Being a Silhouette hack of Traveller. This uses the MT Extended Character Generation as a springboard. I set it up for a Hard Times idea but you could easily use it for any version of Traveller. This combines the fun of Traveller character generation with Silhouette as a system. You will find that the characters made are a little underpowered for Silhouette unless you’re using Gritty rules. Which is okay because MT on the whole is kind of gritty. But with the Skill Improvement rules, I think the characters will come off in a better place eventually.
By Jove, I think I’ve done it! I’ve been working on a 2300ish game using Silhouette for awhile off and on. Recently, I picked up Hard Times/Rebellion materials again and remembered how much fun the character generation was in MT. So I decided to hack it for Silhouette and see how it went. There are a number of changes with Silhouette including adapted tables, 0-level skill rules, and the addition/removal of different skills. I cleaned up the MT list and added more skills. Since Silhouette allows for improvement I figured more skills is not as big of a deal. I also made the tables more specific to the career. I have kept Cascades and Clusters. So far, I’ve completed all of the Extended Character Gen packages and will be expanding on them (Privateer/Pirate, Law Enforcer etc).
The goal is to use Mongoose Ship/Trade rules simply because they’re the easiest. Silhouette for mechanics, personal combat and vehicle combat. I love the Silhouette combat and vehicle combat rules so they’re a big draw for me in using this. Not to mention, the VCS is one of the best I’ve come across but their spaceships differ dramatically from Traveller’s. It’s easier to just use Traveller for space stuff and it keeps the economy afloat.
But here is a look with some commentary…
Quick System Overview
The Silhouette system uses d6. A skill roll is a number of d6’s equal to the skill. Modifiers are applied. Attributes act as modifiers. The goal is to beat a Threshold/Target Number. You use the highest number rolled. The number you beat it by is your Margin of Success (MoS). If a character rolls multiple 6’s (natural), they can add +1 to their result for every extra 6.
Betsy rolls 2d6 for a 3,5. Her attribute is +1. Her total roll is (5+1)=6.
In a Traveller/Silhouette hack, Thresholds translate pretty easily… Routine becomes Routine, Difficult to Difficult etc.
Silhouette XP (Simple/Complex)(Post-Character Generation)
The main issue with Silhouette (unlike Traveller) was character improvement resulted in major ability jumps. As with Traveller, increasing a skill above 3 means you’re an expert/master. Silhouette had a Simple/Complex skill sorting… some skills were Simple and cost less to improve. The Complex skills were more expensive…
All skills are considered Complex for XP Improvement. In addition, they require 10hrs of practice/training per XP required. Instructors can reduce the XP and time but it’s expensive/time-consuming. (Full rules another time). Suffice to say, the cost to increase skills is:
0 to 1=2xp (20hrs)
1 to 2=8xp (80hrs)
2 to 3=18xp (180hrs)
XP would be generated at about 3xp per session.
Character Generation System
For this chargen process, I am using Traveller rolling conventions (2D and 1D) with DM’s modified.
Attributes
All of the attributes remain the same except for Psyche which I traded out for Social. Because Silhouette uses a -3 to +3 system, the increase of an attribute represents much more than in MT. The bonus translates directly. To keep the potential for attribute improvement through skill lists, we are using 20pts for Attributes.
Average is +0.
This is different than in regular Traveller where the attribute is a number that gives a bonus such as:
-Megatraveller divides the stat in 1/3 to get the bonus
-MGT uses a table that grants +1 at 9, +2 at 12 and so on.
With Trav/Silhouette hack , I just gauged them by looking at the end bonus v. Silhouette’s system. It’s close enough in my opinion. You could easily frontload some attributes through judicious rolling but Silhouette has rules for that as discussed below.
General Skill Levels
Silhouette has a professional average of Skill Level-2. Traveller has that at Skill Level-1. Due to the Traveller mechanics, many of these characters have -1’s or less in career skills. But they do have more skills than in Silhouette. Considering that you can improve your character during play it evens out. It’s a little different but works.
I did try adding additional skills (2x per roll etc) but it broke down with the year-to-year system. Characters ended up with a disproportionate amount of 3’s and 4’s. And Attributes got crazy high also. I have an alternative system for doing 4yr terms at a time but I haven’t tested it all… I prefer this one.
0-Level Skills
A 0-level skill allows a character to roll d6-2.
Attribute and Skill Limits/Bonus Points
Standard Silhouette does not allow a skill to be 2 higher than its controlling Attribute. So if you have a +0 in an Attribute, the attached skill cannot be higher than /2.
I also added an Attribute Cap. No Attribute can be raised higher than 2 more than its starting. So if you had Knowledge +1, you can raise it to +3 through character generation. I’m considering an exception to SOC.
Any excess points from exceeding caps rolls over into Bonus Points.
Brownie Points/Bonus Points
I have maintained these and they are important to navigating character generation. They are allowed to be used on any roll as a +/- modifier. A character that ends generation with excess BP can use them to purchase Perks/Flaws. Also, you can convert them to Emergency Dice. These are bonus d6 that can be added to a roll. They are one-time uses and important to the system. They are a big part of Silhouette game mechanics. In-game, they cost 1xp per d6 so you’re getting a good deal on those excess points.
Combat Sense/Defense
These skills are core to Silhouette’s system. For that reason, they have been added to most combat clusters. If a character is not in a combat profession then they receive a 0-level skill in Combat Sense the first time it is received.
Enemies, Rivals, Contacts and Allies
Each Term a character rolls a d6 (1-Enemy, 2-Rival, 3 to 5-Contact, 6-Ally).
