Silhouette Review

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High Command
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Silhouette Review

Post by High Command »

Silhouette
Description: (Rifts Dimension Book Phase World) The silhouette are a race of jet-black humanoids that have several magic and psionic abilities. Their appearance is very human-like, except for their skin color and solid-white eyes. Both male and female silhouettes are very attractive by human standards, with svelte and graceful build and delicate features. They have the natural ability to shadow-meld and possess other shadow-control powers. This makes them ideal spies and assassins, something that has earned them the distrust of other species. The silhouette home world is a place beset by magic and Rifts; not unlike Rifts Earth. The main difference is that the planet has unusually long nights (20 hours out of their 28-hour day) and most of the Rifts on the planet are connected to the shadow dimension where shadow beasts dwell. The silhouette may have evolved on the planet they refer to as their home world or they may have come from that shadowy dimension, nobody’s sure.
This strange race was conquered by the kreeghor several centuries ago. Before their downfall, their civilization had colonized a dozen planets using magic and the Rift-drive technology. The kreeghor where suspicious and hostile to these shadowy shape-shifters, so it wasn’t hard to justify a war against them. After a six-year struggle, the silhouette were defeated. If the encounter had occurred a hundred years before, the species would have been ruthlessly exterminated, the “wiser and gentler” kreeghor of the times decided that the silhouette were too useful to be destroyed.
Under the Transgalactic Empire’s rule, the silhouette have prospered. They have become an important part of the Imperial Army and many have become important members of the government, industry, and other sectors of society. Some have joined the ranks of the Freedom Fighters, but to do so they have to overcome the suspicion of other races. Their reputation as servants of the kreeghor and as spies and all-around sneaks haunts them wherever they go. These suspicious are often well deserved, for many silhouette work for the dreaded Security Division of the Transgalactic Empire and often try to infiltrate the rebel ranks.
Outside the Empire, there are many silhouettes, scattered in small groups on diverse planets and across the space ways. Their greatest concentration outside of the Empire is among the Warlock Federation where they are widely respected as mages, and at the Paradise Federation where they work as security guards and entertainers. They can also occasionally be found among pirates, mercenaries, adventurers, and other races.

  • Racial Abilities and Complications:
  • Arcane Background (Magic): All silhouettes begin with Arcane Background Magic and three spells. The silhouette’s spells must include the following two spells. If the silhouette selects an arcane framework that include magic they instead gain an additional power, but must include Shadow Meld and Absorb Light in their selection. (+2)
    • Absorb Light: Absorb Light is Obscure with the Darkness-Stealth trapping, the character does not know the Light portion of this power instead the the duration of the spell is increased to 1 minutes (1/minute).
    • Shadow Meld: Shadow Meld is Invisibility with the Darkness-Stealth trapping. Shadow meld requires the Silhouette to be in an area of dim or lower lighting. Any part of the Silhouette outside of dim (or darker) lighting will be unaffected by Shadow Meld.
  • Powers from birth: All silhouettes have spellcasting d6. (+1)
  • Darkvision: Silhouette ignore all lighting penalties even from greater obscure. (+3)
  • Powerful Reserve: Silhouette have far more PPE than most mortal races on par with dragons and demigods. When selecting the Power Points edge the character gains +10 PPE instead of +5 PPE. This feature does not stack with the similar feature in the ARES Iconic Frameworks. (+2)
  • Cybernetic Intolerance - Silhouettes who receive any cybernetics will find their powers disrupted and interfered with. (-0, this is a setting rule)
  • Major Hindrance - Weakness in Day Light: Direct Sunlight causes discomfort to a silhouette and they suffer -1 to all trait rolls and -2 to toughness. This is a supernatural weakness and is not triggered by bright lights such as in a building. (-2)
  • Minor Hindrance - Vulnerability to Light: Silhouettes suffer +4 damage versus light based attacks (including lasers). (-1)
  • Minor Hindrance - Quirk: Silhouettes eyes are sensitive and while they are able to ignore darkness penalities they suffer -2 to sight based notice in normal and bright light or -4 in directsun light unless their eyes are protected. (-1)
  • Bad Reputation: Silhouettes are not common enough on Rifts earth for their reputation to have spread. (+0)
  • Distinctive D-Bee: silhouettes are very distinctive in appearance an suffer -4 for interactions with Coalition. (-2)

Racial Edges

Improved Shadow Meld
Requirements: Seasoned, Silhouette
The silhouette has become more adept at using the natural powers of her race and can now activate Shadow Meld as a free action and reduces the PPE cost of shadow meld by 2 PPE. If the character is a Master of Magic this edge also affects Greater Invisibility if it has the Stealth trapping. (The power still requires an spellcasting roll.)

