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* AmusementParkOfDoom: Module "Isle of the Dead" has the players trying to exorcise a haunted amusement park.



* CircusOfFear: Module "Isle of the Dead" has the players trying to exorcise a haunted amusement park.
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The game is a little more optimistic than others in its genre, as the players belonging to an organization that actively hunts down the supernatural might suggest. The odds are certainly stacked in the monsters' favor (it wouldn't be too scary otherwise), but careful investigation can unearth their AchillesHeel and allow the players to halt a great supernatural danger.

to:

The game is a little more optimistic than others in its genre, as the players belonging to an organization that actively hunts down the supernatural might suggest. The odds are certainly stacked in the monsters' favor (it wouldn't be too scary otherwise), but careful investigation can unearth their AchillesHeel and allow the players to halt a great supernatural danger.
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* TheDarkArts: Known as "the Evil Way", meant to be an evil counterpart to "the Art" available to players. Really more of a catch-all to the various supernatural powers monsters can have, though, than a set of special skills that such characters learn.

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* TheDarkArts: Known as "the Evil Way", meant to be an evil counterpart to "the Art" available to players. Really more of a catch-all to for the various supernatural powers monsters can have, though, than a set of special skills that such characters can learn.
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* {{Dracula}}: Appears in, obviously, the Victorian-era adventure "Vengeance of Dracula", the mini adventure "Castle of Dracula", and got top billing in the sourcebook all about different strains of vampire.

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* {{Dracula}}: Appears in, obviously, the Victorian-era adventure "Vengeance of Dracula", the mini adventure "Castle of Dracula", and got top billing in the sourcebook all about different strains of vampire."Vampires" sourcebook.
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* TheDarkArts: Known as "the Evil Way", meant to be an evil counterpart to "the Art" available to players. Really more of a catch-all to the various supernatural powers monsters can have, though, then a set of special skills that such characters learn.

to:

* TheDarkArts: Known as "the Evil Way", meant to be an evil counterpart to "the Art" available to players. Really more of a catch-all to the various supernatural powers monsters can have, though, then than a set of special skills that such characters learn.
Is there an issue? Send a MessageReason:
None


* TheDarkArts: Known as "the Evil Way", meant to be an evil counterpart to "the Art" available to players. Really more of a catch-all to the various supernatural powers monsters can have, though.

to:

* TheDarkArts: Known as "the Evil Way", meant to be an evil counterpart to "the Art" available to players. Really more of a catch-all to the various supernatural powers monsters can have, though.though, then a set of special skills that such characters learn.

Added: 207

Changed: 276

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* {{Dracula}}: Appears in, obviously, the Victorian-era adventure "Vengeance of Dracula", and got top billing in the sourcebook all about different strains of vampire.

to:

* TheDarkArts: Known as "the Evil Way", meant to be an evil counterpart to "the Art" available to players. Really more of a catch-all to the various supernatural powers monsters can have, though.
* {{Dracula}}: Appears in, obviously, the Victorian-era adventure "Vengeance of Dracula", the mini adventure "Castle of Dracula", and got top billing in the sourcebook all about different strains of vampire.
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* HarderThanHard: The "Creature Feature" rule supplement had a part that talked about S.A.V.E. having trouble staying out of the red and its agents dying a lot more often than in the past, if the GM wanted to make things even tougher for the players (and to be clear, this is already a hard game to win).

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* HarderThanHard: The "Creature Feature" rule supplement had a part that talked about S.A.V.E. having trouble staying out of the red and its agents dying a lot more often than in the past, if the GM wanted to make things even tougher for the players (and to be clear, as writ this is already a hard game to win).
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* HarderThanHard: The "Creature Feature" rule supplement had a part that talked about S.A.V.E. having trouble staying out of the red and its agents dying a lot more often than in the past, if the GM wanted to make things even tougher for the players (and to be clear, this is already a hard game to win).
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* VillainProtagonist: There were supplements with rules in both editions for playing monsters and fighting S.A.V.E.

