My Name is George Hammond

Created
Status
Ongoing
Watchers
285
Recent readers
0

Take command. Take Star Gate Command. Play as General Hammond, and try to play plate-spinner for the most difficult command in human- well, Earth, history.
I am General George Hammond

Powerofmind

In Madness Fallen
Location
United States
With the return of Stargate SG-1 to netflix and my subsequent efforts (understatement of the year) to watch it, I have found myself with a great hankering for some what-if-ery.
------​
My name is George Hammond. I am a Major General of the United States Air Force. I plan to retire in a few months, and, thanks to a few well-kept connections, I've been given a posting in command of a secret, if currently-defunct, military installation deep in Cheyenne Mountain by an old friend who thought I might appreciate the irony of a man of my storied career overseeing an equally-storied project as retired as I'd be before long.

Project Giza.

I've often wondered about the alien ring, about the mission that went down in human history - in certain knowledgeable circles - as the greatest feat achieved by Man to date. Wondered what might have been if we'd been more fortunate in our chance of neighbors, or if, contrary to the Colonel's report, that Ra may have somehow survived the destruction of his pyramid-ship.

I should have known better than to engage in wistful what-if's. Lord knows they come back to bite us sooner or later.

[] It is the year 1950.
The world is barely over the horrors of World War II, and the miraculous return of Earnest Littlefield had nearly drawn it into an Interplanetary one. The discovery of the secret of the gate's address system led to a dangerously close victory against an ancient alien called Ra a few years ago, and before we even had a chance to bury the damned thing forever, more damned aliens are coming through! My predecessor, Major General West, may very well have doomed all mankind!
Throw canon completely to the wind, and fly off the rails like your train's grown a three-stage rocket. International Intrigue, a sorely-lacking theoretical basis for reverse-engineering advanced technology, not even a viable space program yet, and to top it all off, the fresh scars of a world war to color our diplomatic approach with other worlds for years to come. Still, this is the age of spies and black projects, and desperate, wild avenues of research. You'll have quite a bit of leeway to run things how you see fit... (Translation, basically no pressure, but also very bad tech gaps and a hard time developing Knowledge and Reputation)

[] It is the year 1997.
The world warms still, a few years after the end of the Cold War, and for the most part the fear of mutually assured destruction have passed. My daughter goes on about her new personal computer and the 'incredible' ability to transmit entire books-worth of messages and information almost instantly, while I try not to chuckle at irony. All this changes when Ra returns, and with him comes a war I fear we cannot hope to win.
Keep things relatively known to you... at first. The United States is precariously positioned as the most influential country on Earth, and plenty of people above you expect you to keep it that way on the galactic stage, too. You'll generally know what's coming, but that just makes every curveball all the harder to adapt to... (Translation, we go as we have gone before, in another life, another time)

[] It is the year 2008.
The world is prosperous and booming, despite some rising ideological tensions, with the advent of more and more advanced computers and technology than ever before. I look to the Stargate not with blind wonder, but merely the wish that I could live long enough to see mankind imitate it's wonders. When Ra returns, I'm of half a mind to suggest the new President consider reaching out to other countries for aid...
Push the timeline forward a touch, without otherwise playing too fast and loose with the characters and event sequence you remember. Diplomacy is easier as tolerance for unusual cultures has grown, and huge technological leaps will make research proceed more smoothly and give an advantage in understanding the theory behind the gate. That said, the incoming President and international climate are increasingly less fond of secret black projects, and you might have to deal with a lot of unwanted, possibly international, oversight and interference. Things are somewhat different, and the significant loss of precious time to adapt to galactic efforts might make your technological advantage moot. Worse still, you'll have to play politics even harder than in retreading canon, and you might end up with incredibly difficult restrictions to work around even then... (Translation, constant pressure and a familiar-but-different galactic situation, but also much more ability to grow Knowledge and Reputation)
 
Lieutenant General George Hammond
Major General George Hammond
Age: 59 Years
Commander of the SGC

Pressure: ||||||||||||||||||||
Power: ||||||||||||||||||||
Reputation: ||||||||||||||||||||
Knowledge: ||||||||||||||||||||
Steam: ||||||||||||||||||||

PPRKS are a measure of the plates Hammond must spin personally to maintain his command and keep things running smoothly at the SGC. Many of them are interrelated, and both affect and are affected by outside forces in potentially risky ways.

