Agent's Survival Guide
|
Concept Blurb
My campaigns are intended to revolve around a group of essentially
normal people that have taken up the cause of fighting the Unknown.
As such, the groups need to have a decent measure of courage,
reticence, education, discretion, and versatility. Ideally,
role-playing will be a high priority, especially with regard to
acting and reacting in accordance with your character concept. |
Game Reality
Note: Chill uses a variable success approach. The greatest
level of success, a colossal success, will be assumed for
assessing the lethality of a weapon. An average result will
generally be considered to be a moderate success, which
can usually be achieved with greater than 50% probability, even
by an average man with a student level skill, the lowest
skill level in Chill.
Danger of Dying
In general, a character will fall unconscious before they take
enough damage to be killed.
The average man, with a rating of 50 for all attributes, can
be killed by a single attack from an arrow, a martial arts master,
a one-handed sword, or a spear. However, on average, it
will require a few such attacks to kill him, and he will probably
fall unconscious before he dies. An average shot from
a gun handled by a skilled shooter is capable of killing an
average man.
A character with the maximum possible ability to take damage
can not be killed by a single attack of the above types.
A modern firearm is still capable of killing him outright in
a single shot.
Beating the !@#$ Out of Someone
A martial artist will generally take down an opponent faster based
on raw damage. A boxer can knock out an opponent before
they drop from raw damage, making it a potentially very powerful
wild card. A wrestler can grab a combatant and hinder his
attacks while slowly damaging him. In general, it is very
hard to accidentally kill someone with hand-to-hand attacks. |
Character Generation
Table of Contents
The Mechanics
Character generation is essentially as in the book. Important
points:
- 100 CIP base, plus 16 points after you submit
the background and Basic Info for
your character.
- You can spend no less than twenty five points on skills
and disciplines of The Art.
- Attributes must generally be greater than 30
- Only one person may have a given attribute of 70 or greater
(see explanation below)
- Everyone must have one attribute eqaul to or below 40 and
another equal to or below 50.
- You may purchase no more than three Edges
- You may take no more than three Drawbacks and they can
not be redundant, e.g. two Phobias.
Exceptional attributes: Only one person may start the game with
a given attribute above 70. A given character can still
start with more than one attribute above 70. Example: Hank
"The Hammer" McGee is going to be the team's one man wrecking
crew, so he talks with his fellow players and takes an 80
in Strength and Stamina. No one else in the party may start
with a Strength or Stamina above 70. It's my own personal
attempt to make individual characters distinctively cool.
It probably would not work well for a large group, but I try very
hard to restrict a group to a size of four. If there are
conflicts about this that the party can not resolve, then I will
choose based upon the relative appropriateness of the exceptional
attribute for the character concepts of the players.
PLEASE BE TRUE TO YOUR CONCEPT! It would be useful for
everyone in the party to be able to sneak like a ninja, shoot
like a marksman, and kick zombies through walls, all while spouting
off the key information for destroying the big bad guy in Ancient
Greek. However, I'd really rather have everyone pick their
area of expertise and go with it. I would like everyone
to have at least Student level in at least one Combat skill,
preferably one that fits their concept. Training in said
combat skill after being told that the Unknown exists and recruited
by the Society is a perfectly reasonable rationale, although
such training would probably be a Student level in Martial Arts
and/or Pistol.
I use the narrow skill system approach and use the breakdown
listed in the Companion, with some exceptions:
- Semaphore is supplanted by the new skill Communications
- Medical Fields will be used as in the Companion.
A General Practice doctor will have some difficulties in any
task that would fall under a specialty. They will not
be incompetent, but they will be less competent than a specialist.
To reflect this, the percentage bonus for the current level
is lost when dealing with a specialized situation. A
General Practice doctor with Teacher level skill would treat
an ectopic pregnancy (Obstetrician/Gynecologist) as though
he were Student level. A Student level General Practice
doctor would use 1/2 his skill when performing outside his
bailiwick; he should stick to the basic stuff until he learns
more. This same penalty holds true for a specialist
working outside of their field as well.
Attributes
- Agility (AGL) - is one's ability to coordinate movement
of one's body (10 clumsy; 90 acrobat), e.g. leaping, swinging
from and/or climbing a rope, dodging objects, etc. Factors
heavily in melee skills. AGL/10 is your bonus to initiative
rolls.
- Dexterity (DEX) - is one's manual nimbleness, hand-eye
coordination (10 fumbler; 90 marksman, locksmith, surgeon),
e.g. lockpicking, firearm use, driving, explosives, etc.
- Luck (LCK) is a measure of how fortunate a person is.
A low luck is not unlucky, just less lucky. If LCK > 60 then
the PC may learn Protective Arts. Determines Luck Points
that PC starts scenario with. ALso used for random luckiness.
This can be a handy backup.
- Perception (PCN) is the base chance to avoid being surprised
an the ability to observe, conclude, understand, and respond
(10 easily surprised; 90 Sherlock Holmes), e.g. spotting hidden
objects, clues, details, suspicious activities, etc.
Sensing the Unknown base is PCN/5, and PCN affects skill in
all Arts. It is akin to mental agility.
- Personality (PER) is one's ability to coerce, convince,
persuade (10 unimpressive; 90 socially gifted), e.g. to obtain
information and/or assistance. If PER > 60, then the
PC may learn Communication Arts.