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* VillainProtagonist: There were supplements with rules in both editions for switching roles, playing monsters instead and fighting S.A.V.E. being the antagonists.
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* VillainProtagonist: There were supplements with rules in both editions for playing monsters and fighting S.A.V.E.
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* SilverBullet: Carried by most characters and effective against common werewolves. Useless against the big ones, known as the Loup-du-mal.

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* SilverBullet: Carried by most characters and effective against common werewolves. Useless against the big ones, known as the Loup-du-mal.Loup-du-mal.
* YourMindMakesItReal: In the second edition at least there's a type of real "monster in the closet" created by the fear of a child believing there is one. The only way to defeat such a creature is to hypnotize the suffering child and tell them to imagine the monster getting weaker. Otherwise it'll just come right back at full strength as soon as the players kill it.
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''Chill'' was a somewhat lesser-known horror [=RPG=], originally published in 1984 by Pacesetter, then released to a second edition in 1991 by Mayfair Games.

to:

''Chill'' was a somewhat lesser-known horror [=RPG=], originally published in 1984 by Pacesetter, then released to a second edition in 1991 1990 by Mayfair Games.
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* EvilOldFolks: One of the monsters detailed in a compilation book was the "Mean Old Neighbor Lady", a monster who looks like an old lady and kidnaps neighborhood children (but is clearly a monster by dint of her supernatural powers).

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* EvilOldFolks: One of the monsters detailed in a compilation book was the "Mean Old Neighbor Lady", a monster who looks like an old lady and kidnaps neighborhood children (but is clearly a monster by dint of her supernatural powers).powers and the lesser monsters who usually work for one).
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* RockMeAsmodeus: The module "Death On Tour" was about a network of rock stars who are secretly monsters, and use their tours to hunt for prey while going unnoticed.

to:

* RockMeAsmodeus: The module "Death On Tour" was about a network of rock stars who are secretly monsters, and use their tours to hunt for prey while going unnoticed.unnoticed.
* SilverBullet: Carried by most characters and effective against common werewolves. Useless against the big ones, known as the Loup-du-mal.
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* EvilOldFolks: One of the monsters detailed in a compilation book was the "Mean Old Neighbor Lady", a monster who looks like an old lady and kidnaps neighborhood children.

to:

* EvilOldFolks: One of the monsters detailed in a compilation book was the "Mean Old Neighbor Lady", a monster who looks like an old lady and kidnaps neighborhood children.children (but is clearly a monster by dint of her supernatural powers).
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* GunsAreUseless: By and large, as the fear element wouldn't work well if every adventure ended successfully with a shootout. The rules point this out, that the characters will want to carry guns and they're right to do so, but not to expect much from their firearms.
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* AnyoneCanDie: The rules are pretty bluntly honest about how PC turnover is expected to be fairly high.
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In ''Chill'' the player characters are sometimes called away from their routine lives to investigate cases by the secret society known as S.A.V.E. ("[[FunWithAcronyms Societas Albae Viae Eternitata]]") [[note]] "The Eternal Society of the White Way" as given by the game. The second edition swaps the A for "argenti/silver". [[/note]]. The organization reaches out to people who survive a harrowing encounter with a paranormal being, then asks such people to investigate on its behalf into incidents involving other supernatural dangers (collectively referred to as "the Unknown"). The most gifted members of S.A.V.E. can even learn to wield the power of "the Art", a nebulous conflation that's a bit magic, a bit PsychicPowers.

to:

In ''Chill'' the player characters are sometimes called away from their routine lives to investigate cases by the secret society known as S.A.V.E. ("[[FunWithAcronyms Societas Albae Viae Eternitata]]") Eternitata]]" [[note]] "The Eternal Society of the White Way" as given by the game. The second edition swaps the A for "argenti/silver". [[/note]].[[/note]]). The organization reaches out to people who survive a harrowing encounter with a paranormal being, then asks such people to investigate on its behalf into incidents involving other supernatural dangers (collectively referred to as "the Unknown"). The most gifted members of S.A.V.E. can even learn to wield the power of "the Art", a nebulous conflation that's a bit magic, a bit PsychicPowers.
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* NoOntologicalInertia: In some cases, killing a monster will kill all of the others of its kind it created too. Sometimes even the restless spirits whose deaths were caused as a result of those monsters are allowed to travel to the afterlife at the originator's destruction.
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The game is a bit more optimistic than others in its genre, as the players belonging to an organization that actively hunts down the supernatural might suggest. The odds are certainly stacked in the monsters' favor (it wouldn't be too scary otherwise), but careful investigation can unearth their AchillesHeel and allow the players to halt a great supernatural danger.

