TEXT: SECURITY CLEARANCE REQUIRED             SECURITY CLEARANCE REQUIRED
  SECURITY CLEARANCE REQUIRED             SECURITY CLEARANCE REQUIRED
  SECURITY CLEARANCE REQUIRED             SECURITY CLEARANCE REQUIRED
  SECURITY CLEARANCE REQUIRED             SECURITY CLEARANCE REQUIRED
  SECURITY CLEARANCE REQUIRED                       SECURITY CLEARANCE REQUIRED
  SECURITY CLEARANCE REQUIRED                       SECURITY CLEARANCE REQUIRED
  REF ID 
  SM-000005
  TITLE  
  BIRTHPLACE
  AUTHOR 
  BILL MUNDT
  CONFIDENTIAL
  WARNING: SECURITY CLEARANCE REQUIRED
  STARGATE COMMAND PROGRAM
  PROJECT PHOENIX
  BASIC SECURITY REQUIREMENTS ARE CONTAINED IN TN: 822-1
  THE UNAUTHORIZED DISCLOSURE OF THE INFORMATION CONTAINED 
  IN THE ATTACHED DOCUMENT(S) COULD RESULT IN EXCEPTIONALLY 
  GRAVE DANGER TO THE UNITED STATES OF AMERICA.
  USA DOC 01001 TYPE M
  REF. NO. WYV006SM005
  
  2
  
  STARGATE SG-1 is a trademark of Metro-Goldwyn-Mayer Studios Inc. © 1997 - 2021 MGM Television Entertainment Inc. and MGM Global Holdings Inc. 
  STARGATE SG-1 ROLEPLAYING GAME TM & © 2021 Metro-Goldwyn-Mayer Studios Inc. All Rights Reserved.
  Birthplace
  Side Mission
  Introduction: Travel back to Reese’s homeworld to further explore what befell the 
  colony and what the Replicators left behind.
   A ninety-minute “episode” for level 1-4 characters of the
  Stargate SG-1 Roleplaying Game
  by Bill Mundt
  A Living RPG Series presented by Wyvern Gaming
  
  4
  If you have ﬁrst-time players, this can be read 
  verbatim or paraphrased as you see ﬁt.
  THE STARGATE PROGRAM
  Earth’s Stargate (SG) Program began when a Stargate 
  was unearthed in Egypt in 1928. The device was 
  brought to the United States in 1939 to keep it out of 
  Nazi hands and was installed deep beneath Cheyenne 
  Mountain in Colorado.
  When it was discovered that there were grave 
  threats in the Universe, in the form of the Goa’uld 
  System Lords, the United States established 
  Stargate Command, under the command of General 
  Hammond. Nine teams, known as Stargate teams 
  (SG 1-9) were initially created to travel through the 
  Gate to assess threats, open negotiations with other 
  civilizations and procure technology to defend Earth.
  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 freedom fighting spirits of 
  those worlds.
  STARGATE PHOENIX
  As more and more refugees from alien worlds 
  began to rise up, a classified site, authorized by 
  the President and headed up by General P.K. Loyer, 
  was created. Its mission is to establish an oﬀ-world 
  Stargate site called Phoenix Site, which brings 
  together and trains the freedom fighting individuals 
  from worlds oppressed by the Goa’uld System Lords.
  Once trained, these highly functional SG teams are 
  sent on missions with the defense of the Universe in 
  mind.
  “You recruits are members of the selection process to 
  be placed on one of these teams.”
   
  This Game episode
  Encourage your players to watch Stargate SG-1 Season 
  5, “Menace” prior to playing this “episode” for a 
  deeper immersive experience.
  preparinG The advenTure play
  You are the Gatemaster (GM). The GM is a vital role 
  and can be as much fun, if not more fun, as being 
  a player. You control the story and the non-player 
  characters (NPCs) that interact with the player’s 
  characters (PCs).
  Before you run this episode as a GM for a group of 
  players, you should do the following:
  • Read through the episode.
  • Highlight important items as reminders.
  • Gather your notecards, a screen, dice, etc.
  • The Stargate Roleplaying Game can be played as 
  a theatre of the mind type game; however, some 
  players enjoy playing on a tabletop with a battle 
  mat and miniature characters. This is completely 
  optional but helps some people picture the 
  tactical nature of combat.
  • Familiarize yourself with the Stargate Roleplaying 
  Game rules.
  • Ensure your players play legal Phoenix Living 
  Series characters. (see StargateTheRPG.com/ 
  about/SGP for more information)
  WhaT is a side mission?
  Sometimes called “Bottle Episodes,” Side Missions 
  are episodes that you can drop into any game season 
  at any point and it is completely self contained. The 
  only assumption for timeline is that this episode takes 
  place after Stargate SG-1 Season 6 “Allegiance.”
  Side Missions can be played at a home game or as 
  part of the Living RPG Series “Phoenix Site.”
  TENSION DIE
  This episode has a Tension Die (TD) of D6, unless 
  otherwise stated.
  Be sure to let your players 
  know this as many feats, 
  equipment, and other player 
  options use the (TD) to add to 
  a roll. As a GM you will also 
  use (TD) for Combatants and 
  some damage elements.
  