- Stamina (STA) is one's endurance and ability to sustain
damage (10 glass jaw; 90 iron man). Affects Wounds,
healing rate, and how much Stamina can be lost before being
knocked unconscious. If STA > 60 then the PC may learn
Incorporeal Arts. Recover STA/10 Stamina for each round
of resting, and STA/4 contributes to Wounds points.
- Strength (STR) is one's strength and overall physical power
(10 '98# weakling'; 90 Olympic weightlifter). May lift/move
an object weighing up to STR*2 kg. STR is base chance
to perform unusual feats of strength such as breaking down
doors or breaking thick wood. STR/4 contributes to half
of the PC's Wounds points. STR factors heavily in melee
skills. If STR > 60 may learn Restorative Arts.
Note: increased damage with muscle-powered weapons is accounted
for indirectly in that a high skill generates greater success
and thus greater damage.
- Willpower (WPR) is one's ability to resist pain, fear,
persuasion (10 gullible coward; 90 lead a cavalry charge into
a barrage). Used to defend against Evil Way Disciplines.
All of the Arts except Sensing the Unknown, require a WPR
> 50. On a side note, the higher one's WPR, the stronger
their 'aura' appears. Whether or not that means you
look tastier to evil things is uncertain <grin>.
Akin to mental strength. I recommend not having this
lower than 50.
Some other considerations:
- Luck Points (LPs) PCs and major NPCs start a scenario with
LPs equal to their LCK. LPs can be spent one-for-one
to modify rolls. Spending LCK/2 in LPs can negate an
attack that would kill a PC or render it unconscious.
LPs only regenerate between scenarios.
- Current Stamina and Current Willpower are initially equal
to STA and WPR, respectively, but may be reduced during the
course of the game. When PC's Current STA reaches zero,
they become unconscious. When current WPR reaches 20,
the PC loses the desire to fight and/or pursue the Unknown,
and when it reaches zero, the character cannot do free-willed
actions, only follow simple orders. Do not confuse original
and current values. Stamina recovery is at STA/10 per
round of rest, any number of rounds per day. WPR recovery
is at 1D10 per hour of sleep, but applies to only one sleep
period in any given day. I will probably allow for other
methods of WPR recovery as well.
Skills
Skill Scores - A PC's ability in a given skill is reflected by
their Skill Score, which consists of their Base Skill Score plus
bonuses due to training in that skill, if any, according to their
Skill Level. Base Skill Score is calculated from your ability
scores according to a formula given in the skill description.
One's Skill Level in a particular skill reflects a given level
of training and there are three levels: Student (1 CIP, +15%),
Teacher (+2 CIP, +15%), and Master (+4 CIP, +20%). CIP costs
and bonuses are cumulative, so a Master level would cost 7 CIP
and give a bonus of +50%. Martial Arts CIP costs are double.
Coordinate with your fellow players to avoid redundancy and
prevent stealing each others' thunder in the game. Bold
italics are necessary for at least one group member to have
at least Student level in. Everyone should pick at least
combat skill, preferably one ranged and one melee. Keep
in mind the prerequisites needed for some skills.
- Aquatics: requires Swimming of the same level
- Forensics: requires Investigation or Medical Field: Pathology
at Master level
- Legend/Lore: requires Master level in either History or
Anthropology/Archaeology, and Teacher level in the other skill
Try to buy skills appropriate to your PC. The Society will
readily provide training in all forms of unarmed combat, Pistol,
Occult Lore, Investigation, Photography, and Communications.
Your PC does not need to have all of these skills, but getting
access to training in these skills after joining The Society is
very easy and encouraged, so buying them in spite of the PC's
history and background is reasonable.
Accounting [I]
Acrobatics
Acting
Administration
Ancient Language (each) [I]
Animal Training
Anthropology/Archaeology [I]
Antiques [I]
Arbitration
Architecture
Art Criticism [I]
Astrology
Astronomy [I]
Automatic Weapons *
(Pistol, Rifle, SMG)
Axe/Machete
Beast Riding
Bicycle
Biology [I]
Blackjack/Club/Mace
Bola
Boomerang
Botany [I]
Bow
Boxing
Calligraphy
Carpentry
Cartography/Geography [I]
Charm
Chemistry [I]
Climbing
Communication
Comparative Religion [I]
Computer [I]
Contemporary Language (each)
Creative Writing
Dagger/Knife
Dance
Disguise
Dodge
Driving
Electronics
Explosives
Familiarity Skills |
Occult Lore
Painting
Persuasion
Farming
Filching
Filmmaking
First Aid
Field Support Weapons *
(Artillery, Guns, Mortars)
Fishing
Forensics [I]
Forgery/Graphology [I]
Gambling
Geology [I]
Heavy Weapons **
(GL, Flamethrower, LMG,
HMG, Missile/Rocket)
History [I]
Hunting
Hypnotism
Intimidation
Investigation [I]
Journalism [I]
Lasso
Law
Legend/Lore [I]
Lip Reading
Lockpicking
Magic Tricks
Masonry
Mathematics [I]
Mechanics
Medical Fields
Acupuncture
Chiropractic
Dentistry
General Practice
Obstetrics/Gynecology ***
Pathology
Pediatrics
Musicianship |
Occult Lore
Painting
Persuasion
Photography
Physics [I]
Pilot
Pistol *
(Antique, Revolver, Semi-auto)
Plumbing
Poetry
Polearm
Police Procedures
Psychiatry [I]
Rapier
Rifle *
(Rifle, Shotgun, Antique)
Ritual Magic
Running
Savoir-Faire
Sculpting
Seafaring
Sign Language
Singing
Skating
Slingshot
Spacecraft
Spear
Sport (each)
Stealth
Surgery
Survival
Swimming
Sword
Throwing Axe/Tomahawk
Throwing Dagger/Knife
Throwing Spear
Throwing Unbalanced Objects
Tracking
Trivia
Veterinary Medicine
Whip
Wrestling
Zoology [I] |
* - pick one classification per skill level, i.e. 1 at S, 2 at
T, all 3 at M.