Pressure represents the amount of displeasure from on high that Hammond is currently experiencing. Too much pressure, and the President may retire Hammond forcibly, or Hammond might start to suffer physically. When pressure is low, Hammond can make larger requests of the President and joint chiefs or congress, and get away with pushing his command less, letting them recover. Pressure goes up when the program doesn't produce results that the Country can use in some way, when it creates more enemies, from the decline of Power or Knowledge, when State/Country/World-threatening incidents happen, or when Hammond or his subordinates creatively interpret or disobey their orders. It also rises simply at the appearance of such things in some cases. Pressure falls when the program produces useful technology, resources, or contacts, when enemies suffer tangible setbacks, from the growth of Knowledge and Power, from the expense of Steam, and when it saves the world (though if it happens too much they might suspect you of being an idiot for putting it in jeopardy so much). You can always choose to up your pressure to gain a little Steam, or to fund potentially useful sub-projects.

Power represents physical resources and other tools that can be obviously leveraged for military means that don't particularly qualify as 'subtle' advancements, usually viewed through the lens of how devastating they would be to the enemies of the United States or how greatly they would enhance the United States if used with impunity. Without enough power, you won't have the tools necessary to deal with obvious and large threats of force, and will need to rely on crazy gambles. If you accumulate too much, the powers that be might feel the temptation of greed, or in desperation to reduce the temptation might invoke oversight or threaten declassifying the program. Power is gained by acquiring alien tech, leveraging Knowledge, buying limited amounts with pressure in the form of WMD's, and acquiring diplomatic contacts willing to back you up when the chips are down. Power is lost by paying it to deal with certain types of threats, to close the tech gap with enemies, when the United States wants to take it out of the project for other uses, and by otherwise simply losing the tech due to unforeseen circumstances or as part of deals. In conjunction with Knowledge, it can be converted into Steam, reductions in Pressure, and other kinds of technological leaps.

Reputation represents goodwill by alien factions towards the program in particular, that stands in excess of their goodwill to the United States as a political entity. Having a poor reputation makes it hard to have good diplomatic encounters, recruit allies, and has an impact on the morale of the program in the form of lost Steam. Having a good reputation ensures that aliens will be very likely to assist you in particular, and while it carries over to the administration, the powers that be might see it as a cult of personality, and the Midwest as your personal Rubicon, and want to impose more oversight or have a greater presence in the program. Reputation is gained by being a good galactic neighbor, keeping promises with aliens, and fighting people the galactic community at large doesn't like or fears. Reputation is lost by stealing from other worlds, but especially by stealing advanced tech that primitive worlds might need to survive or maintain good lifestyles, being untrustworthy in dealings with aliens, and making deals with galactic jerks, or being the jerk yourselves. You can call in reputation for help in desperate times for Power, or rarely, Knowledge.

Knowledge represents the combined theoretical and practical understanding of the program's scientific division, and sister programs in some cases. Having little knowledge means that Power might backfire in your poor understanding, it's harder to reverse-engineer Power into Steam or Pressure, it's harder to find viable Power offworld, and, positively, less attention from your enemies. Having high knowledge makes it comparatively easy to stealthily uplift the US, makes encounters with advanced enemies go less poorly or have surprisingly good results, and, unfortunately, makes other institutions think you're hoarding all the good scientists for yourself, which can lead to payoffs and possible info leaks. Knowledge is gained over time, but goes faster by studying Power, using Steam on certain types of missions, or by paying Pressure to recruit brilliant minds. Knowledge is rarely 'lost', but it decreases when publicizing or standardizing Power into Pressure or Steam, over time if it is very high to the predations of other institutions, and goes up more slowly if your mission priorities avoid research or if your Pressure is high. In conjunction with Power, it can be converted into advanced standard gear for teams, giving Steam, or public academic papers to improve Pressure.

Steam represents the morale, readiness, and manpower of the program. Having low steam means the SGC is barely holding onto hope, and may suffer off-world desertions, disobedience, retirements, transfers out, and possibly dangerous leaks. Having a lot of steam means the off-world teams are confident, sharp, and capable, or at the very least numerous enough to imitate those qualities, and confers many small benefits such as better knowledge gain and, ironically, disobedience, albeit well-meaning and stupidly heroic at times. Steam is gained by having famously effective teams, giving lighter mission loads, by winning (or, conversely, not losing too much) against enemies, having friends, having cool tech, and by having more men and weapons to liberally toss at problems as they arise. Steam is lost by mission load, conflicts, huge demoralizing defeats, being alone in the galaxy, being badly outgunned, and in a dangerous vicious circle, by desertions caused by low steam. Steam can be purchased for Power and Knowledge, as well as by Pressure, and in very rare cases even Reputation might let you buy more steam.

You'll find that freedom to command as you see fit will often require compromise, and careful balance of the PPRKS, as too much or too little can often lead to restrictive consequences, or even the end of your career! However, careful manipulation of the PPRKS in conjunction with other gauges can allow Hammond to have a great deal of control of major world events, even without the threat of force.
 
