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–Full Cover Rev Front ᭤Chapter One: Basics ᭣ Table Of Contents Table 1 ᭤ ○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○ ᭤ Table Of Contents ○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○ Chapter One: Basics......... 6 3.3.3 Special Circumstances ..... 57 Credits 3.3.4 Combat Techniques .......... 58 1.1 Introduction - What is a 3.3.5 The Total Social Game ........... Roleplaying Game? .......................... 7 Silhouette CORE (Optional) .................................... 59 1.1.1 What You Need to Play ...... 7 Marc A. Vézina, Senior Editor 3.4 Ranged Actions ........................ 60 1.1.2 So How Does it Work? ....... 8 Paul Lippincott, Contributor 3.4.1 Ranged Modifiers ............. 60 1.1.3 What can be Done?............ 9 John Buckmaster, Examples & Revisions 3.4.2 Aiming ............................... 61 1.1.4 How do I Win? .................. 10 3.4.3 Burst Fire .......................... 62 1.2 Silhouette Core ......................... 11 Silhouette Version 001 3.4.4 Throwing ........................... 63 1.2.1 Attributes and Ratings ....... 11 Gene Marcil System Designer 3.5 Injuries ...................................... 64 1.2.2 Skills .................................. 11 Stephane I. Matis System Designer 3.5.1 Damage ............................ 64 1.2.3 Using the Dice .................. 12 Marc A. Vézina System Developer 3.5.2 Action Penalties ................ 65 1.2.4 How to Do Things ............. 14 3.5.3 Untreated Injuries ............. 66 1.3 Quick Start ................................ 18 Art Direction 3.5.4 Stabilizing Injuries ............ 67 1.3.1 Attributes ........................... 18 Pierre Ouellette 3.5.5 Death ................................ 67 1.3.2 Secondary Attributes ........ 18 3.5.6 Recovery from Injuries ..... 67 1.3.3 Skills ................................. 19 Basics Layout Chapter One: 3.5.7 Hit Location and Damage .... 1.3.4 Injury List and System Shock . 19 Pierre᭤ Ouellette, Jean-François Fortier (Optional) ................................... 68 1.3.5 Weapon List ...................... 19 3.5.8 Fatigue (Optional) ............ 69 Interior Art 1.3.6 Equipment List .................. 19 1.3.7 Description and Personal ..... Ghislain Barbe, Bobbi Burquel, John Wu, Core Concepts Examples 70 History ........................................ 19 Patrick Boutin-Gagné Chapter Four: Coloration & Computer Art Core Concepts Examples 20 Mechanical Design ......... 74 Marc Ouellette, Jean-François Fortier, Chapter Two: 4.1 Basic Design ............................ 75 Jean-Francois Major Character Design ........... 24 4.1.1 The Record Sheet ............ 75 4.1.2 Select Target Size ............ 77 2.1 Attributes .................................. 25 Model Building and Photography 4.1.3 Select Armor Rating ......... 77 2.1.1 Descriptions ...................... 25 Alain Gadbois 4.1.4 Select Crew ...................... 78 2.1.2 Picking Attributes .............. 28 4.1.5 Select Movement Systems 79 2.2 Skills ......................................... 30 Marketing and Administration 4.1.6 Select Maneuver .............. 80 2.2.1 Skill Levels ........................ 31 Robert Dubois 4.1.7 Select Deployment Range 80 2.2.2 Skill Complexity ................ 31 4.1.8 Select Perks and Flaws ... 81 2.2.3 Skill Specialization ........... 31 ○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○ Playtesting and Additional Design 4.1.9 Select Offensive and ............ 2.2.4 Skill List ............................ 32 Additional rules and revisions suggested or Defensive Systems .................... 84 2.3 Secondary Attributes ................ 34 inspired by (in no particular order): 4.1.10 Generating the Numbers 84 2.3.1 Descriptions ...................... 34 Adam Peters, Alexandre Jeanette, Angus Adams, 4.1.11 Calculate Default Size and . 2.3.2 Injury List .......................... 37 Antonio Eleuteri, Aragorn Weinberger, Ben Cost ............................................ 86 2.3.3 System Shock Rating ....... 37 Novack, Brand Robins, Brian Oraas, Bryan 4.1.12 Select Production Type .. 86 2.4 Perks and Flaws ....................... 38 Rombough, Carl ‘Mike’ Hardy, Chris Connelley, 4.1.13 Assign Crew .................... 88 2.4.1 Perks ................................. 39 Chris Gillen, Chris Hartford, Chris Phillips, Chris 4.1.14 Calculate Final Cost ....... 89 2.4.2 Flaws ................................ 39 Upchurch, Curtis Hay, David “Blackclaw” Bigley, 4.2 Systems Design ....................... 90 2.5 Character Improvement ........... 40 David L. Pulver, David Pawley, Denis Oblet, Edwyn 4.2.1 Step One: Basic Attributes 90 2.5.1 Earning XPs ...................... 40 Kumar, Eric Brennan, Eric Paquette, Esteban 4.2.2 Step Two: Perks ............... 