Friday, October 17, 2025

Urban Fantasy Fridays: Chill

The depth of my love for Chill knows no bounds.  

I am continuing to focus my Fantasy Fridays on Urban Fantasy and Horror. These will be more about accenting and supplementing your games with horror, and less on these games being a “D&D Replacement.”

And for me, no game sits more firmly in that sweet spot of horror and urban fantasy than Chill.

Chill was my first RPG after D&D, and it has stayed with me ever since. I still remember flipping through the Pacesetter box and realizing this game wasn’t about dungeons or dragons, it was about the dark places just outside your door. It’s a game about the things you whisper about, the shadows you hope never notice you, and the brave (or foolish) people who stand up to fight them.

The Core of Chill

Across its three editions, the spirit of the game has remained intact. The secret society of SAVE, the Societas Argenti Viae Eternitata, provides players with an immediate reason to join the fight against the supernatural. The Unknown itself is the real adversary, a collection of folklore and fear that resists easy definition. Unlike Call of Cthulhu, Chill does not end with despair. Unlike World of Darkness, it does not try to make the monsters alluring. Most importantly, it doesn’t require the “epic heroics” of D&D or Pathfinder. The Unknown is terrifying and often lethal, but it can be fought.

The tone of play always reminded me more of Kolchak: The Night Stalker than Lovecraft. Later, when shows like X-Files, Buffy the Vampire Slayer, and Supernatural came along, they felt like they could have been written as Chill campaigns. It is a game about mysteries and folklore, about investigating hauntings and cryptids, and about facing the terrors that slip into our world when no one else will. The monsters are not just stat blocks to be defeated; they are creatures that feel like they have stepped out of legend and into your story. More importantly, each monster was special. Even when it was just a "monster of the week" it still meant something. From vampires and Wendigos to Elizabeth Bathory herself, the creatures of Chill are more than just stat blocks. They feel like they crawled out of real-world legends and onto your gaming table. 

Chill 2nd Edition
What You Can Do With Chill

Chill is wonderfully adaptable. I have used it to run Buffy-style adventures before there was a Buffy RPG, Kolchak investigations, and even material that began in Ghosts of Albion. It thrives in the modern day, but it also works in Victorian gaslight, or the occult revival of the 1970s with its bell-bottoms and Ouija boards. The mechanics are approachable and lean toward story, so it is a natural fit for short Halloween one-shots as well as longer campaigns.

One of the joys of Chill for me has been bringing recurring characters into it. I have created versions of many of my characters for many systems, but Chill has always felt like one of the most natural homes for them. Characters in Chill are ordinary people thrust into extraordinary danger, and that is exactly the kind of story I have always enjoyed doing.

Why Chill Stands Out

What makes Chill endure is the way it carves out its own place among horror RPGs. Call of Cthulhu leans into inevitability and madness. World of Darkness often leans into seduction and corruption. Dungeons & Dragons calls for epic heroics and high fantasy. Chill stands apart. It is a game about people who could be your neighbors, co-workers, or friends, suddenly forced to confront the shadows that lurk behind familiar walls. Victories are rare, but when they come, they feel earned. That balance of fear and fight is what keeps me coming back. 

It gives you ordinary people with extraordinary courage, standing in the dark with nothing but a flashlight, some folklore, and the hope they can survive until dawn.

Chill is available in both the 2nd Edition and 3rd Edition rules.  The mechanical differences are minor. Chill 3rd Edition is a bit better organized and presented. 

Chil 1st, 2nd and 3rd Editions

The Early-Middle Years Campaign

If Little Fears is a childhood belief made into rules, then Chill feels like the story of what happens when those childhood terrors never really go away. It is a game for the middle years of life, when you are old enough to understand that monsters should not be real, yet still young enough to feel the raw shock when you discover they are.

In this sense, Chill is the perfect start to a “middle chapter” of a larger horror Lifespan Campaign. Dark Places & Demogorgons can cover the later childhood and early teen years. Monsterhearts or Buffy can cover the chaos of all the teenage years, but Chill is where the players step into early adulthood. Bills need paying, jobs need doing, but there are still nights when something crawls out of the dark, and it is up to you to stop it. Adulthood in Chill is defined not by power or responsibility, but by resilience.

Characters are rarely specialists or superheroes; they are people in over their heads who choose to fight back anyway. That resilience is what makes victories against the Unknown so satisfying. Chill is about holding on to courage, even when everything around you insists you should not. 

A starting Chill character is a fragile thing, but it is assumed they have what it takes to survive. 