Last edited:
The United States and Earth
United States Stability: ||||||||||||||||||||
United States Power: ||||||||||||||||||||
S.S.D.U. Stability: ||||||||||||||||||||
S.S.D.U. Power: ||||||||||||||||||||
P.R.C. Stability: ||||||||||||||||||||
P.R.C. Power: ||||||||||||||||||||
S.H.S. Stability: ||||||||||||||||||||
S.H.S. Power: ||||||||||||||||||||
Polish Bloc Stability: ||||||||||||||||||||
Polish Bloc Power: ||||||||||||||||||||
World Stability: ||||||||||||||||||||
World Unity: ||||||||||||||||||||

Political Conditions show the general state of the world and it's biggest players (or the players most invested in the US), which can change notably with time. Possibly even more than the PPRKS, balance is crucial, as the wrong swings could lead to MAD!

Polity Power: The technological, military, and diplomatic strength of a particular nation. Low power means their position is weak, and they may be at risk of falling under outside influence or need protection, depending on how stable the world is. High power means the nation eclipses others in many ways, and may look to expand it's influence depending on it's leadership and the condition of the world. You can manipulate the relative Power of the US through actions that raise or lower Pressure, and potentially other nations as well if they become involved.

Polity Stability: The sociopolitical stability of a nation. A stable nation is safe, and barring unusual leadership is unlikely to militarily expand it's sphere of influence, and for other nations, this often comes with a corresponding increase in Power. An unstable nation may trigger a war, especially if they are in a dominant position, or they may collapse into civil unrest or open rebellion. Stability is affected by many factors, especially the rapid dissemination of advanced technology, new leadership, and even the relative primacy of the country. Leaks that go to the media can be especially damaging to stability of the US and the world at large.

World Stability: The overall condition of the world. If the world falls into strife, smaller nations will align themselves with larger ones or be absorbed entirely, and all nations may feel cornered and desperate. Pressure goes up rapidly if world stability drops too much, while reasonable oversight will be less and less likely. World stability can be positively affected by the introduction of certain types of technology that don't need rare, offworld resources, or international inclusion in the program.

World Unity: Heavily affected by world stability, as well as the overall availability of advanced tech and leadership, and several other factors that can hardly be predicted. Gets a big boost if international inclusion in the program happens, and depending on how the program goes public can gain or lose even more. You might find yourself with a very different program if it progresses far enough.

While you have less power over these conditions, you can use your resources to nudge things, or even tackle them, onto a path you prefer, but you'll need to take a long view, and probably cross your fingers a few times hoping it works. Not to mention the cost to the program to play political chessmaster in your free time.
 
Last edited:
The Bad Guys
Major Goa'uld Faction - Gods of Chaos
Apophis Heat: ||||||||||||||||||||
Apophis Power: ||||||||||||||||||||
Apophis Tech Gap: ||||||||||||||||||||

Eris Heat: ||||||||||||||||||||
Eris Power: ||||||||||||||||||||
Eris Tech Gap: ||||||||||||||||||||

Nirrti Heat: ||||||||||||||||||||
Nirrti Power: ||||||||||||||||||||
Nirrti Tech Gap: ||||||||||||||||||||

Demeter Heat: ||||||||||||||||||||
Demeter Power: ||||||||||||||||||||
Demeter Tech Gap: ||||||||||||||||||||

Heat is a measure of how angry you've gotten this particular enemy. A lot of heat means they'll do nearly anything to take you down, even sacrificing their own power base, as well as being very alert for you. Low heat means they don't really know or care who you are, and you can act against them with impunity. You gain heat with enemies by ordering missions against their assets or allies, and by becoming a player on the galactic stage over time or advancing your technology. You lose heat by avoiding them, or making truces or ceasefires, or doing things they find stupid or weak, such as being primitive or failing to overcome their defenses. You can't really push heat down once it gets up there, especially when dealing with Goa'uld, but Goa'uld also tend to retain a certain arrogance and a poor sense of their comparative technological superiority or power compared to you.

Power is a measure of the enemy's assets and ability to bring forces to bear against you. Not really a measure of technical advancement, power mostly keeps track of things like manpower and tangible assets and resources, and you can very easily deal a lot of damage to an enemy's power with just a few well-placed missions and a willingness to lose men. Enemies gain power over time as they grow their bases, but they tend to get it quicker once you've got their hackles raised, and circumstances can lead to one force overpowering another and taking their assets for their own, which is usually bad for you. Power decreases when you take successful missions on worlds your enemy has invested something in.