  5
  SUMMARY
  The Phoenix Team explores Reese’s homeworld 
  months after SG-1 discovered her. They discover 
  clues that will help the Asgard in their battle with 
  the Replicators, and perhaps provide the key to their 
  victory. 
  BACKSTORY
  Reese was designed and constructed using technology 
  discovered in an Ancient facility unearthed on the 
  planet, with a crude robotic body, the code from self-
  replicating nanites as her software, and a supply of 
  the nanites for repair purposes. Her level of intellect 
  quickly grew beyond what her Father predicted, and 
  he used the lab to create a more-human body for his 
  rapidly-more-human daughter. The rest of the city’s 
  people feared her, and wanted to destroy her, making 
  her self-conscious and paranoid.
  The Replicators were toys, originally designed and 
  built by Reese, using her innate understanding of the 
  Ancient nanite technology. To protect Reese from 
  the mobs that she feared, she taught her Replicators 
  to actively and deliberately attack the people who 
  threatened her. After a critical mass of Replicators was 
  created, Reese lost control of them; they began to run 
  amok and replicate without limit. The new Replicators 
  on the planet are Father’s own creations, built to 
  defend him against whoever stole Reese; he has only 
  just begun to experiment with them, so they have not 
  had an opportunity to develop into what his daughter 
  created.
  Once the Replicators had gone completely out of 
  control, Father unleashed the Ancient nanites in 
  a desperate bid to stop the reverse-engineered 
  machines. While they were able to delay the 
  expansion of the Replicators for some time, it was 
  clearly a losing battle. To put a stop to the attack, 
  Father set up the Ancient machines in his lab to 
  construct another android body, and to transfer his 
  consciousness into it, to take control of the Replicator 
  horde himself. Unfortunately, the procedure took too 
  long, and the other colonists were long dead, Reese 
  asleep, and the Replicators missing before his new 
  body awoke. He allowed Reese to stay offline while he 
  worked to develop a means to control the Replicators.
  ACT 1: MENACE REDUX
  GM NEED TO KNOW INFORMATION
  The characters are being sent on a routine planet re-
  visit. These missions are done to check in on planets 
  that had been previously explored by other SG teams 
  to ensure nothing was missed.
  The planet they are being sent to is P3S-517, 
  homeworld of the Replicator-manufacturing android 
  Reese. In the months since the SGC turned her body 
  over to the Asgard, there have been few updates on 
  the progress of their research, leading to concern 
  that the dead android may not provide the silver 
  bullet Earth had hoped for. The Phoenix Team is being 
  deployed in the hopes that there is more knowledge 
  about the Replicator threat to be discovered on the 
  planet. That knowledge may come with help from 
  Reese’s Father, who has secretly uploaded his mind 
  into an android body similar to that of his daughter, 
  and now poses as a human.
  GearinG up
  PCs are issued 1-Prep mission gear. In addition, each 
  PC has a Garage Door Opener (GDO) and their own 
  Iris Deactivation Code (IDC). The team member 
  with the highest Science (INT) skill is also provided 
  a Research Kit (Physics), equipped with sensors 
  necessary for detecting radiation, energy fields, radio 
  signals, and other electromagnetic disturbances, 
  useful for locating and identifying advanced 
  technology.
  WhaT The pCs may do
  The team will visit the planet to investigate the 
  laboratory where Reese was discovered to try and 
  find more details regarding the creation of the 
  Replicators, and a way to stop them once and for all.
  Clues are discovered pointing to the existence of a 
  secret vault hidden in the lab, guarded by Reese’s 
  father, who has uploaded his consciousness into 
  an android body and is concerned for his missing 
  daughter. Exploring the area around the lab reveals 
  that the city is overrun by mostly-inactive, early-
  model Replicators, and undiscovered structures and 
  devices composed entirely of nanites.
  THE PROBLEM – The team must negotiate with 
  Reese’s father for access to the hidden vault and 
  any secrets it might contain to the Replicators’ 
  weaknesses.
  