** - pick 1 at S, another 2 at T for a total of 3, and know all
5 at M.
*** -The medical field usually lumps the two together, so will
I.
New Skills
Animation (Computer, Clay/puppet, Drawing/Painting) [(DEX
+ PCN)/2]
Prerequisite: the skill for the appropriate Medium, Computer,
Sculpting, or Painting, at Student level.
This skill encompasses animation of any and all kinds. At
each level of skill one type of animation medium can be selected.
Brawling [(AGL + STR)/2]
SR2 skilled; SR1 unskilled; +1 SR for brass knuckles, heavy
boots, etc.; +1 attack per level.
This is the art of hurting someone as quickly as possible and
may more correctly reflect some "hard" styles. Dirty fighting:
a successful Called Shot inflicts a base SR 4. Brawling
called shots with steel-toed boots or spiked knuckles would
inflict SR4+1 or SR5 (similar to a sword). The +1 SR can
also be accomplished with broken bottles, knives and other fist-sized
improvised weapons.
Communication (Morse, Semaphore,
Secure Communications), (PER + WPR) ÷ 2
Unskilled use is at (PER + WPR) ÷ 10
This skill covers the use of communication equipment as well
as alternate methods of communication. This skill confers
the general ability to use and setup communication equipment,
but not maintain or make hardware modifications, which require
Electronics. For each level of expertise, the player may
choose one of the specialties, morse, semaphore (flags), and
secure communications (scrambled, encrypted, etc.). Morse
includes using mirror flashes, smoke signals, etc. to communicate
using the morse system. Semaphore is the use of flags
and arm motions; it is specialized and generally only used in
maritime situations. Secure communications is a valuable
skill for agents not wanting to compromise their communications
to the human agents of the Unknown. This skill supplants
the nigh useless skill of Semaphore listed in the Chill Companion.
Field Support Weapons Skill (Artillery, Guns, and Mortars)
[(DEX + PCN)/2]
Unskilled use is at [(DEX + PCN)/10]
This skills covers 3 categories of field support weapons: Artillery
(howitzers), Guns (tank guns, direct fire artillery), and Mortars.
Unskilled use of these weapons is dangerous and difficult, and
may require rolls to simply prepare the equipment for firing
as well as the possibility of unpleasant effects if one fails.
At Student, choose one category to be skilled with; at Teacher,
choose one more; at Master, all three are known. Use of
weapons that you are not yet skilled in is done at the standard
Unskilled value noted.
Pyrotechnics (DEX + PCN +LCK) ÷ 3
Unskilled use: (DEX + PCN +LCK) ÷ 30
This skill governs the controlled application of flame, smoke,
sparks, fireworks, etc. to produce a desired effect, usually
a visual one. This skill includes an understanding of
the visual art of pyrotechnics as well as some capacity for
accomplishing pyrotechnic effects from improvised materials.
The greater the complexity and/or precision of the desired effect,
the higher the success will need to be to achieve complete success.
Modified/Clarified
Skills
"I'm a connoisseur of such things" - Any familiarity has the potential
of affecting social skills. If a player wishes to use a
Familiarity in conjunction with a social skill, then a specific
check against the familiarity will results in a 5% modifier to
Charm and Persuasion per level of success. If the Familiarity
is one the target appreciates or even shares, then it is a bonus.
If the Familiarity is a faux pas or offensive to the person in
question, it is a penalty. Such a mistake would usually
only occur if the PC does not have time to research the target
or engage in idle banter long enough to learn some likes and dislikes.
A failure on the Familiarity check is a 10% penalty regardless.
The PC simply sounded stupid, silly, or inappropriate. For
connoisseur-like effects, multiple Familiarity skills are appropriate,
but luckily Student level is often adequate for most needs.
Some examples: Viniculture, Liquor, Equestrian, Cars, Film.
Note that other skills such as Architecture, Art Criticism, and
History can also be used in this fashion. This reflects
having something of interest of the person to talk about.
Disguise [(DEX + PCN)/2]- This is the technical skill
of creating a disguise, not the acting ability to use it.
Use DEX and PCN only when calculating the target number for
this skill. Acting covers everything else, and unless
interaction, especially impersonation, is required, that may
be unnecessary, e.g. simply trying not to be recognized.
Explosives - under review.
