Monday, March 22, 2010
Vampyres: Chill
The very first time Fran and Miriam made an appearance in one of my games was in Chill…sort of. I had planned to use them, and Mayfair’s was only a brief idea at this point, but never had the chance.
At this point Fran and Miriam had just left their home in the movie and were headed towards Barcelona. It was here that they are first spotted by S.A.V.E. agents.
In Chill, the supernatural and the mundane do not play as nice with each other as they do in other games. So Mayfair’s as a place for the PCs to find information is suddenly a much more dangerous place. Vampires in Chill are not social creatures, so it is not likely that this is a “vampire” hang out. It certainly will have a few, but almost all are one created by Fran and Miriam.
Vampires in the Chill “Vampires” book were all separated by type such as “Common Carpathian” or “Alpine”. These types typically described where they were from and what powers they had in common. Fran and Miriam could best be described as “English Vampires”.
Fran
STR 80 DEX 64 AGL 70
PER 110 WPR 122 PCN 64
STA 64 EWS 125 FEAR 5
ATT 1/75%
Movement: Can sprint without STA loss 75’ per round.
Evil Way Disciplines: Change Weather, Influence, Steal Memory, Time Stop
Skills: Acting/Drama (M) 123; Disguise (T) 102; History (M) 118; Legend Lore (M) 118; Modeling (M) 141;
IPs: 1000
Special Characteristics
1. Unlike other vampire Fran can cast a reflection and reproduces an image on film and video.
2. Fran can move around during daylight hours, but must avoid direct sunlight. She cannot use her Time Stop powers during the light of day.
3. Fran must rest eight hours to regain Stamina and Willpower. 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.
4. Fran can be held at bay by any religious symbol.
5. 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.
6. In combat Fran uses a curved knife. She can attack once per round.
7. Those who wish to destroy Fran must bury her along with Miriam with proper rights.
Miriam
STR 90 DEX 75 AGL 80
PER 110 WPR 110 PCN 81
STA 64 EWS 125 FEAR 5
ATT 1/75%
Movement: Can sprint without STA loss 75’ per round.
Evil Way Disciplines: Influence, Steal Memory, Time Stop
Skills: Acting/Drama (M) 125; Dance (M) 125; Disguise (M) 117; History (T) 110; Legend Lore (T) 110; Modeling (M) 135;
IPs: 1000
Special Characteristics
1. Unlike other vampire Miriam can cast a reflection and reproduces an image on film and video.
2. Miriam can move around during daylight hours, but must avoid direct sunlight. She cannot use her Time Stop powers during the light of day.
3. Miriam must rest eight hours to regain Stamina and Willpower. 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. Miriam is a light sleeper and can waken herself at the slightest noise.
4. Miriam can be held at bay by any religious symbol.
5. 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 often does.
6. In combat Miriam uses a curved knife. She can attack once per round.
7. Those who wish to destroy Miriam must bury her along with Fran with the proper rights.
Monday, January 18, 2010
Ghosts of Albion: Child Spirits
It was nestled in the crook of an old oak tree, wrapped in filthy rags that barely covered its naked flesh. Its mewling caught my attention first, as I thought it was some animal injured and taking refuge from the cold. When I saw it was child my heart broke. It was dead. Of that there was never a doubt, but yet it clutched its tattered blanket and whimpered in tiny voice. "Please" was all it said. "Please, milady. Please help me."
- From The Journal of Tamara Swift
Addendum.
We learned that the creature was called a Navky or an Utburd by the local immigrant population. Never had I seen such sorrow in Tamara, nor have I seen such rage in her when we learned the poor babe had been left out to die. The land itself reacted in violent fits to her mood. I fear to speculate what would have happened the woman who had murdered the child had I not been there to calm Tamara. After we had laid the spirit to rest Tamara sequestered herself to her rooms for three days, weeping.
- Additional comments by William Swift
Rarely is there a tragedy as the death of a child. To have such innocence lost long before its time or to have so much potential snuffed out like a candle stands as the strongest example that the world is a cold, uncaring place. The sad truth though is that hundreds of children die in the streets of London all the time. Plague, sickness, the elements or starving to death are not uncommon, but the tragedy remains.
When a child is murdered, then no clearer of example of true evil could be found.
That is why the ghosts of children are both horrifying and pitiful creatures. If a child dies before its time there is a chance that it can come back as a ghost. In addition to the types of ghosts described in the Ghosts of Albion Core Book children can also return as a Navky or an Utburd. Both types of ghosts are more common to Eastern Europe, but as England takes its rightful place as ruler of the world, other cultures will come to England.
While it is often difficult to discern one from the other by looks alone and even people from different countries call them by different names, some assumptions can be made.
A Navky results when a child dies before they are baptized. They radiate fear and sorrow from their inability to move on. An Utburd is much worse. When a child is killed by his own mother the restless spirit can come back to exact their vengeance. Both have their own forms of Unique Kill.
Navky
When child dies without being baptized its spirit can return as a navky (NAHv-kee). This spirit is more common among the Eastern European immigrants to London who have retained their Catholic upbringing. The navky does not harm anyone, at least not intentionally, but does radiate an aura of utter despair around it. The only way to grant the spirit babe rest is to disinter the body and have a Catholic Priest (a rare find in Anglican London) perform a baptism and a last rites. This counts as a Unique Kill and any other means, including exorcisms, will only displace the spirit.
Like all ghosts the navky can only be seen by the magically sensitive.