to:

The game is a bit little more optimistic than others in its genre, as the players belonging to an organization that actively hunts down the supernatural might suggest. The odds are certainly stacked in the monsters' favor (it wouldn't be too scary otherwise), but careful investigation can unearth their AchillesHeel and allow the players to halt a great supernatural danger.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* NinjaPirateRobotZombie: The "Vampires" sourcebook has a vampire who's also a ninja for the players to deal with.

Added: 212

Removed: 36

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* AncientOrderOfProtectors: S.A.V.E.


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* NighInvulnerable: Most monsters powerful enough to drive an adventure, and their main servitors. Players will have to find and exploit their [[AchillesHeel one weakness]] to get around this.
* TheOrder: S.A.V.E.
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The game is a bit more optimistic than others in its genre, as the players belonging to an organization that actively hunts down the supernatural might indicate. The odds are certainly stacked in the monsters' favor (it wouldn't be too scary otherwise), but careful investigation can unearth their AchillesHeel and allow the players to halt a great supernatural danger.

to:

The game is a bit more optimistic than others in its genre, as the players belonging to an organization that actively hunts down the supernatural might indicate.suggest. The odds are certainly stacked in the monsters' favor (it wouldn't be too scary otherwise), but careful investigation can unearth their AchillesHeel and allow the players to halt a great supernatural danger.

Added: 208

Changed: 56

Is there an issue? Send a MessageReason:
None


In ''Chill'' the player characters are sometimes called away from their routine lives to investigate cases by the secret society known as S.A.V.E. ("[[FunWithAcronyms Societas Albae Viae Eternitata]]") [[note]] "The Eternal Society of the White Way" as given by the game [[/note]]. The organization reaches out to people who survive a harrowing encounter with a paranormal being, then asks such people to investigate on its behalf into incidents involving other supernatural dangers (collectively referred to as "the Unknown"). The most gifted members of S.A.V.E. can even learn to wield the power of "the Art", a nebulous conflation that's a big magic, a bit PsychicPowers.

to:

In ''Chill'' the player characters are sometimes called away from their routine lives to investigate cases by the secret society known as S.A.V.E. ("[[FunWithAcronyms Societas Albae Viae Eternitata]]") [[note]] "The Eternal Society of the White Way" as given by the game game. The second edition swaps the A for "argenti/silver". [[/note]]. The organization reaches out to people who survive a harrowing encounter with a paranormal being, then asks such people to investigate on its behalf into incidents involving other supernatural dangers (collectively referred to as "the Unknown"). The most gifted members of S.A.V.E. can even learn to wield the power of "the Art", a nebulous conflation that's a big bit magic, a bit PsychicPowers.


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* CallBack: One of the vampires in the "Vampires" sourcebook is Jackson De La Croix, stage name Jackson Jammer, who was originally one of the featured evildoers hopefully killed in the module "Death On Tour".
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In ''Chill'' the player characters are sometimes called away from their routine lives to investigate cases by the secret society known as S.A.V.E. ("[[FunWithAcronyms Societas Albae Viae Eternitata]]" [[note]] "The Eternal Society of the White Way" as given by the game [[/note]]". The organization reaches out to people who survive a harrowing encounter with a paranormal being, then asks such people to investigate on its behalf into incidents involving other supernatural dangers (collectively referred to as "the Unknown"). The most gifted members of S.A.V.E. can even learn to wield the power of "the Art", a nebulous conflation that's a big magic, a bit PsychicPowers.

to:

