Showing posts with label Chill. Show all posts
Showing posts with label Chill. Show all posts

Friday, October 21, 2016

Kickstart Your Weekend: Old-School Style!

Have some great Old-School influenced Kickstarters today so get to it!

First up is +Stacy Dellorfano's Swords & Wizardry 3rd Printing


https://www.kickstarter.com/projects/froggodgames/swords-and-wizardry-complete-rulebook-3rd-printing

Now. I have been on record before about not liking this cover.  I have over the last two weeks had a change of heart.  But the bottom line is I am NOT the target audience for this.
Besides I love the idea of this book, I really want it to succeed.  The team that Stacy is rock solid and I am just dying to see what +Elizabeth Chaipraditkul will be doing for this. She is great.
So yeah, they might not need my support at this point, but they have it.

In more old-new-Old School news we are also are getting a new edition of Astonishing Swordsmen & Sorcerers of Hyperborea.


https://www.kickstarter.com/projects/1806106772/astonishing-swordsmen-and-sorcerers-of-hyperborea-0

I really, really love this game.  Just such an awesome vibe about it.  +Jeff Talanian did a fantastic job with the first edition boxed set and this new 2nd Ed hardcover is something I have been wanting for years.

I mentioned this one earlier in the week, but it can be repeated.


https://www.kickstarter.com/projects/playattentiongames/monsters-a-sourcebook-for-chill-third-edition-horr

Chill 3rd Edition Monsters.  This should also be a great book.

Thursday, October 20, 2016

Reviews: The Children of Chill

For years now Goblinoid games has been rolling out Pacesetter branded products thanks to their acquisition of the Pacesetter rights.  In fact, they have been publishing Time Master longer than Pacesetter did.  Time Master was fun, but the Pacesetter game that I enjoyed the most was Chill.  But you all knew that.

Goblinoid Games has faithfully recreated the horror feel of Chill in three different and compatible games.  I am actually going to talk about these with the newest one, Cryptworld first.

Ethics in reviews statement: I purchased the PDFs and softcover versions of these books myself.  Though I was given special thanks in Cryptworld for some advice I gave on some early drafts of the game.  All links are affiliate links which allows me to buy more games.

Cryptworld
90 pages, black & white interior, color cover.
Authors: Daniel Proctor (+Dan P) and +Tim Snider.
Cryptworld is the spiritual and brand successor to the first edition Chill game.  In many ways it represents what Chill could have become if it had not gone down the path of 2nd Edition and Mayfair games.  The Jim Holloway cover is very much in line with the original Chill boxed set.  In truth it is less "iconic" but I like it better.
The rules for the game are distilled down to their very essence.  This is for all purposes a "retro-clone" of Chill.  But it is more than that too.  Where Chill 2 was about fighting all sorts of creatures organized into the Unknown and Chill 3 is a modern monster hunting tale of SAVE; Cryptworld takes it back to basics of humankind versus the monsters.  This Kolchak the Night Stalker, Tales from the Crypt, Friday the 13th (TV Series), and all the wonderful tales of monsters and horror from the 80s.
Character creation is faster than I recall it being in Chill 1 or 2.  There are still plenty of options to create anytime of character you might want.  Like all versions of Chill you are not going to make Harry Dresden style characters (that's for Majus), but making the Winchesters is easy.
Goblinoid Games did not get the rights to SAVE, but that is fine really.  There is a section in the book covering other organizations that characters can belong too and all are worthy replacements for SAVE.  In particular, I want to run a game where all the characters are reporters for the Weekly Inquisitor.  That would be a blast really.
There are plenty of monsters, especially all the old favorites. There is also not a lot of duplication of monsters from other products so that is a nice value add.
There is also a great section on running games for the "Crypt Master" or CM. One of my favorite names for a Game Master ever.
Crypt Master is not just a spiritual successor to Chill, it is a worthy one.  If you have any materials from 1st or 2nd edition of Chill you will find them largely compatible with this game.

Monsters Macabre
64 pages, black & white interior, color cover.
This is a monster book. For use with Cryptworld, but also compatible with Majus, Rotworld and yes even Timemaster and 1st ed Chill.
There are so many good and new monsters here that it is worth it just for this alone. Really, there are such great things as the Mongolian Death Worm, the Batsquatch and plenty of old favorites.
The book is more than just monsters. There are plenty of great ideas on how to play and use these monsters in your game.  These sections are great for nearly any modern horror or urban fantasy game.
I rank it right up there with "Chill Things" in terms of utility for my games.

Majus
100 pages, black & white interior, color cover.
Author: Michael Curtis
Majus came out before Cryptworld and after Rotworld.  It uses the same Pacesetter system that all three games share with Time Master and 1st Edition Chill.  Majus though takes a different path and gives us a world of mages, magicians and high magic.  So in sense, everything I have always wanted in my own Chill games.  Like Cryptworld and Rotworld, the Pacesetter system is revised here to be quite easy to use.
What seperates Majus from the Cryptworld is not just the magic the characaters can now wield, but also the tone.  This is described as "Magic Noir" so think hardboilded detective stories mixed with a global magic conspiracy.  Whether you want to use this or not is upto the individual CM (in this case "Cabal Master") but I think you would be missing out on a really great feature of the game.
This game can also provide new background, magic and ideas for your Cryptworld games as well.
The monsters in this game are largely a different sort that what is found in Cryptworld, so buying both games will give you extra monsters and features.  There is some overlap, but that is mostly system related material.

Rotworld
64 pages, black & white interior, color cover.
Author: Daniel Proctor
Rotworld is one of the first of the modern horror games using the Pacesetter system from Goblinoid Games.  It is very much of the vien of humans vs. zombies found in All Flesh Must Be Eaten and shows like the Walking Dead.
Rotworld uses the old Time Master system that Proctor bought from Pacesetter. He did not however buy Chill, so he can't say it is compatible with Chill 1st Edition. But with some work it is and that is why I picked it up. I love Chill and plan to see what sort of goodness Rotworld could add to a Chill game. OR the other way around. Either way this small game (65 pages) packs a punch and shows that "Old School Gaming" is more than just making the next retro-clone of Holmes Basic or AD&D 1st ed.
There are not a lot of monsters in this book, outside of zombies, but there is plenty of text on character creation, combat and skills. There is a good Game Master section (Corpse Master, CM again) about how to setup and run a game. Rotworld is a fine game. It won't unseat AFMBE as the premiere Zombie survival game out there, but it is a lot of fun and great for an evening's distraction or even gathering up a bunch of friends with fond memories of gaming in the early 80s. For the price it really can't be beat. Actually it would still be a steal at twice the price.

I have the softcovers of these books but I am thinking of printing out the PDFs to put into a binder so I have everything I need in one place.



Wednesday, October 19, 2016

Vampyres: Chill 3rd Edition

Back in the earliest days of this blog I did a week-long deep dive into the characters of Fran and Miriam from the 1974 version of Vampyres.  I worked them for a number of games, including Chill 1st Edition.

Well 2015 gave us not only a new edition of Chill but a new version of the Vampyres.  I thought it might be fun to update them.

