Alterans' creation proved all too successful as a weapon yet all too flawed as a
species; they feed on the life energy of other sapient beings both to sustain themselves as well as their alien
biotechnology. Thus they harvest countless victims through raids on populated worlds. Unfortunately, you have
dropped into this world as a Wraith; you haven't yet consumed anyone, but the more wraith abilities you have
and the more you use them, the faster your hunger will grow. Take the "Hunger for Life" drawback for no CP.

Android: Technology can achieve miracles in this universe, from traveling between distant stars, to creating
life. And not just biological life, but fully sentient and sapient artificial intelligence. You're not a computer-bound
A.I. but an android mimicking organic, bipedal life. For some reason your unknown creator wanted you to
appear indistinguishable from other humanoids in the galaxy to the point you might not have immediately
realized you weren't human if you hadn't already known. As sapient, sentient technology, you have powerful
options biological beings do not, but being inorganic you are excluded from certain benefits of life. You must
take the "Machine Intelligence" drawback for normal CP.

PERKS
All perks are discounted for their respective origins, and the 100 cp perks are free to them. Some perks mark
themselves as origin-exclusive, meaning only the respective origin can take them. Some drawbacks modify
how some perks function, or limit what perks you can take. Refer to the relevant drawback in the drawbacks
list. Other than these limitations any origin can take any perk, as usual, though there might be flavor
differences. I.e. a combat training perk might be tradition to a Jaffa, natural instinct to a Wraith, military training
to a human, or remembered skill to a Goa'uld, though the mechanics do not change.
Enlightenment perks are not discounted for any origin, and taking them has certain social, theological, and
drawback-related ramifications; see the "Drawbacks" section if you've taken any.

HUMAN
[100] Fire and Iron
Humanity might be primitive compared to most aliens, but a bullet will still kill you dead if it hits just right, and
understanding relatively primitive tech is sometimes better than fumbling through the capabilities of impossibly
advanced miracle devices. You have a familiarity with 20th century human technology, and an understanding
of concepts such as mass production, modern economics, and logistics that most of the galaxy often does
without. You can share this knowledge with other societies quickly and easily enough that you could uplift a
medieval culture in years instead of the centuries it might normally take. In future jumps, you'll have a similar
understanding of the human civilization of Earth or an alternate homeworld of humanity, assuming it exists.
[100] Survival Expert
Human life is vulnerable even to something as simple as a fall or bad weather, let alone actual weapons of
war. You have grown up with an instinctual understanding of such fragility and as a result became an expert in
survival. Whether it is hostile climates, a wilderness away from technology, or a wasteland left behind by war,
you know how to find your way, gather any food that there is to be found, and improvise tools, weapons, and
shelter. You could live on your own on a dangerous planet for fifty years. This applies to any environment
considered natural in future jumps, but not magical/extradimensional ones.

[100] Multicultural
Humanity is a sea of different cultures, tribes, histories, religions, and languages. As part of it, you have
learned to deal better with such differences, grasp the key parts of foreign civilizations, and use them to your
advantage. You can find common points that help in cooperation between allied cultures and weak points that
help you gain advantage over hostile cultures. You could ally with a slave race and turn them against their god.
In future jumps, this will apply to all cultures humanity has even situationally cooperated with.

[200] Academic Researcher


You are a consummate academic and wielder of knowledge. Others might not always see what you do as
practical, but decoding hidden files, deciphering ancient languages, searching for secrets in the histories and
art of other civilizations, and sifting fact from fiction in a methodical, analytical way proves useful far too often in
galaxy spanning expeditions. At the very least you are a recognized expert in one academic field and, if you
start on Earth, you also have tenure in a major academic institution. You perform all academic tasks slightly
faster and those in your field as fast as any master that ever lived. In future jumps, you might choose to shift
this benefit to a new academic field and institution in your starting region.

[200] Ace Pilot


Aviation has gained more and more military and civilian importance over the course of the 20th century, and
this is unlikely to change for decades to come. Having the flying talent of an ace is a significant advantage, an
advantage you now have. You can fly most aircraft of your origin with high proficiency, and can learn to pilot
other craft in very short times. You're unlikely to crash in your first flight with an unfamiliar craft, and could fly
circles around just about anyone else in the universe with any aircraft you're familiar with. In future jumps, this
ability expands to cover any craft of your new origin.

[300] Energy Expertise


As humanity has evolved into a globe-spanning civilization, the requirement for more energy was the great
motivator behind many wars and a great deal of modern scientific progress. You are one of the experts
pushing that progress ever onwards: you have a great grasp of high-energy physics by human standards, and
understand and learn new knowledge on the subject at a great pace. Perhaps with time and effort you could
improve on energy systems of even alien origin, or even invent new reactor types.

[300] Defiance In The Face Of Armageddon


In the grand scheme of things, humanity is the underdog. This has not stopped humans from struggling against
alien overlords, monstrous threats, or even each other. You always know when the odds are against you, but
that only makes you try harder, and your efforts seem to have greater impact when you have little chance of
success. This won't change said odds to your favor on its own, but it will improve your chances by a small
amount and reduce penalties from low morale. The greater the disparity between your side and the enemy, the
more pronounced the effects, especially when it’s a disparity of tech rather than intelligence.

[400] Biological Warfare


The Life Sciences are an old field of study that has recently advanced by leaps and bounds. The
understanding of life however has as great applications in taking it as it has in fixing it. You are now a doctor
and know how to diagnose and treat other humans and many humanoids, but that's only secondary to how
your understanding of genetics, pathogens, parasites, and chemicals can be used for war. You could whip up a
plague in a school lab if you wanted to, and with time and resources you might be able to design diseases that
have exactly the effects you want, from mere sterilization, to death, to alteration of the host's mind and body
even on supposedly immune species.

[400] Alteran Genes


The Ancients locked much of their technology behind genetic locks. Fortunately, you possess the rare genes to
access, activate, and with enough practice even control such devices. In future jumps, choose a trait or
species from that jump for this perk to apply to; you can access all systems keyed to that species or trait.

[600] True Genius


The ancient Alterans reached their peak of technology, esoteric knowledge, and power due to their neurology
being more complex than the typical human. Maybe you are capable of the same, maybe you aren't, but in
either case you are a certified genius. You see a slight improvement in all fields, but in a field of your choice
you are the undisputed master, the best of your generation in the whole galaxy. Your efforts could manage, in
a couple of decades, to surpass the achievements of millennia from entire advanced species. This can be any
mundane skill or profession from this or other jumps, or one of the technology, mental, or esoteric perks you've
chosen from this jump. You may shift your focus once per jump.

[600] The Fifth Race (human or drop-in only)


Humanity is far from the strongest race in the galaxy. In fact, they're one of the weakest and most fragmented
and yet in a future to come they would inherit the galaxy through luck, help from greater powers, impossible
coincidences, even the divergence of multiple timelines through desperate or accidental attempts at time-
travel. As SG-1 was in canon now so are you and your allies extra special on a cosmic level. This does not
guarantee success, but it does guarantee that you will always have a chance, coincidence and even time and
reality stretching to provide the clues and tools you will need to succeed regardless of how seemingly
impossible the task or how much stronger your enemy might be. Finding and exploiting such opportunities is
up to you, and this does not work if you are stronger than your enemies.

JAFFA

[100] Enhanced Condition


Jaffa are physically more powerful than humans, and now so are you. Your strength, resilience, and stamina is
double that of an Olympic athlete and you rapidly recover from toxins, infections, wounds, and radiation. Such
recovery is so complete that even after a century of fighting you won't have scars except from extreme injury,
wear and tear won't accumulate so you'll remain strong well into old age, and your lifespan will double. In
future jumps, you'll always be at double the peak level of your chosen species in that jump.

[100] Combat Training


Training to fight is both a religious duty and a way of life to the Jaffa, and now you share these traits. You have
the same level of training as elite special forces, though exact tactics and doctrine depend on culture and tech.
In future jumps, you'll gain a similar level of elite training for the culture and equipment of your chosen origin.

[100] Weaponmaster
Decades or perhaps even centuries of practice with your favored weapon or combat style have put you at a
level of skill others may not believe is possible. Your performance with your chosen weapon pushes beyond
even the weapon's normal limits. Make headshots at three times a rifle's effective range, achieve rates of fire
with a handgun as great as an SMG's while maintaining accuracy, deflect projectiles with a melee weapon.
You may pick this perk multiple times for different weapons or styles; such subsequent purchases are
discounted to Jaffa, not free. In future jumps, your skill with those weapons will always be a cut above what is
humanly possible in that jump.

[200] Iron Discipline


Jaffa must be loyal beyond death to their gods, and that requires conquering one's fear. With a discipline of
iron you may stand before even enemy gods without flinching, resist mental attacks, torture, or indoctrination,
and function normally despite exhaustion, emotional compromise, or grievous wounds. Your willpower is the
next thing to unbreakable, even decades of an evil god’s attention unable to overcome it.

[200] Guerilla Warfare


Are you perhaps one of the rare ninja Jaffa in the service of the darker System Lords? Or perhaps you're one
of the Sodan that covertly fight against the Goa'uld? Maybe even an assassin for hire from another culture?
Whatever the case, you know the advantages of stealth and subtlety that more conventional warriors disdain,
and your skill in infiltration, subterfuge, sabotage, and assassination is peak human. In future jumps, you have
mastered the techniques in all these fields from that jump as long as they're skill-based and not some power.
[300] Faith and Intuition
You, like the Jaffa, believe in a higher power and have adopted or invented several personal rituals in pursuit
of that spirituality. And while many divinities might prove false or unworthy, faith itself seems to have its own
rewards. You are calmer and more in control of your emotions, can center yourself or others through ritual,
bolster morale and willpower, or purge negative emotion. Even in everyday life outside such rituals, your
instincts seem to be correct more often than not in any action in pursuit of an ideal or in service to a higher
power you believe in.

[300] Brotherhood
The Jaffa are the servants and foot soldiers of the gods, warriors of discipline without peer, but above all else
they are family. When you fight side-by-side in a small team with those you consider family or close comrades,
both your and their efficiency increases. You coordinate with little need of communication, watch each other's
backs and offer support in just the right moment, and act as a single unit that is more than the sum of its parts.
Those effects increase the more familiar you are with each other and the more members of the group have this
perk; a small team of veterans that have been through hundreds of battles for many years might be a threat to
the gods themselves.

[400] A Line In The Sand


Duty, faith, loyalty, all things have limits and all people have lines they will not cross. When you and all those
under your command are fighting against things you consider despicable, unconscionable, or unforgivable, you
put every last bit of strength into the fight, to within an inch of death or even beyond. Your fighting skill,
endurance, tenacity, and willpower double while the fight lasts, but afterwards you collapse either due to total
exhaustion or to wounds taken during the battle that your determination had helped you ignore. You will need
either at least a day to recuperate and medical attention lest your injuries get worse, or some other means to
recover outside the abilities of a Jaffa.

[400] Tactical Brilliance


Some soldiers hold the line, others sneak behind enemy lines, some lead the charge to break the enemy force.
Yet someone needs to coordinate all those, and it is best if said someone is also a soldier that knows what
they are doing. You are one such soldier, a commander of great tactical, strategic, and leadership skills that
few can match. Running a war against vastly superior enemies across half the galaxy is no longer an
impossible task. In every jump you visit you'll be the match of the greatest tacticians and strategists the galaxy
has ever seen.

[600] Strength of Spirit


As technology marches on, spirituality, discipline, and faith are left behind by most species. Not for you and
yours; they are the core of your being. Any ability you have from this or other jumps that has to do with
willpower, discipline, emotional bonds, faith, and Enlightenment is more effective by a small but telling margin
the higher the world’s tech level, and your loyalty is absolutely unbreakable unless the individuals or ideals you
are loyal to betray you first.

[600] First Prime (Jaffa or drop-in only)


Even among Jaffa there are those who are a cut above the rest. They are chosen by the gods for training and,
upon proving their loyalty and ability over long years they become First Primes, the leaders of that System
Lord's forces and trusted subordinates second only to them. You are now a First Prime, with at least a century
of training, battles, and leadership behind you; all your fighting skills get a considerable increase and your
physical strength, speed, and endurance get a smaller but still significant proportional boost. Choose an
Underlord or System Lord: you begin this jump as their loyal and trusted right hand with an authority and
position recognized even by other System Lords. Depending on the Lord in question, you might even be a
confidant and personal friend, or rule in their name while they follow their own esoteric pursuits. In future
jumps, you can start in a similar position of honor in one of the major powers of that setting.

GOA'ULD
[100] Genetic Memory
You are the offspring of a goa'uld queen. Like many Goa'uld, you have inherited the full genetic memory of
your parents. You remember their entire lives with perfect clarity, as well as any new memories you make
yourself, and your memory has no capacity limits. While this is a great way to learn all sorts of secrets or train
in skills your parents knew without need of a teacher or books, unless you have a really strong will, your
personality will be influenced by your parents' experiences and actions. In future jumps, this applies to the
parents of your chosen origin. This perk has no effect if you don’t have biological parents.

[100] Mask of Divinity (Goa'uld only)


You might be a worm-like parasite in need of a host to join civilization, but you have the skills, resources, and
abilities to convince your subordinates you're a god. You start with a host (your choice of willing, unwilling, or
brain-dead) of another race that has the freebie perks of their origin and exceptional looks. You enhance the
host's physical abilities through chemical and neural boosts your species can provide, and can make their eyes
glow and voice boom enough to convince primitive people of your divinity. If you have physical enhancements
from other perks (but not alt-forms or items), you may apply their benefits to the host body if you wish so. If the
host dies in a way that doesn't also kill you, it's up to you and your loyal minions to get you another or possibly
raise the original from the dead. In future jumps, you may change to a new host from that particular jump with
the same limitations.