Tech Gap is a measure of comparative technological advancement, including political and social sciences. A piddling intersystem power with basic energy weapons, a unified, industrial population, and hyperdrives would massively outclass you in this area, even if you could casually crush their nation with a single large invasion should they lack defenses capable of nullifying projectile weapons. At the same time, the Goa'uld barely outclass you at all despite their advanced technology, due to the primitive nature of their power base. You can close the gap by spending knowledge down for any reason, and advanced allies can create a bit of a buffer against an advanced foe, but some enemies may seek to make advancements of their own. If this gets to be higher than eight or ten points, the gap may be so wide you could regularly lose entire offworld teams to lone agents.

The difficulty of managing your enemy's sliders is less about controlling them, and more about getting enough intelligence to have a strong understanding of what they actually are, especially Heat, which is both the hardest to read without help, and the easiest to pull back on if you go too far.
 
Last edited:
[X] It is the year 2008.

It's going to be fiiiiine.
 
The SGC
Special Facilities:
The Stargate - A mysterious device of alien origin that transports anything that can fit though the ring to any stargate in the galaxy!


Special Assets:
The Dialing Computer - A rudimentary computer that allows the Earth Stargate to be used as a fully functional stargate... mostly.
Mark II Nuclear Device "Arrow of Paris" - This device was designed with a redundant electronic fuse in the case of mechanical failure, in the wake of the loss reported by Colonel O'Niell during the Giza Expedition. It possesses enough explosive power to destroy an entire alien mothership - or at least mission-kill it when placed on the bridge.
The Abydos Cartouche - Generates missions to random worlds with a high likelihood of Goa'uld history or involvement (passively generates 4 per month) (THE CARTOUCHE HAS BEEN MORE THAN HALF TRANSLATED)
Jaffa Equipment (1 unit) - Miscellaneous supplies, weapons, and armor of Jaffa make.
Weapons Grade Naquadah (4 units) - Incredibly dense, incredibly powerful. Just what makes this miracle material work?
Alien Jungle Monster - It looks like someone saw the fictionality of dragons as a challenge to be overcome. Fire breathing, flight, terribly cunning when alive, and utterly terrifying even when dead.
Goa'uld Captive? - This Goa'uld behaves differently from any previously met. You could just treat her like a research project... 4 uses remaining.


Offworld Assets:
Abydos Base - Under the control of Alpha Company: This offworld site is a permanent U.S. military installation that acts as Earth's primary point of contact with other worlds. Multiple large emplacements are situated here to guard the gate, as well as ammunition and fuel dumps. Expansion is ongoing to further fortify the position.
Souvenir Shop - Under the control of Beta Company: This offworld site is a long-term U.S. military mining operation that does light surface excavation of metallic meteorite pieces. The site is equipped with the most advanced long-range observation equipment in the SGC's possession, and is always ready to quickly evacuate through the gate in the event of a local meteor shower. Current mining efforts produce enough rare material to fund the entire program, with some leftover.
The Alpha Site (Fort Alpha) - Under the control of Charlie Company: This offworld site is a permanent offworld fortification built around a commandeered Naquadah mine and refinery complex. Progress has been made to make the area somewhat livable, but there is not yet enough infrastructure to support civilian personnel or any kind of evacuation effort. A local population of humans and half-human Jaffa live in a small village set up by SGC engineers.

Andanian Ha'tak construction site: SAFE SITE - No accidents. An abandoned site used to construct space-faring vessels! Our scientific teams are engaged in active study in the hopes that we can mimic or at least derive some of the necessary technologies to breach the atmosphere of our own world someday.
Retirement Fund mining site: DANGEROUS SITE - Regularly risks meteoric bombardment. METEORIC - Requires virtually no heavy equipment or advanced mining techniques to produce materials. A scattered mining operation manned by Second Company, the site would not be out of place among the California gold rushers, with panning and simple pit digging making a mess of an already hectic, pockmarked landscape. There is a constant risk that a meteor shower could put the site out of commission, so operations remain centered around the stargate for easy extraction in an emergency.

Tau'ri Outposts, Allied Protectorates, Occupied Worlds, and Colonies
Allies of the Tau'ri
Apophis, Eris, Nirrti, Demeter

