Campaign Rules

This is a Heavy Gear campaign, so basic Silhouette rules apply. Combat will be based off the basic rules, but will be more streamlined for an online-only game.

The first chapter of our story will be called The Prelude. During this period, you can switch a few things around on your character, stats and the like, while you are learning the system. Once The Prelude ends, your character will be locked in. If you do plan to make any changes – let me know – as the GM, I must approve all changes.

How To Play

This campaign is played by editing the adventure log (the actual log, not in the comments). The GM will provide a boxed off area to put the meta information in (describing both what the player wants to do and (optionally) what the character actually says). It will look something like this:

GM: You are confronted by a man with a smart-linked pistol. He appears to be hostile.

Player: My character says, “Die!” He then uses 1 emergency die to increase his Small Arms score and fires!

Players are strongly encouraged to put forth some effort in describing their role-playing through descriptive text. You may not always have time for this, and that’s fine. But the goal is for you to really flesh out your character’s personality. If you want your character to say something specific, be sure to write it out. Otherwise, the GM will run with the general gist and fill in the gaps. You may also provide info on what your character is thinking.

I expect you to play smart, not stupid. All actions should have at least a basis in reality rather than meta gaming.

Rolling Dice

As the GM, I’d prefer it if you would roll real dice whenever possible. (We use D6’s exclusively) But you are free to handle your dice rolling however you want. If I find that your character consistently has excellent rolls, I will punish you, so don’t fudge your rolls. For more info on how rolls are made, see this page.

There are a few types of rolls that the GM should roll instead of the party. These are usually because the player shouldn’t know how well their character is doing (the character doesn’t get immediate feedback either). Here are those skill check rolls:

(There will probably be some others)

When you want one of these GM rolls, just indicate that your character wants to do one of those actions. The GM may also make other skill checks for you, as needed, such as if you notice of hear certain things. But you are free to roll those whenever you specifically want to do that action.


During combat, the GM will usually ask for multiple rounds of actions at once. So for example, if asked for 3 rounds worth of actions, you might do something like this:

Player: First my character will draw the dagger from his boot. Then, quoting a text from the Khodaveria, he’ll move into combat and attack with his dagger, attempting to flank.
Attack 1: 2, 6 (6+1 = 7 TOTAL)
Attack 2: 4, 3 (4+1 = 5 TOTAL)

In the example above, the player only got 2 attacks because their first action was to retreive their weapon. See Combat Rules for more info.

Campaign Rules

The Paxton Gambit Neon