From the Personal Correspondence of Captain Marcus J. Taylor

We have investigated the conduct of Captain Marcus J. Taylor regarding the incident involving one Daniel Taylor, first cousin of Captain Taylor. While this is clearly a source of emotional stress for the captain, we have found nothing to indicate that he is a security risk. Continued observation may be required, however this incident with a close relatively may spur Captain Taylor to a more enthusiastic investigation of REDACTED than he may have otherwise.

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Captain Marcus Taylor (Stargate: Homefront Character)

This Saturday, March 7th, I will be playing in the first session of Thomas Elmebolm’s Stargate: Homefront three-shot. I’m really excited to be apart of it. On Saturday, I will be playing Captain Marcus Taylor, a United States Air Force JAG officer assigned to Cheyenne Mountain. Here’s a look at his sheet, pending any last minute changes:

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Stargate, Powered by Fate: Skills, part 2

The next phase of presenting Skills for Stargate: iteration and presenting Skill write-ups! We’ve already lost a skill from the previous list: Science has been rolled into Academics and Hardware. As I continue down the list, we will continue to prune as needed.

Write-up’s are for new Skills only. Today’s write-up’s are for Academics, Bureaucracy, and Hardware:


         The Academics skill is a measure of education and general knowledge. Academics is used to overcome intellectual problems in a wide array of subjects, to present useful facts in a given situation, or for academic research. Teachers, scholars, and erudite individuals would all possess Academics.

  • Overcome: Academics can be used to overcome obstacles that requires academic knowledge to achieve a goal or any time an answer to a difficult question is needed, where there is tension in not knowing the answer.
  • Create Advantage: Academics can be used in a variety of circumstances to create advantage, given an opportunity to research the subject in question. Generally, this is to gain a story detail, but if that information could give you an edge later it could take the form of an aspect. Academics may also be used in this way on the fly, if the subject has been previously studied or specialized in.
  • Attack: Academics isn’t used in conflicts.
  • Defend: As Attack, Academics isn’t used to defend

Academics Stunts

Specialist:  Choose a field of specialization, such as sociology or biology. You gain +2 to all Academics rolls within your specialty.

R&D Whiz: Your research efforts take two time increments less than they normally would.


         The Bureaucracy skill measures the ability to navigate complex social organizations, such as governments and corporations. It can be used to overcome administrative and political problems, in negotiations with large organizations, to determine the structure and climate within an organization, or to create political advantage within it. Lawyers, politicians, and corporate managers would all possess Bureaucracy.

  • Overcome: Bureaucracy can be used to overcome administrative and political obstacles. It can also be used to create a favorable impression during negotiations through demonstrating proper etiquette and protocol.
  • Create Advantage: Bureaucracy can be used to declare story details as it relates to an organization, given time to study it. It can also be used to represent advantages gained through backroom dealings, political maneuvering, and “gaming the system”.
  • Attack: Bureaucracy is not used in conflicts.
  • Defend: Bureaucracy isn’t used to defend.

Bureaucracy Stunts

Expert Pencil Pusher: You gain +2 when overcoming administrative issues.

Insider Trading: You may use Bureaucracy in place of Resources when manipulating corporate stock and holdings.


         Hardware encompasses the ability to build, repair, physically, hack, and upgrade equipment. It also represents know-how about technology and demolitions. Engineers, scientists, and explosive experts would all possess Hardware.

  • Overcome: With the right amount of time and the proper tools, Hardware can be used to build, modify, and hack. Actions with Hardware often happen as a component of more complex situations, making it useful in challenges. The time-frame needed is determined by the GM; succeeding with style could render the accomplishment better or faster.
  • Create Advantage: Hardware can be used to create aspects representing features of physical equipment, identifying useful components or strengths and vulnerabilities to be exploited, and general technological knowledge. Hardware can also be used to represent sabotage or jury-rigging of mechanical objects on scene. For demolitions, it allows placing of aspects related to explosives and explosions.
  • Attack: Hardware isn’t used to attack; for immediate use of explosive devices, such as grenades, use Athletics
  • Defend: Hardware isn’t used to defend

Hardware Stunts

Minesweeper: You may use Hardware instead of Notice to detect the presence of mines and other hidden explosive devices.

Hot-wiring: You gain +2 when using physically hacking mechanical or technical systems.

Let me know in the comments what you think about these skills! Next write-ups will be for Infiltrate, Intrusion, and Linguistics (should it survive).

EDIT 04/27/2016: Added Stunt examples to Skills.

Stargate, Powered by Fate: Skills, part 1

For this next part, I considered at length how to approach it. While I enjoy the streamlined list of skills in Fate Core for most games, I also had to bear in mind that Skills are one of the primary ways to reinforce what is important in a setting. That led me to my current iteration of a Skills list for Stargate, containing 25 total skills (seven more than base Fate Core).


Skill Description
Academics Scholarship, education, and general knowledge
Athletics Aptitude with physical movement and avoiding harm
Contacts Ability to make connections with others, network, and leverage relationships
Bureaucracy Application of organizational etiquette and protocol; political maneuvering
Deceive Lying, misdirection, and subtly manipulating others
Empathy Sensitivity to the moods and emotions of others
Fight Close quarters and melee combat
Hardware Ability to build, repair, physically hack and upgrade equipment; demolitions
Infiltrate Avoiding detection, lock picking, sleight of hand, and creating misdirection
Intrusion Electronic intrusion and counter intrusion, hacking, encryption/decryption
Investigate Research, analysis, interviewing, and other info gathering/collating skills
Linguistics Applied use of languages and related knowledge
Lore Mythology, folklore, and esoteric knowledge
Medicine Applied care of biological beings, medical research and related knowledge
Notice Situational awareness and casual observance
Physique Physical aptitude, like strength or endurance
Pilot Operating vehicles, remote controlling drones, and related knowledge
Program Writing and modifying software code, programming machines
Provoke Intimidating, frightening, or otherwise aggressively manipulating others
Rapport Making positive connections and eliciting positive emotions
Resources Currency, equipment, and possessions; knowledge of economics
Shoot Ranged combat
Survival Endure, navigate, and thrive in various environments
Will Ability to keep one’s composure; used with certain tech and advanced powers

EDIT 4/26/2016: Science has been folded into Academics and Hardware.Let me know in the comments or email ( below what you think of this list and, for those skills that are significantly different enough, I will post how they are used in conjunction with the Four Actions in separate posts.

EDIT: 5/6/206: Changed Reputation back to Contacts.

Stargate, powered by Fate: Gear

This week, I’ve been working on bringing Stargate to life using Fate. Props go out to Thomas E., who is going to be running a three-shot of Stargate that I get to play in (woot!), for inspiring me to dust off my ideas for running this amazing setting in Fate.

As I develop various systemic elements to match the setting, I will be posting them on here; first up: handling gear!

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