Familiarity - these can be taken to reflect a connoisseur
as noted at the start of this section. Student level is
often adequate. The more specific the field, the more
detailed and useful the knowledge. Familiarity: America
would allow you to reliably name the states and their capitals,
know where Death Valley is, major mountain ranges, that San
Francisco is renowned for restaurants, etc.; a good result might
give you more details like what cities are known for a given
type of industry, culture, or ethnic population. However,
you would probably not know specific street names and such unless
they were nationally famous. Familiarity: Dallas would
reliably give you everything that Familiarity: America could
give you without even rolling, and then rolls would be required
for specific addresses, prominent buildings, economic class
and population of an area, location and specialties of local
universities, etc. Familiarity: University of Texas at
Dallas would automatically give you everything that Familiarity:
Dallas would give you about UTD without rolling as well as the
general layout and where on campus various departments are located.
Details about a specific department or staff member would require
rolls. Anything more specific than that is possible, but
probably not advisable. Familiarity: Founders building
(a building at UTD) could be highly useful or highly useless.
You would know pretty much everything about the building though,
that's for sure.
Heavy Weapons - covers 5 categories of man-portable,
squad support, heavy weapons: Grenade Launcher (includes rifle-mounted),
Flamethrower, Light Machine Gun, Heavy Machine Gun, Missile/rocket
(LAW, TOW, RPG, etc.). Unskilled use of heavy weapons
is a dangerous thing, and may require rolls to simply prepare
the equipment for firing as well as the possibility of unpleasant
effects if one fails. At Student, choose one category
to be skilled with; at Teacher, choose two more; at Master,
all five are known. Use of weapons not yet known is still
considered unskilled.
Hunting/Trapping - The description in the Companion
is lame. This skill is primarily a knowledge skill and
does not confer any weapon skills. It does confer the
knowledge of game types and habits as well as other animals
commonly encountered during hunting. A skilled Hunter/Trapper
will be able to set, spot, and remove snares; and identify,
kill, and dress out game. This skill works well with Tracking,
but a skilled Hunter does not need Tracking as he will have
an understanding of how to cross paths with his game by choosing
the right place and time to find it. A Tracker with Hunting/Trapping
will have the chance of identifying animal tracks he finds.
Specific called shots, e.g. heart, on a non-humanoid beast will
usually require a General check on this skill. This skill
also includes a knowledge of commercially available tools for
Hunting/Trapping, and how to use them, e.g. blinds, calls, lures.
Another useful skill for a would be Hunter/Trapper is Geography/Cartography.
Note that the "hunting" that some people engage in today does
not really require much skill. Standing behind a blind
smeared with lure and waiting for something to walk by so you
can kill it only really requires time and money. Also
realize that while Hunting may provide you with adequate meat,
prolonged survival outdoors requires Survival skill, especially
in inclement weather or harsh terrain.
Rifle - I have added a third classification, Antique.
Characters still pick one classification at each level of training.
Semaphore - supplanted by Communication,
above.
Edges & Drawbacks
You may only purchase three Edges and you may gain points from
no more than three Drawbacks. Drawbacks may not be redundant,
e.g. two Phobias. As for which you can take, I really only
have big problems with the Edges and Drawbacks listed in the Companion.
Some are inappropriate for the style of campaign I am running
and others are too open for abuse. All Drawbacks from the
Companion have to be approved by me. Some specific Companion
book Edges commentaries follow.
- The Central Character Edge is not available.
If I use the Central Character option, it will not require
the PC to have the edge.
- The Connoisseur Edge is not necessary and it is
unbalancing in that it essentially gives the benefits of multiple
Familiarity skills for a single CIP. I will allow the
+10 to Charm and Persuasion target numbers as appropriate
for using an appropriate Familiarity in a social setting.
See Modified/Clarified
Skills for more.
- The Destiny Edge is not allowed.
- The Psionics Edge is moot, PCs will not have access
to Psionics.
- The Reflective Edge will not be used.
- The Flashback Drawback can only be purchased in
the -4 CIP form (occurs randomly at CM's whim).
- The Illiteracy Drawback is not allowed for PCs because
the Society would remedy that immediately.
From the basic book:
- Only one character in the group can take the Hunted
drawback.
- I do not want to deal with Split Personality, and
it seems unlikely that anyone with a brain would use an agent
with such a problem.
The allowed Edges follow in the table below.
Absolute Direction
Ambidexterity
Animal Empathy 1
Attractive 1
Concentration
Courage 1
Disease Resistance 2
Eidetic Memory |
Evil Sense 1
Good Fortune 1
Improved Stamina Recovery
Improved Willpower Recovery
Improved Wound Recovery
Information Source 3
Keen Hearing 1
Keen Smell and Taste 1 |
Keen Vision 1
Night Vision
Pet 4
Poison Resistance 2
Premonitions 1
Privilege
Specialty 5
Toughness (New) |
1 - This can be purchased up to three times.
2 - This can be purchased twice.
3 - This can be purchased any number of times, but realize that
you already have some.
4 - The cost for this Edge is anywhere from 1 to 10 CIP.
2 CIP is a cat or large bird. 4 CIP is a medium dog, 5 CIP is
a large dog, 7 CIP is a wolf, 10 CIP is a bear.
5 - You may purchase this for multiple areas.
The allowed Drawbacks follow in the table below.