Name: Navky
Motivation: To seek their final rest
Creature Type: Ghost
Attributes: Str (0), Dex (0), Con (0), Int 1, Per 1, Will 4
Ability Scores: Muscle (NA), Combat (NA), Brains 10
Life Points: (NA)
Drama Points: 1
Special Abilities: Attractiveness 1, Cause Sorrow (like Fear, only Nerves of Steel is not applied), Ghost, Incorporeal, Telekinesis 1, Unique Kill
Manoeuvres
Name Score Damage Notes
Telekinesis 8 Varies
The Sorrow caused by the Navky is the same as fear (even using a fear check) but there is no sense of horror or terror, but one of deep, profound saddness. Instead of running away in fright, a character might drop to their knees crying.
The Unique Kill for Navky differs, but most often one needs a preist (or some other religous offical of the same religion as the mother) to bless the child. Once that is done the child-ghost will move on.
Utburd
Where the navky is pitiful, the utburd (OOT-bird) is reviled, but still not removed from our pity. Like the revenants of Dickens famous tale, the utburd is locked to this realm to perform a task. The task is to get revenge on the mother who killed it.
Its name comes from an old Scandinavian word meaning the child who was carried outside, meaning many were originated from children left out to die from exposure. The utburd appears as it did at the time of death, so if the child was drowned, then it appears to be bloated and water-logged. Its only goal is to get justice on their mother and murderer. So killing the mother is not their goal, but rather to have her arrested and convicted on charges of the murder. The utburd will work through human agents when it can via possession, but once they no longer have use for them they will cast them aside of get them killed in order to move to another body. An exorcism will force them out, but they will only possess another body. When so possessed the person is capable of great feats of strength (add the utburds Willpower to the Strength of the person possessed. There is no corresponding increase in Life Points though.)
Some occult scholars say that the presence of an utburd can be detected by ravens and rooks and they constantly fly around them waiting for the carnage to come. The utburd radiates an aura of fear wherever it goes.
If the mother is killed after the utburd comes back, but before she can be charged with this crime they will go on a killing rampage till the first light of dawn, then their souls are released to the realms of the dead. If the mother is arrested and charged with the crime the utburd will simply and peacefully pass on.
Like all ghosts the utburd can only be seen by the magically sensitive, but its murderer and immediate family can see it as well.
Name: Utburd
Motivation: To get revenge on their murderer
Creature Type: Ghost
Attributes: Str (0), Dex (0), Con (0), Int 2, Per 3, Will 7
Ability Scores: Muscle (NA), Combat (NA), Brains 16
Life Points: (NA)
Drama Points: 1
Special Abilities: Attractiveness 2 (when visible), Cause Fear, Ghost, Incorporeal, Telekinesis 6, Unique Kill
Manoeuvres
Name Score Damage Notes
Telekinesis 16 Varies
Stats for Savage World / Gaslight / Rippers
Navky
Attributes: Agility -, Smarts d4, Spirit d8, Strength -, Vigor -
Skills: Intimidation d8
Charisma: +0, Pace: -; Perry: -; Toughness: -
Special Abilities:
* Aethereal: Only magical attacks can affect Navky, but only it's Unique Kill can actually kill it.
* Sorrow: Navky radiate sorrow, forcing anyone that sees it to make a Guts roll.
*Unique Kill: A Navky can only be put to rest by a priest giving it a blessing.
Stats for Victoriana
Navky
Rank: 1
Physical Competence: -
Mental Competence: 3
Health: -
Signature Skills: -
Talents: Ageless; Fear (Flee); Rise Again
Combat: Telekinesis at Mental Competence.
Special: Must receive a blessing from a priest of the Aluminat Church to be killed.
Utburd
Rank: 3
Physical Competence: -
Mental Competence: 5
Health: -
Signature Skills: -
Talents: Ageless; Fear (Flee); Possession (like Demonic Possession, p. 279); Rise Again; Unstoppable
Combat: Telekinesis at Mental Competence.
Special: Must get murderer to justice to be killed.
Note: Both these creatures originally appeared in Apparitions a supplement for the 2ned Edition of the Chill RPG. These are not converted from those, but rather inspired by them (so they dont follow the rules I set out for converting between Chill and Unisystem).
Monday, August 10, 2009
Elizabeth Bathory, Chill
Wednesday, May 27, 2009
Chill 3.0
Long time readers of my site and/or my posts online know of my love for the classic 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 got started in the 1st Edition Pacesetter days (early 80s) and “Chill: Vampires” was and is one of my favorite books for any game. The 90’s came around and I picked up the 2nd Edition, Mayfair, version. It was slicker and had some minor rule changes, but it was a great addition to my ideas for my 2nd Ed AD&D Ravenloft game. The Mayfair version is of course superior, but it lacks some of the feel I associated with the game. Maybe it was the lack of the Jim Holloway art or the darker tone. 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 too 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.
I had lots of ideas for Chill, but never got to use them since I couldn’t find anyone that wanted to play it. No worries, most of my Chill ideas were resurrected for my WitchCraft RPG games. In fact there is nice continuity in my horror game world of supernatural occurrences increasing over the years that track nicely to the power levels of my games (Chill -> WitchCraft RPG -> Buffy/Ghosts of Albion).
So needless to say I was stoked when I heard Chill 3.0 was coming out. I joined the playtest, gave my stuff and……that was it for a very long time.
Well now Other World Productions is producing Chill 3.0, but they need the cash (and interest) to do it.
You can find all the information here:
http://www.chillrpg.com/
And their Fundable account here: http://www.fundable.com/groupactions/groupaction.2009-05-13.8365429432
Now I would love to see a new version of Chill, but I am not sure I should be getting my hopes up here.