  6
  RESOLUTION – The team either succeeds in 
  convincing Reese’s father to aid them, or fail and face 
  him in combat, at least providing Phoenix Site and the 
  Asgard with another Reese-type android for study.  
  ENCOUNTER 1: MISSION BRIEFING
  The “episode” begins in the briefing room at Phoenix 
  Site, with General P.K. Loyer on hand to refresh the 
  team’s memory regarding P3S-517, the Replicators, 
  and the android Reese.
  General Loyer is, as usual, already waiting for you in 
  the briefing room, with dossiers arrayed around the 
  table. “Good afternoon, team. This should be a fairly 
  straightforward briefing for all of us today. You’re 
  being deployed on a reconnaissance re-visit to a 
  planet explored by the SGC last year, P3S-517,” The 
  General pauses, opening his dossier and gesturing for 
  all of you to follow suit... 
  The folder details a technologically advanced world, 
  with photographs of complex, overgrown angular 
  architecture and hand-drawn maps to a location 
  identified as a laboratory.
  “During their visit to the planet, SG-1 discovered an 
  android built to resemble a young human woman, 
  who called herself ‘Reese.’ During her time on 
  Earth, she revealed herself to be a source, if not the 
  source, of the Replicators -- mechanical life-forms 
  driven ceaselessly to break down materials and 
  re-combine them to make more of their own kind. 
  They’re downright nasty things, and have proven 
  to be a dire threat to the Asgard, one of the most 
  powerful cultures we’ve ever come across,” he nods 
  to the folder in front of him, “Fortunately, SG-1 didn’t 
  encounter any active Replicators on the planet itself, 
  only dead and inactive blocks.”
  “Unfortunately, Reese was killed in an eﬀort to 
  protect the SGC before she could be enlisted to 
  help protect the Asgard from the Replicator threat. 
  Her body was turned over to the Asgard, with the 
  hope that they could use her as a weapon against 
  the Replicators in some way, but we haven’t heard 
  anything about that endeavor since. 
  To that end, your mission is to investigate the 
  laboratory where the android was discovered, and 
  the area surrounding it, and bring back any materials 
  or information that may help accelerate the Asgard’s 
  battle with the Replicators.
  resoluTion
  The team receives their equipment for the mission. 
  The Stargate is dialed, the MALP confirms the area 
  near the Stargate is secure and habitable, and the 
  team is deployed.
  ENCOUNTER 2: FINDING THE DOOR
  Stepping through the gate you see a dilapidated city 
  that you can tell was once great, but is now falling in 
  upon itself.
  Using the notes from SG-1’s mission, tracking down 
  the lab where Reese was located is a trivial task. With 
  Reese no longer present, the space resembles a dusty 
  and long-abandoned tomb, with the empty slab-like 
  table where the android was discovered in the center. 
  The walls are lined with support pillars of bright 
  metal, with four narrower pillars forming an arch-like 
  embellishment at the back of the room, behind the 
  slab.
  • Perception or Investigation DC 18: The PC 
  discovers that there is a break in the layer of dust 
  coating the wall in the “archway,” revealing the 
  outline of a disused hidden door.
  • Passive Perception: If the team does not 
  investigate the archway, or fails the above check, 
  call attention to it as a likely place to search for 
  the PC with the highest Perception.
  Once the hidden door has been identified, or if the 
  team is inspired to sweep the area with the Research 
  Kit (Physics), the team can investigate further.
  • Engineering or Investigation DC 10: Discovers the 
  locking mechanism that operates the door.
  The Science checks about the mechanisim or the 
  power signature are made with Advantage by a team 
  member using the Research Kit (Physics).
  • Science DC 15: After locating the locking 
  mechanism, success on this check determines that 
  the door is keyed to a particular energy signature 
  that the team cannot reproduce; a transmitter will 
  need to be located to unlock the door.
  • Science DC 20: the PC identifies that the 
  mechanism itself is made of nanites. 
  If the team attempts to breach the door by force using 
  C4 or other means, call attention to the fact that they 
  do not know the layout of the area on the other side, 
  
  7
  and vital intelligence, technology, or artifacts could be 
  damaged or destroyed by such an action.
  resoluTion
  Once the mechanism has been discovered:
  • Science DC 10: the team can attempt to track 
  down a source of the distinctive energy signature 
  The equipment does detect a match, located 
  somewhere within the abandoned city.
  If the team chooses to return to the Stargate and 
  check in with the SGP, General Loyer thanks them for 
  the preliminary report and directs them to continue 
  into the city and find the source of the energy 
  signature.
  If the team attempts to blow open the hidden 
  door or otherwise breach it with violence, they will 
  destroy the data stored on the computers inside the 
  small computer closet. If they check in to report the 
  incident, General Loyer orders the team to continue 
  searching the area around the lab and try to track 
  down any signs of advanced technology that might be 
  useful, but scolds them for their recklessness.
  ENCOUNTER 3: FINDING THE POWER 
  SIGNATURE
  As the team follows the power signature you see a 
  literal concrete jungle in front of you. There are tall 
  skyscrapers that have fall in upon themselves, sink 
  holes pitting the landscape, and an abundance of 
  overgrowth between the team and its goal.
  • Science DC 10: According to the signal strength 
  you are about 5.5 km away from the source.
  During each Journey Encounter, allow the PCs to 
  come up with inventive ways to use other skills.
  This is a Traversal Encounter, see Chapter 10 of the 
  core rulebook page 146.
  QuiCk Guide on Traversal enCounTer
  To begin a journey, the GM simply shuffles the 
  Journey deck, and reveals the top card. This 
  represents the first challenge of the journey. Once the 
  PCs have resolved that card’s challenge (and possibly 
  discarded some cards from the deck), the GM reveals 
  the next card to resolve.
   naviGaTinG
  As they PCs deal with the challenges, they may have 
  a chance to discard cards from the top of the deck 
  (face down without looking). These cards are called 
  “Navigated” and they represent uneventful travel 
  where the PCs success has made future travel either 
  faster, safer, or otherwise nonthreatening. These 
  cards are put into a discard pile of navigated cards 
  (face down).
  GeTTinG losT
  If the team fails a challenge, they may get lost.  This 
  returns cards to the deck, thus making the journey 
  take longer. The cards returned to the deck are always 
  navigated cards from the discard pile. If there are not 
  enough navigated cards to return to the Journey deck, 
  then no additional cards are added.
  overCominG an enCounTer
  Once a card has been overcome (not simply 
  navigated), success or failure, it is removed from the 
  encounter, so it will not be a part of the Navigated 
  discard pile. If there are no cards left in the Journey 
  deck, the PCs have arrived at their destination.
  The deCk for This Journey
  The GM assembles a Journey Deck before the 
  encounter begins. For this mission, the Journey Deck 
  consists of 11 Journey cards . Each Journey card 
  represents an element of terrain, an encounter, or 
  some other hazard that might appear during travel. 
  This encounter will break the 5.5 km journey into 
  roughly equal segments, an encounter every 0.5 km. 
  • 3, 5, 8 Hearts: Fallen skyscrapers, open sinkholes.
  • 2, 4, 6 Clubs: Overgrown areas of the city.
  • 3, 6 Spades: Intact roads.
  •  4, 7 Diamonds: Flooded sinkholes.
  • Black Queen Spade: Replicator Hive. (make sure 
  this is the last card in the deck)
  Also, along the way if the PCs want to examine why 
  the buildings are in such rapid decay:
  • Investigation DC 15: Inspecting the ruined 
  buildings and collapsed rubble reveals that at least 
  some of the wreckage was brought on by acid 
  damage to the structures.
  