Addiction (-2 to -5)
Blindness (-10)
Cowardice (-3) 1
Crippled (-3/-5)
Curiosity (-1)
Dependent (-1 to -3)
Flashbacks (-4)
Hunted (-2 to -5) |
Impulsiveness (-1)
Misfortune (-1) 1
Obsession (-1 to -4)
One Arm (-3)
One Hand (-2)
Overconfidence (-1)
Phobia (-1/-2/-5)
Poor Hearing (-2) |
Poor Night Vision (-1)
Poor Taste and Smell (-1)
Poor Vision (-2)
Poor Vision/Correctable (-1)
Won't Harm (-6)
Won't Kill (-3) |
1 - This can be purchased up to three times.
New Edges
Toughness - Your flesh does not turn blades and bullets,
but you can take a punch better than most, the fist of an unskilled
fighter can only have a chance to hurt you with a High or Colossal
success. You subtract 2 from the Stamina damage from any
physical attack. This Edge may only be purchased once.
The Art
These are important mystical abilities that the Society uses to
help even the playing field. Everyone must pick one area
of focus, but preferably only one. Coordinate with your
fellow players to avoid redundancy until all four areas are covered.
Bold italics are necessary for at least one group member to have
at least Student level in. Also recall that all Disciplines
require Willpower of 60 or higher, and each Discipline of the
Art has another prerequisite.
- Communicative (Personality 60)
- Incorporeal (Stamina 60)
- Protective (Luck 60)
- Restorative (Strength 60)
Each power is purchased like a skill (see the Skills
section) for the first Discipline. Powers in a second
Discipline cost double, and powers from a third and fourth Discipline
are tripled in cost. Becoming more skilled than Student
in powers of more than one Art quickly becomes expensive.
Communicative |
Incorporeal |
Protective |
Restorative |
Clairvoyant/Prescient Dream
Telepathic Empathy
Telepathic Sending |
Incorporeal Attack
Leave the Body
Seance |
Mental Shield
Raise Perception
Sphere of Protection |
Feat of Strength
Restore Stamina
Restore Willpower |
Templates
Chill has a template system to help players make a character.
It's quite handy and I strongly recommend you use one. They
also give a a cost break, a "package deal" so to speak.
To help spark the creative juices, here's the list of the template
names:
Accountant/Actuary/Statistician
Archaeologist
Artist
Athlete
Bounty Hunter
Clergy
Clerk/Secretary
Computer Programmer
Cowboy/Rancher
Dilettante
Doctor
Domestic Servant
Driver
Educator
Engineer
Entertainer
Entrepreneur |
Farmer
Fire Fighter
Freelance Adventurer/Thrillseeker
Gambler
Guide
Historian
Homeless
Hunter
Kid
Law Enforcement Officer
Lawyer
Librarian
Marine Biologist
Mechanic
Mountain Man
Mystic
Paramedic |
Photojournalist
Physicist
Pilot
Politician
Private Detective
Professional Thief
Psychiatrist
Reporter
Scientist
Secret Agent
Social Worker/Psychologist
Soldier/Veteran
Street Punk
Student
Stunt Person
Writer |
Modified/New Templates
Anthropologist/Archaeologist (revised slightly)
Skills |
Student
|
Teacher
|
Master
|
Administration
Ancient Language 1
Ancient Language 2
Ancient Language 3
Anthropology/Archaeology
Cartography/Graphology
Geology
History
Investigation
Legend/Lore |
S
S
S
S
M
S
S
T
S
S
|
T
T
T
T
M
T
S
T
S
T
|
M
M
M
M
M
M
T
M
T
M
|
Information Sources |
1
|
2
|
3
|
Salary |
C
|
C
|
C
|
Time Commitment |
H
|
H
|
H
|
Base Cost |
19
|
32
|
65
|
Cost Break |
-5
|
-8
|
-16
|
Total Cost |
14
|
24
|
49
|
* - the "do" or art forms
Martial Artist Template
Skills |
Student
|
Teacher
|
Master
|
Acrobatics
Primary Armed Melee Skill
Secondary Armed Melee Skill
Conditioning activity ***
Dodging
Familiarity: Martial Arts Community **
Intimidation
Martial Arts
Unarmed Melee Skill
Sport: Martial Arts *
Stealth |
S
T
S
S
T
T
S
T
S
S
S
|
T
M
T
T
M
T
T
M
T
T
T
|
M
M
M
M
M
M
M
M
M
M
M
|
Information Sources |
1
|
2
|
3
|
Salary |
C
|
C
|
C
|
Time Commitment |
H
|
H
|
H
|
Base Cost |
23
|
47
|
80
|
Cost Break |
-6
|
-12
|
-20
|
Total Cost |
18
|
35
|
60
|
* - the "do" or art forms
** - knowledge of dojos, styles, competitions, major figures in
martial arts, etc.
*** - Climbing, Running, Swimming
Mechanic Template
Skills |
Student
|
Teacher
|
Master
|
Driving
Electronics
Familiarity: Vehicles Category 1 *
Familiarity: Vehicles Category 2 *
Familiarity: Vehicles Category 3 *
Mechanics |
S
S
T
S
-
T
|
T
T
M
T
S
T
|
M
M
M
M
T
M
|
Information Sources |
1
|
2
|
3
|
Salary |
C
|
C
|
C
|
Time Commitment |
H
|
H
|
H
|
Base Cost |
10
|
22
|
41
|
Cost Break |
-2
|
-5
|
-10
|
Total Cost |
8
|
17
|
31
|
* - choose an appropriate category, Foreign Cars, Industrial Equipment,
Domestic Cars, Motorcycles, Marine Vehicles, Helicopters, etc..
