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Maste/Bythal

Beloved by all, Bythal was the daughter


of the High Priestess of her Clan.
Groomed to be the next priestess, she
sought to help her people as much as
she could, always with a smile and a
warm word.

When illness befell the clan, she was


the first to aid the sick, turning to off-
world allies. Having been visited by
an SG Team before, she reached out
to the SGC for aid, but by the time aid
arrived, Bythal had succumbed to the
illness’ grip. Her people begged the
SGC to save their beloved Bythal. With
limited options, the SGC contacted the
Tok’ra. The symbiote Maste knew that
their host was dying.

To save her life, Maste’s aging host


gave his life so that Bythal and Maste
might unite. With the establishment of
the SG Phoenix, General Loyer called
on the newly merged Bythal and Maste
to go through the Stargate and make
TM & © 1997-2019 MGM

peaceful contact with the galaxy.


Character Name Player Name Campaign
Maste[s] / Bythal[h]
Race Origin Class Level HD
Tok’ra Tok’ra Spy / Healer Diplomat 1 D10

Strength Skills Hit Pts Determin.

10 +1 Acrobatics (dex)
19 5
+2 Animal Handling (wis)
+0 Athletics (str)
Prof. Init. Moxie
+4 Culture (wis)
+0
+4 Deception (cha) +2 +2 +3
+3 Engineering (int)
Dexterity
+3 History (wis) Armor Class Speed Tactical Vest Bulk
12 +4 Insight (wis)
+2 Intimidation (cha) 17 6m 8 + Str
+3 Investigation (int)
Death Saves Base Kit Equipment
+1 +4 Medicine (wis)
Successes • Tactical Vest
+3 Nature (wis)
Failures • 3 Uniforms
Constitution +4 Perception (wis)
• TACCOM
+2 Performance (cha)
8 +4 Persuasion (cha)
Saves • Flash Light
+0 Strength • Water Purifier
+1 Pilot (dex) +1 Dexterity • Fitration Mask
+3 Science (int) -1 Constitution
-1 +3 Slight of Hand (dex)
• Multi-tool
+3 Intelligence • Personal First Aid Kit
+1 Stealth (dex) +4 Wisdom
Intelligence +2 Survival (wis)
• Climate Clothing
+4 Charisma • Combat Tent
16
Attack Name To Hit/Dmg Range(m) Cap/Reload Special
Sidearm (Beretta M9) +3 / 1d6+1 50/100 15 / 1 Laser Sight
+3
Combat Knife +3 / 1d6+1 melee n/a Finesse

Wisdom
15

+2

Charisma
14

+2
1ST LEVEL DIPLOMAT ORIGIN/BACKGROUND
TOK’RA SPY ORIGIN
RACIAL ABILITIES Tok’Ra spies are integral to the informa on gathering
SYNERGISTIC SYMBIOTE efforts of the Phoenix site and frequently find
As long as a Tok’Ra has a symbiote they may choose themselves assigned to teams.
to gain advantage on any mental (Intelligence, Benefit: You gain advantage on any Charisma
Willpower, Charisma) save. A Tok’Ra may use this (Decep on) checks to trick targets into believing you
ability once per Wisdom modifier (minimum 1), are a Human, Goa’uld, or Jaffa.
replenishing the uses during a long rest. If a Tok’Ra
is deprived of their symbiote they must make a HEALER
Cons tu on save each hour or suffer 1d4 Cons tu on You dedicated your life to healing the afflic ons
damage. people suffer in their bodies and minds.

REGENERATION Skill Proficiency: Medicine


The Tok’Ra is healed to full HP during a long rest. Benefit: During a short rest you and your team
members heal addi onal HP equal to your proficiency.
CLASS ABILITIES
INSPIRE 2ND LEVEL DIPLOMAT
Your mere presence inspires your comrades to pursue
their mission in a myriad of clever, if some mes Change Hit Points to 23
unperceived, ways. Once per long rest, you may grant CLASS ABILITIES
all team members 1d6 temporary HP with an ac on.
These temporary HP last un l the next long rest or
PEP TALK
un l removed by damage. Star ng at 2nd level, you can give a s rring speech
to your team during a short rest. Once per mission,
While a team member has these temporary hit points you can restore 1d4 Determina on points to each
(called “Inspired” characters) they gain the benefits of member of your team.
your Inspira on feats.
WORD IN AN EAR
A character may only be Inspired by one source at Star ng at 2nd level, you can inspire a single team
a me. If a character is targeted by a second Inspire member who is not currently inspired within 1m
ability, the target character chooses which to benefit as an ac on. Roll your Inspire HP die and grant the
from. target Inspire HP as normal. A character may only be
INSPIRATIONS targeted by your Word in an Ear once per long rest.
Coordinated Fire: A er you hit a target with an a ack,
you may take a bonus ac on to grant an inspired
character advantage to their next a ack roll made 3RD LEVEL DIPLOMAT
before your next turn against the same target. Change Hit Points to 27
CLASS ABILITIES
PROFICIENCES FORCE OF WILL
• Armor: Light At 3rd level you regain your use of Inspire when you
• Weapons: Common weapons, Sidearms take a short or long rest. Characters already benefi ng
from your Inspire are immune to a second applica on.
• Tools: Med Kit, Translator, Pan-Cultural Wardrobe INSPIRATIONS
• Saving Throws: Wisdom, Charisma
SKILLFUL EXPLANATIONS
• Skills: Culture, Decep on, Insight, Persuasion Once per short rest, when an inspired character fails
a skill check that you are proficient in, you may allow
the character to reroll the result.
Stargate History Phoenix Site
Earth’s Stargate (SG) Program As more and more refugees
began when a Stargate was from alien worlds began
unearthed in Egypt in 1928. to rise up, a classified site,
The device was brought to authorized by the President
the United States in 1939 to and headed up by General P.K.
keep it out of Nazi hands and Loyer, was created. Its mission
was installed deep beneath is to establish an off-world SG
Cheyenne Mountain in site called Phoenix Site, which
Colorado. brings together and trains the
freedom fighting individuals
When it was discovered that from worlds oppressed by the
there were grave threats in Goa’uld System Lords.
the Universe, in the form of
the Goa’uld System Lords, Once trained these highly
the United States established functional SG teams are sent on
Stargate Command, under missions with the defense of
the command of General the Universe in mind.
Hammond. Nine teams, known You recruits are a member of
as Stargate teams (SG 1-9) the selection process to be
were initially created to travel placed on one of these teams.
through the Gate to assess
threats, open negotiations with
other civilizations and procure
technology to defend Earth. Join the Fight!
As the SG teams went on
missions, contact was made
with several intelligent
races as well as distant Earth
descendants, which were under
the control or influence of the
Goa’uld. These team visits were
many times a spark that lit the
spirits of that abject world.

STARGATE SG-1 is a trademark of Metro-Goldwyn-Mayer Studios Inc. © 1997- 2020 MGM Television Entertainment Inc. and MGM Global Holdings Inc.
STARGATE ATLANTIS is a trademark of Metro-Goldwyn-Mayer Studios Inc. © 2004 - 2020 MGM Global Holdings Inc. All Rights Reserved.
STARGATE ROLEPLAYING GAME is a trademark of Wyvren Gaming LLC ©2019-2020 All Rights Reserved.

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