For starters, we see some more "classic" vampire abilities from both women.  No fangs, but they can't be photographed. Fran also shows that she is very strong, stronger than humans, and can jump or fall from very high distances.  Both women are also really fast.  We see them avoiding sunlight and mirrors, but not sure if these cause them harm or not.
These vampires also do not seem to have a supernatural form, but one could argue that they can shift into a black mist.  Also, there is a sequence at the end where Miriam's eyes glow and Fran looks like she has wings, but this could also be part of a dream that Harriet has.

Fran


EWS: 105 (Deadly)
REF: 70
STA: 80
Injury: Superficial, Minor –10, Serious –20, Major –30, Critical –50, Lethal
Disciplines: Change Form (fog), Confuse, Dreamsend, Influence, Time Stop (Unique - Chill Core)
Aspects: Bane (mirrors), Parasitic, Special Weakness (sunlight, wood), Supernatural Speed, Sustenance, Unkillable, Unliving

Fran must rest eight hours to regain Stamina. Fran prefers to be underground when resting. She appears to be dead when resting; she does not breathe, has not heartbeat and her body is cold.

Fran needs to feed on least 2 quarts of fresh blood a week. She does not have to kill to get this blood, but she often does.

In combat, Fran uses a straight knife. She can attack once per round.


Miriam



EWS: 100 (Deadly)
REF: 75
STA: 80
Injury: Superficial, Minor –10, Serious –20, Major –30, Critical –50, Lethal
Disciplines: Change Form (fog), Confuse, Influence, Time Stop (Unique - Chill Core)
Aspects: Bane (mirrors), Parasitic, Special Weakness (sunlight, wood), Supernatural Speed, Sustenance, Unkillable, Unliving

Miriam must rest eight hours to regain Stamina. Like Fran, she prefers to be underground when resting. She appears to be dead when resting; she does not breathe, has not heartbeat and her body is cold. Miriam is a light sleeper and can wake herself at the slightest noise.

Miriam needs to feed on least 2 quarts of fresh blood a week. She does not have to kill to get this blood, but she prefers to do so.

In combat, Miriam uses a straight knife. She can attack once per round.


Figuring out their stats is difficult since they don't do much to separate themselves into proper characters.  As the nominal "leader" I gave Fran the Dreamsend EWD since she is more often the lure for their victims. Both get the unique (uhh...ok) power of Time Stop, but I am going to rule that they can only use it together.

They avoid sunlight and sleep in a wine cellar, but I am unsure if sunlight harms them. I will say they can not use any of their of EWD while in sunlight.  They are still fast and strong, but can't use any other disciplines.

Given the upped level of violence in the new film I am not sure if my "Mayfairs" concept would work for them.  BTW a lot of people online are saying the newer movie has "upped the eroticism" over the 1974 version. I disagree. I think those people have only seen the edited version of the 1974 film.  

In the 1974 version, Fran and Miriam are more than just two women with a shared goal, they very much were partners.  In the 2015 version, I am not getting that vibe at all.

I am certain we will get more Evil Way Disciplines in the upcoming Chill Monster book.

Tuesday, October 18, 2016

Review: Chill 3rd Edition

Readers here will know of my love for Chill.  It was one of the first non-D&D games I ever played  and to this day I have a soft spot in my art for it.  So it was with great pleasure that I purchased the 3rd edition of Chill last year.
Chill may not be the grand-daddy of horror games (that really is Call of Cthulhu) but it is certainly early in the parentage of all horror games.  Chill was doing things with monsters in the 80s that White Wolf would later get so much credit for in the 90s. Unlike CoC, the characters of  Chill had reasons to believe that they could defeat the monster.  There was more hope in Chill.

So what can we say about this new edition?

Let's start with the basics. I am reviewing both the PDF and the Hardcover book.
The books are 288 pages with full-color covers and full-color interior art.  The art is great mixing in photographs with art for full creepy effect. This is the "real-world" only beset by monsters. The art has always been a central feature of Chill and this edition really has some great art.  Even my wife, who is not really a gamer, was looking at and said it looked cool.
The hardcover is a nice hefty tome that would also look good on the coffee table, but the real fun is when it is on the game table.
(Note: This is another book where I would have liked a cheaper "spiral-bound" copy to lay flat on table)
The PDF is fully bookmarked and comes with a printer-friendly character sheet.  Though I prefer the heavy art sheet because they look so good.

The Forward details a little history of Chill. Nothing new to longtime readers of my blog. This is followed by a comic.  This gives an example of the Chill world. It's not bad, but I usually skip over these sorts of things.  Besides, Chill and I are old friends.

Introduction is the obligatory "this is a roleplaying game" bit, but it also gives you a brief overview of the game system.

If you are familiar at all with Chill then the system here is very familiar.  Percentage dice roll, roll under a target number. This number is usually a function of attributes, skills, and edges or drawbacks. Rolling doubles "33" or "55" is a really good or a really bad thing, depending on whether or not it was under the score you needed. The more you roll under the better.  This gives the game a different feel than most. There feels like there is more randomness (even though there isn't) and more drama (and there is).  This is a crunchy "cinematic" game. IF there can be such a thing.
There are simple, pass/fail tests, and tests that have levels of success.
There are also Tokens that can be used that represent tempory states. These are used in a similar fashion to other games "drama points" but have a more game-mechanical focus here.

I like that this information is right upfront and read first. It sets the tone for the game to come.

Chapter 1 deals with Character Creation. This is important because Chill is a character focused game.  In some games you fight monsters because they have the treasure and XP.  In Chill you fight the monsters because ever since you were a child you saw ghosts. You thought they were harmless till one of them killed your older brother...
There three character creation options. First pick a pre-made character, many are provided. Secondly you could pick a template such as "Anthropologist", "Detective" or "Thief" and modify them.  I expect to see more templates in future books.  Third, is of course, roll up your own character.  Roll up your attributes, skills and pick any Edges or Drawbacks you want.
Note to players of the 1st and 2nd editions. There are some changes here.  Among other things the Luck attribute is gone.

There is a discipline known as "the Art" that gives some characters a magical edge, but don't expect to play someone of Harry Dresden's ability here.  This is more Sam & Dean Winchester levels.  Which is perfect in my mind.

Chapter 2 covers SAVE.  SAVE or the Societas Albae Viae Eternitata, or The Eternal Society of
the White Way, named for their dedication to the good “white” force and opposition to the evil “dark” force.  SAVE is a central focus of Chill and all characters are considered to belong to it.  There is a lot of history here, both in the game world and in the real world.  There are even subtle nods to the history of the game itself here. "1990: Going Dark" is as much about SAVE as it is the Chill game itself.  "1998: The Renaissance of the Art" reflects also the growing popularity again of modern paranormal fiction in books, TV and movies.  For me I'd also add in some failed attempts at getting SAVE up an running again to parallel the failed attempt of Chill 3.0.  I love how the communications SAVE sends out adapt to the times. Hand written letters give way to typewriters to early emails to modern texting and chat software.  While the system maybe the heart of Chill, this is the soul.