Priest Template
Skills |
Student
|
Teacher
|
Master
|
Administration |
S
|
T
|
T
|
Ancient Language 1 |
T
|
M
|
M
|
Ancient Language 2 |
S
|
T
|
T
|
Anthropology/Archaeology |
S
|
T
|
T
|
Arbitration |
S
|
T
|
T
|
Charm |
T
|
T
|
M
|
Comparative Religion |
M
|
M
|
M
|
History |
T
|
M
|
M
|
Legend/Lore |
-
|
T
|
M
|
Persuasion |
T
|
T
|
M
|
Psychiatry |
S
|
S
|
T
|
Information Sources |
1
|
2
|
3
|
Salary |
C
|
C
|
C
|
Time Commitment |
M
|
M
|
M
|
Base Cost |
25
|
45
|
57
|
Cost Break |
-6
|
-11
|
-14
|
Total Cost |
19
|
34
|
43
|
Independent
Filmmaker Template
Skills |
Student
|
Teacher
|
Master
|
Acting |
S
|
T
|
T
|
Administration |
S
|
T
|
M
|
Arbitration |
S
|
T
|
T
|
Art Criticism |
T
|
T
|
M
|
Creative Writing |
T
|
T
|
M
|
Disguise |
T
|
T
|
T
|
Electronics |
S
|
T
|
T
|
Familiarity: Special Effects |
T
|
T
|
M
|
Filmmaking |
T
|
T
|
M
|
Law |
S
|
S
|
S
|
Persuasion |
S
|
T
|
M
|
Photography |
T
|
T
|
T
|
Information Sources |
2
|
3
|
4
|
Salary |
C
|
C
|
C
|
Time Commitment |
H
|
H
|
H
|
Base Cost |
|
|
|
Cost Break |
|
|
|
Total Cost |
|
|
|
Soldier/Veteran
Template: Ground Forces
Skills |
Student
|
Teacher
|
Master
|
Dodge |
S
|
S
|
T
|
Familiarity: Modern Military & Warfare |
T
|
T
|
M
|
First Aid |
S
|
S
|
S
|
Heavy Weapons |
S
|
S
|
S
|
Intimidation |
S
|
T
|
T
|
Primary Firearm Skill * |
T
|
T
|
M
|
Running |
S
|
T
|
T
|
Secondary Firearm Skill ** |
S
|
T
|
T
|
Spear |
S
|
T
|
T
|
Sport (Combat Obstacles) |
T
|
T
|
M
|
Stealth |
T
|
T
|
T
|
Swimming |
S
|
S
|
S
|
Throwing Unbalanced Objects |
S
|
S
|
T
|
Unarmed Combat Skill [PC's choice] |
T
|
T
|
M
|
Military Occupational Specialty:
Communications
Communication
Electronics
Infantry
Dagger/Knife
Primary Firearm Skill (Rifle)
Secondary Firearm Skill (Automatic
Weapons)
Spear
Mechanic
Driver
Electronics
Familiarity: Vehicle Category
1 ***
Familiarity: Vehicle Category
2 ***
Familiarity: Vehicle Category
3 ***
Mechanics
Medic
Driving
Familiarity: Battlefield Medicine
First Aid
Surgery
Heavy Weapons
Familiarity: Squad Support Weapons
Heavy Weapons
Leader
Administration
Intimidation
Persuasion
Sniper
Familiarity: Sniper
Primary Firearm Skill (Rifle)
Stealth
|
T
S
S
T
T
T
T
S
T
S
S
T
S
T
T
-
T
T
S
T
S
T
M
T
|
M
T
T
M
T
T
T
S
M
T
S
M
T
T
M
S
M
M
T
M
T
M
M
T
|
M
T
M
M
M
M
M
T
M
M
T
M
T
M
M
S
M
M
T
M
T
M
M
M
|
Information Sources |
1
|
2
|
3
|
Salary |
C
|
W
|
W
|
Time Commitment **** |
H
|
H
|
H
|
Base Cost
Communications
Infantryman
Mechanic
Medic
Heavy Weapons
Leader
Sniper |
25
29
30
37
31
30
29
32
|
34
44
41
56
47
47
44
45
|
55
65
70
89
72
68
65
66
|
Cost Break
Communications
Infantryman
Mechanic
Medic
Heavy Weapons
Leader
Sniper |
N/A
-7
-9
-9
-8
-8
-7
-9
|
N/A
-11
-10
-14
-12
-12
-11
-11
|
N/A
-16
-17
-22
-18
-17
-16
-16
|
Total cost (Basic)
Communications
Infantryman
Mechanic
Medic
Heavy Weapons
Leader
Sniper |
N/A
22
26
28
24
23
23
29
|
N/A
33
31
42
35
35
33
34
|
N/A
49
53
67
54
51
49
50
|
* - This is usually Rifle (Rifle & Shotgun) for enlisted
and Pistol for Officers.
** - This is usually Automatic Weapon (Rifle) if Rifle is primary,
Rifle (Rifle) if Pistol is primary. A tanker or mobile howitzer
driver might have Automatic Weapon (SMG).
