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

Monday, March 22, 2010

Vampyres: Chill

CHILL (1st Edition)

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

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.


Utburd
Attributes: Agility -, Smarts d4, Spirit d12, Strength -, Vigor -
Skills: Intimidation d12
Charisma: +0, Pace: -; Perry: -; Toughness: -
Special Abilities:
* Aethereal: Only magical attacks can affect Utburd, but only it's Unique Kill can actually kill it.
* Fear: The Utburd radiates fear, forcing anyone that sees it to make a Guts roll.
*Unique Kill: An Utburd can only be put to rest once the parent that killed them is brought to justice.



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

Going back to my roots here for a bit. Elizabeth Bathory was one of my favorite evil characters in the old Mayfair Chill game. This was the game that convinced me (long before we ever saw Ravenloft for AD&D) that vampires need to played as characters and not monsters. Of course this is the defacto way of doing things now, but back then this was a new and powerful insight. Despite the fact that in the book Bathroy looked like Susan Lucci (and still not a bad choice), my earliest opinions on what Elizabeth Bathory acts like as a vampire come from the 1971 movie Les lèvres rouges, known here in the States as "Daughters of Darkness" (not to be confused with the movie Vampyres, which also had been called Daughters of Darkness).

Delphine Seyrig really helped form the idea of vampire Bathory as a timeless aristocrat so convinced that what she was doing was right that there is no sign of psychosis at all. She was a royal and therefore all others exist to serve her. After all, she had been locked away and cheated death. Of course the memory of her imprisonment still haunted her, so she became more cautious and more selective. And that is how she was formed for me in Chill. These stats differ from her published ones but they fit better with the Unisystem ones from before. Elizabeth Bathory, Chill (these are my combined 1st and 2nd Ed version of Chill stats) BASIC ABILITIES Strength 90 Perception 100 Dexterity 80 Willpower 110 Agility 90 Luck/EWS 150 Personality 120 Stamina 120 Attack 2/90% Movement 75’ (225' as Raven or Wolf) EDGES & DRAWBACKS (2nd Ed) Name /CIPs/ Notes Attractive /4/ Psychological flaw /1/ Obsessions (stay young, stay beautiful) SKILLS Name (Rank) Score Dagger/Knife (M) 145 Acting/Drama (M) 165 Anthropology/ Archaeology (M) 160 Antiques (M) 130 Art Criticism (M) 160 History (M) 160 Hypnotism (M) 165 Investigation (M) 142 Language, Contemporary [all European languages] (M) 160 Language, Ancient (M) 150 Legend Lore (M) 160 Modeling (M) 142 Disguise(M) 155 Filching(M) 145 Graphology/Forgery (M) 145 Occult Lore (M) 116 Ritual Magic (M) 116 Movement: Varies according to form: in human form, can sprint without Stamina loss; can move 75' per round as mist or fog, 225' as raven or wolf. Disciplines: Animation of the Dead, Appear Dead (Self), Change Self (to large raven, large wolf, woman of any race, cloud of fog), Create a Feast, Darken, Dreamsend, Evil Eye, Flight*, Gnarl, Halt, Haywire, Influence, Purified Shell, Quiet, Slam, Sleep, Steal Memory, Summon, Swarm, Telekinesis, Teleport, Total Illusion, Wave of Fog, White Heat. *Bathory can use Flight any time, day or night, except for one hour after sunrise and one hour after sunset. To fly, she assumes the form of a cloud of sparkling lights that dance in the air, then materializes when the flight ends. She cannot be destroyed while in this dancing light form. IPs: 7200 Characteristics 1. Like other vampires from this region Bathory casts no reflection. Nor does her image appear on film or video tape. All paintings of Bathory have mysteriously disappeared. The quickest way to anger her is to take her photograph. 2. Daylight does not harm or affect Bathory; however, she cannot use the Evil Way for one hour immediately following sunrise, and one hour immediately following sunset. She is still not comfortable however moving about during the day. 3. Bathory can control people who are reduced to 5 or fewer Stamina points by her bite. The extent of this control equals a "C" result under the discipline Influence. 4. Bathory must rest once her Stamina or Willpower goes below 10. When she rests she appears dead. This rest need not take place inside a coffin: a crypt, the inside of a mausoleum, or any place of the dead will do. Twelve hours of uninterrupted rest restore all lost Willpower and stamina. If Bathory is disturbed before the 12 hours have passed, her Stamina and Willpower remain where they were when she began resting; she must start allover again and rest for an entire 12 hours in order to recuperate Willpower and Stamina. 5. The following items offer protection against Bathory: -A Patriarchal Cross (but no other type of cross or crucifix). This item is the holy symbol of the Greek Orthodox Church. Upon seeing this item, Bathory cowers and leaves the room or area in any manner available. Bathory cannot approach within 2-1/2' of the Patriarchal cross. A Patriarchal cross hung above the doorway to a room prevents her from entering or leaving by that doorway. -Garlic. The odor of a bulb of garlic within 2-1/2 feet causes Bathory to leave the room or immediate area. She will use the Evil Way (particularly the discipline Influence ) or her Hypnosis skill to make a subject remove the garlic. -Salt. Bathory cannot touch table salt nor cross directly over a line of table salt. However, as with garlic, she uses skills and Evil Way disciplines in order to make a subject remove the salt. Direct contact with table salt causes an automatic critical wound to Bathory with full damage results (including Stamina loss). -A Wild Rose. This flower has the same effect as garlic. It also immobilizes the Countess when placed upon her. If so immobilized, she can still use the Evil Way, except for any discipline that moves the rose or her own body. -Mountain Ash. When placed upon the Countess, this leaf has the same effect as a wild rose. 6. Bathory must drink the blood of three young (younger than 25 years old) female victims per the New Moon, or her Personality score drops by 50 points for one week. She will appear to have aged 10 years from her usual appearance (that of a beautiful 25 year old woman). For one entire week, she will appear to be a 35 year old woman. If for some reason, she cannot claim three victims from the time she appears as a 35 year old woman, she ages another 10 years and loses another 50 points from her Personality score. If she fails to claim three victims on the fourth successive week, she is destroyed forever. The victims of Elizabeth Bathory do not become vampires when they die, but remain dead after their Stamina falls to zero. The blood of a man does not fulfill Bathory's needs, so rather than perform her vampire attack on male victims, she attacks them with her skills and Evil Way disciplines. Often, she has been known to turn one male against another. 7. When draining blood from the body of her victim, Bathory drains 1d10 points of Stamina per minute. The blood drain lasts for 1d10 minutes. 8. There are several ways to destroy Bathory .If she sustains enough wound damage from table salt, she eventually dies. A wooden stake driven through her heart leaves her completely helpless for one minute. Then, she uses her Evil Way disciplines to change into sparkling lights and escape. Once the stake is driven through Bathory , her body should be set on fire immediately. Bathory's body is highly flammable in this state, catching fire and burning completely in 3 rounds, leaving no trace of its existence. 9. Bathory does not suffer wounds or Stamina loss from normal weapons. I did not see "Countess Dracula" till much later on. While it is a fun little flick in it's own right, I did gain anything new gaming-wise from it. Though a back to back Bathory film-fest might work out well one Halloween eve. Or maybe the weekend of August 21, when the Countess dashed off her mortal coil. Each of these three builds gives me something different. The Unisystem one is best at representing the fiendish side, the bloodthirsty sadist. The Mutants & Masterminds works better for me in terms of the power hungry vampire. And this Chill version is the best at figuring out how to convert a real life psychopath into an calm, cool, undead psychopath. Next up. Something that all three versions have contributed to, Elizabeth Bathory, Headmistress.

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.