Chapter 3 is dedicated to The Art, or is simple language Magic.  Given here are the different schools of the art and their disciplines.  While Chill 3rd Ed has more Player Character magic than the previous versions, the characters are still not going to be at the levels of say "Mage" or "WitchCraft" RPGs.  But this is fine really. These are supposed to be normal humans for the most part.  Also unlike CoC the Art here is mostly harmless. Note I say mostly, there are still dangers and magic always has a price.

Chapter 4 covers the Game System.  This details the material from the Introduction.  If you have played Chill before you will find a lot here that is familiar and somethings that are completely new.  There are plenty of good working examples.  This is the clearest version of the Chill rules to date.

Chapter 5 is for the Chill Master. This covers how to run the game, setting the mood and tone of the games.  If you have played any horror game before there is a lot here that is familiar, but there is also plenty that is new.  My own 2 cents here: Don't run Chill like you would run D&D or even Call of Cthulhu.  This game has it's own feel to it. Yes the stories you tell and the adventures you run can be done under a variety of systems and ways. To get the most out of Chill, play it like Chill.

Chapter 6 is a favorite of mine, Creatures of the Unknown. I will admit that when I picked up my copy at Gen Con last year I turned right to this chapter first to see if all my old favorites made the cut for the new edition.  Not all of them did, but there are plenty of old faves and new monsters here to keep any CM busy. The "Mean Old Neighbor Lady" is now properly a Hag, but most of the Vampires made it over including the "North American Vampire" and it's representative Jackson Jammer.
This chapter also includes the monster version of the Art, the Evil Way.

Finally, we end with Kickstarter backers.

Chill 3rd Edition is a great game and an improvement in pretty much every way over it's predecessors.  The book is great to look at, great to read and easier to play.  While parts of Chill still feel like they are stuck in the 80s or 90s in terms of tone and game design, there is enough new material here and enough refinements to bring this game into the 21st century.   Will it repalce Chill 1st Ed and 2nd ed in my heart?  No, I don't think it will.  Will it replace Chill 1st Ed and 2nd Ed on my game table?  Absolutely!  I'll use these rules from now on and supplement older material until Growling Door gets around to replacing them.  Though I have my doubts they will replace Chill Vampires in my heart!

Time I think to dust off my "Spirit of '76" game.


Full disclosure:  All links are affiliate links. I bought both the PDF and Hardcopies of this game.  No free copies were given and no reviews were solicited.

Monday, October 17, 2016

Kick Start Your WEEK: Monstrous Monday Edition

Today let's Kickstart Your Week and have out Monstrous Monday all in one.

Up on Kickstarter is Monsters - A Sourcebook for Chill Third Edition Horror RPG.

Spend any time here and you know there are two things I REALLY love.  The Chill RPG and Monster books.
This gives me both in one great book.


https://www.kickstarter.com/projects/playattentiongames/monsters-a-sourcebook-for-chill-third-edition-horr

The new Chill is a joy to read and it is visually stunning.  I am expecting no less from this book.  A quick look at the art also assures me this will be the case.

Chill Vampires remains one of my most favorite sourcebooks to this day.  If this book is half as good as that, then it is well worth the price.

Thursday, July 14, 2016

Review: Chill Quickstart - Good Fences Make Good Neighbors

Chill Quickstart: Good Fences Make Good Neighbors

I am woefully behind on all my reviews.  None am I more late on than reviewing what should have been something I jumped on right away, Chill 3rd Edition.

I was very disapointed when I saw that Chill was not up for a ENnie for Best Game this year.  The consolation though is that the rather excellent Quickstart for Chill is up for Best Free Product.

This is good since you can experience Chill for the price of a couple of clicks.

Now my love for Chill is WELL documented here on this blog. When everyone else was playing Call of Cthulhu (and watching their characters go mad or die) I was playing Chill (and watching my characters die).  Or more to the point I was creating elaborate scenarios involving SAVE.   I loved Pacesetter Chill and even drove out to the old Mayfair Games warehouse to score a brandnew hardcover a few years back.  I own pretty much everything for Chill and even Rotworld/Cryptworld/Majus.

On to the product as hand.
Chill: Good Fences Make Good Neighbors is a 46 page "Quickstart".  It has everything you need to play the game now except for people, dice and some tokens.  Don't have 10-sided dice?  Fine, get a deck of cards, remove the royals, put all the black suits in one deck and all the red in another.  Shuffle them.  When you need to roll choose a black card and a red card.  Count tens as "0" and aces as "1".   Save the face cards, the royals, for your tokens.

With this Quickstart author +Matthew McFarland has distilled Chill down to it's essence. It's a game about fighting the Unknown.  There are a couple of pages devoted to the mechanics of the game; find a target number, roll that or under. Avoid botches (doubles over) but hope for a Colossal Success (roll doubles and under).  Tokens are also covered.

An overview of the character sheet comes next breaking down the Attributes, Skills, Edges, Drawbacks and where you record damage.  There is also a spot for The Art, or some magical/psychic abilities.  This edition seems to focus a bit more on this than the previous, normal-human-centric point of view of the previous, but that will wait for a full reveiw.

This makes up the first half-dozen or so pages.  The next dozen covers Combat and The Art. Combat is just another type of test/roll and The Art are "fancy" skills.  The nice thing is when one system is learned the rest are easily picked up.

The rest of the book is the adventure.  I don't want to give out any spoilers for potential players, but the adventure is a classic one for Chill.  What kind of adventures are good for Chill? Well anything you might see on "Supernatural", "Grimm", "Kolchak" or "The X-Files" would make for a great Chill game, but also the stories you told as kids about the haunted house, or the mean old neighbor lady or the monster in the sewers.

The quickstart includes some characters to get you up and running fast. There are maps, artifacts and investigation sheet to make this feel like a real investigation into the paranormal, or what Chill calls The Unknown.  Enough background is given on SAVE to make it interesting and to make you want to know more.

For the price you can't beat it. If you ever told a scary story to others with a flashlight under your chin, dared a friend to go into a "haunted house" or watched a Hammer Horror film then this is a great game for you.   An ENnie win for it would let others know that too.



---
I am up for an ENnie this year for Best Blog!
Please click on the link and vote "1" under "The Other Side".

Monday, January 19, 2015

Grimm

Have had a few colds or upper respiratory tract infections running through the house the last few days.  Not a big deal, but my efforts have been more focused on taking care of others rather than gaming.  But I did manage to get something fun in.
My wife, my youngest son and I have all been binge watching Grimm.  We burned through Season 1 and are not 3/4 ths of the way through Season 2.

It's great fun and my youngest (much like me at that age) loves all sorts of spooky, mystical stuff.

I was, as I typically do, working on some projects while watching.  I was also spending more time with my D&D 5 DMG.  It got me thinking about what sort of system would be the best for Grimm.

