Player characters are a team of corporate mercenaries hired by the Unified North American Syndicate to infiltrate and sabotage one of their rivals, Void Productions. They’ve been dispatched to a primary campus of the company located on the outskirts of New Atlantis, a state of the art facility known for heavy magitek and genetech presence. The Syndicate is not prepared for open hostilities with Void Productions, and so has requested that the team do their best to be discreet in their infiltration efforts.
PCs are being dropped into New Atlantis via an unregistered transportation shuttle at an auxiliary supply route; a 3,000 credit per personnel advance has been given for equipment expenses. Forged travel documents have not been provided; the team will either need to avoid local authorities outright or obtain documentation via other means.
New Atlantis is a cutting-edge city built on the continental rise south of Iceland, implementing countless modern advancements in magitek to create a model city for the Joined Worlds. It is a dome city, with the frigid north Atlantic waters being kept out by a magitek shield array, providing nearly 90 square miles of surface area for the intricate collection of office buildings, factories, and high-density apartment buildings below.
New Atlantis is a city state unto itself, ostensibly jointly administered by the UN and EP, but functionally a corporatocracy. A haven for those wishing to avoid the ire of the mainland syndicates, dozens of major corporations have relocated their headquarters and even production facilities to New Atlantis’ limited real estate. The only way to gain residency in New Atlantis is to have a work permit or be on official government business.
Void Productions has set up shop on the outer reaches of the dome, with some of their campus stretching outside of the shield and into the Atlantic proper. Supply lines come in and out of the campus via both the Atlantic entrance and via internal New Atlantis transit lines. At the time of drop, initial intelligence suggests that there is an EP delegation coming in that day to do a tour of the facility.
UNAS was very specific that whatever new projects Void Productions is working on must be shut down, preferably permanently. While they’re unaware of what is being developed, there’s enough corporate chatter around a breakthrough in genemodded animals to warrant significant concern from UNAS. Why UNAS is suddenly involved in the animal liberation movement is an open question.
Super Quick Character Generation
- Pick a name for your character.
- Pick a species for your character.
- Figure out some basic biographical details; their age, their history, their pizza preferences.
- Pick a speciality:
- Enforcers have big guns and can intimidate people into doing what they want.
- Magicians can cast a variety of potent spells, manipulate magitek, and have an advantage when dealing in Old Fae.
- Hackers can manipulate almost any hardware in existence, and get a bonus to working with augments.
- Diplomats are best at talking their way through situations, and get a bonus to exactly that.
- Preachers aren’t in this campaign because Alex is still figuring out how to balance them and how to get their lore to work out in a way she likes.
- Operators bought a universal forklift key off of Amazon and consequently can pilot anything, and are the only specialty that can repair on the fly.
- Pick a background: (Alex is reworking these so this is basically just how you get your initial kit)
- Wage Magicians get a mage license and average money.
- Office Workers get good money and corporate attributes.
- Couriers get a better driver license, less money, but default armor and one handed weapon.
- Mechanics get less money, a driver license, and a vehicle.
- Developers get the most money, technology attributes, and a drone.
- Street Rats are broke, but get street attributes and their pick of either tech or magic attributes.
- Hustlers get average money, corporate attributes, and a forced license of their choice.
- Pick your attributes! These are sorted by Common and Specialty. You get two common attributes and one specialty attribute to start with. Attributes generally provide stat bonuses to rolls.
- Pick a trait! These unlock situational conditions or guarantee you success in particular rolls.
- Spend your XP! You get 10 XP to start with, you spend it as follows:
- Any negative stats cost 1XP to increment 1.
- Stats between 1-3 cost 2XP to increment 1.
- Stats 4 and above cost 4XP to increment 1.
- 1 additional common attribute costs 4 XP, 1 additional specialty attribute costs 8 XP.
- Spend your cash! Refer to the list or if you want something else not on there, ask Alex and she’ll probably make an entry. Pro tips on what to spend it on:
- Legit licenses are hard to come by in this world; you need to purchase forged ones if you want to pass scrutiny. The three main types are magician, transit, and weapons.
- Weapons are usually necessary to find for yourself in a fight, so picking at least one up is good. You’re capped at 3 weapons.
- Note that standard ammo for guns is free, specialty is not.
- Equipment is equally important, and can overlap with weaponry. This includes things like conduits for magicians, armor, datapads for hackers, etc. You’re capped at 3 pieces of equipment.
- Remember that things have grades! Higher the grade, more expensive it gets.
- Calculate your HP: this is vitality + strength + control. Remember that HP is abstract and more an indication of how much damage you can take before being out of commission.
- Deploy and enjoy!
Playing Silicon and Silver in Fifteen Minutes
The system that Silicon works under is constantly undergoing revision as Alex looks at the statistical models of dice and decides whether or not she likes it. If something here contradicts something in the main game manual, this overrides that. This quickstart guide is always going be the bleeding edge of the revisions.
Calculating Your Dice
Generally speaking, Silicon uses a combination multi-dice and stat modifier system (this is different from the current game manual!). What this means is you roll for a particular attribute, you roll a number of d20s equal to half your attribute, rounded down. For example, if you have +4 for vitality, you roll 2 dice. You take your highest roll and add +4 to it, along with any other situational modifiers you might have.
Types of Rolls
Graded rolls make up the majority of common rolls. This includes things like hacking into terminals, bluffing past guards, making a trick shot out of combat, etc. Nearly everything in the game has a grade, ranging from D grade to A+++ grade, and this corresponds numerically, ranging from 1 to 7. Ungraded items, such as bored grocery store guards or unsecured public terminals, have a numerical value of 0.
For the purposes of the dice, what this means is you need to roll higher than the base success plus the grade. Ungraded checks have a base success of 10: you need to roll a 11 or higher to succeed on a check against them. From there, add your grade; a D grade needs a check of 12, a C grade a check of 13, so forth.
Magic requires spell grade, conduit grade, resistance grade, and potency.
- First, compare your spell grade to your conduit grade; if the spell is equal or greater in grade than your conduit, your grade difference is one plus the difference.
- Roll an unmodified d20; if you roll equal to or less than your grade difference, your conduit breaks and needs to be mended.
- If using your body as a conduit, roll a number of d6s equal to the grade of the spell. Take one damage for each one that lands on 1.
- Roll a d20 to actually cast the spell. Your check is equal to 10 plus the grade of the spell. Your modifiers are any applicable attributes, conduit bonus, and your affinity.
- Damage/boon is calculated as the difference between resistance grade and spell grade plus potency of the spell.
Combat requires control, hits, damage, hp, and armor.
- Check the stats of your weapon for how many hits it gets. Roll a d20 for each hit your weapon has.
- Check if your weapon uses strength or control to determine accuracy. Add the applicable stat to each hit as well as any accuracy buffs/debuffs for the weapon.
- Rolls of 8 or below miss outright; 9-11 hit for half damage, 12-15 for three quarters damage, and 16-19 full damage. 20+ crit.
- Crits do 1.25x damage, and you can roll for half your hits again. If you crit again, you may roll for half your hits once more.
- Check the resistance of the opponent’s armor; if applicable, deduct it from the damage inflicted.
Hacking requires interface grade, hardware grade, and digitization.
- Compare your interface grade to the hardware grade. Your grade difference is simply the difference.
- Roll a digitization modified d20; your check is ten plus grade difference.
- Every turn, roll a digitization modified d20; if you roll at or below the grade difference, your connection is severed by the hardware.