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<blockquote data-quote="shurai" data-source="post: 291577"><p>Okay, I've not evangelized about Silhouette in awhile so please bear with me.</p><p></p><p>In the Silhouette system, which is my favorite roleplaying system and the in-house system used by all of Dream Pod 9's excellent games, there are ten Attributes which are roughly like ability scores. There are also skills which are based on and influenced by an appropriate Attribute, like Firearms being based on Dexterity, for example.</p><p></p><p>The GM sets a number of Character Points and Skill Points a player gets to spend for each game, to represent the calibre of the characters and the style of the game. I believe the three settings suggested by the system are Gritty, Adventurous, and Cinematic.</p><p></p><p>The real beauty of the system is that the point cost is exponential, so if you want a really agile character, for example, you'll have to pay very dearly for it in other areas, more so than even the DMG's point system.</p><p></p><p>Also, the skill system is set up in a similar way so that it is generally a much better idea to buy a lot of skills at mid-levels than a few skills at very high levels. I remember in a game I was in once, my friend spent all his points on his mecha piloting skills, while I made my character a moderately good pilot instead and had enough points leftover to make him a competent SIGINT officer, a sometime student of Tai Chi, a relatively successful ladies' man, and an ameteur sushi chef. It was pretty amusing.</p></blockquote><p></p>
[QUOTE="shurai, post: 291577"] Okay, I've not evangelized about Silhouette in awhile so please bear with me. In the Silhouette system, which is my favorite roleplaying system and the in-house system used by all of Dream Pod 9's excellent games, there are ten Attributes which are roughly like ability scores. There are also skills which are based on and influenced by an appropriate Attribute, like Firearms being based on Dexterity, for example. The GM sets a number of Character Points and Skill Points a player gets to spend for each game, to represent the calibre of the characters and the style of the game. I believe the three settings suggested by the system are Gritty, Adventurous, and Cinematic. The real beauty of the system is that the point cost is exponential, so if you want a really agile character, for example, you'll have to pay very dearly for it in other areas, more so than even the DMG's point system. Also, the skill system is set up in a similar way so that it is generally a much better idea to buy a lot of skills at mid-levels than a few skills at very high levels. I remember in a game I was in once, my friend spent all his points on his mecha piloting skills, while I made my character a moderately good pilot instead and had enough points leftover to make him a competent SIGINT officer, a sometime student of Tai Chi, a relatively successful ladies' man, and an ameteur sushi chef. It was pretty amusing. [/QUOTE]
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