Typically if it is mystical or is modern monster hunting, then I first look to Unisystem; and Cinematic Unisystem at that.  After all, it is TV and I quickly figured out several Qualities and Drawbacks that the star Nick Burkhardt could have as a Grimm (Enhanced Senses, Honor, Increased Strength, Hard to Kill...and so on). It's not a difficult exercise.  But CineUnisystem, as much as I love it, is not really a perfect fit.
Despite some potions and some odd powers, there really is nothing along the lines (well yet) as magic as I defined it Ghosts of Albion or as was defined in Buffy/Angel.  Sure, Army Darkness might work but still not just right.

So I was thinking Chill and it's more modern cousins, Majus and Cryptworld.  I even know already there is a zombie episode coming up, so Rotworld is also in.
Why these games vs. the Unisystem line?  Well I believe that system strikes a tone with how you play.  Which is also why I ruled out Call of Cthulhu (despite how much I enjoy it).  People in the Grimm world are, well, regular people.   There are some monsters, some Wessen. But Cryptworld can deal with that. If I would opt to have Wessen as PCs then I can use some cues from Majus.

I thought about looking into the Fantasy Flight Games RPG "Grimm",  and it looks like it could work a little too.  But I don't own it and only know it through reputation.  Other than that there does not seem to be a Grimm tie in RPG.    I did a search and seems like most people would use Buffy/Angel/Ghosts of Albion, which does give me a bit of professional pride, even if I am not agreeing with them.

Does anyone watch the show? NO Spoilers please!  If so, what system would you use? What do you think about Chill vs. Unisystem.

Friday, October 31, 2014

Kickstart Your Weekend: CHILL style!

HAPPY HALLOWEEN!!

I want draw your attention once again to the Chill 3.0 Kickstarter.

https://www.kickstarter.com/projects/playattentiongames/chill-3rd-edition-a-horror-roleplaying-game

With just a few hours left to go this promises to be one really fun game.

Friday, October 3, 2014

Kickstart Your Weekend! Chill Edition

Once again we are being teased with a new version of Chill.

Chill 3rd Edition: A Horror Roleplaying Game
https://www.kickstarter.com/projects/playattentiongames/chill-3rd-edition-a-horror-roleplaying-game



My love of Chill is long, deep and well documented.  This new version looks really great.
The previous Chill 3.0 was good, but never made it out of playtest.

You can read more about the new Chill here: http://growlingdoorgames.com/chill.html

I have to say I am curious by what I see here!

Wednesday, August 6, 2014

#RPGaDAY Day 6, Favourite RPG Never get to play

#RPGaDAY Day 6, Favourite RPG Never get to play

Good question.

I am going to have to go with Chill and by extension all the Pacesetter games.
I used to have a lot of fun with Chill but despite all the talk I do about it here I rarely get to play.

I have plenty of ideas of things I want to do with the game and I know it would be fun, its just getting around to do it I guess.

Monday, July 14, 2014

Jackson De La Croix for WitchCraft

I wrote this up for a WitchCraft game I was running a few years ago.  Jackson never made an appearance, but I will certainly want to use him for my Spirit of '76 game. Cerri and Brigh were two Wicce characters I had created as NPCs.  Similar to the layout in Chill Vampires the dossier is a collection of reports, news clippings (in this case printouts) and written reports.

Jackson De La Croix, or Jackson Jammer, was one of my favorite vampires from the Chill Vampires book. Here is my attempt to bring him into Unisystem and the 21st century. I am going with 2nd Edition Chill here even though it states that Van Helsing began to tour in 1979 (left over from 1st Ed to be sure). If you want to use 1st Edition Chill, subtract 10 years.  For my game I am going to have Van Helsing start around 74-75.

SAVE Report compiled 01-15-2006 by Cerriweden nic Brigandu, Special Envoy
Note: Cerriweden "Cerri" nic Brigandu is a member of the Daughters of the Flame coven. Born in Boston to Irish immigrants, Cerriweden has served not only as a valued and trusted Special Envoy to SAVE, she is also a top notch rock critic. She has been following the career and exploits of Jackson "Jammer" De La Croix since the death of Pablo "Bubba" Rodriguez in 1992.  She first encountered the vampire in Boston while visiting the Daughters of the Flame sanctuary there.
(incl: Include photo of Cerri and Brigh with Robert Plant and Jimmy Page from the 1994-5 Page/Plant tour).
Quote:
News item: May 17th, 1996. Raleigh, NC. Jammer Jackson, Dead at 27.
Legendary guitarist Jammer Jackson (news:sear) was found dead this morning in his hotel room in Raleigh, NC. His band Van Helsing had been performing last night (see related story in Arts, page 1D) in Raleigh. Cause of death was not immediately known, but corners office has not ruled out death due to drugs.
Van Helsing had been in the news quite a bit recently due to the often public arguments of its lead singer, Anton Van Helsing (news:sear), and Jackson. Van Helsing's last album failed to chart a Top 100 hit leaving many critics to wonder if the band was a relic of the late 80's
Quote:
May 18th, 1996. New Orleans, LA. Jackson Death Ruled Natural Causes.
A representative of the Raleigh County NC corners office has ruled that Jammer Jackson's death was due to natural causes. A family spokesman has released a statement that due to religious observances Jackson's body was claimed by his family before an invasive autopsy could be performed. Toxicology results revealed no presence of drugs.
Quote:
May 19th, 1996. New Orleans, LA. Fans Bid Farewell to Jammer
A simple wooden coffin baring the ashes of Jammer Jackson was laid to rest today. Several celebrities and members of the music business joined with fans, friends and family to say goodbye to what many considered to be a modern legend. Often compared to Jimi Hendrix in style and looks, though Jackson himself likened his style more to blue legend Robert Johnson. Jammer had recently become friends with another gone before his time musician, Kurt Cobain. The inevitable comparisons between all these great musicians cannot be understated.
Quote:
June 13th, 1996. Los Angeles. Van Helsing, Dead at 31.
Anton Van Helsing the once flamboyant front man of the eponymous band Van Helsing was found dead in his hotel room today. Police are still questioning his long time girlfriend, Astra, in connection to drug paraphernalia found in the hotel. Van Helsing's death comes less than a month after the death of his bands lead guitarist Jammer Jackson.
Quote:
Website: The Johnson-Hendrix-Jackson link, circa 2001
I know this sounds crazy but Johnson and Jackson shared more than dying young, listen to the cover of Crossroads (the Eric Clapton song for you born after 69, the Robert Johnson song for the rest of us) on Van Helsings 6th album. If you slow it down to 1/16th speed you can hearI mean why did we never see his body! I am telling you that just like Elvis and Morrison, Jammer Jackson is still alive.
Quote:
November 7th, 2004 Fresh Faces, New Orleans, LA.
You have to living under a rock for the last Summer not to have heard the infectious grooves of the New Orleans hottest club band De La Croix. A spicy Cajun blend of hip-hop, rap, and good old fashioned blues driven rock, De La Croix is ready to take on the world. Whether you are a fan of vocalist Joaquin Esperanza's politically charged lyrics or the rap styling of co-frontman DLC, the one thing everyone agrees on is the shear talent of the band's 20 year old guitarist J.J. It has even lead some to speculate that J.J. is none other than the son of Jammer Jackson, last seen as a 10 year-old, standing by his fathers coffin so many years ago.