  8
  Journey Card enCounTers
  3, 5, 8 HEARTS: ATHLETIC CHECKS
  The city is falling in upon itself. The buildings 
  have pitting and scarring that have caused a very 
  treacherous journey through the rubble. Skyscrapers 
  have fallen and sinkholes have opened up. You are 
  going to have muscle your way through this.
  • Group Athletics DC 10+Card Number: The team 
  proceeds through the rubble:
   
  ꟷ
  Success: The team navigates through the 
  broken streets and fallen skyscrapers.  
  The team members overcome this Journey 
  card. Discard one card from the Journey 
  deck into the Navigated pile (or 1 TD cards if 
  everyone succeeded) and one card for each 
  natural 20.
   
  ꟷ
  Failure: The team follows the wrong path 
  through the rubble and are exhausted.  
  The team members overcome this Journey 
  card, but return one navigated card back 
  to the Journey deck (or 1 TD more cards if 
  everyone failed). Additionally, each failing PC 
  suﬀers Disadvantage on the next Skill Check.
  2, 4, 6 CLUBS: SURVIVAL CHECKS
  In this area vines and tall green stalks with sharp 
  leaves make it difficult to keep a straight path to the 
  power signature. You are going to have to trust your 
  survival skills.
  • Group Survival DC 10+Card Number: The team 
  proceeds through the overgrowth:
   
  ꟷ
  Success: The team navigates through the 
  overgrowth.  
  The team members overcome this Journey 
  card. Discard one card from the Journey 
  deck into the Navigated pile (or 1 TD cards if 
  everyone succeeded) and one card for each 
  natural 20.
   
  ꟷ
  Failure: The team gets turned around in the 
  overgrowth.  
  The team members overcome this Journey 
  card, but return one navigated card back 
  to the Journey deck (or 1 TD more cards if 
  everyone failed). Additionally, each failing PC 
  suﬀers 2 TD slashing damage from the foliage.
  3, 6 SPADES: PERCEPTION CHECKS
  Finally some open, intact roads, that allow you and 
  your team to catch your breath and look around.
  • Group Perception DC 10+Card Number: The team 
  proceeds through the city:
   
  ꟷ
  Success: PC just catches sight of a small 
  creature ﬂying between rooftops across the 
  street. It is too distant and quick to catch any 
  detail, but life of some form is nearby.  
  The team members overcome this Journey 
  card. Discard one card from the Journey 
  deck into the Navigated pile (or 1 TD cards if 
  everyone succeeded) and one card for each 
  natural 20.
   
  ꟷ
  Failure: The team sees nothing of importance.  
  The team members overcome this Journey 
  card. Nothing negative happens. 
  4, 7 DIAMONDS: NATURE CHECKS
  The streets are collapsing. There are several ﬂooded 
  skinkholes, but there does appear to be a path 
  through. You will have to rely on your skills of nature 
  to know if you have secure foothold.
  • Group Nature DC 10+Card Number: The team 
  proceeds through the fragile streets:
   
  ꟷ
  Success: The team navigates through the 
  collapsing sinkholes without falling in.  
  The team members overcome this Journey 
  card. Discard one card from the Journey 
  deck into the Navigated pile (or 1 TD cards if 
  everyone succeeded) and one card for each 
  natural 20.
   
  ꟷ
  Failure: The street crumbles from under them 
  and they fall into the sinkhole. 
  The team members overcome this Journey 
  card, but return one navigated card back 
  to the Journey deck (or 1 TD more cards if 
  everyone failed). Additionally, each PC suﬀers 
  2 TD bludgeoning damage from the fall.
  BLACK QUEEN SPADE: REPLICATOR HIVE
  Coming around another corner in the direction of 
  the energy signature reveals a street crawling with 
  medium sized groups of, metallic, hand-sized insects 
  resembling large houseﬂies.
  