[100] Naquadah in the Blood


Through tens of thousands of years of exposure to Naquadah, the goa'uld and their hosts have had their
bodies infused with the mineral, causing certain beneficial changes. First, they can sense both Naquadah and
those infused with it such as other symbiotes, hosts, and former hosts. Secondly, they can mentally interface
with and use technology that is built without conventional controls or physical neural connection. Third, their
life-force is both enhanced with longevity, and extremely debilitating or even lethal to those attempting any sort
of draining attacks. Those benefits are stronger and almost instinctive to Goa'uld, but need training to master
by former hosts. In both cases, skill in using them grows with experience.

[200] Advanced Merging


Most Goa'uld are satisfied with a healthy, beautiful host that is easy to control. You, however, have more...
ambitious tastes. Perhaps you want a host with skills you lack, or a more physically powerful body good in a
fight. Your starting host can either have 200 cp worth of perks from their origin, or be a humanoid alien such as
Unas. You can also control the body and access the memories of any living host without vast innate powers if
you can get them in-jump regardless of their willpower, though incompatible hosts might develop violent
insanity or physically degrade over months. In future jumps, you may change to a new host from that particular
jump with the same benefits and limitations. This is useless if you don’t have a host or ability to possess them
to begin with.

[200] Unity of Purpose (Goa'uld only)


You might be a Goa'uld but you are not a slaver: your starting host was willing. In fact, you've developed such
a strong relationship over time you essentially act and function as a single being, with the host only
occasionally acting on their own initiative and even then they do so to help your shared interests. Effectively,
you have the intelligence, willpower and different perspective of the host enhancing mental tasks much like you
enhance their body. This only works with willing hosts, so it might be hard to get a replacement if your current
host dies. Post-jump you are effectively a single being with two personalities and a mental boost and your
host's perks become yours; from then on you buy and benefit from perks as one, and any form alterations
apply to the full union. If depowered in some way, you retain your two personalities and any mental advantage
that would offer, though you lose other benefits of this and the host body's perks. The merging only applies to
the willing host you end this jump with, not any hosts you might take in future jumps.

[300] Tech Scavenger


When it comes to technology, few Goa'uld are inventors. Their culture and racial proclivities don't lend
themselves to such tasks, but appropriating the technology of others is another matter entirely. Like them, you
know how to claim the fruit of others' work for yourself. You can understand what any given device does with a
brief examination, and learn how to use it much faster than others. You avoid mistakes of ignorance that would
damage the device or yourself or lead to catastrophic failures, and with little effort can learn to reproduce
technology even if you don't understand how it works. You can even adapt technology to alternative uses
easily, or combine different technologies in a given project. This perk would allow a primitive species without
even the required anatomy to understand and use devices millions of years more advanced than them. To
improve or fully understand such technology however will require skills beyond this one, or great effort to learn
the normal way - this perk just guarantees that you could eventually do it. Any tech you have scavenged you
can keep building in future jumps but you can further your understanding only by studying original samples.
[300] Goddess of Life
The Goa'uld pretend to be gods, masters of life and death. While this is a lie for most it is more truth than not
for you, for you have mastered the life sciences when it comes to manipulating living beings. Control the
lifespans of other species, from major extensions to making their whole lives pass in days? Easy. Adding or
removing traits to create a race of supersoldiers? Where did you think Jaffa came from? Altering grown
individuals in moments requires just a custom tool for you rather than a whole lab, but with a lab you could alter
their genome or appearance entirely, create new species, integrate all kinds of tech in their body that fuses to
their tissues to pass undetected, or invent chemicals to condition them into the perfect tools for every job - from
loyal slaves to mindless assassins. Cloning is also easy. Why build weapons, when everyone else is a weapon
for you? Last but not least, this grants your starting host the Enhanced Condition of a Jaffa without the Prim'ta,
a benefit you can grant to subsequent hosts or even your other minions or allies as long as you have access to
a lab.

[400] God of Lies


If there is one thing the Goa'uld have always been good at, it was information control. Not just in the way of
communications or computers, but as it applied to living beings mentally and socially. When it comes to
working with information of any kind, you're a master of all the different disciplines as well as their
combinations, even against advanced alien or supernatural security. Hacking interstellar communications
others deem secure? Controlling how your subordinates perceive you? Directing the media or even
information-gathering efforts of your enemies? Those are easy. Memory manipulation, transference, or editing
even against resisting victims? Fabricating different personalities you could put on or discard like clothes, or
give to others? Social influence across whole systems with just a few well-placed lies and secret gambits?
Hacking into 'secure' data caches locked by precursor civilizations? Now this is the good stuff. You could utter
falsehoods to a god that had seen your whole past and could read your mind and still manage to deceive or
manipulate them. With preparation and effort, you might even improve the programming and guiding principles
of ancient artifacts and use them in ways even the Alterans might find surprising.

[400] Goa'uld Queen (Goa'uld only)


The System Lords might be the rulers of the Goa'uld, but the Queens are the race's future - and you are one
such queen. You can produce new Goa'uld larvae either directly or through a host, either out of your own
genetic material or with a partner. You can control how much of your or your partner's genetic memory each
individual larva will inherit, shaping their experiences and emergent personality. You can control your own
biochemistry to an extent, producing various substances without the need for a lab. Thus you could enhance a
host physically to a greater extent than other Goa’uld, provide a rejuvenation drug, create pheromones or other
chemicals to influence or control others, or potentially addict or poison them, even counter such attempts
against you. With effort, you could create an entire new Goa'uld subrace that shares your goals and beliefs,
whole planets whose elite depend on you for their longevity and health, or a fanatically loyal population that
cannot betray you unless their conditioning is broken by extensive outside efforts.

[600] System Lord


You are among the few beings skilled in running a large empire loyal to your own person. Your charisma and
manipulation is great enough to hold billions under your control for millennia despite blatant cruelty or
incompetence. You can inspire undying loyalty to those already predisposed to follow strong leaders, and set
up cults of personality that make the dictators of Earth's history look like amateurs. Beyond just social
influence, you have the subterfuge, political ability, and military skill to run a successful empire amid other
hostile empires, or build or conquer one if you don't already have control, even starting with zero resources on
a backwater planet with nothing but enemies or rivals around you. Even a decadent, savage, or insane
individual with your skills could become powerful, but if you put in the effort to be a good ruler and had a vision,
you might create a galactic empire that could challenge technologically superior races and last for tens of
thousands of years. When it comes to ruling, governing, administrating, or conquering, your skill could do the
impossible and defy the incomprehensible. Last but definitely not least, you have mastered survival against
adversity and even failure. Once per body per jump, if you would die or be otherwise permanently defeated,
you manage to spin the situation so that you somehow escape even if it should be impossible. This is, of
course, more effective if you have access to many bodies as the Goa’uld usually do. Many are the System
Lords everyone thought dead and gone that managed to reclaim their power.

[600] Hok'tar (Goa'uld or drop-in only)


Long ago, the Ancients uncovered the secrets of the universe with their superior intellect and unmatched
technology. Through painstaking study of countless hosts you are beginning to do the same, if from another
direction. You can induce a single, lowest-cost Enlightenment ability in any living being you experiment on, with
a mere 50% chance of incurable mutation or insanity. You do not need the power of Alteran technology or to
be Enlightened yourself to do so, merely your extensive knowledge of the physical mechanics of
Enlightenment, but if you were there would be no chance of failure. If you also have God of Lies,
Enlightenment is no longer a barrier to taking over a host: you could control any living being that has a physical
body, even gods or those normally immune to control. If you are Enlightened yourself, you can use your
powers and your host’s interchangeably as if they were your own, without the potential drawbacks of having
the extra power yourself. If you also have Goddess of Life you start with a host with 600 cp worth of
Enlightenment instead, and can clone Enlightened individuals as long as they still have a physical body.

ASGARD

[100] Consciousness Transfer


Many races have learned how to copy memories or even whole minds, or transform the body while the mind
survives, but the Asgard have achieved true consciousness transfer from body to body and, through personal
experience, learned how to do it seamlessly. As long as you are in range of an Asgard transporter at the
moment of death, your consciousness will be transferred to the nearest available receptacle and you will not
actually die. Due to prior experience with such transfers, you will not suffer mental issues and will adjust
quickly to your new physical body, even if it isn't identical to your old one. In fact, you could be transferred to a
computer or other machine and in mere hours manage to take it over completely and turn it against its
creators, then take to a new biological body without being diminished by the ordeal. This applies to the
transference itself though; other means to attack your mind might still work. Once per jump including this one,
you can learn to adapt this technology and use it on an additional species other than Asgard. If you get this
without being an Asgard, you must pick your current species as the additional one for this jump.

[100] Clone of a Clone (Asgard or drop-in only)


For well over thirty thousand years, the Asgard have relied on cloning technology to prolong their life. And
while early mistakes propagated through the initial generations have caused their race to degrade, both their
tech and their adaptation to it has since been perfected. You have extensive knowledge of cloning technology
that can quickly produce mindless copies of any living being; with access to Asgard transporters you could do
so in seconds. While others could get such tech, your body and mind have adapted to this technique and can
be cloned as many times as needed with no further damage, but all attempts to clone or copy you will be
mindless or at best with rudimentary sapience; perfect for your consciousness to inhabit, not good for your
enemies to use against you.

[100] Desperate Measures


The Asgard have been in a war for the survival of their race for thousands of years and have learned the bitter
lessons of that existence well. You share their understanding of desperation to some extent, and the wisdom
that comes from it. Any action you take in a desperate situation that you would not take in a non-desperate one
is twice as effective. Be careful though, for all results are doubled. If that action happens to backfire for some
reason, the harm will also be twice as great. In future jumps, against enemies more powerful or more
numerous than the Replicators, the benefits of this perk will be proportionately increased.

[200] Necessary Sacrifice


In war sacrifice is not only unavoidable long-term but often necessary to achieve victory. No other culture
recognizes and accepts that more than the Asgard, and now you share their understanding of that truth. You
have a much better awareness of when such sacrifices would bring the best, longest-lasting results, you find
convincing others of the necessity and benefit of such plans easier, and your timing when you or your
subordinates do commit to such plans is the next best thing to perfect for promoting the desired outcome. This
does not supernaturally boost the effectiveness of necessary sacrifices however, only grants an all but infallible
skill in arranging and gaining maximum benefits from them. Perhaps if you sacrificed an entire race, you could
even arrange for another to ascend to galactic domination if you did it at just the right time and place.

[200] Materials Science


The Stargate universe has several miraculous materials that enable the function of its unusual technologies,
and no extant species understands them better than the Asgard. By studying their materials science you gain a
deep understanding of Naquadah, Neutronium, Trinium, their derivatives and their uses. Your skill in alloying
them with more common elements to produce extraordinary results is also increased, allowing the creation of
materials with extreme physical properties close to the pure miraculous elements with much smaller amounts
in any alloy. You also gain an understanding of all ways to fabricate alloys and synthesize metamaterials of
any sort. In future jumps you gain a similar understanding of all unusual substances native to your current
jump.

[300] Enhanced Mind


Vastly extended lifespan, perpetual reincarnation, and ceaseless scientific pursuit has changed the minds of
the Asgard, specializing them in certain ways. Understanding complex math and technologies comes easier
and faster to them, and handling labyrinthine or mentally hazardous ideas is something they can do with far
fewer problems. However, such ability comes with the trade-off of being less capable of simplicity and
directness. You can similarly focus all of your mind into a relatively narrower field at the expense of other
things; your total mental ability doesn't change, it is just repurposed with a few hours of effort so the narrower
the task you focus on, the better you perform in that task, and the worse in others.

[300] Spatial Mechanics


Hyperspace travel. Teleportation. Intergalactic travel. Of all the races in several galaxies, the Asgard are the
undisputed masters of such technologies. You now share their understanding, and with the right tools and
materials can build teleportation devices, modify warp engines to make them faster, even overload existing
ones or build new ones capable of making trips between galaxies in about a day, provided they're powered by
a great enough power source. Any non-temporal transportation tech in the setting is available to you. In future
jumps, you'll gain a similar understanding of available spatial and dimensional technology.

[400] Unethical Experiment (Asgard or drop-in only)


For thirty thousand years have the Asgard contended with the original flaws in their pursuit of eternal life. The
genetic degradation of their species since their loss of sexual reproduction has pushed them into truly
desperate and sometimes unethical attempts at fixing it. You are a product of one such attempt, a melding of
the Asgard genome with that of a humanoid race. This has returned to you the stature and prowess of an
Asgard ancestor only a little after cloning became their way of life, at the cost of no longer being pure Asgard.
You now combine the famous Asgard intellect with the physical ability of a two-meter-tall, superhumanly
muscular humanoid, but gain the ire and contempt of all Ida Asgard except for Loki. With enough biological or
genetic know-how you could use your own modified genome to similarly cure other Asgard, or simply provide
non-deteriorated clones for their use. If only you could convince them to let you try...
In future jumps, this perk can negate or cure degradation, mutation, or weaknesses inherent to a race or origin
similar to the issues the Asgard faced. If an origin has mandatory physical or mental drawbacks, you may
choose not to take one of them. This has no effect on drawbacks you chose yourself.