Jackson De La Croix Today, Cerriweden nic Brigandu
Jackson did fake his death, but the tiff with Van Helsing's leader was real. Anton wanted to hit the big time, Jackson wanted to remain small and anonymous. Anton used drugs, while Jackson didn't. So Jackson decided to die. He allowed a doctor to examine him to sign the papers, but he hired a single mother to portray the grieving widow. In a rare occurrence of generosity, Jackson gave away almost all his earthly possessions and a fair sum of money to this woman and her son in return for their silence. Attempts to locate the woman have failed and no record of her exists after 1997.

Jackson did in fact kill Anton Van Helsing, but that was a mere technicality. Anton had been slowly dying of drug addiction. Jackson also later killed Anton's longtime girlfriend Astra, though no newspaper reported her death.

Jackson's whereabouts between 1996 and 2004 are unknown, but all reliable sources point to a long period of inactivity. It has been long speculated (see page 212 of the Rodriguez dossier) that Jackson has a hiding place in the ruins of the Belle Marche Plantation.

It is certain that the guitarist for De La Croix, J.J., is in fact Jackson De La Croix. What is curious is that in the hundred or so shows observed by SAVE, no deaths that meet Jackson's former MO have been noticed. In fact no deaths at all have been recorded outside of random stabbing in the same bar after the show.

Physical Appearance: As usual he appears to be a medium-complexion African American man in his early 20s. The same penetrating stare is there and it gives you the impression that he does not blink enough.  He looks much like he did when he was the lead guitarist of Van Helsing.

Jackson De La Croix, WitchCraft RPG Stats

Strength: 5 Intelligence: 4
Dexterity: 8 Perception: 7
Constitution: 4 Willpower: 6

Life Points: 55 Endurance: N/A
Essence Pool: 97 Speed: 24

Skills: Play Instrument (guitar +9, all other stringed instruments +8 ) , Hand gun 3, Streetwise 6, Occult Knowledge 2
Qualities and Powers: Vampyre, Artistic Talent (guitars), Bard, Become Mist/Fog, Charisma 1, Contacts (Music industry), Hard to Kill, Increased Essence 6, Resources 4, Status 2, Semblance of Life, Time Stop
Drawbacks and Vulnerabilities: Aversions (Mint, Religious Symbols, Salt), Bloodthirst, Minority

Punch Damage: D4(2) x Strength
Kick Damage: D4(2) x (Strength+1)
Large Knife Damage: D4(2) x Strength. Damage Type: Slashing/Stabbing
Handgun, .22 caliber Damage: D4 x 2(4). Range: 3/10/20/60/120. Capacity: 8-10

Become Mist/Fog: One of Jackson more amazing powers is the ability to become mist or fog. Anytime he drops below 0 Life Points or below 5 Essence Points (or when he feels threatened) he can become a thick low-lying mist that moves at twice his normal speed. Jackson will then attempt to escape to a safe location. He has several plain wooden coffins stored away in safe houses in New Orleans, Nashville and Savannah, as well as one or two in smaller locales. He has a coffin in his standard gear, but knows that is the first place anyone will look. He disguises it as a crate to carry gear.

Note: Where did this Power Come From?
Not much is known about origin of this power. We do know from Rodriguez's research that Jackson's mother was a powerful Mambo and we do know there are reported, but undocumented, elemental powers among the Legbans. Was this a power Jackson had before becoming a vampyre or was something he developed later? Could this be an evolution of the Greater Shifting power? Further, careful, investigation is needed.

Religious Symbols: Jackson does not cower or flee from religious symbols like other vampyres, but he cannot come within 2.5 (1 meter) from them. He has the same reaction to Mint leaves (but not artificial mints) and Garlic. None of these have attracted any attention in a world where rock musicians will trash a room based on whether or not they got enough green M&Ms in their rooms.

Holy Burial: To permanently destroy Jackson one must perform a variation of the Holy Burial ritual described in the Mystery Codex. A wooden stake needs to be driven through Jackson's heart. His body must be placed in a plain wooden coffin (no other material will suffice) and taken to a crossroads by pallbearers. At the crossroads the coffin must be spun around at least three times. If one piece of the ritual is not done properly or is missing, Jackson will remain dead until the stake rots and he will then rise again to continue his façade of humanity. If every part of the ritual is followed to the letter then Jackson's spirit will pass to the Death Realms, never to return.

Essence Vampirism and Bloodthrist: Jackson De La Croix regains most of his essence during his concerts (has the Bard quality). Over the years he has perfected his performances to cause his audience to release almost imperceptible amounts of Essence (usually only one or two points per), but given that he plays to hundreds, even thousands, at a time, he can absorb a full two weeks worth of Essence per show. Of course Jackson will turn around and use Essence to power-up his performance, attract young ladies (usually several) to his dressing room, or typically enjoy the high that holding on to Essence gives. While in his Jammer days, De La Croix would go for the limelight and shun the backstage antics, as J.J. he provides a solid performance but remains an unknown element on the stage. His backstage antics are often sorid tabloid fodder. It is of course a ruse. De La Croix plays up this persona to distance himself from his previous ones. It also allows him to hide in plain sight as it were, no one thinks twice of some rock musician sleeping all day if he is rumored to be engaging in amorous activity with young groupies all night.

His Time Stop power is actually a Supernatural Quality/Power that causes a localized distortion of time perception, similar in many ways to the Mirage power. It costs 15 Quality/Power Points and 5 Essence Points for the first subjective minute and 2 Essence Points per subjective minute after that. So the drain someone in 5 minutes, Jackson spends 13 Essence Points.
Of course one might ask why he goes through the effort of using this power when he has better ways of getting Essence. Simply put Jackson enjoys the hunt. He has a taste for blood, particularly that of young females, and he enjoys the thrill of picking one girl out of the crowd to drain and doing it in front of everyone. Plus if Jackson does not feed at least once every two weeks he begins to loose Essence.
Like Mirage, this power ineffective against other supernatural creatures and those that can see Essence patterns.

Tuesday, June 24, 2014

The Spirit of '76

With all the talk last week of Chill and Pacesetter games it got me thinking again about this Chill/Cryptworld/Majus game I have been wanting to run.



It is set in the summer of 1976. July 1st to be precise.  The characters are all old acquaintances; possibly all S.A.V.E. envoys who had worked together in the past.  They have all been drawn to New York to stop something from happening.

I want to do it "24 style", that is intense adventures over a relative short space in time.  Basically four or five days.  I am not sure what it will be like yet but I do know that it has to have a few things:

- Take advantage of 70s tropes. Disco, the birth of Punk Rock, "Frampton Comes Alive" playing on every radio, drugs, NY street gangs and the like.  Plus have to do a bunch with 70s occultism.
- Have something to do with the American Bicentennial.
- Give it a 70s Hammer Horror feel. When Hammer moved away from the historical and "Hammer Hamlet" movies to more modern takes.
- Ideally I would LOVE to include a vampire.  Chill Vampires is one of my all time favorite books. Having a vampire in it would really be fun.
- Given the title there should at least be one ghost.