*** - Choose an appropriate category, Helicopters, Tracked Vehicles,
Wheeled Vehicles, etc. Category 2 and/or 3 can be chosen
from the list for civilian vehicles under the Mechanic template
above. This would reflect moonlighting, doing favors for
friends, working on your own vehicles, or an unusual assignment.
**** - If a veteran, then time commitment is determined by current
vocation.
Special Effects
Artist Template
Skills |
Student
|
Teacher
|
Master
|
Animation (new skill) |
T
|
M
|
M
|
Computer |
S
|
T
|
T
|
Disguise |
T
|
M
|
M
|
Electronics |
T
|
T
|
M
|
Explosives |
S
|
T
|
M
|
Familiarity: Special Effects |
T
|
T
|
M
|
Filmmaking |
S
|
T
|
T
|
Life or Physical Science (Choose one) * |
S
|
S
|
T
|
Painting ** |
S
|
T
|
T
|
Photography |
T
|
T
|
M
|
Pyrotechnics (new skill) |
T
|
M
|
M
|
Sculpting |
S
|
T
|
T
|
Information Sources |
2
|
3
|
4
|
Salary |
C
|
C
|
C
|
Time Commitment |
H
|
H
|
H
|
Base Cost |
26
|
|
|
Cost Break |
-6
|
|
|
Total Cost |
20
|
|
|
* - Biology, Chemistry, Geology, Physics, Zoology. If the
PC is big into making alien life forms, then maybe Biology or
Zoology. If they make landscapes or do a lot of outdoor
effects, maybe Geology. If their effects push the bounds
of safety and physics or perhaps involve lasers, then maybe Physics.
If they make lots of concoctions, then maybe Chemistry.
Use this skill to help flesh out the template concept for your
PC.
** - In the Chill system, this also includes drawing.
Spy Template (real world, not
the "James Bond" variety)
Skills |
Student
|
Teacher
|
Master
|
Acting |
S
|
T
|
T
|
Administration |
S
|
S
|
S
|
Charm |
S
|
T
|
T
|
Communication |
S
|
S
|
T
|
Computer |
S
|
S
|
T
|
Contemporary Language |
M
|
M
|
M
|
Contemporary Language #2 |
S
|
T
|
M
|
Disguise |
S
|
S
|
S
|
Electronics |
S
|
S
|
T
|
Filching |
S
|
T
|
T
|
Forgery/Graphology |
S
|
S
|
T
|
Investigation |
S
|
T
|
T
|
Lip Reading |
S
|
S
|
T
|
Lockpicking |
S
|
T
|
M
|
Persuasion |
S
|
T
|
T
|
Photography |
S
|
S
|
S
|
Pistol |
S
|
T
|
T
|
Police Procedures |
S
|
S
|
S
|
Savoir-Faire |
T
|
T
|
M
|
Stealth |
T
|
T
|
M
|
Information Sources |
2
|
3
|
4
|
Salary |
C
|
W
|
W
|
Time Commitment |
H
|
H
|
H
|
Base Cost |
32
|
49
|
76
|
Cost Break |
-8
|
-12
|
-19
|
Final Cost |
24
|
37
|
57
|
Basic Info
The basic info listed on the campaign page is:
Name (player )
Team role(s): Basically,
how you might describe your job on the team, e.g., Researcher,
Mother, Ass kicker, Leader, Spirit Guide. You name it,
literally.
Basic concept (in 10 words or less):
If you had to try and describe your character as fully as possible
in ten words or less, what would they be?
Nationality: Pick a nation,
probably USA unless we have worked something out.
Ethnicity: Try to be creative,
there are a lot of variations on Caucasian and "black" or "asian"
are also too vague.
Hometown: Pick one.
Profession: Your regular
job.
Age: In human years, not
dog years. Seriously, I'd prefer the agents to be in their
20s or 30s.
Gender: Generally, play
your gender. It's easier for us all to remember . . .
I hope.
Marital Status: Single is
easier and you are more likely to be recruited for field work.
Dealing with the horrors of the Unknown is bad enough without
having family members that can be taken advantage of.
If you are married, then that would need to be addressed in
your character concept. An especially useful ability might
cause the Society to bend the rules. Special precautions
to keep the family uninvolved would be appropriate, unless of
course the whole family is in the Society . . .
Physical Description: What
would someone see if they looked at you? Try to explain
physical features, clothes, visible equipment, mood, etc.
Also see my web page on Character
Creation.
Creed: A significant value
and/or belief.
Motto: A catch phrase that
typifies the PC's outlook and/or approach to life.
Religion: Yes, you can opt
for no preference.
Date he joined The Society:
We can work this out. Preferably not too long before the
campaign starts.
Why he joined The Society:
This is important to decide so that the character's motivation
is clearly understood
Background
OK, no novels here. All I would really like is about 500
words. In it I would like you to cover what event got
you into The Society, explain your current job, manifestation
of the Art, and where your skills and attributes came from.
Also see my web page on Character
Creation.
PC Roles
Some basic roles that are generally important to a group:
- Face Man - all walks of life have social skills, but this
person has whatever combination is needed to get past gatekeepers
and avoid getting arrested.
- Naturalist/Outdoorsman - when the team ends up in knee-deep
muck, someone needs to know what's in the muck and how to
get through it.
- Scholar - when things get hairy, it's easy for everyone
to get focused on killing evil things. It's as important
to have the knowledge as well as the mindset. This person
will not let cerebral solutions to a threat pass them by.