  9
  • Engineering DC 15: Built from chunkier and 
  less uniformly shaped blocks, these give the 
  impression of a less advanced version of the 
  Replicators, an early stage in their evolution. 
  They don’t seem to be immediately aggressive and 
  appear to be ignoring the team entirely. 
  If the team turns around to try and find another 
  route, they see another large swarm of the Replicator 
  Flies crawling down the side of a building, perhaps 
  the same one the ﬂying creature darted to earlier, if it 
  was spotted. The team is surrounded, and must either 
  Sneak Through or Fight Through.
  sneak ThrouGh
  • Group Stealth DC 15 (twice):
   
  ꟷ
  Success: The team is able to carefully navigate 
  the Replicators without issue. As the team 
  reaches the end of the Replicator-infested area 
  after the second check, proceed to Resolution.
   
  ꟷ
  Failure: A Replicator Fly shifts into the path 
  of a PC’s footstep without their notice, and 
  is crushed with an electronic screech. Animal 
  Handling DC 20 will calm the surrounding Flies 
  and negate this failure once; if unsuccessful, 
  proceed to Fight Through. A second Group 
  Stealth failure cannot be negated.
  fiGhT ThrouGh
  Replicator Fly Swarms leap oﬀ the ground and the 
  walls of nearby buildings, ﬂying together as swarms 
  attacking each PC. The swarms are, seemingly, endless 
  -- there are always exactly enough swarms for each 
  PC to have one attacking them, with a new swarm 
  entering the fray on the next turn after any of them 
  are destroyed. 
  Allow combat to continue for a maximum of 4 rounds, 
  or until any PCs are below half HP, whichever comes 
  first; then proceed to Resolution at the beginning of 
  the next round.
  resoluTion
  A loud, high-pitched digital sound, not unlike a dial-up 
  modem, splits the air. The Replicator Flies freeze in 
  place for a moment, then perk up and swarm into the 
  sky, leaving the area.
  If the team Navigated around the encounter with the 
  Replicator Flies:
  A loud, high-pitched digital sound, not unlike a dial-
  up modem, splits the air. A moment later, the sky 
  overhead is filled with ﬂying, glittering insect-like 
  shapes, swarming into the distance.
  • Survival DC 13: (in either resolution): The sound 
  originated from the same direction as the energy 
  signature the team is tracking, and the swarm ﬂed 
  that direction.
  ENCOUNTER 4: GAIN THE KEY
  The team finally approaches the apparent source of 
  the energy signature. It is a large, almost unnaturally-
  smooth building of dull gray metal, cylindrical with a 
  domed roof, sharply contrasting against the blocky, 
  angular shapes of other buildings in the city, including 
  those surrounding it. There is a single door on the 
  side of the structure facing the team, and the domed 
  rooftop is crawling with Replicator Flies.
  • Perception DC 15: The Flies on the roof are 
  grabbing at each others’ blocks and re-configuring 
  one another, resembling less-elegant versions of 
  Replicator Spiders, the most common form.
  • Science DC 10: The team is able to determine 
  that the building is, itself, composed of nanites. 
  This check is made at advantage by a PC using the 
  Research Kit (Physics).
  As you approach the door into the domed building, it 
  slides open to reveal a small, dark room with another 
  door at the far side.
  Once the entire team has entered, the door behind 
  them seals and melds seamlessly into the wall, and a 
  stern, human voice echoes in the room:
  “Hello. I am waiting for you in my lab, just beyond 
  the next door. I believe there is a great deal for us to 
  speak about.”
  As soon as a teammember makes a move to the inner 
  door. Read the following:
  The inner door slides open as you approach, revealing 
  a large, cluttered laboratory, with the domed roof 
  plainly visible overhead. Scientific equipment and 
  alien technology is spread throughout the room, 
  ranging from familiar microscopes and centrifuges to 
  an odd wall-mounted device, computer consoles, and 
  a table with an illuminated surface. A dark skinned 
  man is waiting for you near the middle of the room.
  