Now I have a Mutants & Masterminds idea I have been knocking around about Dracula in the 1970s. But I also see where using Elizabeth Bathory would be fun.

I have no end of good ideas, I just need to tie them together into a workable mini-campaign or long 5 part adventure.  If I get it all together it would make for a Gen Con game.

Tuesday, June 17, 2014

A Chill in the air

It has just been announced that Growling Door Games has just purchased the rights to classic horror RPG Chill.



Here is their press release:
For Immediate Release: 6-13-2014

Growling Door Games Acquires License For Chill RPG

US Roleplaying Game Publisher Brings Back Classic Horror Game

 Cleveland, OH: Today, Growling Door Games, Inc. is proud to announce that they have entered into a licensing agreement with Martin Caron, the owner of the Chill RPG. The agreement gives Growling Door Games the English-language rights to publish the Chill RPG core book and supplementary materials for that game, setting the stage for a new release of a classic property that helped make horror gaming a staple of the RPG landscape.

 Matthew McFarland, President of Growling Door Games, said, “We’re thrilled to bring such a classic of horror gaming back to print. Chill has a great history of success in the market. There’s been a lot of enthusiasm for the game even during its long stint out of print, and we hope both those fans and new ones will enjoy our revival of Chill.”

Growling Door Games is planning on releasing the new core book for Chill, 3rd Edition in August 2015, with a Kickstarter in late summer 2014 to launch the project. The initial release of the core book will be as a full-sized hardcover, available in both print and PDF.

Now I have been a fan of Chill for a very long time.  I even participated in Otherworlds Creations own Chill 3.0 playtests. A quickstart was produced after years of work but soon disappeared after dispute over who owned Chill came up.  Also all the Mayfair Chill products have been transferred to Martin Caron on DriveThruRPG.
I also wonder what this means for Goblinoid Games and their line of Pacesetter books, especially Cryptworld their Chill clone.

Of course I will be following this one closely.

Thursday, February 20, 2014

D&D40 Bloghop: Day 20

Day 20: First non-D&D RPG you played.

It is a toss up really.  I am not quite sure of the dates but it was either Traveller or Chill.

Of course with Chill I never played, but I managed to run a couple of sessions.
Traveller, at least how we played it, ended up being D&D in Space.

Though now that I think about it is also could have Villains & Vigilantes.   But all we did in that was use our D&D characters.

Since then I have branched off into scores of games and have a few that I regularly play.



Friday, September 13, 2013

Monday, September 9, 2013

Cryptworld: Chilling Tales!

As many of you know I am a long, long time fan of the old Chill game.
I have also enjoyed the recent set of games using the "Pacesetter" system, Rotworld and Majus.
Well it is my pleasure to introduce you to the newest member of the Goblinoid Games Pacesetter Family.

Cryptworld!


I love the Jim Holloway art and the "Chilling Adventures into the Unexplained".

I just got my pre-release copy and it is awesome.  This plus Majus, Rot World and all my other Chill books should get me back in the mood for my "Spirit of '76" game.

I will get a proper review up soon.

Tuesday, August 13, 2013

Majus is mine

I got a nice treat in my mail and email yesterday.


A nice perfect bound edition of Goblinoid Games Majus.  The PDF is also available from DriveThru.

Others have pointed out that this began as a Kickstarter. Layout was done they just need the art. So thus there were no stretch goals.  I think this worked in their favor.  The books and PDFs were promised by August 2013 and look at that.  On time and everything.


Honestly I think it makes a nice companion to all my Chill books.
It is also 100% compatible with Rotworld and the other books in Goblinoid Games Pacesetter line.

I am just dying to revive my old "Spirit of '76" game with this now.  I'll have to post some characters for it.

Of course given my odd sense of humor I think the first adventure I want to try is Castle Blood.


Also from (a different) Pacesetter.

Thursday, January 27, 2011

Reviews: Chill RPG

Reviews: Chill
Did some more reviews the other night.  Woefully behind schedule. So wanted to take a big chunk out of it with ones I really, really like first.

Longtime readers know of my love for Chill, my first true horror RPG.

Chill
To many role-players around my age their first introduction to Horror roleplaying was the venerable “Call of Cthulhu”, but not me. Mine was Chill. I had the Pacesetter version (1st Edition), which I remember quite fondly, even if I did not get much of a chance to play.
The Mayfair version (2nd Edition) is of course superior and it is great to see it here. Picking up a copy of the Mayfair version now I get the impression (true or not) that the makers of Kult saw it and thought, “yes this is good, but what if the world was much, much worse?”
I liked Chill also because it had Midwest sensibilities. Pacesetter was from Wisconsin; Mayfair was/is in Niles/Skokie, a suburb of Chicago than is not to far from where I live (and has one of my favorite pizza places). It was while playing Chill that learned that the best horror was horror close to home. I don’t know, or much care really, what Hollywood thinks is horror. How can a place that gets like 350 days of sunshine know what is horror? On the other hand East Coast horror (Lovecraft) has a completely different flavor. It’s almost alien. Chill may have had a global scope, but the horror is home grown. Chill remembers that there is simple horror in the haunted house, or the strange creature from the Unknown. It is not about the bigger-badder-more horror of some games, where every game has to up the ante on the last game.
Chill does look dated by today’s standards, but keep in mind that most of it was written in the early 80’s and updated in the 90’s. A lot of the rules in Chill can be found in one way or another in modern horror games. In fact one gets the feeling of seeing evolution in process when comparing similar rules in Chill and Unisystem or World of Darkness. Successes, Fear Checks, even proto-Drama point usage (of a sorts) are all here. If one is more used to modern games, the Chill versions do seem unwieldy and even a bit primitive, but looking at them the other way, the Chill rules were a landmark for the time. Indeed there are a lot of rules in existence today that we take for granted that were still cutting edge in Chill.
But that is not to say that Chill does not have something to offer the player of today.
If horror is your game, then Chill is worth your time and money.
5 out of 5 Stars.

Chill Companion
A must have if you are playing 2nd Edition/Mayfair Chill, AND a good buy for fans of any horror rpg.
Add more depth to your characters including (and most importantly to me) the use of magic and psionics. Nothing beats Chill and this was one of the best additions to the game.
5 out of 5 Stars.

Horrors of North America
What I loved most about Chill was it was American Horror. Not just New England, or even old England, but the Mid-West, the North and all over the place.
Horrors of North America is one part travel guide, one part monster manual and all parts awesome. Great even if you are not playing Chill as a guide to whats weird and supernatural out there.
5 out of 5 Stars.