Knowledges
I am also incorporating Knowledges for each term but haven’t finished the tables. These include things like Extremist Groups, Criminal Organizations, Fleet Info, Sector/Subsector/System knowledge, Route/Main knowledge etc. These are not included at the moment.
By Jove, I think I’ve done it! I’ve been working on a 2300ish game using Silhouette for awhile off and on. Recently, I picked up Hard Times/Rebellion materials again and remembered how much fun the character generation was in MT. So I decided to hack it for Silhouette and see how it went. There are a number of changes with Silhouette including adapted tables, 0-level skill rules, and the addition/removal of different skills. I cleaned up the MT list and added more skills. Since Silhouette allows for improvement I figured more skills is not as big of a deal. I also made the tables more specific to the career. I have kept Cascades and Clusters. So far, I’ve completed all of the Extended Character Gen packages and will be expanding on them (Privateer/Pirate, Law Enforcer etc).
The goal is to use Mongoose Ship/Trade rules simply because they’re the easiest. Silhouette for mechanics, personal combat and vehicle combat. I love the Silhouette combat and vehicle combat rules so they’re a big draw for me in using this. Not to mention, the VCS is one of the best I’ve come across but their spaceships differ dramatically from Traveller’s. It’s easier to just use Traveller for space stuff and it keeps the economy afloat.
But here is a look with some commentary…
Quick System Overview
The Silhouette system uses d6. A skill roll is a number of d6’s equal to the skill. Modifiers are applied. Attributes act as modifiers. The goal is to beat a Threshold/Target Number. You use the highest number rolled. The number you beat it by is your Margin of Success (MoS). If a character rolls multiple 6’s (natural), they can add +1 to their result for every extra 6.
Betsy rolls 2d6 for a 3,5. Her attribute is +1. Her total roll is (5+1)=6.
In a Traveller/Silhouette hack, Thresholds translate pretty easily… Routine becomes Routine, Difficult to Difficult etc.
Silhouette XP (Simple/Complex)(Post-Character Generation)
The main issue with Silhouette (unlike Traveller) was character improvement resulted in major ability jumps. As with Traveller, increasing a skill above 3 means you’re an expert/master. Silhouette had a Simple/Complex skill sorting… some skills were Simple and cost less to improve. The Complex skills were more expensive…
All skills are considered Complex for XP Improvement. In addition, they require 10hrs of practice/training per XP required. Instructors can reduce the XP and time but it’s expensive/time-consuming. (Full rules another time). Suffice to say, the cost to increase skills is:
0 to 1=2xp (20hrs)
1 to 2=8xp (80hrs)
2 to 3=18xp (180hrs)
XP would be generated at about 3xp per session.
Character Generation System
For this chargen process, I am using Traveller rolling conventions (2D and 1D) with DM’s modified.
Attributes
All of the attributes remain the same except for Psyche which I traded out for Social. Because Silhouette uses a -3 to +3 system, the increase of an attribute represents much more than in MT. The bonus translates directly. To keep the potential for attribute improvement through skill lists, we are using 20pts for Attributes.
Average is +0.
This is different than in regular Traveller where the attribute is a number that gives a bonus such as:
-Megatraveller divides the stat in 1/3 to get the bonus
-MGT uses a table that grants +1 at 9, +2 at 12 and so on.
With Trav/Silhouette hack , I just gauged them by looking at the end bonus v. Silhouette’s system. It’s close enough in my opinion. You could easily frontload some attributes through judicious rolling but Silhouette has rules for that as discussed below.
General Skill Levels
Silhouette has a professional average of Skill Level-2. Traveller has that at Skill Level-1. Due to the Traveller mechanics, many of these characters have -1’s or less in career skills. But they do have more skills than in Silhouette. Considering that you can improve your character during play it evens out. It’s a little different but works.
I did try adding additional skills (2x per roll etc) but it broke down with the year-to-year system. Characters ended up with a disproportionate amount of 3’s and 4’s. And Attributes got crazy high also. I have an alternative system for doing 4yr terms at a time but I haven’t tested it all… I prefer this one.
0-Level Skills
A 0-level skill allows a character to roll d6-2.
Attribute and Skill Limits/Bonus Points
Standard Silhouette does not allow a skill to be 2 higher than its controlling Attribute. So if you have a +0 in an Attribute, the attached skill cannot be higher than /2.
I also added an Attribute Cap. No Attribute can be raised higher than 2 more than its starting. So if you had Knowledge +1, you can raise it to +3 through character generation. I’m considering an exception to SOC.
Any excess points from exceeding caps rolls over into Bonus Points.
Brownie Points/Bonus Points
I have maintained these and they are important to navigating character generation. They are allowed to be used on any roll as a +/- modifier. A character that ends generation with excess BP can use them to purchase Perks/Flaws. Also, you can convert them to Emergency Dice. These are bonus d6 that can be added to a roll. They are one-time uses and important to the system. They are a big part of Silhouette game mechanics. In-game, they cost 1xp per d6 so you’re getting a good deal on those excess points.
Combat Sense/Defense
These skills are core to Silhouette’s system. For that reason, they have been added to most combat clusters. If a character is not in a combat profession then they receive a 0-level skill in Combat Sense the first time it is received.
Enemies, Rivals, Contacts and Allies
Each Term a character rolls a d6 (1-Enemy, 2-Rival, 3 to 5-Contact, 6-Ally).
Knowledges
I am also incorporating Knowledges for each term but haven’t finished the tables. These include things like Extremist Groups, Criminal Organizations, Fleet Info, Sector/Subsector/System knowledge, Route/Main knowledge etc. These are not included at the moment.