  10
  • Culture DC 13: While much of the equipment 
  looks to be native to the culture on this planet, 
  several prominent pieces are clearly Ancient in 
  design. The wall-mounted device in particular 
  looks very similar to the Ancient Repository 
  of Knowledge, the glowing table bears a line 
  of Ancient text across its surface, and several 
  computer consoles display Ancient symbols in the 
  air.
  • Engineering DC 20: All you know is that this 
  appears to be some kind of Ancient technology 
  beyond anything you’ve seen before.
  • Science DC 20: ALL of the equipment, including 
  the Ancient material, is composed of nanites.  
  This check is made at advantage by a PC using the 
  Research Kit (Physics).
  Once the team has entered, the door behind them 
  closes once again. If anyone tries to remain in the 
  airlock, the walls begin to shift inward on them, 
  ushering them through the door. The man turns to 
  face them, his voice calm and stern.
  “I have three questions for you, strangers. Where is 
  my daughter? Who has taken her from me? What has 
  become of Reese?”
  • Insight DC 12: This man must be the person Reese 
  called “Father.” She claimed that he had died 
  when her Replicators overran the colony.
  • Insight DC 15: Despite his calm exterior, this man 
  is wracked with grief and paranoia.
  CalminG faTher
  Trying to pacify Father is a difficult task, but the 
  team will be trying to convince him to help them by 
  providing them some means to stop the Replicators, 
  but he is upset that his daughter is gone. 
  We are now in a Convince Encounter, see Chapter 
  10 page 136 of the core rulebook, with a Threshold 
  of 7 and DC 15. Taking a Mien (Charisma) approach 
  is at Disadvantage due to Father’s paranoia about 
  outsiders following Reese’s disappearance; taking a 
  Sympathetic (Wisdom) approach to try and comfort 
  him is much more eﬀective, with these checks made 
  at Advantage.
  Roll Moxie. 
  After the ﬁrst round of the Convince Encounter, 
  contine to Calming Father (Continued).
  QuiCk Guide on ConvinCe enCounTer
  Convince encounters are where the players must 
  inﬂuence an NPC to the course of action desired 
  where roleplaying is encouraged.
  A Convince Encounter is broken down into four 
  phases.
  Phase 1: The players that want to participate wager 
  1 Determination Point (DP). This cost increases each 
  round by one. If a player does not have enough DP 
  left, they cannot wager and thus may not attempt to 
  convince the target. If no PC wagers, the Convince 
  encounter ends in a failure.
  Note: If a PC does not wager they may still participate 
  using side-bar commentary once per round to give 
  another PC of their choice a +1 to a check, after the 
  result of the check is known.
  Phase 2: Each PC describes the method they choose 
  to convince the target. (Logic-Intelligence, Sympathy- 
  Wisdom or Charm-Charisma).
  Phase 3: Roll a Check using the attribute or skill 
  associated with the PCs selected approach.
  On a Failure the PCs DP wager is lost.
  Critical Success (Natural 20 on the check) counts as 2 
  success in Phase 4.
  Critical Failure (Natural 1 on the check) results in a 
  failure and the Threshold being increased by +1.
  Phase 4: The GM tallies the successes the PCs 
  achieved in Phase 3 and adds it to any successes in 
  previous rounds. If the number is higher than the 
  Encounter Threshold, the encounter succeeds. The 
  GM narrates the targets response upon success, need 
  for more successes or failure.
  If there are not enough successes, the encounter 
  continues with a new Phase 1.
  CalminG faTher (ConTinued)
  After the first round of the Convince encounter, 
  Father will command a group of Replicator Proto-
  Spiders to attack through a newly-created openings in 
  the nanite roof, with one Spider per party member. 
  Father seems to hear your arguments but he clearly 
  isn’t convinced. He says, “Let’s see how you deal with 
  my daughter’s creations...” with that, and a gesture of 
  one hand several holes open in the nanite ceiling, and 
  
  11
  a ﬂood of spiders come climbing down the down the 
  walls with a distinctive tink-tink-tink of their footsteps.
  Roll Initiative.
  GM Note: We are now in a Skirmish Combat inside 
  of a Convince Encounter. The Convince continues as 
  normal and the PCs and and Father continue debating 
  during combat.
  A PC that does damage to Father directly has 
  Disadvantage on any Convince rolls and does not aid a 
  +1 by not participating.
  At this point you should bounce back and forth 
  between Moxie and Initiative order. As in, allow the 
  PC with the highest Initiative to go first, then the 
  highest Moxie, then second highest Initiative, second 
  highest Moxie, and so on... Talking is a Free Action 
  and can be done outside of Initiative order but in this 
  case it is organized via the Moxie order.
  TaCTiCs
  During the combat, Father uses his bonus action 
  to Command Pets for the Proto-Spiders to attack 
  the team. The rest of his actions are spent using 
  Command Nanites to grapple them in place. 
  resoluTion
  Success: If the team succecceds at the Convience 
  Encounter or defeating him in combat by knocking 
  him unconscious. See Father Persuaded.
  Failure: If the team fails at the Convience Encounter 
  he will fight to the death. If Father is ultimately killed 
  in combat. See Father Defeated
  faTher persuaded 
  If the team succeeds in convincing Father to 
  cooperate with them or is knocked unconscious, he 
  provides the team with the transmitter key -- made 
  of nanites -- to access the secret vault in his old lab, 
  Reese’s tomb.
  Here, take the transmitter key to the lab, maybe you 
  can undo the damage she has done. I just ask one 
  thing, return her body to me.
  I will stay here and continue my research. Maybe I can 
  can find a way to stop these damned Replicators for 
  good. They have done enough damage. I will contact 
  you when or if I find a solution.
  Father is emphatic about not leaving the lab. If forced 
  to leave, he will futher explain that if he is taken from 
  the lab he will cease to operate and that it is the 
  Ancient machines in his lab that keep him going.
  Assuming the the team agrees, they are able to return 
  to the laboratory without incident. Opening the secret 
  door reveals a small vault full of computer equipment, 
  about two meters deep.
  The team can attempt to decipher some of the data 
  in the lab. With advantage with the Research Kit 
  (Physics).
  • Science or Engineering DC 5: The data on display 
  appears to include notes on Reese’s development, 
  the Ancient nanites on which she was based, 
  and decryption keys for her source code. This 
  information is certainly of vital importance to 
  the war eﬀort. This needs to get to the Asgard 
  immediately.
  • Science or Engineering DC 10: The research in the 
  lab has details on how to create robotic limbs. 
   