Chill: Vampires
Chill Vampires is the standard to which all vampire related supplements to a horror game must be measured. Any game can produce a bunch of stats, some bad fiction and link them together, Chill: Vampires is a Master's Thesis on combating the undead. Not just notes for the would be vampire slayer (and game masters) but also detailed accounts of the most brazen of the undead. Complete with stats, history, motivations and the notes of previous investigators and SAVE agents.
This book is fantastic for any game but essential for a good Chill game. I would recommend it on the basis of the Dracula and Bathory write-ups alone, but there are more and even stranger and deadlier vampires in these pages.
All games before, and many after, dealt with vampires much the same way, little carbon copies of Hollywood Dracula. Sure, some made attempts at doing different things, but most were weak in implementation. But Chill (and to be fair a D&D article in Dragon about a year before) did something that no other game had done before, give us varieties of vampires. So it was not just pack your stake, holy water and crucifix, you had to know what species of vampire you were after. So that stake would be fine against a Common Carpathian and by luck the Macedonian Vampire, but completely useless against an Alpine Vampire. This played well into Chills other evolutionary concept, in game research.
Some of these vampires represented a type or species of vampire. The Common Carpathian, Macedonian and Oriental Vampires are of this kind. Others were most likely unique individuals with a specific vampirism curse, Elizabeth Bathory is a good example, she is most like a Common Carpathian with some things that are unique to her nature in life.
5 out of 5 Stars.

Unknown Providence: SAVE in New England
Part source guide to New England, part historical treatsie and part adventure Unknown Providence covers a lot of ground. Set firmly in the Chill/SAVE meta-plot this book was one of the first of what was to be the new direction in Chill. Sadly it was also one of the last.
The background and history of New England is awesome. Filled with all sorts of facts and ideas to use in any game as well as a cast on NPC, monsters and SAVE agents.
The adventure is less good, though perfectly fine.
4 out of 5 Stars.

Monday, October 11, 2010

Dracula: Chill

In keeping with this month's theme I am also posting some stats for Dracula for the various games I have played over the years.
I have talked about my love for Chill before and in particular the wonderful Chill Vampires book.  These stats are based on the ones found in that book, but tweaked after playing other horror games.

Dracula
BASIC ABILITIES
Strength 110
Perception 100
Dexterity 65
Willpower 120
Agility 80
Luck/EWS 150
Personality 70
Stamina 150
Fear 6*
*Fear Checks. Characters need not make fear checks if Dracula appears as a normal human.

Attack **/95%
**Depends on the form Dracula takes

Movement Sprint in human form without STA loss. 75 as gas. 225 as Bat or Wolf

EDGES & DRAWBACKS (2nd Ed)
Name CIPs Notes
Psychological flaw 1 Obsessions (find a bride)

SKILLS
Name Rank Score Calc
Dagger/Knife (M) 160
Anthropology/ Archaeology (M) 130
Art Criticism (M) 165
History (M) 165
Hypnotism (M) 140
Investigation (M) 145
Language, Contemporary [English, German, all Eastern-European languages] (M) 165
Legend Lore (M) 165
Modeling (M) 135
Disguise(M) 123
Filching(M) 138
Graphology/ Forgery (M) 140
Occult Lore (M) 120

Movement: Varies according to form: in human form, can sprint without Stamina loss; can move 75' per round as mist or fog, 225' as bat or wolf.

Disciplines: Animation of the Dead, Appear Dead (Self), Change Self (to large bat, large wolf, cloud of fog), Create a Feast, Darken, Dreamsend, Evil Eye, Flight1, Gnarl, Influence, Quiet, Slam, Sleep, Steal Memory, Summon, Swarm, Wave of Fog

Dracula can use Flight at night. To fly, he assumes the form of a cloud of sparkling moonbeams that dance in the darkness, then materializes when the flight ends. He cannot be destroyed while in this moonbeam form.

IPs: 3300

Characteristics
1. As a Common Carpathian Dracula cast no shadow or reflection and cannot be photographed or video taped.
2. Human blood excites and enrages him. He must make a Willpower check.
3. Does not die when exposed to sunlight. Sunlight dos weaken him and limits his use of EWS powers.

Friday, June 25, 2010

Willow & Tara: Chill

Willow and Tara in Chill

The world the girls live in is not exactly the same as the world described in Chill. A lot of what is “Unknown” in Chill is common knowledge to our girls. Let’s be honest even Tara has seen more vampires than the average 1st Edition Chill character would see in a lifetime.

So how do we explain the differences? I see the worlds as being the same, the different rules are just different ways at looking at it. Let’s steal a page from the WitchCraft RPG core book. Chill and S.A.V.E. were most active in the 80’s and early 90’s before their Dublin HQ was destroyed. So we only have records up till then. In WitchCraft it has been documented that as we approach the Reckoning supernatural occurrences have become more and more frequent. By the time the girls start their “career” in battling the supernatural in the late 90’s early 2000’s supernatural occurrences are far more common than 10 or 20 years ago.

This is even supported by the move from 1st to 2nd Eds of Chill. 1st Ed was lighter, a little campy, but emphasis was on things that go bump in the night. It was more Ghostbusters than Ghost Story. 2nd Ed was a child of the paranoid late 80’s and 90’s. Elements of X-Files were abundant and the same zeitgeist that gave us the World of Darkness, Kult and yes WitchCraft was at work in Chill as well. To further the “world is much darker than you think” idea, 2nd Edition Chill makes the (somewhat silly, somewhat crafty) claim that the Pacesetter version was propaganda by S.A.V.E. sent out as disinformation. And let’s be honest, a lot of people played Chill as “monster of the week” adventures anyway. Maybe it was years of “Dark Shadows” and “Night Stalker” or more likely years of AD&D, but that’s how we did it in my house.
Chill 3rd Edition looked darker still, but it did not come out so I can’t say.

Relations with S.A.V.E.
Willow and Tara’s relationship with S.A.V.E. (Societas Argenti Viae Eternitata, Society of the Eternal Silver Way) begins before either girl was born. In the “Dragon and the Phoenix” canon Robert Maclay had been an envoy of S.A.V.E. working in the southern part of the United States. They had discovered an area of reported spiritual activity during the Summer of ’76 and were ordered to investigate. They came to an old plantation that later been converted to a brothel after the Civil War and was rumored to be haunted by the ghost of the former owner. Realizing that Maclay’s team would need magical aid, S.A.V.E. assigned a “craft worker” to the team. This infuriated the young Robert Maclay. He was a devout Christian and the idea of working with a witch was as unacceptable to him as working with a vampire. The young witch, Megan Rose O’Kelley, was however more than a match for Robert’s head strong attitude. The mission would have been a complete failure had it not been for Megan’s magic, though it was not with out complications. The reported “ghosts” turned out to be demonic ethereal spirits. Megan had been possessed by one of the demons in the course of the fight, she fought off the demonic thrall (with Maclay’s aid), but she suffered reoccurring ill health and nightmares. These persisted into her courtship and marriage to Robert till the end of her life in 1997. The demons were banished, and Robert and Megan left S.A.V.E. soon after.