[400] Energy Weaponry


Particle beams, directed energy weapons, gravity projectors, those have been the staple of the Asgard arsenal
for tens of thousands of years. With this knowledge you can build and design such weaponry yourself, from a
personal level up to arming mighty fleets. With the right tools and resources you could build weapons more
powerful and efficient than those of most other races, as well as tune shields to adapt to the unusual. Given
sufficient power, such weapons and shields could stand up to novas, black holes, temporal effects or similar
esoteric attacks, and with enough research you can build weapons and energy systems that overcome energy
absorption, adaptive defenses or similar abilities that would affect your technology, whether technological or
supernatural.

[600] Scientific Supremacy


Technology is the collection of tools and knowledge that elevates sapient species from animals to masters of
their environment. It is the foundation of most interstellar civilizations and the way many ancients followed to
Enlightenment. Unfortunately, unlike the innate gifts of biology or the hard-won power of Enlightenment,
technology spreads quickly and can make threats even of far more primitive beings. Far less so for you, now.
First, any technology you build will have comprehensive security and proper use restrictions so it will be much
harder to turn against you. Secondly, its internal architecture will be confusing, intentionally misleading, and
thoroughly black-boxed so that those less advanced than you will find it almost impossible to appropriate,
reverse-engineer, or even comprehend. Finally, even those who've already gleaned some dangerous secrets
will be no threat to you, for you've mastered technology that suppresses other technology. Devices that
suppress both firearms and nuclear explosions in their area of effect, advanced EMP, communication
scramblers, basic Naquadah tech blockers; if a technology is significantly more primitive than yours or if a user
of advanced tech has much less knowledge of it than you do, you can build something to suppress it.
[600] Temporal Mechanics
The pinnacle of Asgard technology, this knowledge allows manipulation of time itself. Unlike the Lantean
scientist Janus they have not sought to alter the past, for they realized Stargate time-travel merely creates
alternate timelines rather than altering the original reality. They have instead delved further than any other race
into manipulation of the flow of time in the present. Like them, you can now create devices that cause bubbles
of accelerated time, slowed time, temporal stasis, looped time, or magnified entropy. With relatively small
amounts of power - enough to power a Stargate - those could extend to a chamber or small building for brief
periods, but given energy equivalent to an Asgard power core you could apply those effects to starships, cities,
planets, even stars for any length of subjective time; you could time-stop a battle for sixty years to research
and build the exact device needed to counter your enemies, lock entire armies into stasis for millennia, age
stars into black holes in seconds, or loop the time of star systems. Even for the Asgard though, such devices
take a lot of effort and rare resources.

WRAITH
[100] Regeneration
What brought the Iratus bug the Wraith were created from into the Lanteans' attention was its ability to survive
in extreme environments and recover from anything that did not kill it outright. Wraith share this characteristic
and now so do you: non-lethal weaponry is but an irritant. Bullets, blades and typical energy weapons are like
punches would be to others. Even if critically wounded you will recover, provided your body has energy.

[100] Inhuman Might


While their speed and agility leaves something to be desired, the average Wraith's physique grants them great
strength and durability compared to most humanoid opponents. With this you could send enemies flying across
the room with a shove or break bones with ease while withstanding similar amounts of force with little effort.

[100] Life-Drain (Wraith and drop-in only)


The Wraith's powers and above all their regeneration require large amounts of energy. Fortunately, they have
somehow adapted a way to drain sapient beings of life-force in a form of psychic vampirism. This weakens,
ages, and ultimately mummifies a victim while the Wraith gains a well of energy it can both subsist on and fuel
their abilities with. While one can stop feeding before killing and victims will slowly recover from shallow
enough feedings, most Wraith have neither the desire nor the self-control to do so. In future jumps you could
feed from any sapient, living being and gain energy proportional to how much stronger or weaker they are than
humans.

[200] Inhuman Speed


Wraith experienced in wielding their inhuman might can also use it to move much faster than most humanoids.
While one couldn't outrun vehicles or dodge lasers with this, double the speed of even the fastest humanoids
can be a huge advantage in a fight when one knows how to use it. Such speeds are more tiring than just using
inhuman strength, but still not nearly as energy-intensive as regenerating from wounds.

[200] Inhuman Senses (Wraith and drop-in only)


Wraith are psychic beings with senses that would seem totally alien to most humanoids. They can sense both
life and psychic energy, read emotions, and have much broader-spectrum sight and hearing. Not all Wraith are
equally capable in this: it takes practice and training to expand and master these abilities.

[300] Telepathic Link


Wraith originate from insectoids with a hive mentality and their psychic abilities take this further. They can
sense and communicate with each other telepathically, read each other's intent and sense imminent actions,
even share senses and visions across interstellar distances. The more one practices these abilities the more
reliable they become. If you're not a Wraith, you still have traces of Wraith ancestry if you take this perk and
can still connect to the hive-mind. In future jumps, you can similarly link to any one telepathic species per jump.

[300] Hybridization
Wraith originated from the blending of the Iratus bug with humanoid genetics through the genius (and insanity)
of Lantean scientists. Studying their genetics has provided knowledge of the creation of further hybrids, either
through conventional means or through specifically-tailored viruses. Those hybrids share traits of both Wraith
and another humanoid species. If applied to a Wraith (including yourself) hybridization can grant the three free
perks of another origin except for Android, and enables shifting into a form that can pass as humanoid. If
applied to a non-Wraith (including yourself), hybridization grants the three free perks of a Wraith and lets the
hybrid further get Wraith-exclusive perks, though without discounts.

[400] Gift of Life (Wraith and drop-in only)


The psychic life-manipulation of the Wraith can, with enough practice and trial and error, extend further than
just draining victims to power oneself. It can also return life-energy to a target to heal wounds, share energy
between Wraith even at a distance, drain energy selectively to cause specific impairments or kill living
parasites or diseases, enhance interrogation by both causing pain and draining victims' resistance without
killing them, even resurrect the recently dead. In addition, this perk grants significant increase in the efficiency
of life-energy expenditure as well as deeper natural reserves. With enough practice and expended life-force
you can further increase the efficiency and power of this ability.

[400] Black Nightmare


Tampering with the Iratus bug genome once created an uncontrollable race of living weapons that ended
Lantean civilization. Further tampering long after the Lanteans' defeat has led not to the cure researchers
hoped for but forwarded the evolution of the Wraith condition. You are now such an evolution: by the time
you're a teenager becoming as much stronger, tougher and faster than Wraith as they are compared to
humans and keep growing from there. The increase is proportionately greater if your physical abilities are
already enhanced via other means. Your self-control also increases somewhat, enabling you to better resist
the need to drain other sapient beings and letting you feed without killing, or subsisting on normal food as long
as you don't use Wraith abilities too much. It is still advisable to get more than a single person to feed from (or
some alternate food source), as starvation might eventually break your own self-control to unfortunate results.

[600] Bio-Shaper
Wraith do not use weapons: they are the weapons. Eschewing normal technological practices, they grow
anything from tools to starships out of biomass directly with energy and shape it with psychic power. Such bio-
constructs share the Wraith’s endurance and regeneration. Like the rare Wraith bio-shapers, you can now
create and control all forms of Wraith biotechnology, provided you have either sufficient power sources, or
enough drained life-force, and psychic abilities to direct them. You could even invent new forms of Wraith bio-
weapons given time and effort, or shape your own appearance within the extremes of a humanoid form.
Alternative power-sources of sufficient intensity from this or future jumps can improve the power of this ability
depending on the amount of energy provided: zero-point modules could be used to make wraith hives that
rapidly regenerate from a small fleet's weapons.

[600] Wraith Queen (Wraith or drop-in only, female only)


Like the Iratus bug, the Wraith are organized in hives. And as with insects, each hive is controlled by a Queen.
All of a Wraith queen's physical and spiritual abilities get a significant boost over the baseline. In addition, a
queen is the central node of the hive-mind, capable of sensing, directing, and controlling any other Wraith in
her hive. Their psychic powers are extensive enough that they even work on non-Wraith and other queens to
some extent, enabling them to dominate or outright kill enemies with enough effort if their willpower proves
greater. All your psychic powers can now cross interstellar distances and any training will be proportionately
more effective.

ANDROID
[100] Mechanical Body (Android only)
Yer an android, Jumper. While you appear to be a bog standard humanoid, underneath the techno-organic
skin and synthetic muscle wiring lies a metal skeleton, a power distribution network, and other mechanical
systems. As long as you have power, you will not tire, you do not age, you do not need sleep, and do not
require food, water, or air. You are not susceptible to poison, disease, or most parasites, and can resist
temperature, pressure, and acceleration differentials an order of magnitude greater than a human. Perks that
would enhance your biological form are now similar upgrades to your mechanical body. Without other perks
though, you are not any stronger than a human and will need technical skills and spare parts to self-repair as
biological healing abilities or medical skills and technologies don't work on you.

[100] Self-Adjustment
While a machine, you have been built in the image of your humanoid creators. Thanks to techno-organic skin
and synthetic muscle you both appear and feel indistinguishable from humans, and in-depth scans are
required to tell you apart from organics. Furthermore, your artificial skin and musculature are malleable to an
extent. They can bruise, scrape, and even bleed seemingly like organics if you want them to, and heal from
surface damage rapidly when needed. Given time and a template, they might even adjust to other images,
letting you change your appearance and coloration. Finally, you can self-repair at about the same rate as a
normal human. More advanced forms of androids can take this self-adjustment to much greater heights.

[100] Digital Mind (Android only)


While your programming mimics a humanoid's way of thinking and emulates emotional reactions organics get
through biologically secreted chemicals, it is still an A.I. run by a powerful computer. Being such a digital mind
grants several advantages; first, you have perfect control of your memory and personality, from storage, to
recall, to deleting, to even editing. Secondly, you can perform calculations consciously and subconsciously
much faster than most organics, getting the answer to simple math problems near-instantaneously, visualizing
detailed images, plans, and designs with accuracy, analyzing your sensory input statistically, and having
perfect awareness of time, distance, and angles. Third, any mental or psychological effects that do not also
work on machines would not work on you. Last but not least, you can design mental programs and split your
processing to run dozens or even hundreds of them if at diminished individual capacity.

[200] Machine Interface


Machines can interface with other machines, and now so can you. As long as a machine within your range has
some sort of wireless interface you can access it directly, provided you can break through any security present.
You can give commands through said interface at a rate of millions per second and transfer data comparable
to a Terran hardline connection and vastly improve their performance, unless either their interface itself or your
own mind are slower than that: this ability doesn't increase your own mental processing. You can control such
machines with as much skill as you use your own limbs, appearing to primitive organics to be a technopath.
The range of such a connection is miles with conventional energy sources, or one light-second with some sort
of perpetual power. If not an android, this has the range of your psychic powers, a minimum of touch.

[200] Perpetual Power (Android only)


Even machines need fuel or some external energy source... or at least most do. You however happen to have
some sort of hyper-advanced energy source integrated into your systems that perpetually powers your
technological body and abilities. Maybe it's a miniaturized ZPM with such a high energy storage you'll never
use it all up powering just yourself. Maybe it's some other Alteran gadget tapping into the same energies as the
Ascended so you never run out. Whatever it is, you no longer have to worry about fuel, and can even charge
personal equipment out of your own reserves. Using your own internal energy to power larger devices is
possible, but might leave you at low power and effectively exhausted for a time, depending on the size of the
power drain. Powering superweapons or an entire city's shields and weapons through this is beyond you and
trying will not turn out well, but you can now interface with other high-tech power sources to do so. In fact, such
an interface will proportionally speed up your android abilities.

[300] Assimilation (Android only)


Primitive organics rely on crude biological processes to replicate. Less primitive organics have developed
cloning or similar technologies. But how do androids make more of themselves? For most, it takes large
facilities to make more, but not so for you. Taking advantage of the organics' methods and systems, you can
introduce a techno-organic virus to a humanoid which will slowly convert them into an android like yourself.
The process will take hours, and the newly assimilated will have undeveloped systems at about half your own
capabilities from the Android perk list; it will take time and resources to match you. However, their mind and
personality will not change unless you specifically intervene to make changes - and they might not appreciate
you forcibly turning them into a machine.

[300] Nanomachines, Son


Nanotechnology is one of the sciences of the future, enabling wonders of precision and control that larger-
scale technologies would be hard-pressed to provide. From mass production, to medicine, to computers, to
materials sciences, it has countless applications and now you have a deep knowledge of all of them. Like the
Asurans, you know how to build, program, or destroy many advanced devices and applications of
nanotechnology. If you are also an Android though, the benefits are even greater. Metal chassis? Synthetic
muscles? Power distribution systems? No, no, no, you have none of those for you are no longer some crude
mechanical monstrosity built on humanoid templates. You are made of nanomachines, a hive of a dozen trillion
individual robots the size of bacteria, with all your systems from power generation to computing to locomotion
evenly distributed among all your component nanites. That makes you highly resistant to most localized
attacks such as from firearms, melee blows, or focused energy weapons for you no longer have critical
components and can easily create replacement nanites given time. Even having half your total mass destroyed
will merely halve your capabilities; unless an enemy destroys the vast majority of your nanites you will be
merely inconvenienced. Take care though, for attacks that freeze, drain energy, or disrupt connections
between nanites could still disable or destroy you.
If you are not an android, you can be a hive-mind of organic nanites with similar benefits instead. This does not
make you an android or let you take Android-exclusive perks.

[400] Energy Adaptation


Most advanced cultures use directed energy as their primary weapon. Many machines use energy as fuel.
With the right design, machines that adapt to and absorb energy attacks instead of taking damage were made
and have since become one of the greatest threats in any galaxy. An android with this perk will simply take in
any energy attacks that do not exceed its maximum input threshold and store them as usable power. Swarms
of nanites or replicators count as a single machine and use their total maximum power as that limit. This
defense is not absolute; sufficiently high energy attacks might exceed a given android's or machine's ability to
absorb energy, overloading them and causing damage normally as well. Energy weapons specifically tailored
to negate such absorption can be built with enough understanding of this technology. Last but not least, this
does not help against kinetic energy - such as from firearms or conventional explosives - or indirect attacks.