Perfected Shadow Meld
Requirements: Veteran, Improved Shadow Meld
The silhouette ability to merge with shadows has become second nature require little to no effort. The silhouette can now use shadow meld at will without paying the PPE cost. If the character is a Master of Magic this edge reduces the cost to cast and maintain of Greater Invisibility by half and allows it to be maintained for 0 if it also has the Stealth trapping. (The power still requires an spellcasting roll.)

Improved Light Absorption
Requirements: Seasoned, Silhouette
The silhouette has become more adept at using the natural powers of her race and can now activate Absorb Light as a free action and reduces the PPE cost to cast of Absorb Light by 1. If the character is a Master of Magic this edge reduces the cost of Greater Obscure by 2 if it also has the Absorb Light trapping. (The power still requires an spellcasting roll.)

Perfected Light Absorption
Requirements: Veteran, Improved Light Absorption
The silhouette ability to absorb light has become second nature requiring little to no effort. The silhouette can now use absorb light at will without paying the PPE cost. If the character is a Master of Magic this edge reduces the cost of Greater Obscure by 2 and allows it to be maintained for 0 if it also has the Absorb Light trapping.(The power still requires an spellcasting roll.)
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Re: Silhouette Review

Post by High Command »

Rob: Can we get the Silhouette finished, and remove the complaints about free invisibility? Someone wants to play one in the Phase World game and i would really like them to as well.

So define the problem and let's look at solutions.
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Re: Silhouette Review

Post by Ndreare »

The following is my proposed fix to satisfy the repeated concerns I have heard from Tribe. Effectively making it like two steps deep in edge for Adept with each effect.
Racial Edges

Improved Shadow Meld
Requirements: Seasoned, Silhouette
The silhouette has become more adept at using the natural powers of her race and can now activate Shadow Meld more intuitively reducing the casting cost for Invisibility (and True Invisibility if known) 2 PPE. In addition the maintenance cost is reduced by 1 PPE. (The power still requires an spellcasting roll.)

Perfected Shadow Meld
Requirements: Veteran, Improved Shadow Meld
The silhouette ability to merge with shadows has become second nature require little to no effort. The silhouette can now use shadow meld as a free action and the PPE cost is reduce by 4 to cast and 2 to maintain. If the character is a Master of Magic this edge reduces the cost to cast and maintain of Greater Invisibility as well. (The power still requires an spellcasting roll.)

Improved Light Absorption
Requirements: Seasoned, Silhouette
The silhouette has become more adept at using the natural powers of her race and can now activate Absorb Light as a free action and reduces the PPE cost to cast of Absorb Light by 1. If the character is a Master of Magic this edge reduces the cost of Greater Obscure by 1 if it also has the Absorb Light trapping. (The power still requires an spellcasting roll.)

Perfected Light Absorption
Requirements: Veteran, Improved Light Absorption
The silhouette ability to absorb light has become second nature requiring little to no effort. The silhouette can now use absorb light without paying the PPE cost. If the character is a Master of Magic this edge reduces the cost of Greater Obscure by 2 and allows it to be maintained for 1 if it also has the Absorb Light trapping.(The power still requires an spellcasting roll.)
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Silhouette Review

Post by High Command »

The first edge in each, I get - the second I do not. Something for nothing is a feature of SPC. Seems to me you just need to build their powers from SPC or accept they will have a PPE cost.
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Re: Silhouette Review

Post by Ndreare »

High Command wrote: Thu Oct 04, 2018 9:20 am The first edge in each, I get - the second I do not. Something for nothing is a feature of SPC. Seems to me you just need to build their powers from SPC or accept they will have a PPE cost.
Something for nothing also exist in Savage Rifts.

But the point of the rewrite was to eliminate the 0 cast or maintaince cost.

I fixed the contradictory statement where it said -2 then said 0, it eased an editing mistake
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Silhouette Review

Post by Tribe of One »

Racial abilities/complications generally seem fine. As I've mentioned before, I think the Powerful Reserve/special magic snowflake ability is over-used, but this race more than most there's an argument it's appropriate. Although something like an ability that doubles PPE recovery when in darkness might be an alternative to consider.