In ''Chill'' the player characters are sometimes called away from their routine lives to investigate cases by the secret society known as S.A.V.E. ("[[FunWithAcronyms Societas Albae Viae Eternitata]]" Eternitata]]") [[note]] "The Eternal Society of the White Way" as given by the game [[/note]]".[[/note]]. The organization reaches out to people who survive a harrowing encounter with a paranormal being, then asks such people to investigate on its behalf into incidents involving other supernatural dangers (collectively referred to as "the Unknown"). The most gifted members of S.A.V.E. can even learn to wield the power of "the Art", a nebulous conflation that's a big magic, a bit PsychicPowers.
Is there an issue? Send a MessageReason:
None


In ''Chill'' the player characters are sometimes called away from their routine lives to investigate cases by the secret society known as S.A.V.E. ("[[FunWithAcronyms Societas Albae Viae Eternitat]] [[note]] "The Eternal Society of the White Way" as given by the game [[/note]]. The organization reaches out to people who survive a harrowing encounter with a paranormal being, then asks such people to investigate on its behalf into incidents involving other supernatural dangers (collectively referred to as "the Unknown"). The most gifted members of S.A.V.E. can even learn to wield the power of "the Art", a nebulous conflation that's a big magic, a bit PsychicPowers.

to:

In ''Chill'' the player characters are sometimes called away from their routine lives to investigate cases by the secret society known as S.A.V.E. ("[[FunWithAcronyms Societas Albae Viae Eternitat]] Eternitata]]" [[note]] "The Eternal Society of the White Way" as given by the game [[/note]].[[/note]]". The organization reaches out to people who survive a harrowing encounter with a paranormal being, then asks such people to investigate on its behalf into incidents involving other supernatural dangers (collectively referred to as "the Unknown"). The most gifted members of S.A.V.E. can even learn to wield the power of "the Art", a nebulous conflation that's a big magic, a bit PsychicPowers.

Added: 165

Changed: 245

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* RockMeAsmodeus: The module "Death On Tour" was about a network of rock stars who are secretly monsters, and use their tours to hunt for prey while going unnotied.

to:

* OurVampiresAreDifferent: There are multiple strains of vampirism in the game, each with its own abilities as well as weaknesses and immunities.
* RockMeAsmodeus: The module "Death On Tour" was about a network of rock stars who are secretly monsters, and use their tours to hunt for prey while going unnotied.unnoticed.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* {{Dracula}}: Appears in, obviously, the Victorian-era adventure "Vengeance of Dracula", and got top billing in the sourcebook all about different strains of vampire.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

''Chill'' was a somewhat lesser-known horror [=RPG=], originally published in 1984 by Pacesetter, then released to a second edition in 1991 by Mayfair Games.

In ''Chill'' the player characters are sometimes called away from their routine lives to investigate cases by the secret society known as S.A.V.E. ("[[FunWithAcronyms Societas Albae Viae Eternitat]] [[note]] "The Eternal Society of the White Way" as given by the game [[/note]]. The organization reaches out to people who survive a harrowing encounter with a paranormal being, then asks such people to investigate on its behalf into incidents involving other supernatural dangers (collectively referred to as "the Unknown"). The most gifted members of S.A.V.E. can even learn to wield the power of "the Art", a nebulous conflation that's a big magic, a bit PsychicPowers.

The game is a bit more optimistic than others in its genre, as the players belonging to an organization that actively hunts down the supernatural might indicate. The odds are certainly stacked in the monsters' favor (it wouldn't be too scary otherwise), but careful investigation can unearth their AchillesHeel and allow the players to halt a great supernatural danger.

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!!Tropes found in ''Chill'' include:

* AncientOrderOfProtectors: S.A.V.E.
* CelebrityEndorsement: Certainly the weirdest book in the ''Chill'' library was "Evenings of Terror with [[Creator/ElviraMistressOfTheDark Elvira]]'', where the Mistress of the Dark provides ingoing and outgoing commentary on each of a series of short adventures meant to last a session apiece.
* CircusOfFear: Module "Isle of the Dead" has the players trying to exorcise a haunted amusement park.
* EvilOldFolks: One of the monsters detailed in a compilation book was the "Mean Old Neighbor Lady", a monster who looks like an old lady and kidnaps neighborhood children.
* RockMeAsmodeus: The module "Death On Tour" was about a network of rock stars who are secretly monsters, and use their tours to hunt for prey while going unnotied.

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