The Game: Chill 3rd Edition
Spend any time here and you know I am very fond of Chill. The first edition from Pacesetter came out of Minnesota. Second Edition from Mayfair was right here in the Chicago burbs. Chill is Midwestern horror. Not East Coast horror with it's ancient houses and older bloodlines. Not West Coast horror with new-wave vampires. Nor is it Southern Gothic, while very enjoyable, is not the same.
No Chill is backwoods horror. Old decrepit house horror. Horror found on darkened roads between small towns. The horror I grew up with.
My campaign for Chill was/is my Spirit of '76 game. It was designed as a Chill mini-campaign over 4 days. It was built up while I was playing a lot of WitchCraft and Buffy. The idea was that supernatural occurrences, once rare, were picking up in intensity and frequency the closer we got to the new Millennium. This would later change to 2012 and then 2018 as real-time overtook these "future" events. You can see some of that in my "Generation HEX" Nightworld in NIGHT SHIFT. Originally this was going to be for Chill 2nd Edition, but even that time got away from me so now it is for 3rd Edition. Thankfully the narrative in the new game follows the one I was creating.
The Character: Megan O'Kelly
"Megan" began as "Stephanie" in an older game back when "Spirit of '76" was "Summer of Love" and taking place in 1968. I wanted to keep Stephanie where she was but I wanted to do the Summer of 1976 instead, so Megan was "born." She is a young grad student at UC-Berkeley. I imagined her with long straight hair and wearing bell-bottoms. Something of a post-hippie 70s girl. She called herself a "Craft worker" or a "cleanser" but never a "witch." Her inspirations come from the Eric Clapton song "Bellbottom Blues" and Eliza Roberts from Animal House. I changed the character because I wanted to bring in an older Stephanie at some point but I never did.
Megan is assigned to SAVE in 1976 to help a small band of operatives investigating the rise of supernatural occurrences in the South West to the Deep South.
Megan O'KellySAVE Operative
Attributes (80 pt build)
Agility AGL 50
Strength STR 40
Stamina STA 45
Focus FOC 60
Personality PSY 50
Willpower WRP 55
Dexterity DEX 40
Perception PCN 70
Reflexes REF 55
Sensing the Unknown STU 14
Skills (Specializations)
Movement (T) 50, Long Distance (E)
Prowess (T) 40
Close Quarters Combat 23
Research (T) 60, Academic (E), Occult (B)
Communication (T) 50
Interview 28
Fieldcraft 20
Investigation 35
Ranged Weapons 28
Edges and Drawbacks
Attractive (2), Highly Attuned (1), Naïve (-2)
The Art
Protective School
Disrupt
Sphere of Protection (E), Mental Shield (B)
Sensing School
Clairvoyant (E)
Drive
To Know the Truth
So Megan is a recent UC Berkeley grad. She is a clairvoyant and specializes in seeing ghosts and putting spirits to rest. Her background is psych grad student so her academics are already at Expert (but not yet Master) and she ran track in High School, so she has some athletics, but not a lot. She is still a bit naïve about the world around her but she is not stupid.
Third Edition Chill is really better at PCs learning "The Art" (magic) than previous editions, so I think this version really works out much better than previous incarnations of Megan/Stephanie.