  ꟷ
  Medical DC 15: Based on your understand it 
  goes into more details about how to attach 
  them to a real human body. This could be a 
  huge leap forward in prosthetics for wounded 
  soldiers.
  • Science or Engineering DC 15: The research goes 
  on to describe the process Father used to transfer 
  his conscience into the Nanite body. This could be 
  extremely valuable (or dangerous) information.
  faTher defeaTed
  As with Reese, once Father has taken critical damage, 
  the Replicators under his control fall to pieces, as do 
  the nanites composing the lab and all its equipment. 
  As the laboratory has no functioning doors at this 
  time, the team risks being injured by the sheer mass 
  of nanites and Replicator blocks falling toward them. 
  • Dexterity Save DC 13: to save against 2d6 
  bludgeoning damage; if successful, they are 
  able to escape by diving through gaps in the 
  disintegrating walls, taking half damage.
  After the lab has collapsed, the energy signature 
  being broadcast from within goes dark. The key to 
  unlocking the secret door in the laboratory is no 
  longer present -- whether that was Father himself, or 
  a piece of nanite technology in the collapsed building, 
  is unclear. 
  If the team goes back to investigate the lab, the 
  
  12
  locking mechanism itself has also collapsed into inert 
  nanites making the door un-openable; another team 
  will have to return to the planet with more involved 
  gear to try and safely recover whatever may have 
  been hidden within. But, at the very least, a second 
  Reese-type android has been discovered, which 
  may hold vital secrets to aid in the war against the 
  Replicators.
  CONCLUSION
  Mission success is determined if the team returns any 
  of the data from Reese’s lab or at least access.
  The team is at a debreifing with General Loyer, allow 
  them to report.
  suCCess: 
  General Loyer seems very excited of what you 
  discovered and in the middle of the breifing gets 
  on his computer to send an email. Very distracted 
  while typing. You can see in the reﬂection in the 
  window that he is quickly typing an email to General 
  Hammond explaining what your team has found, but 
  finally after a very awkward silence, he finally turns 
  to the team with a goofy smile and a thumbs up. You 
  think you might be getting on General Loyer’s good 
  side. 
  failure: 
  You have never seen General Loyer so defeated 
  when you give him the news of the mission. His 
  shoulders slump and finally says, “I guess we’ll send 
  an engineering team to see if we can open the lab. 
  Thanks for bringing back another android for analysis. 
  You are dismissed.
  REWARDS
  As you play episodes you gain Mission Points (MPs). 
  Once a character accumulates enough MPs, the 
  character gains a Level.
  Players typically gain three MPs per episode unless 
  they do not succeed at a portion of the episode.
  • 1 MP is earned for returning to Phoenix Site with 
  new information about the replicator origins.
  • 1 MP is earned for opening the lab and returning 
  real actionable information on the replicators.
  livinG series unloCks
  In addition to Mission Points the characters also 
  gained access to certain, previously locked items.
  • If the PCs gained 2 MP from this mission, they gain 
  the graditude of the Asgard. At some point in the 
  future you may call upon an Asgard for a favor.
  Character rewards will be noted and reported via 
  StargateTheRPG.com After Action Report after play. 
  Notify the player that they must have a registered 
  character via StargateTheRPG.com. This is necessary 
  so that future GMs see that you gained access these 
  items and earned the Mission Points.
  
  13
  AFTER ACTION REPORT
  It is critical to the progress of the Phoenix Living RPG 
  Series that you as a GM report the results of your 
  episode. These results are compiled from all instances 
  of this episode. The majority outcomes will be the 
  Phoenix Series official story for the “season.”
  Gm poinTs
  You as a GM can potentially gain notoriety and special 
  unlocks by the accumulation of GM Points. GM Points 
  are earned by reporting After Action Reports. You gain 
  a GM Point for each Player that was run through the 
  episode.
  leGal player CharaCTers
  In order for a Player’s Character to be legal for the 
  Phoenix Living Series play they must follow the 
  guidelines as detailed at StargateTheRPG.com/about/ 
  SGP.
  This includes Registering your Character at 
  StargateTheRPG.com > Play > Characters
  Gatemasters, in order to get GM Points it is critical  
  that you ensure your players have legal and registered 
  character for Phoenix Living Series play.
  episode runs
  In order to report your After Action Report, you must 
  have created or had created for you a Episode Run 
  via the StargateTheRPG.com website. This Episode 
  Run will have a unique code that you can give to your 
  players which will be in the form of a QR Code or Web 
  Link.
  Provide your players with this code so that they may 
  add their character to the Episode Run.
  After the Episode has been run, you as the 
  Gatemaster can go to StargateTheRPG.com > Play > 
  Episodes. Find the Episode you ran and update the 
  After Action Report.
  deadline for afTer aCTion reporTs
  If you are unable to report results immediately after 
  the game has been played, please note down the 
  major results and report them at a later time.
  You have up to 1 week after the Episode Run has been 
  scheduled to report the After Action Report.
  Also, each episode has an amount of time that it can 
  be reported in order to count towards the Phoenix 
  Series storyline. This is typically 6 weeks after the 
  initial release of the episode.
  Don’t worry though, even if you report your After 
  Action Report after this canon deadline, you as a GM 
  will still get your GM Points.
  episode resulTs
  The Phoenix Living RPG Series canon will be updated 
  via forum post on the StargateTheRPG.com website. 
  This post will be in the Phoenix Site - A Living RPG 
  Series topic and will be listed under the episode title 
  and number.
  These results will be written in the form of a narrative  
  that takes into account the majority actions of the 
  player’s characters that played the episode within the 
  episode canon deadline.
  
