Drop in
+No additional memories, instincts, or influences affecting you. You choose where you go, and nothing will keep you down.
-No additional contacts, allies, or organizations.You are placed somewhere in the world of your choice, ready to engage in your adventures. What you do and how you will do it is up to you, just be sure to have fun while doing it!
-Jack's Closet (0CP): For whatever reason, instead of starting at your normal location you start inside. Jack O'Neill's closet. None of you are sure how you got there, and Jack has treated it like an average Tuesday afternoon. This does not count towards your maximum drawbacks.
-We Go Together (Free): Anyone in this world will tell you that you need allies. Whether it's teammates or minions, one person is nothing. You can import up to 8 companions for free as they gain human forms, along with skills in firefights and the use of various weapons. If human, you form the newly created 'SG-30' team, an exploration group meant to see new worlds. If Goa'uld, you choose to either be a minor Tok'ra resistance group or a new faction vying for the title of System Lord.
-Toxicology Reports (Free): That wasn't there before. For whatever reason your blood contains just a bit of Naquadah now. Not enough to drain yourself and siphon it, but enough to utilize and work the technology of the Goa'uld. As a bonus, this allows you to sense when other Goa'uld symbiotes are nearby.
-Round Telephone (Free): The Stargate is a pretty important piece of technology, that much is certain. It's the name of the series, of COURSE it's important. You have knowledge on how to decipher its interface, and as such can use it to go from world to world.
Unleash the Snark (Free): All these aliens acting all hoity-toity... someone needs to take them down a peg. You always know what to say to be snarky at others, whether it be at a superior or a terrorist or an alien menace. They may have weapons and lasers, but the battle of wits belongs to you.
-We MacGuyvered It, Sir (300CP) (50% off: Drop-In): You tend to think outside of the box. Like, a lot. Looking at different equipment and items you think of not what it was meant to do, but what it CAN do. That battery? Makes for a nice bomb. That phone? With a bit of frankensteining could make a quick scanner. On the field with little supplies, this comes in handy.
-List of Addresses (200CP) (50% off: Archaeologist): This stone tablet has an impressive list of Stargate Coordinates, but no other hints or information on where they lead. Nonetheless, it could lead to some interesting adventure!
-Stargate Dialer (200CP): Who needs one of those clunky circular devices? Always out in the open where people can shoot you! Not so much with this device. Just being in close proximity to a Stargate will let you dial the address you want while still maintaining cover, allowing you all sorts of options!
Micro 16 Assault Rifle (100CP) (50% off: Drop-In): Also known as the 'Carter Special', it's a rifle the size of a submachine gun while losing very little stopping power. This allows you additional versatility when dealing with alien foes.
-FN P90 Submachine Gun (50CP) (Free: Human): A standard weapon for most humans as they explore the galaxy and the planets within it. It is a stable weapon for close-range skirmishes.
-Theoretical Astrophysicist (100CP) (Free: Drop-In): If you don't get what that means, it means you're smarter than most people. You've got a good understanding of the physics of the universe, including the physical properties (luminosity, density, temperature, and chemical composition) of celestial objects such as galaxies, stars, planets, exoplanets, and the interstellar medium, as well as their interactions. That doesn't mean you have a solid grip on things, but it means you'll be quicker on the upkeep than most.
-Remember The Time You Blew Up a Sun? (600CP) (50% off: Drop-In): Your intellect has been significantly increased, to the point where you know how to really get the most out of your technology... probably could have built a nuclear reactor in grade school. Crazy plans tend to succeed by virtue of how well you cover your bases, and whenever they work people KNOW it works. Expect to surprise people from just how off-the-wall your plans are... only to shock them when they work.