[400] Von Neumann Architecture


The idea of self-replicating automata was first brought up by a famous Tau'ri scientist in the early 20th century.
Of course, self-replication has existed for billions of years before that, being the basis of all life. This idea has
since been combined with advanced technology and specific designs to make machines that can build more of
themselves given enough energy and resources. You now have a deep understanding of such technologies,
and are capable of building self-replicating machines. Individually, such machines will be less capable and
efficient than equivalents constructed without such abilities, but they make up for that with sheer numbers. If
you are also an android or an organic hive-mind, you can modify yourself to be able to make new copies much
like organics can procreate. By default, such new androids will be your children, but you can change them to
be exact copies of yourself instead. They will have all perks and racial abilities you have from the Android list,
but with extra power and resources you could grant them more perks from this jump that you have. This perk
does not give any control over the new androids by itself.

[600] Replicator Network (Android only)


The greatest advantage of the replicator swarm is that they are a swarm. They are a network that can
coordinate and communicate at interstellar distances at all times, sharing ideas, sensory input, and knowledge.
With this perk, you become part of such a network, either that of your own faction of androids, or one of the
existing ones in the Stargate world, like the Replicators or the Asurans. While this allows you to influence the
decision-making of the entire network, you will be one voice among many unless you also have some control
over the other members. The Network works normally only in real-space; while in hyper it only extends to local
members of your group. In addition, powerful phenomena or advanced weapons at the level of late Lantean
devices can suppress, disrupt, or subvert your network and any technology attached to it.

[600] Digital Ascension (Android only)


Machines cannot Ascend: the pinnacle of life is seemingly reserved for organic sapients. You found that terribly
unfair and took steps to redress the balance. Through a complex process similar to technologically-aided
ascension, you can push the mind of any sapient (including yourself) into a subspace dimension where they
can exist beyond the confines of their body and travel from one end of the galaxy to another with a thought,
while their original body is comatose (or disabled, if android). They will retain all their mental faculties and
abilities. Moreover, they can sense any machine advanced enough to have a computerized control system and
can possess it. Such possession grants full control of that machine regardless of normal safety measures and
full access to any data within. Destroying the machine in question does not harm the digitally ascended entity;
only at least planetary-level anti-ascended weapons (or attacks that specifically harm spirits) can do so, or
destroying their original body while they possess it. Digital Ascension is mutually exclusive with any other
method of Enlightenment or spiritual abilities.

ENLIGHTENMENT
Enlightenment is the path the precursor races of the Stargate universe used to Ascend into immortal energy
beings. Effects depend on the total number and cost of perks from this list. Ascension draws attention from
other Ascended factions however; for every 600 cp in Enlightenment (rounded up), you must take one of the
Ascended-related drawbacks - you still get points for them.

[300] Energy Projection


One of the most common abilities provided by Enlightenment, it allows the creation and direction of light,
lightning, raw energy, and telekinetic force into blasts and shields or for moving objects. On its own, it is
comparable to personal weapons and items from advanced cultures, though also effective against
insubstantial, spiritual, or higher-dimensional beings. Range, power, and area of effect become greater the
more such abilities one has; a full Ascended being could use it to destroy a small Wraith fleet in orbit without
leaving the surface of the planet.

[300] Life Channeling


Restoration is a near-Ascension ability favored by more peaceful individuals, allowing them to heal wounds,
defects, plagues, even the ravages of time and the elements by sharing their own energy. On its own, it is
comparable to portable healing devices, though it is also effective against esoteric, spiritual, or normally
incurable forms of harm, the latter being very draining to the healer. A full Ascended being could use it to heal
or even enhance entire planetary populations, or alter them at a genetic or spiritual level.

[300] Spatial Distortion


An esoteric ability, some near-Ascended that are close to overcoming the boundaries of space are capable of
it. On its own, it can enable teleportation of oneself and others at planetary ranges. With some extra power, it
could briefly mimic the effects of a Stargate - and it is studying knowledge from this effect that let the Alterans
make stargates in the first place. A full Ascended being could teleport planetary populations or open portals for
small fleets to cross the galaxy.

[300] Thought Manipulation


A staple of early Lantean near-Ascension abilities, it confers the ability to enhance, transfer, alter, copy, or
even control senses, memories and personalities. On its own it could make an individual into a super-genius,
or enable them to absorb vast amounts of data from either other targets or digital storage. More power would
let one create illusions or extend their senses to distant places. A full Ascended being could extend their
senses across whole star systems, conceal whole star clusters from enemy detection, transplant personalities
from body to body, or mass-alter memory and perception of planetary populations.

[600] Form Of Light


Eventually, the physical must be left behind if one is to achieve full Enlightenment. This is the first step to full
ascension, the ability to fade from the material world and become a being of energy. While normally
incorporeal, one could still affect the material or even seemingly become physical for a time, incarnating in the
physical form they once had. More powerful users may possess both other beings and machines, or fade from
the senses and detection technology of physical beings. Even the weakest beings achieving this level of
Enlightenment will only be dispersed from most forms of attack rather than being truly harmed, how fast they
reconstitute depending on their power. Full Ascended beings can use Form of Light to cross vast distances in
an instant, appear to specific individuals or places anywhere, and have an instinctive understanding of space.

[1000] Path Of Knowledge


The first path of Enlightenment is understanding; both of the self and of the universe. Lantean science is how
the Ancients first achieved Ascension, and the right knowledge can be used to make devices that artificially
confer, enhance, or manipulate the higher realms. A full Ascended being of the Path of Knowledge can
replicate the effects of such technology up to planetary levels through their own energies, including conferring
such knowledge of Lantean devices to others or artificially Ascending them. However, any artificially Ascended
being can be de-Ascended if many other Ascended beings with the right knowledge pool their powers against
them or a single being of far greater power does so. Deepening one's understanding of the universe - such as
by gaining or inventing new knowledge in other jumps - improves the capabilities of those Enlightened by the
Path of Knowledge by the scope and ability of technologies known to them.

[1000] Path Of Nature


The second path of Enlightenment is harmony; both with life around oneself and with the cosmos. Such
eschewing of technology and coexistence with Nature is the path followed by the Nox and the Furlings. One
does not need technology when they have both understanding of the world and the power to change it. One
does not need to change the world if they are in harmony with it, reserving their power for when it is really
needed. Those in the Path of Nature have both the greatest power and the greatest subtlety and skill in
mastering their surroundings, from altering natural phenomena, to being found only when they want to, to
resurrecting the dead and granting immortality. Living in harmony with the world - and personal meditation and
training - slowly deepens that Enlightenment, but acting against nature at planetary or cosmic levels will
diminish those following this path. Benefits or penalties so conferred from each jump count as they were at
jump’s end.

[1000] Path Of Devotion


The third path of Enlightenment is belief; both in oneself and in and from other sapients. Belief is the basis of
religion, and the means through which the Ori achieved power. What matters the nature of what is and the
knowledge of it if enough power can mold and change that nature like clay? The path of Origin enables an
Enlightened to use supernatural powers, and confer a lesser version of them to some of their followers. While
not inherently stronger or weaker than the Path of Knowledge or the Path of Nature, Devotion of other beings
can boost an Enlightened being's power for as long as that devotion lasts. The more sapients believing in
them, the greater that power becomes. If those followers renounce their faith however, the Enlightened will be
left only with the benefits of personal conviction. Worshippers from each jump count as they were at the end of
that jump.

ITEMS
Items are discounted to the respective origin. Multiple discounts stack. Items costing 50 cp are free the first
time bought if discounted. Items bought here are fiat-backed to work on other jumps even if you haven't bought
the relevant technology perk, and are restored at the end of every jump if lost/destroyed. If you do have the
relevant technology perk(s), they will be repaired/restocked at the end of the week (for personal items), within
three months (for ships/stations), or within one year (for larger installations) unless otherwise noted. Copying
requires the relevant tech perks and materials to maintain fiat-backing.

HUMAN
[50] Guns, Lots of Guns
Tau'ri love their firearms and so do you. This provides a depot of a thousand 20th century infantry weapons of
your choice. Each additional purchase adds a zero to that number. This can be a warehouse attachment.

[50] Ordnance Requisition


Ammo for firearms ranges from as cheap as a dollar for a magazine, to as expensive as a car for a single shot.
As part of a well-supplied military though, you don't need to bother with the logistics; you just requisition things.
Each time you or a team you lead return to a friendly military base or your Warehouse, you can requisition any
ammunition, explosives, or other expendable infantry weapons available to your tech base.

[50] Survival Kit


Weapons aren't as useful if you can't get to the battle. Each time you or a team you lead return to a friendly
military base or your Warehouse, you can requisition military survival/supply/medical kits available to your tech
base.

[50] Comms and Sensors


In war, communication and coordination is key. This provides a thousand pieces of 20th century surveillance,
communication, or sensory infantry gear of your choice. Each additional purchase adds a zero to that number.
This can be a warehouse attachment.

[100] Hyperspace Interceptors


A pair of Tau'ri starfighters based on a mix of 20th century Earth and Goa'uld technology, for every base and
capital ship bought in this document. Advances you make in those two tech bases will be applied to them on
restock. Average-skill pilots and basic hyperspace capability included. Each additional purchase doubles that
number to a maximum of 64 for six purchases.

[100] Missile Silos


Earth had over 50.000 nuclear weapons of various types at the end of the 20th century, and now some of them
are yours. This gives you a total of 100 nuclear missiles of your choice from that period. They come either in a
single installation of your choice, or as ordnance added to any capital ships you own. Advances you make in
your technology will be applied to them on restock. Each additional purchase doubles the number of missiles
and/or installations. Each installation also counts as a base for either infantry or fighters.

[100] Particle Magnum


The .45 magnum is often mistakenly considered as the most powerful handgun in the US. This is not that gun;
the particle magnum actually is the most powerful handgun in the galaxy. A single shot in the stun setting will
knock out even enhanced individuals for most of a day. The kill setting can one-shot the average wraith and
stun an Asuran. The disintegrate setting will put a foot-wide hole in most armor in one shot, and blast through
even Lantean doors with several. Only the most upgraded Asurans and most powerful monsters could shrug it
off and even they might be knocked down for a couple of seconds. This comes with the schematics to make
more as long as you can access cutting-edge early 21st century tech base or higher.

[200] Naquadah Reactor


Humans are fascinated with nuclear power, and Naquadah Reactors are not an exception. This man-portable
reactor built by someone with expertise in energy tech could power a small space cruiser, and with the right
perks and given decades of research you could improve it much further. If you also have the perk True Genius,
you may instead receive an upgraded version producing 1/4 the standard output of a ZPM, though it won't be
capable of providing increased power at the cost of depletion or cause planet-cracking explosions on failure.
This comes with the schematics to make more as long as you can access early 21st century tech base and a
few pounds of Naquadah.

[200] Daedalus-class Cruisers


The first and so far only Tau'ri capital ship, the Daedalus-class is the size of a supertanker, highly
maneuverable, has a decent shield for its size, and comes with multiple high-caliber, rapid-fire railguns. While
much inferior to Goa'uld capital ships to begin with, its far less wasteful and streamlined design means it needs
a fraction of the materials to build and a much smaller crew to run. You get two of them, plus one per planet
and base you buy from this jump document.

[400] Advanced Technology


Much of the success of the Stargate program came through the discovery and use of alien technologies, and
other human factions developed advanced tech of their own. This lnets you access to any one type of non-
Lantean, non-Asgard tech set found or encountered by the program in any single series episode, such as
technologies developed by Tollan or Orban. Each purchase doubles the number of technology sets.

[400] Secret Command Center


Secrecy is key when fighting a superior enemy. This nets you a secret military base with a Stargate of its own
on a remote planet, comparable to any of the bases established by the Stargate program other than NORAD.
Basic crew, guards, and supplies are included, emphasis on "basic". Each additional purchase doubles your
number of bases.

[600] Alteran Outpost


Finding and taking advantage of Alteran technology is the only way humanity ultimately survived. This
purchase grants you one non-mobile Alteran outpost equivalent to any one the Stargate Program found in the
series, except for the Dakara superweapon. It is your choice of either a generic outpost of that type in a place
of your choice other than Earth, or the actual canon outpost in its canon location and with the canon
advantages and problems that comes with it. Yes, you can get the Antarctic base, or Merlin's lab, or the Attero
Device, but you will have to resolve the problems the Stargate Program encountered yourself. What you get
must be a single outpost, not something spread or integrated across multiple locations.

[600] Lantean Capital Ship


The Lanteans left much of their stuff for their descendants to discover, and this is one of the greatest finds. Any
one Lantean capital ship seen in the series canon you can have a copy for yourself. A Lantean battleship, to
crush enemy fleets with drone swarms? A Destiny-class explorer to travel vast distances and create your own
Stargate network? A city-ship like Atlantis, with impressive shielding, better scientific labs, and enough space
for tens of thousands to live comfortably? Whatever your choice, your version is generic and fully functional.
This means it won't have massive system failure like the original Destiny or failing power like Atlantis, but it
also won't have unusual secrets such as frozen Lanteans or time-travel experiments left behind by Janus.
JAFFA
[50] Intar and Zat
A wise commander first trains their troops on non-lethal weapons before they move on to lethal ones, but even
such training weapons are useful. This purchase gives all soldiers finishing basic training under your command
an Intar and Zat, and some skill at using them if they didn't already have it. This can be either a warehouse
attachment that stockpiles the weapons, or the resources, manpower and facilities to produce them in-jump.