On the Hindrances: It seems like Vulnerability to Light would not be negated by wearing armor (although the armor would help offset the extra damage, obviously). What about Weakness in Day Light? Since it's supernatural, it seems like it would apply even with armor on. If not, it's basically a Quirk: Always Wears Armor Like a Stereotypical PC, and not worth a Major Hindrance.

For the Edges, I'm going to suggest something a little more radical. See what you think:

Racial Edges

Shadow Adept
Requirements: Novice, Silhouette, Stealth d8+
The silhouette has become more adept at using the natural powers of her race and can now activate Shadow Meld and Absorb Light (and the Mega versions of those powers) as free actions. (The power still requires an spellcasting roll.) In addition, the character may spend 1 Power Point to gain a +2 bonus to Stealth rolls and Tricks for one round.

This is more or less equivalent to Adept - a bit more front-loaded, but without the flexibility or long-term growth.

Dweller in Darkness
Requirements: Seasoned, Master of Magic, Shadow Adept
The silhouette's ability to merge with and summon shadows has become second nature, requiring minimal effort. The Power Point cost to activate Shadow Meld and Absorb Light (and the Mega versions of those powers) is reduced by half (round down).

Compared to Wizard, this is limited but considerably more powerful (and could stack with Wizard, likely allowing the lesser versions to cast for free with a good roll). Saves a lot of PPE, but there's still some expenditure.

Tenebrous Master
Requirements: Veteran, Dweller in Darkness, Knowledge (Arcana) d8+, Spellcasting d10+
The silhouette has become so accustomed to traveling in shadow she can maintain that state indefinitely. After the initial duration, the character can maintain Shadow Meld and Absorb Light (and the Mega versions of those powers) at no cost, although doing so is distracting; the character suffers a -2 MAP for each power so maintained. In addition, while in a dim or darker lighting, the character may spend 2 Power Points to gain a +1 bonus to her next Spellcasting roll, or 4 Power Points to gain a +2 bonus.

Again, the idea is that there has to be some cost to using the powers. With this, you can stay in shadow form as often as you like, if you're willing to eat a -2 MAP to account for distraction. Adding a little Major Psionic-ish boost to make it a worthwhile capstone.
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Re: Silhouette Review

Post by High Command »

It exists for IF power usage, based on SPC powers. Not for versions of Core spells.
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Re: Silhouette Review

Post by Ndreare »

I think those work well.
But for Tenebrous Master I think the -2 MAP is too punitive Perhaps a -1 Concentration penalty like for normal spells maintained, but applying to all actions not just spells.


Their Major Hindrance is not helped by armor. It is supernatural in nature and they would need something supernatural to overcome it.
Major Hindrance - Weakness in Day Light: Direct Sunlight causes discomfort to a silhouette and they suffer -1 to all trait rolls and -2 to toughness. This is a supernatural weakness and is not triggered by bright lights such as in a building. (-2)
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: Silhouette Review

Post by Venatus Vinco »

High Command wrote: Thu Oct 04, 2018 9:40 am It exists for IF power usage, based on SPC powers. Not for versions of Core spells.
Well,

Except for all those IFs that get detect arcana as a free action and for no PPE cost.

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Re: Silhouette Review

Post by Ndreare »

High Command wrote: Thu Oct 04, 2018 9:40 am It exists for IF power usage, based on SPC powers. Not for versions of Core spells.
Expanded Awareness
Gifted
Burster
Cyborg
Juicer
Dragon
The list goes on...

I started building these guys with SPC and was shot down by three GMs (Jon, Freemage and Yourself) saying I needed to do it the Rifts way with spells. I think opinions have changed since then on the SPC, but would rather not start over again.

I think Tribe's solution above is workable and still makes the race super attractive.



@Tribe of One I forgot to mention, this race has more PPE than any other player RCC or OCC at the time of publication and almost anything else. i really feel they have the boundless PPE as more a part of them than the dragons which usually only had 1d6x10 or 2d4x10.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: Silhouette Review

Post by Freemage »

Rob: I genuinely don't remember naysaying SPC for Racial Builds. I certainly don't feel that way now--and honestly, if the goal is "PPE-Free Invsiibility", it's the only way to go there with a pure Race Build. If you want the Silhouette to be a dragon-style Racial IF, that's a different matter entirely.

(Note that, other than Racial Detect Arcana abilities, EVERYTHING else you listed is an IF-based ability. That's where High Command was coming from.)
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*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Re: Silhouette Review

Post by Ndreare »

Freemage
The list was examples. But if you want racial examples then we can go this way; Altara - Radar, Dog Boy - Psychic Sense, Psi-Stalker - Psychic Sense

SWD has extra Benny for the halfling, and many other settings include non-standard racial abilities used at will.