Larina Macalister, nee Nichols, for Chill

So we have been moving through the years. In this, I am opting for the Chill 2nd Edition timeline, circa 1992. Larina is 22 years old. She has been living in Scotland for a couple of years now. She was an exchange student from the University of Chicago to St. Andrews University. She graduated with a degree in library sciences and early medieval history. She is currently a GA at St. Andrews. While here, she met, fell in love with, and married Eric Macalister. An Irish ex-pat living in Scotland. She later learns he is on the run because he is a former IRA sharphooter. I had watched Patriot Games when I came up with all of this in the late 1990s. In fact, this setup is all based on a WitchCraftRPG game I played with her. At the time, I worked out conversions in Excel for Chill, WitchCraft, and AD&D. These Chill stats are some of the oldest I have shared.

Larina for Chill over the ages

While I am basing all this background on Chill 2nd Ed, I am going to present her newer Chill 3rd Edition stats below. 

This Larina is fresh out of her undergrad days and working on her MA. She married, but life is not all marital bliss (she will be divorced and back in America by the time she is 25). She works with her friend Prof. Scot Elders and his wife, and her best friend Heather.  At some point, Larina learns that Elders worked for S.A.V.E. She is brought in, but she isn't trusted since her training in "The Art" has been haphazard and largely self-taught since she was 13. 

S.A.V.E. wants to evaluate her, but they had their own troubles in the early 1990s. 

Larina Macalister
22 years old, American citizen (married to an Irish citizen) living in Scotland on a student visa.

Larina Macalister, nee Nichols for Chill 2nd Edition
Larina in 1992.

Attributes

Agility AGL: 60
Strength STR: 50  (Injury: __)
Stamina STA: 55

Focus FOC: 80
Personality PSY: 70
Willpower WRP: 75   (Trauma: __)

Dexterity DEX:  60
Perception PCN: 80
Reflexes REF: 70

Sensing the Unknown STU: 40

Skills (Specializations)

Movement 30
Prowess 25
Close Quarters Combat 25

Research 40, Academics (E+30), Occult (E+30)
Communication Empathy (E+30), Deception (B+15)
Interview 38 Academic (E+30), Counselor (B+15)

Fieldcraft 30
Investigation 40 Relics (B+15)
Ranged Weapons 35

The Art

Communicative (PSY)
  Attunement: Follow the Strings
  - Telepathic Empathy (B)

Incorporeal
  Attunement: Eyes of the Dead

Kinetic (DEX)
  Attunement: Schematic
  - Hidden Hand (E)

Protective (FOC)
  Attunement: Disrupt
  - Blessing (B)
  - Line of Defense (B)

Sensing
  Attunement: Third Eye
  - Clairvoyant (B)

Edges and Drawbacks

Attractive 1, Highly Attuned 1, Pet (cat) 2
Hunted (Shadow Girl) -2, Marked -1, Reluctant to Harm -2

Drive To understand The Art and The Unknown

History

1975: Visited by ghosts and other spirits (gains Incorporeal ART)
1983: Develops Kinetic and Sensing Arts
1989: Travels to Scotland
1990: Recruited by S.A.V.E., same year married Eric Macalister
1991: Begins MA program at St. Andrews.

--

New to 3rd Edition are Focus and Reflexes. Also, Luck is now gone.

Her stats are pretty high for a starting character, but not high if you consider the Lifespan Campaign. She was seeing ghosts at 5 or 6, had control of various Arts by age 13. Because of this, she is largely self-taught. Her magical aptitude is a mile wide, but only inches deep at this point. 

I am bringing back the Shadow Girl, who, she had forgotten, from Little Fears. Maybe this creature is Larina's Never Was? And something happened in either DP&D or Monsterhearts that has caused her to decide she can use her Art to harm anyone. She hurt someone and has not gotten over it. 

Herein lies the most significant issue surrounding the Lifespan Campaign: moving characters and their abilities/powers from one game to the next. It can be done, but it is a challenge. Or, more to the point, a challenge to do it and not break some of the fundamental tenets of the game. Larina above should almost be a threat to S.A.V.E., not a consultant. Part of this balance also influences the narrative structure. What is real for that game world? You have to strip all that out and build your own world where the games fit.

Final Thoughts

Chill is not just another horror RPG for me. It was my first real step beyond D&D, my second RPG ever, and the one that showed me roleplaying games could be more than fantasy adventures. They could be mysteries, ghost stories, and urban legends made real.

Whether I’m reading the battered Pacesetter books, the sleek Mayfair volumes, or the modern 3rd edition, the heart of Chill never changes: ordinary people, extraordinary courage, and the eternal struggle against the Unknown.

For all the years and all the editions, that is why Chill remains one of my all-time favorites.

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