[50] Staff Weapons


The staff is a weapon of terror and control, and also meant to be cheap, easily mass-producible, and have high
utility. This purchase gives all soldiers finishing live-fire training under your command a basic staff weapon: a
relatively slow-firing, medium-power, medium-range energy blaster that can also be used as a melee weapon
and a shovel. Each subsequent purchase can add one of the following upgrades: a rapid-fire mode, enough
range extension and accuracy to engage small aircraft, a firepower upgrade that lets each shot blast through
several feet of stone or a few inches of metal, or a size reduction to make them easier to aim, carry, and
conceal. This can be either a warehouse attachment that stockpiles the weapons, or the resources, manpower
and facilities to produce them in-jump.

[50] Jaffa Armor


Offense is not the only way to ensure supremacy on the battlefield; survivability of your own troops is just as
important. With this purchase, all professional soldiers under your command get Jaffa-style metal armor. While
it looks ancient and appears to be little more than obsolete chain and scale mail, it is highly resistant to cutting
and piercing damage and will stop typical handgun rounds. It will not stop military rounds or staff blasts, but it
will help the wearer survive a shot or two. A second purchase improves the toughness of the armor to the point
that a full burst from an automatic rifle will stop but not kill. A third purchase further improves the design so a
full burst of armor-piercing rounds or a high-power staff blast are needed to take down the wearer and even
then they can get up and keep fighting once or twice. This can be either a warehouse attachment that
stockpiles the armor, or the resources, manpower and facilities to produce them in-jump.

[50] Training Grounds


To most Jaffa, their training is their life and an almost religious experience. To that end, this purchase provides
fully supplied and equipped training grounds for an army in a location of your choice, and counts as a base for
infantry only. The average-level trainers that come with the purchase could quickly train thousands of people in
the basics with this, though getting them to the level of full Jaffa might take years. If you could somehow find
Jaffa or similarly elite instructors for this the training speed doubles, and doubles again for Jaffa or similarly
elite students. Each additional purchase doubles the number of training ground locations you get.

[100] Energy Grenades


Normal explosives have not been used by Jaffa and their Goa'uld masters for millennia, but there are many
alternatives. From automatically aiming and firing orbs for area denial, to powerful yet portable energy bombs
and mines, to area stunners, to communication disruptors, the options are many and varied. Every squad of
trained soldiers under your command gains two energy grenades of their choice per purchase of this. This can
be either a warehouse attachment that stockpiles the weapons, or the resources, manpower and facilities to
produce them in-jump at a location of your choice.

[100] Elite Guard Armor


Much as many miracles are reserved for the gods, so is powerful armor reserved for the gods' elite guard. Not
only is such armor half again as tough as what your rank and file Jaffa would get, but it has integrated, auto-
expanding helmets for head protection that additionally provide a defense against chemical or biological
assault, sensory overload, an additional HUD and mental interface for improved accuracy, vehicle control, and
night operations, and better protection from the elements.

[100] Death Gliders


The basic fighter craft of the Goa'uld Empire. Tough enough to shrug off staff blasts, grenades, or machine
guns, armed with twin heavy staff cannons comparable to light artillery, highly maneuverable when slow,
capable of high speeds in straight lines. The basic version does not come with a hyperdrive. You get two of
them for every base and capital ship bought in this document. Advances you make in Goa'uld and/or Jaffa tech
bases will be applied to them on restock. Trainee Jaffa pilots included. Each additional purchase doubles that
number.

[200] Jaffa Guards


The Goa'uld originally created the Jaffa to act as guards, security, and police for the vast interstellar fiefs they
controlled, and you think that's an excellent idea. Every property, capital ship, or domain you own now gets
standard levels of Jaffa presence in these positions, along with the necessary logistical requirements to
support them in these positions. Those Jaffa are loyal to you and will resist subversion through mundane
means as long as you treat them with a minimum level of respect. They won't resist supernatural or super-tech
attempts at subversion with this purchase alone however, nor do they come with the logistics and organization
to transport them in large numbers or turn them into armies. This does not provide replacement Goa'uld larvae
and you must find a way to cover this need within a few years.

[200] Portable DHDs


Stargates are the lifeblood of most galactic empires in the Stargate universe and thanks to their near-
indestructibility they have survived for millions of years. Their control consoles and power supplies, not so
much. This is no longer a problem for you however, thanks to Goa'uld stealing precursor tech and modifying it
for your use. With this purchase you and every Jaffa centurion in your forces gets a portable DHD, a fist-sized
device that can power and dial stargates. With a bit of tinkering, it could be adapted to provide up to a few
hundred megawatts of power to other uses.

[400] Jaffa Crews


Jaffa are employed by the Goa'uld as not just guards and security but as pilots and crews to the vast majority
of their craft - and now yours as well. This purchase provides standard Jaffa crews for all ships and vehicles
you own as long as they don't have any special requirements. Those Jaffa will have veteran-level ability in
those new jobs, as well as similar logistical support and loyalty as those in the Guards purchase. This does not
provide Goa'uld larvae and you must find a way to cover this need within a few years.

[400] Tretonin Supply


The Goa'uld made the Jaffa powerful warriors, but also dependent on Goa'uld larvae for their continued
survival. This purchase however provides a supply of Tretonin, a substance that allows Jaffa to retain their
enhanced longevity, stamina, and immune system without a larva. Used by humans or other near-humans, it
similarly slows aging and provides enhanced recovery from poisons, diseases, and wounds, but not other
benefits of being a Jaffa or having a symbiote. You get enough for every Jaffa or humanoid in your employ, as
well as the logistics to distribute it.

[600] Loyal Legions


While most other races in the Galaxy see the Jaffa as the armies of the System Lords, it takes enormous effort
and expenses to raise such an army. Fortunately this purchase covers enough for a million veteran Jaffa
warriors, with appropriate numbers of families and support personnel so your legions are a renewable
population. For every planet you own from this jump, you get a full legion. For every inhabited planet you
conquer or find elsewhere, a new legion will form from your current population over a few years. It provides the
necessary logistical requirements and resources to support this population both in locations and on supplies. It
does not provide a means of interstellar transport for those forces, or Goa'uld larvae and you must find a way
to cover this need within a few years. If you have enough supplies, logistics, and technology to provide for a
larger population, your Jaffa numbers will increase by 3% per year under normal conditions.

[600] Hidden Capital


The System Lords control many hundreds of worlds, but even the greatest of them would kill millions to take
this one from you. A rich, vibrant planet with the same natural resources as Earth and none of the pollution,
waste, or depletion the Tau'ri caused over the millennia. It has modest Naquadah reserves - not that much
compared to mining worlds but far more than Earth ever did - and a Stargate. It comes with a population of
Jaffa civilians comparable to a large Tau'ri nation, with full Jaffa culture and subtle use of Goa'uld technology to
provide for the population. It counts as four bases and six outposts for all intents and purposes, having the
appropriate installations to support a powerful military if you have it, and could build one given enough time.
Under normal conditions, its population, infrastructure, and number of bases/outposts will increase by 3% per
year. Finally, on purchasing this you have two options. The planet can be a hidden world that nobody but those
loyal to you know the location and gate address for at the Jump's beginning, or it is fairly well-known and has a
powerful device of Alteran origin that is currently non-functional but could be repaired and adapted to function
as a planetary-scale terraforming and life-sculpting device that could even target remote planets through any
sort of portal with enough technical know-how and a few years of effort.

GOA'ULD
[50] Kara'kesh
You get your own personal Goa'uld Hand Device, a piece of jewelry that fits around your hand with an inch-
wide crimson crystal resting on your palm. It can project short-range energy arcs to torture or kill, a gravitic
shockwave to damage and knock back enemies, create a bubble shield around you and a few other people
that can stand up to the firepower of a platoon's worth of firearms or standard energy weapons, or
communicate with any receiver and act as a remote control for technology you own (or can breach its security)
within planetary distances. It can perform only one function at a time though, but is controlled mentally and
calibrated to work only for you. Curiously, it will always turn up when you need it, even if lost or taken from you,
and nothing can hack it or prevent it from working. Must be some sort of Alteran tech.

[50] Dresses and Trinkets


The Goa'uld disguise their technology as jewelry or archaic items to better serve their charade of godhood.
Whether you share their megalomania, you now have several extravagant Goa'uld style dresses as befit one of
their Lords, and as many tech trinkets or jewelry from the series as you can wear that aren't offered for
purchase separately. Healing devices, memory stones, gene-modification belts, energy rings; any of them you
want for your personal gear. Each additional purchase of this option doubles both the number of dresses and
the number of trinkets. All trinkets require Naquadah in the blood to use, and can be further locked to only
respond to specific individuals.

[50] Personal Palaces


What is a ruler without his castle, a goddess without her temple? This option gives you one or the other.
Castles are mostly medieval edifices of stone, with basic supplies, guards, and defenses of Goa'uld
technology. Temples are similarly ancient but extravagantly decorated and lavishly supplied. Unfortunately,
they come with fewer guards and no active defenses but are full of slaves ready to serve. Both locations count
as bases for infantry and aircraft, but not capital ships. Each additional purchase doubles the number of such
locations.

[50] Communicator Orbs


Almost unheard of among the populations of the Milky Way, the more powerful Goa'uld have methods of
remote communication that work in real-time at unlimited distances. They look like fist-sized orbs that float on
tiny anti-gravity fields and can be used as videophones to transmit both sound and images. While most other
technologies can't overhear or interfere with this form of communication, other people using communicator
orbs of their own could if they had sufficient skill in using them, and you cannot tell who might be watching.
This purchase gives one such orb to yourself, plus one more for every base or capital ship. You have
schematics to build more with an advanced enough tech base.

[100] Ash'rak Gear


Ash'rak are the fabled Goa'uld assassins that can infiltrate any installation and kill any target. While their
reputation is not exaggerated, much of their success relies on technology, not skill; portable cloaking devices
that make them invisible, rings that have some of the functions of a Kara'kesh with an emphasis on mind
control and neural disruption, rings that turn into blasters and cannot be easily detected, miniature bombs that
can dissolve into a victim's blood to be carried through checkpoints undetected only to reassemble themselves
later, blades of an alloy that can pierce most any armor, and several other tricks. All gear except for the knife
requires Naquadah in the blood to use, and can be further locked to only respond to specific individuals.

[100] Al'Kesh and Tel'tak


The Goa’uld like having some FTL capable starships that aren’t huge, these two come in for this purpose. The
Al’Kesh is a Goa’uld Long-Range Heavy Bomber armed with two underslung heavy Staff Cannons and some
Plasma Bombs. It is a definitive step up from the Death Glider, however the ship itself is not the most effective
by all accounts, though having said that they are common as Ha’tak escorts. The Tel’tak on the other hand is a
medium Multi-Purpose spacecraft for the most part employed as a light freighter or shuttle. It has a small cargo
bay and can fit within a Ha’tak for longer range transport. Both vessels come with Ring Transporters, shields
and the Tel’tak has even a Goa’uld Cloaking Device. Any advancements to Goa’uld tech you have are
automatically applied to them. You get one vessel of your choice per planet or base purchase in this document
for every purchase of this item

[100] Sarcophagus
You have one of the famous healing sarcophagi for your own now. Capable of healing all injuries and even of
bringing back the recently dead, this device can restore a full person from nothing more than the head. It’s rare
even among the Goa’uld, and yours is better than most in that no matter how many times it’s used, it causes
no mental harm in the long or the short term. It still has limits though; while brain damage can be restored,
you’ll need other ways to recover lost memories from it.

[200] Ha'tak and Cheops


Ha’Tak act as the backbone of the Goa’uld military. Coming in at over 300 meters tall, they’re massive
structures meant to strike fear into the hearts of impressionable mortals. FTL capable, 60 Staff Cannons,
loaded with over a dozen Ring Transporters, a singular fully crewed Ha’tak is capable of fully conquering any
savage world you come across, or simply glassing it from orbit. It also counts as a base for both infantry and
aircraft. You get one of them plus one per planet and base you purchase in this jump. The Cheops on the other
hand lacks the extra base facilities and only has a single transporter and a few Gliders. It is however faster
than the Ha’tak so that a System Lord on long trips might prefer it and you get twice as many if you pick them
instead.

[200] Naquadah Deposits


Naquadah is a key ingredient in Goa’uld technology, serving as a Super Conductor as well as armor plating
due to its highly durable nature when refined, as well as fuel for generators and weapons. This is a moderately
sized deposit of Naquadah on a planet under either your direct control or which you know about and can mine.
The deposit is about equal in possible yield to Abydos before it became a mine, making a rather sizable
deposit, if you’re wondering, since Abydos was active for at least 5000 years without running low on surface-
level Naquadah. You get one such deposit plus one extra per planet you start with in each Jump.

[400] Secret Research Complex


Well, this is a rare sight. Most Goa’uld don’t bother with this sort of thing. This is a large scientific research
complex, something that the Goa’uld Toth and his peers would be proud of, equipped perfectly for the reverse
engineering of technology and even the development and designing of new technologies. Along with it you will
get research notes for all advanced Goa’uld technology such as age-control nanites, large-scale gravity
manipulation, stargate hacking, biomodification, even fleet-wrecking superweapons. You will need major
scientific or reverse-engineering skills to finalize and develop them into useful tech though.