I will give up on the Silhouette having it, but I will not agree that there is no precedence for it.

I honestly think Tribes approach is the better way to go and would like feedback on if that is acceptable to everyone with the exception of reducing the modifier from -2 MAP to -1 Concentration applies to all skills not just Spellcasting?
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Silhouette Review

Post by Stoic »

As far as building Races with SPC goes, there's already one on the site. The Uteni has the chameleon Super Power with the limitation that the form has a blue glow to it's skin. This can be bought off with an edge.
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Re: Silhouette Review

Post by Ndreare »

Yeah, I think it was just a mater of timing.

this was literally made like a year ago (second Q of 2017 when i proposed it) when people where more skittish. I think we are back on track now.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Silhouette Review

Post by Pender Lumkiss »

Without the racial edges it looks fine to me. Only the dog boy and psi-stalker gets racial edges. If more races had racial edges I could see taking a look at them. Just take the theif edge and wizard edge.
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Re: Silhouette Review

Post by Tribe of One »

RFT wrote: Thu Oct 04, 2018 9:45 am I think those work well.
But for Tenebrous Master I think the -2 MAP is too punitive Perhaps a -1 Concentration penalty like for normal spells maintained, but applying to all actions not just spells.
Being able to run around with True Invisibility (-8 to hit) and Greater Obscure (-6 to hit) on at no cost is crazy powerful, though, so the penalty needs to be significant enough that it's not just a no-brainer, all the time thing. And the Major Psionic-ish Spellcasting boost was meant to help offset that.

What about this:

Tenebrous Master
Requirements: Veteran, Dweller in Darkness, Knowledge (Arcana) d8+, Spellcasting d10+
The silhouette has become so accustomed to traveling in shadow she can maintain that state indefinitely. After the initial duration, the character can maintain Shadow Meld and Absorb Light (and the Mega versions of those powers) at no cost, although doing so is distracting; the character suffers a -1 penalty to all Trait rolls for each power so maintained (the penalty increases to -2 per power maintained when the Mega versions are used). In addition, while in a dim or darker lighting, the character may spend 2 Power Points to gain a +1 bonus to her next Spellcasting roll, or 4 Power Points to gain a +2 bonus.
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Re: Silhouette Review

Post by Ndreare »

Works perfect for me. More punitive than i would like, but I do not care.

Lets toss it up there for a vote
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Silhouette Review

Post by Ndreare »

Because it keeps coming up we can also add something to the effect of...

Major Hindrance - Weakness in Day Light: Direct Sunlight causes discomfort to a silhouette and they suffer -1 to all trait rolls and -2 to toughness any time the character is struck by 50% or more direct sunlight. This is a supernatural weakness and is not triggered by bright lights such as in a building. The supernatural nature of this power means personal effects like body armor, power armor or umbrellas will not protect the character. While impersonal effects such as a buildings and vehicles would. (-2)
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Silhouette Review

Post by Pender Lumkiss »

It looks like invisibility while in darkness is a key feature for this race. How are we not just using the SPC invisibility with a limitation only in darkness? There is just sooooo much effort in making it possible for them to use it without paying ppts. Invisibility 8 pts (-4 lvl) with -2 limitation: Darkness, and -1 limitation requires actiation ( or maybe the -2 permanent would be better) Gets you a nice little 4 or 5 pt racial ability.

Also energy Control Darkness: Limitation only for Control -2. Limitation Only to increase the darkness level -2. (1pt ability)

Try this on:

Silloutee:

Natural Abilities:
  • Shadoiw Meld: They have the ability to become one with the shadows. Given a dark enough area they can meld into the shadows becoming invisible. They are -4 to notice, and even when found they are still -4 to hit. (5pt Racial)
  • Absorb Light: As a free action the character can make minor darkness effects, like snuffing out the light from a lamp or flashlight. As an action the character can with a smarts roll severely increase the darkness in an area. The character can increase the darkness level by two steps or 4 steps with a raise. (1 pt)
    • Area effected is a medium burst, and range is 12 inches.
Then I would pair these abilities with this Power Negation Hindrance with a slight twist... None of their powers work while they are in sunlight. As well, they suffer an automatic level of Fatigue while in daylight. (-2 pt)
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Re: Silhouette Review

Post by High Command »

I like Pender's option, personally.
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Re: Silhouette Review

Post by Ndreare »

I like most of it but I do not like the automatic fatigue when in sunlight. They instantly are better as soon as they get out of sunlight and that does not happen with fatigue.