Earth (G5A-2EJ) - This is home.
Abydos (N2O-S9L) - Home to the offworld site and Abydos Cartouche.
Chulak (K7H-4UO) - A base of operations for the System Lord Apophis. This planet might still be on some alert, but it has been several months.
"Zombie World" (AU6-M5K) - An alien homeworld, marked as Tel Mak - Dead World - by the System Lords according to Teal'c. No original inhabitants remain, nor does any intelligent life. There appears to be a large bloom of deadly, mind-altering fungus in the vicinity of the gate around the time of Earth winter. O'Neill references the former locals as "Fish-Guys". (Potential Science Opportunity)
Andana (A7E-OKR) - Former slave planet that rebelled against Zeus, who likely fell from grace shortly after the loss of the planet. The local humans spent the next thousand or so years unifying under a council of elite landowners and business managers, with strong technological similarity to Earth. They call themselves Andanians.
Nellania (837-6XR) - Former slave planet, abandoned by the System Lords when a retroviral experiment went awry. The local humans have learned to take advantage of the mutated wildlife on the planet through genetic and biological engineering, and are roughly at an early industrial level of development. They call themselves Nellani. (Potential Science Opportunity)
Sha Na'va (OF2-P7Y) - KNOWN GOA'ULD OUTPOST WORLD belonging to Apophis. May still be on alert after a recent attack. An oceanic planet whose features are difficult to determine at present.
"Retirement Fund" (Z2P-7DQ) - An uninhabited world pockmarked with meteoric impacts. An ancient, but hyper-advanced ruin is present on the planet, but the site has long since lost most of it's potential value. (Long Term Mining Site, Dangerous)
Epistis (NR8-D6O) - A Naquadah mining planet owned by the Goa'uld Eris, a minor ally of Apophis. The slaves are more loyal than normal for unknown reasons. It is an earthlike, continental world.
Elysium (HGZ-B3E) - A former slave world of Zeus, rich in minerals and earth-like. The locals are a bit behind Earth standard, and are unified under a sort of communal technocracy.
"Jungle Hell" (W2Z-PY9) - An extremely dangerous jungle world with signs of naquadah mining in the distant past, the world was probably abandoned when Zeus disappeared and the slaves were left to die. The wildlife is absurd, bordering on being as threatening as actual, organized resistance, but their natural adaptations make them incredible study subjects. (Potential Science Opportunity, NAQUADAH SIGNS)
Hesperides (6JB-HFS) - A long-forgotten slave world belonging to Zeus, the Hesperidean humans have been freed of slavery by your occupying forces, but there is still significant unrest and resistance activity here. (NAQUADAH SIGNS)
"Lost World" (I2L-ACH) - Another world overrun by nature, the locals here appear to have developed further technologically before eventually succumbing to the dinosaur-like wildlife on the planet. There may be survivors, but they won't be organized, or civilized, any longer. (Potential Science Opportunity, NAQUADAH SIGNS)
Chu Wei (E76-8OT) - Former slave planet that was eventually abandoned by the supposed Goa'uld System Lord, Yu. The locals seem to have developed a strong sense of scholasticism and learning. They are behind Earth technologically, but they seem to be relatively peaceful.
Patala (NR7-8ZW) - A slave world without any noticable Naquadah deposits. The planet might be on high alert given they caught you on an operation there. Why does this Goa'uld maintain a presence on a world without the ore?
"Fish Tank" (OQF-3Y7) - At first glance, an extremely hazardous ocean world. Tentatively banned from accessing this location due to the risk involved in going there.
Qua'Bitz (AYV-B6Z) - Our first nice-ish aliens that aren't either dead or actually human, the locals are very different from us in almost every way, making diplomacy challenging at best.
Aphelion (HW7-VPN) - A continually cold world so immensely rich in Naquadah that the local Goa'uld, Demeter, allows some reasonably advanced technology to be used by the slaves on this world. The locals live in the mine's cave network and survive on the heat of the local refinery and cave crops.
Shoulat (YTA-W4G) - A desolate wasteland of cracked earth and forgotten peoples. Technologically all over the place, the only thing they seem to have a truly better grasp of than Earth is anything that runs on combustible fuel and rolls on wheels. The locals are somewhat aggressive and nomadic.
Cartouche (4E9-KT1) - Unknown Cartouche world.
Cartouche (A6T-Z5G) - Unknown Cartouche world.
Cartouche (FCG-EOB) - Unknown Cartouche world.
Cartouche (J5S-LMO) - Unknown Cartouche world.
Cartouche (QG5-NRT) - Unknown Cartouche world.
Cartouche (ACR-FQZ) - Unknown Cartouche world.
Cartouche (1V2-FM7) - Unknown Cartouche world.
Cartouche (X2P-9LR) - Unknown Cartouche world.
Cartouche (PNU-IWG) - Unknown Cartouche world.
Cartouche (Z1W-LPJ) - Unknown Cartouche world.
Cartouche (37D-HU2) - Unknown Cartouche world.
Cartouche (VQA-P86) - Unknown Cartouche world.
Cartouche (I3B-JYG) - Unknown Cartouche world.
Cartouche (LJF-M37) - Unknown Cartouche world.
Cartouche (KZ3-546) - Unknown Cartouche world.
Cartouche (5R4-8MC) - Unknown Cartouche world.
Unnamed Staging World (Formerly OAI-HRM) - A staging world used by Apophis. Heavily defended and located astrographically close to Earth, but probably a smoking crater now.