91 2.5.2 Spending XPs ................... 42 Oceana, Frank Moran, Gary Dickison, Gary Travis, 4.2.3 Step Three: Flaws ............ 92 2.5.3 Tutors ................................ 44 Gavin Irving-Jones, Greg Basich, Greggory M. 4.2.4 Step Four: Cost ................ 92 2.5.4 Levels (Optional) .............. 45 Bleichner, Hollis McCray, James Knevitt, Jason 4.3 Special Cases .......................... 94 Row, Jim Williams, John Buckmaster, John 4.3.1 Small Vehicles .................. 94 Core Concepts Examples 46 Nguyen, John Peterson, Jon Doda, Jonathan 4.3.2 Large Vehicles .................. 95 Breese, Josh Peters, Jurgen Hubert, Kai Chapter Three: Action! ... 48 4.3.3 Emplacements .................. 97 Zimmermann, Kooky Mcguee, Kristian Williamson, 4.3.4 Robots .............................. 97 Lane Pond, Larry Sayers, Lizard, Luiz Felipe 3.1 Basics ....................................... 49 4.3.5 Bio-Constructs .................. 98 Vasques, Martin Gelinas, Matt Poppe, Matthew 3.1.1 Action Definition ................ 49 4.3.6 Combiner Vehicles ........... 98 Hickey, Michael J. Brisbois, Michael T. Richter, 3.1.2 Initiative ............................ 51 4.3.7 Transformables ................. 99 Micol Dallavalle, Neteru Osmosis, Nick Pilon, 3.2 Movement ................................. 52 4.3.8 Faster-Than-Light Drives 100 Oliver Bollmann, Oscars Simmons, Paul 3.2.1 Movement Types .............. 52 4.3.9 Nanotechnology ............. 101 Lippincott, Pierre Bourque, ‘Riker’, Robert E. Allen 3.2.2 Move Rates ...................... 52 4.3.10 Extras ............................ 103 III, Ron Fricke, Ross McCormick, Shane Spinney, 3.2.3 Action Modifiers ................ 52 Vasco Brown II, Victor Correa, Wagner Utiel, Wil 3.2.4 Carrying Capacity Effects on Core Concepts Examples104 Hutton, Will Nguyen, Wulf Corbett. Apologies to Movement ....................................... 53 Chapter Five: anyone we may have forgotten or missed! 3.2.5 Injuries Effects on Movement . 53 3.2.6 Chases and Pursuits ........ 53 Mechanical Action ........ 106 3.2.7 Climbing ............................ 54 Special Thanks 5.1 Basic Rules ............................ 107 3.2.8 Falls .................................. 55 To the horde of playtesters and players that 5.1.1 Definitions ....................... 107 3.3 Close Actions ........................... 56 made this version of the Silhouette game 5.1.2 The Action Round ........... 109 3.3.1 Reach ............................... 56 engine better than the last one. 5.2 Movement ................................ 110 3.3.2 Close Modifiers ................. 57 5.2.1 Ground/Naval Movement 110 ᭤ 2 ᭤ Table Of Contents ○○○○○○○○○○○○○○ 5.2.2 Air Movement ................... 114 7.1.7 Gamemastering Fumbles 169 Credits 5.2.3 Space Movement ............ 117 7.1.8 Assorted GM tools .......... 171 5.3 Detection ................................ 120 7.2 Characters .............................. 173 5.3.1 Concealment .................. 120 7.2.1 Cast Rating System ....... 173 Produced and Published by 5.3.2 Sensors ........................... 121 7.2.2 The Player Characters ... 174 5000 Iberville, Suite 332 Montreal, Quebec, 5.3.3 Information Warfare ........ 122 7.2.3 The Non-Player Characters . 177 Canada, H2H 2S6 5.4 Actions .................................... 123 7.2.4 Creating Good Antagonists .. 178 All art and design (C)2003 Dream Pod 9, Inc. 5.4.1 Attacker Modifiers ........... 123 7.3. Adventures and Campaigns . 180 The Dream Pod 9 logo, Silhouette CORE, and all other Chapter One: 5.4.2 Defender Modifiers ......... 123 7.3.1 Designing Adventures .... 180 ᭤ names, logos and specific setting terms are (C) Dream 5.4.3 Physical Attacks ............. 124 7.3.2 Creating a Campaign ..... 181 Basics Pod 9, Inc. All Rights Reserved. 5.4.4 Special Attacks ............... 125 7.3.3 Plot Movers ..................... 184 5.5 Damage .................................. 128 7.4 Running Combat .................... 185 Heavy Gear, Jovian Chronicles, Gear Krieg, Tribe 8, CORE Command, Silhouette CORE and all other proper 5.5.1 Systems Damage ........... 128 ○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○ 7.4.1 Combat Sense ................ 185 names and logos are trademarks of Dream Pod 9, Inc. 5.5.2 Additional Damage Effects ... 129 7.4.2 Movement ....................... 185 5.5.3 Ejection and Escape ...... 130 7.4.3 The Environment ............ 186 ‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc., a subsidiary 5.5.4 Repairs ........................... 130 7.4.4 Injuries ............................ 186 of Hasbro, Inc., and are used according to the terms 5.6 Advanced Rules ..................... 131 7.4.5 Tools of the Trade ........... 187 of the d20 System License version 1.0. 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