  14
  APPENDIX 1:
  LIFE FORMS / NPC STATS
  Replicator Fly Swarm
  Replicator Fly Swarm
  [CR 5]
  [CR 5]
  Medium Mechanical (Replicator)
  Armor Class: 15
  Hit Points: 35
  Speed: 8m Fly
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4(-3)
  18(+4)
  10(+0)
  14(+2)
  14(+2)
  1(-5)
  Proficency Modifier: +2
  Saves: Dexterity +6, Wisdom +4
  Adaptive: Replicators always apply their Proficiency 
  bonus to any skill check.
  Machine Immunities: Replicators are immune to the 
  following types of damage: Cold, Fire, Electricity, 
  Necrotic, Poison, Psychic, & Radiant.
  Programmed: This non-sentient Replicator cannot 
  be manipulated with Charisma based skills like 
  Deception, Intimidate, or Persuasion.
  Swarm: A Replicator Swarm can occupy another 
  creature’s space and vice versa, and the swarm can 
  move through any opening large enough for a tiny 
  creature.
  Acid Spray: At the end of its turn all enemies
  in the same space as the swarm suffer 8 (2d8)
  acid damage.
  
  15
  Father [CR 6]
  Father [CR 6]
  Medium Mechanical (Replicator)
  Armor Class: 16
  Hit Points: 46
  Speed: 6m
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12(+1)
  18(+4)
  10(+0)
  16(+3)
  14(+2)
  8(-1)
  Proficency Modifier: +3
  Skills: Engineering +6, Science +6
  Adaptive: Replicators always apply their Proficiency 
  bonus to any skill check.
  Machine Immunities: Replicators are immune to the 
  following types of damage: Cold, Fire, Electricity, 
  Necrotic, Poison, Psychic, & Radiant.
  Command Nanites: - As an Action Father can 
  command the Nanites to engulf a creature within 
  1m of a wall. Acrobatics or Athletics DC 15 or be 
  Grappled, engulfing the target in nanites up to their 
  neck.
  Command Pets: As a Bonus Action Father can 
  command ALL Spiders to move and attack
  Reaction: Once per round, Father can form a wall 
  of nanites in front of him to block a single ranged 
  attack against him. This wall shatters after absorbing 
  the attack.
  Like Reese, Father experiences pain when Replicators 
  are destroyed. As Father takes damage allow:
  • 
  Insight DC 12: it becomes clear to the team that 
  he is an android like Reese.
  Replicator Proto-Spider 
  Replicator Proto-Spider 
  [CR 2]
  [CR 2]
  Tiny Mechanical (Replicator)
  Armor Class: 14
  Hit Points: 25
  Speed: 6m, Climb 6m
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5(-3)
  18(+4)
  10(+0)
  14(+2)
  14(+2)
  1(-5)
  Proficency Modifier: +2
  Saves: Dexterity +6, Wisdom +4
  Adaptive: Replicators always apply their Proficiency 
  bonus to any skill check.
  Machine Immunities: Replicators are immune to the 
  following types of damage: Cold, Fire, Electricity, 
  Necrotic, Poison, Psychic, & Radiant.
  Programmed: This non-sentient Replicator cannot 
  be manipulated with Charisma based skills like 
  Deception, Intimidate, or Persuasion.
  Acid Spray: +6 to hit, reach 2m/5m, one target,
  Hit: 4 (1d8) acid damage.
  APPENDIX 1 (CONT.):
  LIFE FORMS / NPC STATS
  
  16
  Author
  Bill Mundt
  Story By
  Brad Ellis
  Editors
  Lee Alley, Brad Ellis
  Graphic Design
  Brad Ellis
  Art and Illustrations
  M. Wayne Miller
  Publisher
  Wyvern Gaming
  CREDITS
  
  17
  STARGATE SG-1 is a trademark of Metro-Goldwyn-Mayer Studios Inc. © 1997 - 2021 MGM Television Entertainment Inc. and MGM Global Holdings Inc. 
  STARGATE SG-1 ROLEPLAYING GAME TM & © 2021 Metro-Goldwyn-Mayer Studios Inc. All Rights Reserved.
  SECURITY CLEARANCE REQUIRED             SECURITY CLEARANCE REQUIRED
  SECURITY CLEARANCE REQUIRED             SECURITY CLEARANCE REQUIRED
  SECURITY CLEARANCE REQUIRED             SECURITY CLEARANCE REQUIRED
  SECURITY CLEARANCE REQUIRED             SECURITY CLEARANCE REQUIRED
  SECURITY CLEARANCE REQUIRED                       SECURITY CLEARANCE REQUIRED
  SECURITY CLEARANCE REQUIRED                       SECURITY CLEARANCE REQUIRED
  SECURITY CLEARANCE REQUIRED                       SECURITY CLEARANCE REQUIRED
  SECURITY CLEARANCE REQUIRED                       SECURITY CLEARANCE REQUIRED
  visiT sTarGaTeTherpG.Com
  for more episodes
  
SOURCE: textdata/thevault/Stargate/Stargate RPG.-.Side Mission - Birthplace.pdf