Personnel Assets:
Alpha Company - Cpt. Anthony Russo (Hardass - This commander is a stickler for procedure and protocol, and is more likely to spot unusual behavior, but also constantly drains Steam in small amounts)

Bravo Company - Cpt. John Merkel

Charlie Company - Cpt. Henry Spencer

"Sunchasers" - Lt. Michael Henderson
(Science Fiction Enthusiast - This commander is savvy to the idea that not everything works how he's used to, and is more likely to take a novel approach to issues on missions, increasing the probability of a notable success or failure)
Deployment size: 30 soldiers, reconnaissance specialized

"Snake Charmers" - Lt. Joseph Bergman (Normandy Veteran - This commander has stormed the beaches of Normandy, and has experience in creating beachheads, which significantly improves his command's ability to attack guarded gates, but also raises the likelihood of casualties)
Deployment size: 30 soldiers, assault specialized

"Guardian Angels" - Col. Anton Freeman (Island Invader - This commander has been through the meat-grinder that was the Pacific Theater. He knows how to find hidden tunnels and ambush fighters, and his platoon is never surprised in combat)
Deployment size: 30 soldiers, veteran frontliners

"Bloodletters" - Lt. Jim Wright
Deployment size: 30 soldiers, corps of engineers

Russian First Interplanetary - Lt. Fyodor Novikov (Belligerent - This commander always behaves as though Russian Element Opinion were several points lower than it's displayed value)


SPECIALTY - Trouble Magnets (SG-1 miraculously complicates every mission they go on, and in almost every circumstance will experience an additional risk roll, but also an additional reward roll related to it)
Command - Colonel Jack O'Neill (Screaming Eagles Veteran - This commander has waded through filth and blood and subsisted on naught but determination and ammunition behind Nazi lines, he will not accept failure or defeat, and he will not leave his people behind. Significantly reduced risk of death or MIA for any squaddie, with a smaller reduction applied to larger operations with him in charge) (Snake-Hater - This commander despises the Goa'uld like no other. Where there is an opportunity to eliminate a Goa'uld, his squad has a much greater chance of success)

Doctor Daniel Jackson (Human Element - This man has an innate empathy that gives him insight into the behaviors and intentions of others, giving him a lower chance of being tricked during diplomacy or espionage, and a better chance of coming to a beneficial peaceful arrangement with unknown aliens) (Abydonian Exile - This man has spent time among a hardy people, and is a bit hardier himself, making him a more capable fighter than his title would indicate)

Doctor Samantha Carter (Adaptive Mindset - This researcher is gifted in coming up with lateral solutions to issues or theoretical hang-ups, having a reduced tech gap penalty towards reverse-engineering advanced technology) (Tomboyish - This woman thought it was fun to go out and shoot on the range with her father, and is capable in a combat situation)

Teal'c (Seasoned Jaffa Warrior - This man is an enhanced human variant known as Jaffa who received excellent training from a master warrior, granting exceptional speed, strength, durability, and adaptability in combat situations) (Prime Betrayer - This Jaffa has ascended to First Prime, only to betray his master within a handful of hours of the assignment. He is every loyal Jaffa's sworn enemy)
SPECIALTY - First Contact Charmers (SG-2 has a way of putting the locals at ease no matter where they go. They always have advantage when making first contact, regardless of the circumstances)
Command - Major Nick Jervis (NUTS! - This commander fought under desperate conditions at the Battle of the Bulge, and can dig in quite well. With a good defensive position, always has at least a slim chance of rebuffing an attack, but has a higher chance of suffering notable failures in defensive situations)

Cpl. Jake Mallory (Knight in Shining Armor - This man has a penchant for heroics, especially if the apparently-helpless are involved. His squad has a slightly higher chance of notable events, and he usually gets a separate, additional chance to enact a positive outcome) (The Kirk - This man is pure, undiluted alien chick-bait. If the chips are down and things look bleak, he can, and somehow will, stumble across a woman sympathetic to his plight before he or his team can die) Thank god he's getting married, but even then this kid's gonna leave a trail of broken hearts and weak knees wherever you send him, sir. --Jack O'Neill

Sgt. Figgan Greene

Cpl. Roger Bardock
SPECIALTY - Lightfoots (SG-3 regularly stumbles into incredibly dangerous environments and worlds, and is much less likely to trigger negative consequences for doing so)
Command - Sgt. Marcus Washington (Forest Fighter - This commander has done quite a bit of rough terrain fighting in his time, and has a greater chance of a non-negative outcome on worlds with a lot of tough terrain)

Cpl. Andy Hill

Cpl. Bo Hingam

Cpl. Bill Barker
Command - Sgt. Andrew Thompson

Cpl. Marion Henderson

Doctor Allen Hansen (Medical Miracle Worker - This man is a supremely gifted physician, and his team is significantly less likely to ever experience casualties) (Former Army - Served as an officer during the war, not as bad as you'd think with a rifle)