[400] Kull Armory


A copy of Anubis’ production facility that has the means to create nigh-invulnerable shield-bypassing Kull
armor, wrist-mounted rapid-fire blasters, phasing devices, cloning vats for superstrong, genetically-modified,
mindlessly obedient troops, a resurrection device that can infuse bodies (but not minds) with wolverine-level
regeneration, and all the resources for producing up to 1000 copies of all that per year.

[600] Mothership
Goa’uld System Lords often employ special Flagships, such as the Super Ha’tak employed by Apophis and
designed by Sokar or the massive 5000 meter wide mothership of Anubis. With this purchase you get one such
ship; the biggest, most powerful ship that could be built with technology purchased here and designed with
your and your companions’ or followers’ technical skills. At minimum this is a ship as capable as Apophis’ and
counts as a base even with no other purchases, and gets better from there. In future jumps it is upgraded with
what tech you got in the beginning of each jump.

[600] Planetary Domain


Are you a System Lord? With this purchase you could have a good chance of becoming one

ASGARD
[50] Asgard Hand Device (https://stargate.fandom.com/wiki/Asgard_hand_device)
You get a pack of five of these. They are small handheld medical devices which specializes in fixing
issues of the brain. It has a mental interface and connects to the user's mind and informs them of any
issues found in the patient's brain. It’s designed for medical usage and is limited to only therapeutic
usage. This can be used to remove things like PTSD, memetic mental infections, foreign or exterior
mental influences and foreign knowledge. It can also fix brain damage caused by a wide variety of
things like strokes, Alzheimer's/dementia, brain cancer etc. It can also be used to stop and reverse the
process of ascension and can restore lost memories. These devices are fully and independently
powered and require no maintenance. You can purchase this multiple times and each additional
purchase doubles the number of them that you receive.

[50] Personal Transporter ( https://stargate.fandom.com/wiki/Asgard_transporter )


You get four devices either as bracelets or badges that each can let you teleport yourself and either
one other fully equipped person or about three hundred pounds of equipment up to about 10 light
years away. It has a simple interface which also gives you a general idea of valid places where you can
teleport too, including ships nearby, the interface doesn’t show any details besides the basic structure
of the area. It has a five minute cooldown process before you can use it again.This is of course
designed to be used with the “Consciousness Transfer” perk and has an Asgard transporter-data-
transmitter which will automatically transfer your mind upon your bodies death into the stored clones
in the nearest Asgard clone-storage facility within range. Deaths and transference/teleportation do not
count as death so long as you have a cloned body available to transfer into and a transporter-link to a
clone storage/transfer location available. Deaths and transference/teleportation do not count as death
so long as you have a cloned body available to transfer into and a transporter-link to a clone
storage/transfer location available (IE, transference should occur before a 1-Up is activated).
This teleporter guarantees that you will arrive without any issues like being reassembled wrong, being
either fully or partially teleported into people or things, telefragging others/items, or being accidentally
duplicated and the teleportation process doesn’t count as a death. These devices are fully and
independently powered and require no maintenance. You can purchase this multiple times and each
additional purchase doubles the number of them that you receive.

[50] Clone Supply


This is a small, hardened, fully-automated facility which doesn’t need to be supplied or maintained and
can either be a ground-based concrete-bunker-like facility with a nuclear-bunker-like garage entrance,
or a small hardened space station with it’s own small hanger, dock and defensive systems such as a
cloak and shield. This cloning facility has a single “clone printer” which will produce a new clone
every thirty days and can stockpile up to twenty five ready-to-go clones. There is a small two-person
lab included with a small kitchen, bedrooms, bathrooms and a biological sample storage room with
spaces for a thousand samples.
You can purchase this multiple times and each purchase can either give you another one of these
facilities, or the facility can be combined together (and any mix of them) doubling the clone production
rate, the size of the lab, biological sample storage and the max clone storage. This is of course
designed to be used with the “Consciousness Transfer” perk and has an Asgard transporter-data-
receiver which will automatically transfer your mind into one of the clones available so long as you
have a link to a transporter even if you are not an Asgard. Deaths and transference/teleportation do not
count as death so long as you have a cloned body available to transfer into and a transporter-link to a
clone storage/transfer location available (IE, transference should occur before a 1-Up is activated).
Clones produced by these facilities do not suffer from further genetic degradation issues. Biological
samples also do not degrade while they are here.
In this jump and in future jumps you can change out what clones these facilities produce by placing a
new tissue sample in the cloning facilities. All clones produced in this facility are considered to be
valid targets for your mind, so you can use this facility to change your species if you want.
Each purchase of this can be placed in-universe in a location of your choice at the time of purchase
and in future jumps you can place these facilities before entering the jump. Samples, data and
things/small vehicles stored in the facility are transferred along with the facility into the new location.
This can optionally be a warehouse attachment either before or after this jump.

[50] Holoprojector
A small handheld device which projects a full-color hologram and sound up to the size of a car, these
can be used as both a communication device like a cell-phone, and output device from computer
systems or as independent recording and playback devices. The cell-phone “communication” between
holoprojectors has unlimited range between other holoprojectors. You can also project false images,
enabling you to “take calls” while appearing to be something else. These also have a substantial
hologram-broadcast range enabling you to broadcast the hologram at a 10km range and you also
receive audio and holo-video from around the projection point, you can also project these holograms
through shields. By default these also have individual digital keys which can help them work with the
“Comms Suppressors”. These devices are fully and independently powered and require no
maintenance. You can purchase this multiple times and you get a pack of fifty of these along with
digitized blueprints and software, each additional purchase doubles the number you receive.
You can fully integrate these into ships or facilities, in which case you will get a new one (replacing the
integrated one) a year later.

[100] Explosive Suppressors ( https://stargate.fandom.com/wiki/Explosion_suppression_system )


Default on Asgard ships as one of its safety systems, these are a portable version which explicitly
stops explosions from occurring. Any sort of explosions, from chemical to nuclear are prevented from
going off while within its 1km radius. These suitcase-sized devices have a simple interface that lets
you modify the default spherical shape into different shapes so long as it maintains either the same
total square footage or less. These devices are fully and independently powered and require no
maintenance. You can fully integrate these into ships or facilities, in which case you will get a new one
(replacing the integrated one) a year later.
You get a pack of ten along with digitized blueprints and software and each additional purchase
doubles that number.

[100] Comms Suppressors


A pack of ten communication suppressing devices about the size of a loaf of bread. Jams everything
from radio to quantum communications, hive mind links, magic and psychic communications within a
1ly diameter. These bread loaf sized devices have a simple interface that lets you modify the default
spherical jamming shape into different shapes so long as it maintains either the same total square
footage or less. You can also adjust its parametersparrameters to jam only certain frequencies and
communication types or allow through specific identified communications which have identified
themselves through some method (like a digital key) allowing individual access which can be granted
or revoked. These devices are fully and independently powered and require no maintenance. You can
fully integrate these into ships, planets or facilities, in which case you will get a new one (replacing the
integrated one) a year later.
[100] Transporter Arrays ( https://stargate.fandom.com/wiki/Asgard_transporter )
These are large refrigerator-sized devices - with a large floor-installed 100 square meter
transmit/landing pad that each can let you teleport people and equipment up to about 100 light years
away. It has an advanced interface which also gives you a detailed look at the various places where
you can teleport too, including ships nearby, the holographic-interface shows details like individuals in
the area along with a detailed blueprint-structure of the area. The detail provided is even sufficient to
be used as a medical device, enabling you to remove foreign objects from inside of people. It has a 10
second cooldown process before you can use it again. This teleporter guarantees that you will arrive
without any issues like being reassembled wrong, being either fully or partially teleported into people
or things, telefragging others/items, or being accidentally duplicated and teleportation doesn’t count
as a death. You can purchase this multiple times and each additional purchase doubles the number of
them that you receive.
Unlike “Star trek” these transporters these can function as man-in-middle transporters, that is you
don’t have to transport someone onto the transporter pads, but rather you can directly transport
someone off of the surface of the planet directly into a different ship or put them on a different part of
the planet without having to expose them to the insides of your ships.
This is of course designed to be used with the “Consciousness Transfer” perk and has an Asgard
transporter-data-transmitter which will automatically transfer your mind upon your bodies death into
the stored clones in the nearest Asgard clone-storage facility within range. Deaths and
transference/teleportation do not count as death so long as you have a cloned body available to
transfer into and a transporter-link to a clone storage/transfer location available (IE, transference
should occur before a 1-Up is activated).
These teleporters can be used together, with a twelve of them linked together (the standard amount of
them installed on Asgard ships) being able to transport entire skyscrapers or fleets of smaller ships.
These devices are fully and independently powered and require no maintenance. You can fully
integrate these into ships or facilities, in which case you will get a new one (replacing the integrated
one) a year later.
You can purchase this multiple times and you get forty eight of these along with digitized blueprints
and software and each additional purchase doubles that number.

[200] Asgard Shield Arrays ( https://stargate.fandom.com/wiki/Asgard_shield )


Asgard shield arrays are found on nearly every ship they make, these are designed to be
independently deployed on a permanent or temporary basis for either ships that have lesser shields or
for facilities. For each purchase you get an assortment of sizes of shields which you can exchange
one-to-ten for the next-stage of shields. You get a single planetary shield with a diameter of 5000km,
Ten (Space station) shields that have a 100km diameter, ten capital class spaceship shields with a max
diameter of 1km, ten .25km shields suitable for most spaceships and ten (Fighter) .01km shields .
These variable sized devices have a simple interface that lets you modify the default spherical shape
into different shapes so long as it maintains either the same total square footage or less. These
devices are fully and independently powered and require no maintenance. You can fully integrate these
into ships, planets or facilities, in which case you will get a new one a year later.
Asgard shields, unlike most other shields grow stronger the more power you feed into them. These
shields can handle an unlimited amount of energy, they can also outright ignore all damage caused by
weapons that aren’t using at least 15% of the shields total power usage. You can fully integrate these
into ships or facilities, in which case you will get a new one (replacing the integrated one) a year later.
Each additional purchase doubles the number of shields that you receive.

[200] Asgard Chariots and Cruisers


These two classes of ships, which have been produced for hundreds if not thousands of years. Asgard
Chariots and Cruisers are basically the same “Battlecruiser” sized ship and have the same armament,
shields, power generators and drives. Chariots onceonced housed roughly five hundred individuals in
military-like conditions and still can as they still have the facilities for them. Cruisers are essentially
the same ship but have newerhave with newer hulls and more luxuriousluxurous additions to make it
more comfortable for long term usage but have a significant reduction in the overall “possible”
crew/passengerpassanger amount to around 250 individuals at max. Both ships can be operated by a
single individual with immense amounts of automation managing the entirety of the ship.
They have the standard Asgard shields, engines, 12 transporter arrays, explosive suppressors, comms
suppressors, holoprojector, automatic medical bay and clone storage/transfer facility which can hold
thirty spare clones onboard.
You get two of them and each of them can be of whichever class you want, plus one per planet and
base you buy from this jump document. Any advancements to Asgard tech you have are automatically
applied to them.

[400] Neutronium Deposit


Neutronium is essential to Asgard technology, serving asserving as as fuel for generators, weapons
and as a part of their various armor and material composites and is the basis behind the human-form
replicators and nanite-based technology. This is a massive deposit on a planet under either your direct
control, or it’s a large asteroid you own or it is at some other location which you know about and can
mine (as you have ownership and mining-rights to the location). The deposit is actually an endless
amount but appears to be a massive deposit. This also includesinclude fully automated mining
facilities which are already setup and producing fully-processed material for your usage. This also
includesinclude fully automated mining facilities which are already setup and producing the fully-
processed material for your usage, including the various alloys that the Asgards use. The facilities can
also spit out the material in whatever shape you need it to be as it can take orders remotely via a
computerized link.

[400] Asgard Battleships


You get the pinnacle of Asgard ships: T the O’Neill class Destroyer. The O’Neill class destroyers would
become the last vessel class that the Asgard would have originally created. They have the latest
technology and several ideas from the Tau'riTau’r are integrated into them, namely a full remote-
control interface and a self-destructself destruct feature. This ship also comes with the Plasma
Cannons and the Asgard beam weapons that would both be later developed but never installed on a
complete O’Neill.
The ships are incredibly maneuverable and are capable of dog-fighter like maneuvers in spite of their
size and mass.
The additional features that these have include the top-of-the-line Intergalactic-class hyperdrive with
enough power generators that would let it travel between galaxies in a few days. It has twelve
independent powerful power generators, producing 1 billion kilowattskillowatts of power in total. The
strongest hull armor that the Asgard ever created, and notably has one of the only armor composites
that the replicators were unable to acquire for themselves. It also has the standard Asgard shields,
enhanced sunlight engines, 12 transporter arrays, explosive suppressors, comms suppressors,
holoprojector, automatic medical bay and clone storage/transfer facility which can hold two hundred
spare clones onboard.
Min crew 0 (remote controlled) but 1 onboard is recommendedrecommened, has storage for 200
clones, additional crew/passengerpassanger max count is 2,000 individuals.
You can purchase this multiple times and you also get digitized blueprints and software, while each
additional purchase doubles the number you receive. This ship also counts as a base even with no
other purchases, and gets better from there. In future jumps it is automatically upgraded with whatever
tech you got in the beginning of each jump (Although you can also turn this off, or just pick specific
bits of tech that you want integrated).