S.A.V.E. knew that any offspring of Robert and Megan Maclay would be a formidable witch in her own right, so they watched Donald and Tara for years. It was soon obvious that while Donny lacked the ability to even do a card trick, Tara was a different story. She began to manifest her powers very early in life. They even observed her display feats of power that would have been difficult for a witch three-times her age, though she was always very careful to not show her power anytime she felt her father or older brother were watching. When Tara was murdered, the remaining members of the fractionalized S.A.V.E. prepared to close the book on what would have been a promising recruit and recorded it as a profound loss for humanity. To their shock and surprise S.A.V.E. found themselves “re-opening” that book when Tara was discovered to be alive and well due to a rare occurrence of divine magics (S.A.V.E. was later made aware of the miscast Art that substituted Tara’s death record for a previously unmentioned or unrecorded twin sister, Kara).
In late 2005 S.A.V.E. operations in Washington DC approached Willow and Tara (after observing what they refer to as the ‘Leviathan / Pan-dimensional Incident’). S.A.V.E. had learned of the supposed recent activity of Erszébet Báthory (Elizabeth Bathory) near the girls’ new Boston home and hoped to make use of the girls unique understanding of vampires and witchcraft. That it was reported that Willow had encountered Dracula was only another bonus in their favor. The details of that encounter will be dealt with at a later date. Willow and Tara are not members of S.A.V.E. at this time, but their contact is Dr. Robert Samuels, Deputy Director of S.A.V.E.’s American Operations. (Geek Note: Dr. Robert Samuels was one of the pre-generated characters from the 1st Ed. Chill rule book.)

These stats represent Willow and Tara after the Dragon and the Phoenix, during the Season of the Witch, series but sometime before the Mid-Semester's Nightmare mini-series.  So about 2005.

Willow Danielle Rosenberg

BASIC ABILITIES
Strength 30
Perception 67
Dexterity 33
Willpower 81
Agility 42
Luck 50
Personality 67
Stamina 50

Unskilled Melee 36 (1st Ed)* / 18 (2nd Ed)**
Sense Unknown 13%
Movement 34
Sprinting 92
Initiative 4

EDGES & DRAWBACKS**
Name CIPs Notes
Ambidexterity 1
Attractive 2
Curiosity -1
Improved STA Rec 1
Improved Will Rec 1
Phobia (Frogs) 1
Psychological flaw 1 Addictive personality

SKILLS
Name Rank Score Calc
Armed Melee S 51 (STR+AGL)/2 +15
Crossbow S 48 DEX +15

Anthropology T 101 (PCN+WPR+PER)/3 +30
Biology T 104 (PCN+WPR)/2 +30
Computers M 129 (PCN+WPR)/2 +55
Investigation M 121 (PCN+WPR+LUCK)/3 +55
Language, Latin T 104 (PCN+WPR)/2 +30
Legend/Lore T 104 (PCN+WPR)/2 +30
Mathematics T 104 (PCN+WPR)/2+30
Mechanics T 80 (PCN+DEX)/2 +30
Occult Lore** M 116
Ritual Magic** M 116

PERSONAL DATA
Age: 23 (in 2004)
Ht: 5’3”
Wt: 115#
Hair: Red
Eyes: Green
Gender: Female

Nationality: American
Profession: Software Engineer
Education: B.S. in Computer Science, 2003 University of California, Magna Cum Laude


THE ART
Name Score* Calc Base** Rank**Score
Telepathic Sending 67 (PCN+PER)/2 44 M 94
Telepathic Empathy 67 (PCN+PER)/2 44 M 94
Sphere of Protection 61 (PCN+LUCK)/2 39 T 69

* Indicates a 1st Edition Rule.
** Indicates a 2nd Edition Rule.

Tara A. Maclay

BASIC ABILITIES
Strength 38
Perception 70
Dexterity 32
Willpower 65
Agility 36
Luck 40
Personality 65
Stamina 40

Unskilled Melee 37 (1st Ed)* / 19 (2nd Ed)**
Sense Unknown 14%
Movement 32
Sprinting 86
Initiative 4

EDGES & DRAWBACKS**
Name CIPs Notes
Animal Empathy 1
Attractive 1
Destiny 1
Improved Will Rec 1
Pet (MKF) 1
Psionic Ability 1 Empathy

SKILLS
Name Rank Score Calc (1st Ed)
Armed Melee S 52 (STR+AGL)/2 +15
- Axe S 52 (STR+AGL)/2 +15 SR 2/4
- Sword S 52 (STR+AGL)/2 +15 SR 5
Crossbow S 47 DEX +15

Animal Training** T 87
Art T 98 (PCN+WPR)/2 +30
Calligraphy** T 81 (AGL+WPR)/2 +30
Horseback riding T 81 (AGL+WPR)/2 +30
Investigation M 113 (PCN+WPR+LUCK)/3 +55
Language, Japanese T 98 (PCN+WPR)/2 +30
Legend/Lore T 98 (PCN+WPR)/2 +30
Occult Lore** M 108
Painting** T 81 (AGL+WPR)/2 +30
Ritual Magic** M 108
Psychology M 123 (PCN+WPR)/2 +55

PERSONAL DATA
Age: 24 (in 2004)
Ht: 5’4”
Wt: 125#
Hair: Blonde
Eyes: Blue
Gender: Female

Nationality: American
Profession: Graduate Student in Counselling Psychology, working as part time QMHP.
Education: B.A. in Art History, 2003 University of Southern California, Cum Laude,
M.A. in Psychology, Counseling emphasis, 2005 University of Southern California. Thesis: “Daughters without Mothers: Long Term Depression and Survivor’s Guilt in Adolescent Girls and Young Women” ERIC Abstracts Online

THE ART
Name Score* Calc Base** Rank**Score
Telepathic Sending 68 (PCN+PER)/2 45 M 95
Telepathic Empathy 68 (PCN+PER)/2 45 T 75
Sphere of Protection 61 (PCN+LUCK)/2 36 T 66

* Indicates a 1st Edition Rule.
** Indicates a 2nd Edition Rule.

Notes:  I advanced the characters to 2005 and have Willow and Tara graduated. Education level was a big deal in Chill; I am thinking this is because it was a big deal in Call of Cthulhu, so I detailed that here.  This is right before (game world here folks) Willow created a small company that wrote security programs for industries.  Her stock split many times and she sold off most of it and was retained as executive consultant to Red Witch Software.  This gave her a lot of freedom and a few million dollars.  That though is a detail for another time and game system.

The biggest issue with Chill and witches like Willow and Tara is one of power.  Chill simply does not handle PCs with a lot of power well.  Chill was designed as "normal people fighting the monsters" game, a role that is serves well.  Call of Cthulhu has the same issues, but again at least in Chill the PCs are expected to make a difference.  Willow and Tara are beyond what most humans can do.  Chill is great for "Supernatural" or even some episodes of "The X Files", but not the likes of "Charmed" or "Willow & Tara: The Series".

What I did do during "Season of the Witch" was have a flashbacks with Tara's parents, Robert and Megan, and they were perfect for Chill since it was the late 70's and the power levels are much less than they are today.  Like Harry Dresden said in "Storm Front" the world is getting weirder and darker all the time.  This is something I have used in my games quite a bit.

Chill was great to look back on, but it is not s substitute for a more modern game for me.  If I ever run another 70s-80s flashback game though I will pull it out.

Another note.  While the stats above reflect the girls in or around 2004, the Chill timeline above is 2005.  So there is one crucial element missing from Tara's stats.  In 2005 she gave birth to a baby girl.  That is also for another day and system.
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