Pfc. Mike Keller
Major Joe Cartwright (Encouraging - This commander encourages those under him to act with valor. Every member of his squad has a higher chance of gaining Skills)

Sgt. Allen Baker (No Man Left Behind - A marine veteran, this man will move heaven and earth to rescue a fallen comrade. This squad always has a notable chance to redirect a casualty to this character)

Cpl. Jeff Hart

Cpl. Andrew Brickerton
Col. Harry Maybourne (Special Forces - If gate conditions allow it, always passes Stealth tests) (Do Wrong Right - Has a chance to harm your reputation to gain immediately-usable Power or research material Power, and his team has a tendency to develop questionable Skills)

Cpt. Jay Rowland

Sgt. Benjamin Mills (Mad Bomber - This team has a higher chance of notable success when sabotaging enemies, but this team also has a greater risk that all non-leader characters will die on missions)

Sgt. Johnny Mott
Lt. Col. Anton Vasily (Inspired Comradery - This commander inspires fanatical loyalty in the Russians he goes on expeditions with. Russian casualties trigger extra chances to reverse bad outcomes at certain thresholds)

Sr. Lt. Mikhail Borgov

Pvt. First Class Aleksi Yarovich

Pvt. First Class Oleg Garbov
Sgt. First Class Dmitri Romanov

Cpl. Anatoli Zubov

Pvt. First Class Boris Petrov

Pvt. First Class Fedor Dubrov
Cursed Division - Even scientists can be superstitious, and in an effort to avoid blowing up their wing, this division almost never fails catastrophically, but also rarely reaps the rewards inherent in risk.
"Unknown Element" Research Division - Dr. Joseph Scopelli (Simple Rigor - This researcher almost never makes breakthroughs, but has a much lower threshold to receive at least minimally positive results)

"Rainbow Bridge" Research Division - Dr. Samantha Carter (Adaptive Mindset - This researcher is gifted in coming up with lateral solutions to issues or theoretical hang-ups, having a reduced tech gap penalty towards reverse-engineering advanced technology) (Tomboyish - This woman thought it was fun to go out and shoot on the range with her father, and is capable in a combat situation) (Active Combatant - This woman is overworked, and doesn't operate her division at full effectiveness unless it's assigned to a research opportunity or Hammond takes a Relaxed Command Approach)

"Relative Space" Research Division - Dr. Albert Einstein (Relative Brilliance - The doctor has an entirely unique approach to solving difficult problems, allowing him to ignore any theoretical understanding penalty for targeted research) (Celebrity Genius - The doctor is famous for his brilliance, and he can publish papers with impunity without affecting the profile of the program much at all)

"Zig Zag" Research Division - Dr. Joseph Zeigler (Paranoid - This man is cautious in the extreme with regards to his research. He will fail more often, but never catastrophically)

"Truth Seeker" Research Division - Dr. Ivan Kebetnik (Computer Whiz - This researcher has a way with computers and computing systems, and rarely fails tasks related to computing) (Innovator - This researcher cannot do standard Practical or Theoretical advancements, and instead does a combination action called 'Innovation*', which fails slightly more often, but gives the benefit of both standard actions for the cost of 3 knowledge)

*Innovation has less predictable effects in terms of maintaining secrecy, stability, and may give significantly more steam than expected

Diplomatic Contacts:
Nellani - The Nellani are grouped together in tribal communes, each with a smattering of specialist crafts and techniques, that contribute to a fledgling industrial society. Their largest city contains perhaps a few thousand people, and from all appearances, the tribes are more respectful than outright loyal to the local power. They have a fairly modern justice system, an unusual commodity currency (carbon), and significant skill in biotechnology and genetic manipulation, though they claim to not use it on themselves as the techniques create 'grotesques'. One of your teams accidentally provoked and killed one of their farm beasts, though you did pay compensation and then some for it.

Andanians - The Andanians are a mostly unified world government at rough technological parity with the United States, albeit with a somewhat smaller population. Their government has a lot of power in the form of a ruling council of elites, although they appear to be stringent to the ideal of Noblesse Oblige, and these elites are apparently ranked based on their personal ability to provide necessities for their constituents. The Andanians are appreciative of Earth's struggle against the Gods of the South, and will gladly support their endeavors with favorable trades and access to their ancient sites. A corporal, Jack Mallory, is engaged to one of their heiresses, though the family and their diplomats assure us there will be no greater political obligation from the US or Jake himself, just that any children of the union be allowed to remain on Andana as they will be in a notable line of succession.
  • Andana maintains a formal trade agreement with the SGC, offering militarily strategic metals (major contributions including chromium and tungsten) and materials in exchange for large quantities of steel, wood, and other materials needed to develop land.
  • Andana currently allows the SGC supervised access to the abandoned Ha'tak site as per their agreement.
Episteans - The Episteans are the Jaffa and humans of Epistis, loyal to Eris, Goddess of Discord, Strife, and Chaos. The locals use mostly antiquated technology with a few necessary exceptions to allow the refinement of raw naquadah ores. The human slaves are either too loyal or afraid of Eris' retribution to be receptive to offers to liberate them, leading to a minor skirmish during first contact. Additional attempts to turn some of them may still prove fruitful.