It is literally their tactic to move from shadow to shadow attacking typically
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: Silhouette Review

Post by High Command »

Revised using some of Pender's suggestion and shifting an ability out to an edge - so it has to be taken like Major Psionic.

Silhouette
Description: (Rifts Dimension Book Phase World) The silhouette are a race of jet-black humanoids that have several magic and psionic abilities. Their appearance is very human-like, except for their skin color and solid-white eyes. Both male and female silhouettes are very attractive by human standards, with svelte and graceful build and delicate features. They have the natural ability to shadow-meld and possess other shadow-control powers. This makes them ideal spies and assassins, something that has earned them the distrust of other species. The silhouette home world is a place beset by magic and Rifts; not unlike Rifts Earth. The main difference is that the planet has unusually long nights (20 hours out of their 28-hour day) and most of the Rifts on the planet are connected to the shadow dimension where shadow beasts dwell. The silhouette may have evolved on the planet they refer to as their home world or they may have come from that shadowy dimension, nobody’s sure.
This strange race was conquered by the kreeghor several centuries ago. Before their downfall, their civilization had colonized a dozen planets using magic and the Rift-drive technology. The kreeghor where suspicious and hostile to these shadowy shape-shifters, so it wasn’t hard to justify a war against them. After a six-year struggle, the silhouette were defeated. If the encounter had occurred a hundred years before, the species would have been ruthlessly exterminated, the “wiser and gentler” kreeghor of the times decided that the silhouette were too useful to be destroyed.
Under the Transgalactic Empire’s rule, the silhouette have prospered. They have become an important part of the Imperial Army and many have become important members of the government, industry, and other sectors of society. Some have joined the ranks of the Freedom Fighters, but to do so they have to overcome the suspicion of other races. Their reputation as servants of the kreeghor and as spies and all-around sneaks haunts them wherever they go. These suspicious are often well deserved, for many silhouette work for the dreaded Security Division of the Transgalactic Empire and often try to infiltrate the rebel ranks.
Outside the Empire, there are many silhouettes, scattered in small groups on diverse planets and across the space ways. Their greatest concentration outside of the Empire is among the Warlock Federation where they are widely respected as mages, and at the Paradise Federation where they work as security guards and entertainers. They can also occasionally be found among pirates, mercenaries, adventurers, and other races.
  • Racial Abilities and Complications:
  • Shadow Meld: They have the ability to become one with the shadows. Given a dark enough area they can meld into the shadows becoming invisible. They are -4 to notice, and even when found they are still -4 to hit. (+5pt Racial)
  • Absorb Light: As a free action the character can make minor darkness effects, like snuffing out the light from a lamp or flashlight. As an action the character can with a smarts roll severely increase the darkness in an area. The character can increase the darkness level by two steps or 4 steps with a raise. (+1 pt)
  • Darkvision: Silhouette ignore all lighting penalties even from greater obscure. (+3)
  • Cybernetic Intolerance - Silhouettes who receive any cybernetics will find their powers disrupted and interfered with. (-0, this is a setting rule)
  • Major Hindrance - Weakness in Day Light: Direct Sunlight causes discomfort to a silhouette and they suffer -1 to all trait rolls and -2 to toughness. This is a supernatural weakness and is not triggered by bright lights such as in a building. (-2)
  • Minor Hindrance - Vulnerability to Light: Silhouettes suffer +4 damage versus light based attacks (including lasers). (-1)
  • Minor Hindrance - Quirk: Silhouettes eyes are sensitive and while they are able to ignore darkness penalities they suffer -2 to sight based notice in normal and bright light or -4 in directsun light unless their eyes are protected. (-1)
  • Bad Reputation: Silhouettes are not common enough on Rifts earth for their reputation to have spread. (+0)
  • Distinctive D-Bee: silhouettes are very distinctive in appearance an suffer -4 for interactions with many governments and organizations - including the CS and Federation of Magic. (-2)



Racial Edges

Massive PPE Reserves
Requirements: Novice, Silhouette, any Master of Magic Iconic Framework
Silhouette have far more PPE than most mortal races on par with dragons and demigods. When selecting the Power Points edge the character gains +10 PPE instead of +5 PPE. This feature does not stack with the similar features from other sources.
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Re: Silhouette Review

Post by Pender Lumkiss »

That is the wrong weakness. It needs to be power negation.
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Freemage
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Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Silhouette Review

Post by Freemage »

Pender Lumkiss wrote: Fri Oct 05, 2018 11:40 am That is the wrong weakness. It needs to be power negation.
That doesn't work, because that's already factored into the cost of the powers in their Limitations.