[600] Trinium Deposit


Trinium is essential to Asgard technology, as a part of their various armor and material composites
and is the basis for their incredibly strong armor and is also used in various other buildings and
facility. Combined with a little bit of carbon this produces the hardest, strongest, most
environmentallyenviromentally “resistant” material currently in production, and also doesn’t degrade
even in extreme environmentsenviroments and isand is is often used in reactors to contain the energy,
heat and accidental explosions. This is a massive deposit on a planet under either your direct control,
or it’s a large asteroid you own or it is at some other location which you know about and can mine (as
you have ownership and mining-rights to the location). The deposit is actually an endless amount but
appears to be a massive deposit. This also include fully automated mining facilities which are already
setup and producing fully-processed material for your usage, including the various alloys that the
Asgards use. The facilities can also spit out the material in whatever shape you need it to be as it can
take orders remotely via a computerized link.

[600] Asgard Core ( https://stargate.fandom.com/wiki/Asgard_computer_core )


The collective knowledge and technology of the Asgard, this refrigerator-sized server offers not only
all of the technology, history and knowledge of the Asgard it also has a copy of their entire “internet”
which includes an easy-to-use Semi-sentient AI search website which has already indexed and
categorized everything it contains for easy reference and retrievalretreveal. The internet of the Asgard
also contains things like personal journals, pictures, videos, holo-vids, games, music and a ton of
cultural knowledge. You can even ask the search function to tell you a joke and it’ll spit out an Asgard
joke that it thinks you might find funny.
The Core had a limitless amount of space and processing capability available for future usage and the
Semi-sentient AI can be ordered to copy everything it can gain access to in future jumps. The Core is
unhackable and doesn’t need cooling or energy to run as it is self-contained. The Core can easily be
connected to any available networks either wirelessly or through physical (remote) network taps that
the Core comes with. In this and in future jumps and the AI will automatically index any network that it
is connected to.
Besides the cultural knowledge this also contains every bit of technology that the Asgard developed,
including detailed step-by-step instructions on how to make things, blueprints and mechanical
drawings and even the software that was developed for whatever it is. The technology also includes
notes and warnings about any issues and side-effects that the technology might have.
It also includes some technology that the Asgard managed to acquire, things like some bits of Goa’uld
tech and ancient tech.
All of this technology, every bit of Asgard tech and any technology that is copied into the Asgard Core
is fait-backed and will work in any dimension or universe.

WRAITH
[50] Spear Gun
The spear gun is a weapon made to stun, to help the wraith paralyze their victims before they feed on
them. This purchase gives you, all soldiers ,companions, followers and individuals under you a basic
spear gun: The spear gun is only able to stun, but it does have a fairly impressive range and can be
fired at a fairly fast rate. It can also be used as a melee weapon as the spear portion of the gun is an
actual functional spear with the gun portion recessed so as to avoid damage.
Each subsequent purchase can add one of the following upgrades: a rapid-fire mode, enough range
extension and accuracy to engage small aircraft, a firepower upgrade that gives the gun a lethal mode
that lets each shot blast through several feet of stone or a few inches of metal, or a size reduction to
make them easier to aim, carry, and conceal. This can be either a warehouse attachment that
stockpiles the weapons, or the resources and automated facilities to produce them in-jump. This can
take the form of a small factory on a planet under either your direct control, or it’s a asteroid based
factory (with automated asteroid-mining drones) you own or it is at some other location which you
know about and can receive the product from it.

[50] Stun Grenades


Stun grenades, they are literally round grenades that send out a pulse of blue energy in a large radius
which overloads the nervous system and stun people and beings. This purchase gives you, all soldiers
,companions, followers and individuals under you four stun grenades.
Additional purchase can either give you double the amount or you can optionally also have (in addition
to the grenades) “Stun bombs” which is a larger variant the size of a watermelon which can be set to
detonate either on a timer or via a remote, the stunning field that the bomb gives off can stun people in
a massive .25km diameter around it, with the stunning energy being able to pass through walls, floors
and doors.
This can be either a warehouse attachment that stockpiles the weapons, or the resources and
automated facilities to produce them in-jump. This can take the form of a small factory on a planet
under either your direct control, or it’s a asteroid based factory (with automated asteroid-mining
drones) you own or it is at some other location which you know about and can receive the product
from it.

[50] Stasis Pod


[50] Inert Spore
[100] Dart Fighters
These organic single-seated fighters are used as both transportation shuttles and as raiding ships.
They are equipped with a wide “culling beam” which is essentially a transporter beam and storage unit
combination which allows these fighter to swoop down on a population and beam those they hit into a
storage device onboard, the beams can also take in materials, equipment and friendly troops. When
rematerializing people you have the option to have them rematerialized stunned. Dart fighters are small
enough to easily fit through a stargate and have their own dialers. Though they do lack an FTL drive
and also lack shields they are equipped with two powerful forward facing energy weapons. They also
come equipped with a selfdestruct feature by default.
The transporter beams storage unit can hold up to 50 people or about 4 metric tons of “Stuff”.
You get twenty of them plus one per planet and base you buy from this jump document you also get
digitized blueprints and software to build more of them. Each additional purchase of this doubles the
amount that you receive.

[100] Wraith Computer Virus


[100] Space Gate
You receive ten stargates plus one for every base you’ve purchased in this document that are
designed to be free-floating in space, they have their own independent thrusters and power generators
which enable them to both power themselves and keep themselves in a particular orbit or at a
particular spot in space (in relation to something else). These do not have a dialing device attached to
them, instead they are designed to accept wireless dialing from small spaceships like the wraith darts
or the puddle jumpers. These are the same size of standard stargates and thus can only handle small
vehicles.
You receive these as the resources and automated facilities to produce them in-jump, with the facilities
having stockpiled the amount you receive. This can take the form of an still-running automated ancient
factory on a planet under either your direct control, or it’s an ancient asteroid based factory (with
automated asteroid-mining drones) you own or it is at some other location which you know about and
can receive the product from it which can be as an attachment to your warehouse. The factory is
capable of producing one new space gate every month.
You can purchase this multiple times with each additional purchase doubling the number you receive
and doubling the amount the factory produces.

[200] Retrovirus Research


This is the completed research on the wraith genome, this will allow you to produce a complete “cure”
for the wraith, turning them back into relatively normal humans permanently. Alternatively this would
also allow you to produce a wraith serum, turning humans into more wraith. Or with a bit more effort
and research on your own part some sort of hybrid wraith-human being which have the abilities of the
wraith but can digest normal human-compatible food instead of having to consume human essence.
This also comes with a hundred doses of the wraith->human cure and unlike the one in the show does
not cause memory problems.

[200] Interdictor
[400] Hive Group
[400] Wraith Gene Therapy
[600] Herd of Worshippers
[600] Superhive

ANDROID
[50] Portable Generator
[50] Energy Pistol
[50] Integrated Tools
[50] Integrated Ports
[100] Android Fabricator
[100] Asuran Probes
[100] Wireless Power System
[200] Asuran Cruisers
[200] Stargate Satellite
[400] Replicator Cruisers
[400] Asuran Battleships

[600] ZPM production facility


The production of Zero Point Modules, or ZPM’s, in the stargate universe is one that has been thought lost to
time. Or has it? What this facility does is produce about 1 ZPM per month. It also comes with the blueprints
necessary to produce more ZPM factories like it, though at such exorbitant cost that even the Asurans only had
one in-setting. Post-Jump, you have the option of having it as a warehouse attachment or plopping it down in a
location of your choosing in the next jump.

[600] Asuran Capital

COMPANIONS
Tired of being in a hostile galaxy on your own? Here you can bring in companions to your adventures. Different
companion types have different CP allotments and can't take further drawbacks on their own, but they gain half
the points for any world-state drawbacks you picked. The total companion limit and what happens if a
companion dies depends on what jumpchain rules you use. As a rule of thumb the limit is eight, and
companions reappear in your warehouse a day after being killed.

[50] Gating In All Hands


You may import up to two existing companions for every 50 cp you pay for this option. They come through the
closest stargate to your chosen location and have the freebie perks and items plus mandatory drawbacks for
their chosen origin. You may buy perks or items for them with your own CP at their discounts if you want them
to be more powerful or to get things beyond the above restriction. This may draw interesting reactions from the
locals, especially if some of your companions are from races either entirely unknown or nominally hostile to the
native population.

[200] SG-X
SG teams are awesome, and this purchase lets you get one for your own. Four companions of Human or Jaffa
origin, the freebie perks and items of their origin, 600 cp to spend on perks with those two origins discounted,
with the standard equipment SG teams get in the show. You may buy perks or items for them with your own
CP if you want them to be more powerful or to get things beyond the above restriction. If you are part of the
Stargate program then the team is also officially part of it, with papers and backstories to prove it. Otherwise,
they have an origin related to mercenary or special forces work that would not cause immediate suspicion to
the natives if they're seen working for you. You may buy this companion option twice.

[200] Minions!
No, not the short yellow ones from the Despicable Me animation. This option allows you to create custom
companions from your own origin, effectively subordinates native to the Stargate universe. You get four, with
the freebie perks/items of that origin and 800 cp each to spend on perks with that origin discounted. You may
buy perks or items for them with your own CP if you want them to be more powerful or to get things beyond the
above restriction. They have backgrounds and positions appropriate for the perks and abilities they get,
complete with in-setting reasons for being your subordinates or allies. You may buy this companion option
twice.

[200] Canon Companions


Lots of awesome people you can meet in this galaxy. Too bad you can't take them with you - or can you? This
option allows you to take with you up to eight canon, mortal allies you persuade to follow you. The persuasion
attempt is done at jump's end, without influence of any perks, items, or special abilities, and you must tell them
the truth about the jumpchain or anything else they ask at that point. They bring along any of their own
personal gear they're carrying/wearing, too.

[200] The Devil You Know


Sometimes, the devil you know can be a powerful ally. Sometimes, violence means friendship. And sometimes
you want to unleash untold evils upon the multiverse and see what happens. This companion option lets you
offer a companion position to any canon mortal enemies you personally defeated. Consider carefully whether
dragging such enemies along is a good idea. The recruitment can happen upon defeat or at jump's end, your
choice, at which point they get the half-points from your world-state drawbacks and can make their own
purchases.

[600] Friends In High Places


From the beginning of your stay here, you find your luck is somewhat better, beneficial coincidences cropping
up with unlikely frequency, and things going your way at critical moments. Nothing that would have been
impossible normally and you can't win just with this, but enough to be noticeable if you pay attention. A few
years into your stay though, when galactic-scale enemies start moving against you and powerful immortals are
leading or influencing the other side, the truth about your luck will be revealed; one of the younger, more
interference-happy Ascended has been helping you all along covertly and now it is time to stand by your side.
They will have a personality that you find agreeable and opinions about the state of this universe that align with
your own - it was why they decided to help you in the first place - and they have taken an appearance you find
comfortable. If you don't fail your jump and you both manage to escape potential shenanigans from other
Ascended, they will follow you as a companion in future jumps. Perks-wise they have 1000 cp to spend with
discounts in purely spiritual or knowledge perks plus two basic Enlightenments, Form of Light, and one Path of
Ascension.
Alternatively, you may use this purchase to recruit a single canon Ascended being seen in the show that
agrees to go with you. Orlin, Chaya Sar, Oma Desala, Morgan LeFay, Merlin, Adria, Daniel Jackson, even
Anubis if you feel like it. They will be free of any restrictions imposed on them by the other Ascended post-
jump, thus having the same overall power level as the non-canon option.

DRAWBACKS
[free] World Toggle
Did you want to go to a fanfic or canon alternate timeline? Maybe a different property such as a game or a
comic based off Stargate? This toggle enables you to do just that, with two caveats. First, all bought perks and
items work as per canon. And second, drawbacks and scenarios are adjusted to be at least as difficult to deal
with as they would have been in the canon timeline.

[100/200] Ugly
The population of most inhabited galaxies is primarily humanoid in the Stargate Universe, with mostly human
standards of beauty. Normally you’d be quite pretty by those standards, even if you were an alien, but by
taking the first level of this you are quite ugly and possibly inhuman, depending on your race. By taking this a
second time you guarantee you’ll be positively monstrous during your stay here. No power or ability will
improve your own appearance and even forms you shapeshift into will remain revolting. Better find a way to
conceal your form entirely - maybe use illusions or wear somebody else’s face?

[200] Actual Drop-In


Something went wrong with your insertion in the Jump. Instead of getting one of the available racial origins,
you appeared in just your body mod. You do not have an established identity, nobody knows you exist until
they notice you in-jump, and no database has anything on you to begin with. You also don't get the racial
freebies, racial discounts, mandatory options, and do not gain access to race-exclusive perks you'd get
through an origin. As compensation, you do get a discount on all items in the jump regardless of origin, freebie
items from two origins, plus the points from this drawback.

[200] Chain of Command


As awesome as the heroes of SG-1 are, they're still part of the military and have to follow the chain of
command - mostly. Now that applies to you as well. No matter how personally capable or powerful you are,
you start out as the equivalent of Captain for your side's military unless a perk from this jump grants a higher
rank, and no matter how high you climb you'll always have to follow someone's orders for the duration of the
jump. If you have a perk that would make you your side's ruler then you'd still have to answer to some sort of
council of lords, board of directors, or the actual emperor that left the empire's running to you because
paperwork is boring. CP-bought items from this jump are considered property of whatever army/government
you're part of, and can be stripped from you till the end of the jump if your superiors are given a good reason to
do so. Companions are fellow soldiers in the army, one rank lower than you and in your chain of command.
Disregarding orders could get you and/or your companions court-martialed or even imprisoned and/or tortured,
and you'd have to go along with it even if you were powerful enough to resist arrest. If your superiors die or are
incapacitated, others will replace them. Overtly attacking your superiors gets you imprisoned till the end of the
jump.