Elysians - The Elysians are nation run by a council of intellectuals, organized in small communities not unlike communes, regularly interacting and sharing developments to rapidly improve their technological standing. In general, they are mostly early industrial in terms of their technology, but they have developed highly advanced 'low impact' technologies that have effectively replaced standard power generation. Unfortunately, their most advanced technologies use Naquadah, so they have been reverting to 'less efficient' methods such as nuclear power. They have long determined how to use their gate, but are fearful of inviting the attentions of another 'god', and so refuse to seek more Naquadah themselves.

Hesperidians - The Hesperidians are the Jaffa and humans of Hesperides. Long-disconnected from the galaxy, the locals were pacified by an invasion by your forces. The human and half-human locals are nominally friendly towards you, but incidents still crop up every now and then. Internally, the former Helot and Citizen factions experience some friction at the change of circumstance. Analysts suspect they are still hiding caches of Naquadah elsewhere on the planet for reasons of enlightened self-interest.

The Chu - The Chu are a peaceful intellectual cooperative, a unified 'world' government centered and centralized close to the stargate, lead by a number of 'sages'. Their society seems to revolve around a diverse series of knowledge tests they claim host over ten thousand aptitude and knowledge questions combined, that determine one's overall social standing in the community, which the sages are reportedly able to answer more than 80% correctly.

Patalans - The Patalans are slaves of Nirrti, a mysterious Goa'uld system lord named after a Hindu goddess of death and sorrow, known as the 'guardian of divine lawlessness'. Their society is primitive and so fearful as to be too afraid to go against her. No known reason for Nirrti to retain her claim on this world is apparent, as it seems to have already been stripped bare of any useful resources.

Qua'bitzi - The Qua'bitzi appear to be large insects crossed with bears. Their bodies alternate between chitinous plates, mucousy membranes, and almost fuzzy appendages. With two sets of arms and about a dozen legs, they're probably the most unusual thing we've seen so far, and that's saying quite a lot about what we've seen. Due to the wildly divergent evolutions of our species, communication is extremely difficult, but from all appearances they are more advanced than Earth by at least a few decades.

Shoulati - The Shoulati are former Goa'uld slaves long forgotten by their master. Their planet was a strip mine for more mundane materials needed to outfit a System Lord's armies, and the environmental damage has turned it mostly into a wasteland, the only viable resources a few unwanted base metals, a few hardy plant species, and oil. The Shoulati possess incredible mechanical know-how, but seem obsessed with only plying that knowledge towards monstrosities that can barely be called tanks, let alone cars or trucks. By some strange stroke of luck, Jake Mallory has somehow wooed and indebted a kind of princess on this world, and the SGC has a strong diplomatic in thanks to that.
 
Last edited:
The Oversight
Commanding Officers:
President Harry S. Truman

USAF Chief of Staff Hoyt Vandenberg

Standing Orders of the Facility:
All hands on Deck. The president wants you to focus your efforts on finding any kind of solution to the Apophis Ultimatum.

Current Legislation:
The president would prefer if you stop releasing incredibly advanced technology and getting him into hot water internationally.

Oversight Agencies:
IRC - The Interplanetary Resource Commission is a civilian agency tasked with ensuring any planets the SGC plans to exploit for material gain are safe and diplomatically acceptable to our interplanetary neighbors. They are also given broad control in negotiating material trade deals and managing currency conversion with offworld political entities. Finally, the agency is tasked with keeping an accurate, complete tally of the material goods the SGC brings to Earth, for cataloguing in the President's black books, and to distribute the material as necessary to ensure the secrecy of the program.

The Russian Element - The Russian element is an internal faction in the SGC with political ties to the Democratic Union. It is headed by Androv Lashenko, a somewhat pompous patriotic type. They are expected to be on their worst behavior without hand-holding, and to do anything to use our stargate to secure an edge over us right in our own backyard. In the spirit of having a bargaining chip, they have yet to allow us the use of the DHD they have for our operations.

Russian Element Opinion: ||||||||||||||||||||
 
Last edited:
[X] It is the year 2008.

Interested in the modern political game, but butterflying the Cold War is okay also:

[X] It is the year 1950.
 
Last edited:
Back
Top