Rob: There IS a precedent for having a Fatigue level that instantly evaporates when the condition in question is removed--namely, Murder Wraiths suffer a level of Fatigue in Sunlight, which immediately goes away if they get into the shade or when the sun sets. It does mean that getting Fatigued again while you're in sunlight is very dangerous--two more levels, and you're napping. (And in general, every source of Fatigue in SW has its own specific recovery time. The fact that an 'instant' one already exists just goes to show it's not out of line for the game design.)

Finally, while I like the SPC build, I'll note that you do need to factor in the 2 points for the use of SPC powers. You don't actually have the AB, but you do have to pay for it.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Pender Lumkiss
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Re: Silhouette Review

Post by Pender Lumkiss »

Freemage wrote: Fri Oct 05, 2018 9:26 pm
Pender Lumkiss wrote: Fri Oct 05, 2018 11:40 am That is the wrong weakness. It needs to be power negation.
That doesn't work, because that's already factored into the cost of the powers in their Limitations.

Rob: There IS a precedent for having a Fatigue level that instantly evaporates when the condition in question is removed--namely, Murder Wraiths suffer a level of Fatigue in Sunlight, which immediately goes away if they get into the shade or when the sun sets. It does mean that getting Fatigued again while you're in sunlight is very dangerous--two more levels, and you're napping. (And in general, every source of Fatigue in SW has its own specific recovery time. The fact that an 'instant' one already exists just goes to show it's not out of line for the game design.)
I got to disagree here. The limitation is darkness. I think there is room for power negation sunlight. What is more is that it is actually what happens in PR. In sunlight their powers do not work.
Field Team Six Bennies
3/6
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Freemage
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Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Silhouette Review

Post by Freemage »

Pender Lumkiss wrote: Fri Oct 05, 2018 9:36 pm
Freemage wrote: Fri Oct 05, 2018 9:26 pm
Pender Lumkiss wrote: Fri Oct 05, 2018 11:40 am That is the wrong weakness. It needs to be power negation.
That doesn't work, because that's already factored into the cost of the powers in their Limitations.

Rob: There IS a precedent for having a Fatigue level that instantly evaporates when the condition in question is removed--namely, Murder Wraiths suffer a level of Fatigue in Sunlight, which immediately goes away if they get into the shade or when the sun sets. It does mean that getting Fatigued again while you're in sunlight is very dangerous--two more levels, and you're napping. (And in general, every source of Fatigue in SW has its own specific recovery time. The fact that an 'instant' one already exists just goes to show it's not out of line for the game design.)
I got to disagree here. The limitation is darkness. I think there is room for power negation sunlight. What is more is that it is actually what happens in PR. In sunlight their powers do not work.
But the Power already doesn't work because if you're in sunlight, you're not in darkness. If you take the Limitation "Must be used underwater", you can't then take a Weakness of, "Cannot be used in outer space."
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Pender Lumkiss
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Re: Silhouette Review

Post by Pender Lumkiss »

Freemage wrote: Fri Oct 05, 2018 9:47 pm
Pender Lumkiss wrote: Fri Oct 05, 2018 9:36 pm
Freemage wrote: Fri Oct 05, 2018 9:26 pm
That doesn't work, because that's already factored into the cost of the powers in their Limitations.

Rob: There IS a precedent for having a Fatigue level that instantly evaporates when the condition in question is removed--namely, Murder Wraiths suffer a level of Fatigue in Sunlight, which immediately goes away if they get into the shade or when the sun sets. It does mean that getting Fatigued again while you're in sunlight is very dangerous--two more levels, and you're napping. (And in general, every source of Fatigue in SW has its own specific recovery time. The fact that an 'instant' one already exists just goes to show it's not out of line for the game design.)
I got to disagree here. The limitation is darkness. I think there is room for power negation sunlight. What is more is that it is actually what happens in PR. In sunlight their powers do not work.
But the Power already doesn't work because if you're in sunlight, you're not in darkness. If you take the Limitation "Must be used underwater", you can't then take a Weakness of, "Cannot be used in outer space."
Got it. TY.
Field Team Six Bennies
3/6
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