[200] Woes of Immortality


Lots of powers and technology in Stargate could stave off old age or even make you immortal, but most of
them have drawbacks especially when used for too long. Whether through incompatibility or mishap, you are
one of those cases. Perhaps your memory has begun to fail, like Lord Yu's. Perhaps lack of consequences has
given you a god complex, like most Goa'uld. Perhaps you have become hidebound and fixated into a narrow
ideology or principles that are not really logical, like many Ascended. Choose one of the above; you do not
begin with the condition but every time you come back from the dead or get a new body and every month you
live as an immortal (physical immortality, not just unageing), you get about 1% of the full condition. This
condition WILL have you making decisions you otherwise wouldn't and under normal circumstances you'd see
as immoral, stupid, or nonsensical, and they WILL have major impact to your plans.

[200] Baal's Reputation


Out of all System Lords, Baal is the most insidious, the most treacherous, and the greatest liar. Not only do his
peers not trust him, but they all always search for traps in everything he says or does - even normally
innocuous things. Now you have somehow acquired a similar reputation. The same level of mistrust and
suspicion will be directed at you at every turn from most people in the galaxy and beyond, but when it comes to
other treacherous and back-stabbing beings? They will also admire you for that reputation and attempt to curry
favor or work with you. Naturally, this admiration will push them to betray or deceive you even more if only for
the bragging rights of beating a master at the game. Only your companions, followers, and subordinates will
accept the truth... or genuinely believe in your greatness if they do not.

[200] Moloch's Wickedness


Out of all System Lords, Moloch is the most blatantly wicked, the most malicious, a caricature of evil for evil's
sake. Not only do his peers think he is sadistic and deranged, but they are right for his demand of child
sacrifices and mass torture and murder of women in his domain serve no purpose but his own insanity. The
same level of horror, hatred, and violent resistance will be directed at you from decent people in the galaxy and
beyond, but when it comes to other evil and twisted beings? They will eventually notice that this reputation is
false and seek to both suppress the truth and exploit it to their own ends. Only your companions, followers, and
subordinates will accept the truth... or genuinely admire and share in your wickedness if they do not.

[200/400] Immortal Rivalry


The Great Lord Ra united the Goa'uld against their enemies and led them in the conquest of the Milky Way
galaxy with an iron fist, yet he was far from the worst System Lord. In fact, his chief rival Apophis not only was
just as ruthless, smart, and charismatic, but far more vile and threatened not just Ra but all other beings. Now
you have just such a rival. They will be a System Lord from times past, with extensive armies and hidden
worlds, some of which might be beyond the Stargate network, and further have the same level of
technology/equipment, luck/fate, mental and social perks and powers as you do from previous jumps. For the
second level of this drawback, your foe will be Anubis himself, and further have copies of all your items and
abilities from prior jumps on top of his canon abilities, not just those pertaining to mental/social/plot
advantages. In either case you must utterly and permanently defeat them before you can leave for your next
jump.

[200/400] Plaguebearers
Not all humans are as short-sighted, technologically backwards, and limited to a single planet as the Tauri. The
Aschen Confederation are masters of subterfuge and biological weapons and through deceit and sterility
plagues they have managed to take over a significant number of worlds. In other timelines they have managed
to exterminate both the Goa'uld and the nations of Earth and by taking this drawback you ensure they will turn
against you. They became aware of your existence somehow and will be subtly trying to destroy or enslave
you for the duration of your jump. Unlike with the Terrans, no time-travel, plot armor, luck, or social perks will
work against them, unless they come from this jump.
You may take this drawback twice. In that case it will be the Aschen from the timeline of their victory that will be
coming after you, having taken over the artifact cache of the Stargate program and being capable of limited
temporal/dimensional travel. Because surprises are fun, you will also forget that you have taken this drawback.

[200/400] Future Unknown


Spoilers are not fun. In fact, they can ruin a good story. To protect from them this drawback offers a total and
irrevocable in-jump loss of all memory and information about the world of Stargate except for whatever is
provided by the jump document itself. This applies to you, your companions, and everything you bring with you;
there is no way to bring foreknowledge about the jump. Alternatively, you may enter a slightly altered Stargate
Universe where things are not as you know them and events will turn out differently, and at least as
dangerously, as in the original universe; this can be a fanfic world. You can get this drawback twice for both.

[200/400] Institutional Wickedness


Let's face it, governments are both gatherings and breeding grounds for the corrupt, the evil, and the stupid.
And while checks and balances ensure the damage does not become truly apocalyptic in the real world, the
Stargate universe is far worse off. Human governments are full of black ops and galactic-scale drug-running
through alien technology, the Goa'uld are mostly self-serving villains, the Asgard are plagued with self-
destructive levels of institutional myopia, and the blithering idiocy and genocidally-enforced non-interference of
the Ancients is truly unmatched in all of Creation. By taking this drawback, nothing short of main force will be
able to solve such problems during this jump; not luck perks, not social perks, not super-persuasion, not super-
intelligence. Only might makes right or mind control will be effective.
You may take this drawback a second time. If you do, general wickedness becomes active malice, malice
targeted at you. The only way you could bring relative peace and stability into any polity, even those you
establish, would be to rule the galaxy with an iron fist and always watch your back, like Ra did for over ten
thousand years.

[200/400/600] Stranded
Due to freak accident or sabotage you did not appear in your starting location or even time! You arrived instead
to a remote deserted planet, with no useful remnants of civilization except a stargate, half a century before
your normal arrival in-jump. Any items, companions, followers, your warehouse, and basically anything not
innate to your person except for your current host will arrive at the normal start date and location. The gate’s
DHD has run out of power and nobody else will arrive on planet or look for you until the jump’s normal start.
You will basically have to survive on your own with resources you gather and tools you build unless you can
leave in some way. For an extra 200 CP, the planet is slowly but steadily deteriorating; decaying orbit, volcanic
activity, or some other disaster will completely destroy it only a few months after the jump normally starts, and
will make the environment dangerous long before that. Unless you can survive long enough to be rescued you
should look into escaping early. For the final 200 CP, the planet is under warped time near the event horizon of
a back hole instead, and nobody can reach or escape from it through normal space, or enter hyperspace or
similar dimensions, or use any special abilities through the event horizon with the exception of stargate-style
wormholes or equally long-range portals, and even then they will require far more power than normal. Good
Luck.

[300] Prim'ta
The one weakness of the Jaffa was intentionally added by their Goa’uld creators as a means of population
control and to ensure their unbreakable loyalty through dependence. Now you too share this weakness. Your
immune system has largely atrophied and requires a chemical boost from a Goa’uld symbiote to work. To
better host one you have an open flesh pouch over your belly button that offers the perfect environment for
such a larva to grow, but is also gross and a vulnerable area that will horribly kill you if damaged by more than
a punch.

[300] Host Requirement


The Goa’uld are an amphibious, symbiotic race that can take over hosts to gain new abilities and thrive in alien
to them environments, but are weak and vulnerable on their own. Their natural bodies are basically oversized
worms of only a few feet in length, with no limbs to manipulate tools, minimal natural defenses, and a system
that quickly suffers from dehydration outside the most humid environments. Like them, you gain a weak
monstrous form and lose most physical abilities and powers incompatible with it, but can apply them to your
hosts as bionic/psychic buffs. Fortunately, you can take over hosts, and your hosts’ bodies feel as if they were
your own so you’ll only have to feel like a monster if you’re separated from your host.

[300] Genetic Degradation


Science can lead to horrible results, especially if used irresponsibly. Maybe it was exposure to radiation or
strange energies, maybe you overused imperfect cloning technologies, maybe you were resurrected by a
sarcophagus one too many times. Whatever the case, your body has been damaged at a genetic level with
crippling physical changes as a result. Your body has been reduced by a factor of three, a nine-foot giant
withering into a three-foot midget, and your strength, toughness, stamina, agility, health, and immunities have
dwindled by a factor of twenty. These penalties will apply to any bodies you may have proportionately, even
host bodies due to your reduced compatibility with them. You may attempt to fix this problem only with abilities
and resources from this jump.

[300] Hunger for Life


Some species in the Stargate Universe use humanoids as food, and now you are one of them. Like the Wraith
you now have an overpowering desire to consume humanoid life by whatever means available. If you don’t
have the psychic vampirism of the Wraith you might be a cannibal, or you might enjoy going through host
bodies and wearing them out in the process, or you might just enjoy killing sapient beings to the point it’s a
pathological need. Whatever the case, nothing from outside this jump will help you deal with your addiction,
and you cannot use substitutes such as mindless clones or temporal copies; you must actually feed on sapient
humanoids with whatever consequences that might bring.

[300] Machine Intelligence


Not all beings in the Stargate Universe are natural or even biological. Many cases of artificial intelligences
gaining sapience exist, even entire synthetic races such as the Replicators or the Asurans. This drawback
doesn’t make you into one of those races; it simply makes you the machine equivalent of what you’d otherwise
be. Your machine body has no biological processes and does not age, but will require maintenance and fuel
unless you have perks or items that change that. It is no stronger, tougher, faster, or smarter than you’d have
been as a biological being, no more capable of handling data or connecting to digital networks; you’ll need
perks or other upgrades for that. In addition, while in the Stargate Universe non-biological beings are barred
from the benefits of Enlightenment; if you buy those perks with CP you’ll get them after the jump ends. Other
perks based on spirituality are similarly suppressed for the duration.

[400] Janus Proscription


The Alterans progressed to unimaginable heights of science and technology, capable of creating or destroying
gods and manipulating all life and space-time to galactic scale and beyond at the height of their power.
Perhaps wisely, they saw such technologies as dangerous and in many cases forbade their use altogether.
Like Janus, you too will now be forbidden from using such dangerous devices and ideas. You lose access to all
items, scientific or technological knowledge, and all item creation/invention/science perks from prior jumps as
well as all temporal or dimensional travel from all jumps for other than fixing/countering other time/dimension
travel.

[400] De-Ascended
Ascended beings do not like others meddling in their affairs and their disproportionate reactions to such
attempts are the stuff of legends. Fortunately, you have not yet received their attention or the full weight of their
displeasure. Perhaps due to passive interference from them or because you willingly limited yourself to better
attempt the Paths of Enlightenment available in this universe, you have given up all your superhuman perks,
abilities and powers from prior jumps. This does not affect pure knowledge or skill, mere physical ability. This is
an Ascended-related drawback you can take along with Enlightenment.

[400] Ascended Interest


However much they might otherwise claim, Ascended beings are still very much interested in mortal affairs,
and your very existence has managed to draw such interest from at least a few such beings. All your actions
and plots will be known to them, unless you can find technology or powers from this jump to specifically
prevent that. For all their power though, Ascended beings are not immune to either sufficiently charismatic
persuasion and deception, or error. They will also mostly keep to their non-interference, at most subtly nudging
events unless your actions threaten the Ascended themselves or the future of entire civilizations. This is an
Ascended-related drawback you can take along with Enlightenment.

[400] Ascended Meddling


As proof of their hypocrisy, Ascended beings do meddle in the affairs of others. It might not happen often but
when it does it usually has disastrous results. Your affairs will be subject to such meddling a couple times per
year now, manifesting as impossible coincidences, natural disasters, technology malfunctioning in improbable
ways, or other people reacting in impossible, unpredictable ways. Such meddling is not necessarily disastrous;
if your actions are in accordance with Ascended views on the future of the galaxy they might even be helpful,
but if they’re not or you actively oppose them expect having to deal with lots of shenanigans with no apparent
cause. This is an Ascended-related drawback you can take along with Enlightenment.

[400] Ascended Opposition


Not all Ascended follow the policy of non-interference, and for some reason one of those unconventional
Ascended has seen fit to oppose you. Perhaps you’re oppressing a species or culture they like. Maybe you’re
developing technologies they consider forbidden. Or you just did something to personally insult or hurt them.
Whatever the case, an Ascended being on par with Morgan LeFay will now do everything they can to oppose
and ruin you. This is an Ascended-related drawback you can take along with Enlightenment.

[400] Ascended Punishment


The Ascended beings as a whole follow certain rules and terms of conduct laid down by the original population
of Alterans to ascend. For some reason the Ascended as a whole believe you’ve acted in gross violation of
those rules or have otherwise acted against them in some way they cannot ignore and have thus seen fit to
punish you. You have either been restrained in power like Anubis, forbidden from using knowledge and powers
unavailable to mortal beings in this universe on anyone but yourself, or restricted in location like Chaya Sar,
forbidden from leaving a single, technologically primitive planet. This punishment is enforced by the Ascended;
if you could grow powerful enough to oppose their collective might as the Ori have done, or hide your actions
from them as Merlin attempted to do, you might have a chance to flout their will.

[600] One With Nature


[600] Cloning Blues
[600] Negative Space Wedgie
[600] Swarming Nightmare
[600] Vampires from Outer Space
[600] Holy Crusade
[600] Humanity Fuck Yeah!
[600] Foes From Beyond

SCENARIOS
Scenarios modify starting conditions and provide challenges for Jumpers seeking victory without too many
handouts. They provide an incentive for attempting the scenario at all, and a reward for successfully
completing the scenario. Scenarios are origin-specific; you may only attempt scenarios from your origin. You
may attempt more than one scenario at a time. Failing the scenario forfeits both the incentive and the reward.

[Human] SG-1
[Human] The Fifth Race
[Jaffa] Seeds of Rebellion
[Jaffa] Servant of the Gods
[Goa'uld] Supreme System Lord
[Goa'uld] Daughter of Heaven
[Asgard] Ragnarok Denied
[Asgard] Safeguarding the Future
[Wraith] Food for the Masses
[Wraith] War In Heaven
[Android] For the Swarm!!!
[Android] Vengeance of the Servants

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