It's not as important that the person have all of the sciences
or even be a scientist. Rather, someone that thinks
things through, analyses the subtle clues, etc.
- Rogue - someone with the skills and mindset to get into
places that the PCs are not supposed to be.
- Techie - someone that can use, modify, and improvise gear
on the fly; get the most out of the electronics provided;
tap a phone; break into the corporate database; and a whole
host of other things.
- Fighter - At least one person should be able to step up
and take a lot of physical abuse while dishing it out.
This allows for some more dramatic conclusions.
Other Stuff
Check out my cool web page on Character
Creation. |
Equipment (Modern Era)
Table of Contents
Routinely available
gear (slightly modified from pg. 148 of rules)
The following gear is readily available and is considered "standard
equipment." An agent may take all or none of it, although
all of it is recommended. The pack fits neatly into a custom
made small suitcase designed to hold exactly this gear.
Completely full, the case weighs about 20 kg. The gear includes:
- First aid kit (bandages, tape, antiseptic, simple antivenoms,
etc.)
- Heavy duty Maglite
- 0.45 Long barrel revolver with 100 rounds regular ammo,
six silver bullets 1
- One 35 mm, whisper quiet (but not silent), idiot proof,
high speed, water resistant, fully automated (light, focus,
etc.) camera with internal flash system 2
- Two rolls of 1000 speed 35 mm film, 36 exposures each 2
- One mini cassette tape recorder 3, with two
blank 90 minute cassette tapes (specially made for good fidelity
and long lifetime)
- One ball-point pen and one pencil
- One sturdy research notebook
- 20 sheets of stationery and envelopes
- One set of walkie-talkies
- One tiny, Aural Cone (long range electronic listening device)
and one receiver. 4
- Two small electronic homing devices and a receiver/tracker.
5
- One set of infrared night sight goggles. 6
Additional items that are available:
- One cane, walking stick, or umbrella
- Standard professional reference works (as appropriate to
the agent's training)
- Medical bag for medical doctors
- Electronics kit for those skilled in its use. 7
Note 1 (Pistols): This
weapon is preferred for its punch and long range accuracy.
The Society will provide it free of charge. Otherwise, agents
must furnish their own weapons. If an automatic weapon is
purchased, then enough silver bullets will be provided.
In foreign countries, the handguns provided will depend on the
local contact's (if any) resources, so familiarity with all pistols
is ideal. Other weapons will be available, sometimes at
random, but the agent supplying equipment in a foreign country
will place a priority on obtaining pistols.
Note 2 (Photography):
Agents that are skilled photographers can request more sophisticated
equipment. Possibilities include underwater cameras, filming
gear, IR cameras and film.
Note 3 (Microcassette
recorder): Built-in microphone records sounds in about a
4 m radius, centered about the recorder. This would be
reduced if the recorder were in a pocket, purse, etc.
Can also plug in a listening device, e.g. an Aural Cone.
Note 4 (Aural
Cone and receiver): The Aural Cone has two modes of function,
conduction and transmission. In the former mode, it can
be used to hear sounds by conduction through a solid medium,
e.g. a wall, by pressing the base of it against the surface.
In the latter it can be set to pick up all sound within 20 meters.
The base of the AC is a suction cup with a septum in it, so
the device can be attached to a ceiling, wall, or any other
surface with a flat surface at least at large as the base which
is 5 cm in diameter. The AC is 7.5 cm high. There
is an earphone jack in the tip of the AC to use when in conduction
mode. Otherwise, the sounds conducted through the base
will be projected through the walls of the cone's body.
In such a case, it is important to remember that the volume
is preset to a low setting that can only clearly be heard if
one's ear is within about 10 cm of the cone. This safety
can be removed by a properly equipped agent skilled in Electronics.
In transmission mode, it sends a scrambled signal which can
be picked up with a standard issue receiver. This scrambled
radio traffic draws the attention of law enforcement and/or
governmental agencies 30% of the time in the United States.
In this transmission mode, the AC's power cell will last up
to four weeks. The receiver unscrambles the AC's signal
above and filters it, selecting voice signals for maximum clarity.
The receiver needs to be within 500 meters of the AC to pick
up its signal, modified by obstructions.
Note
5 (Homing devices and receiver): The homing devices are
6 mm x 20 mm x 20 mm metal boxes, about the size of an After
Eight ™ dinner mint, just slightly thicker. They are magnetic
and readily cling to any reasonably flat metal surface.
The devices transmit for 2 weeks and have a range of 30 km.
The receiver has a direction finder and digital readout that
shows direction and distance of the device. The device's
transmission is noticed by law enforcement and/or government
agencies about 30% of the time.
Note 6 (IR Goggles):
Goggles that image in the infrared. They confer night
vision out ot normal vision ranges at the loss of clarity.
At close ranges, normal vision will often be superior to the
IR goggles, e.g. on a moonlit night in a clear field, normal
vision out to about 60 m would be superior to the IR goggles.
Of course, in an unlit room, where normal vision extends less
than one meter (two with light from an open door or uncovered
window), IR goggles are of great utility. Agents have
found that these goggles are of no use against powers of the
Unknown that affect the senses.
Note 7 (Electronics
kit): This electronics kit comes in a rugged , waterproof
case that is 40 cm wide, 30 cm deep, and 25 cm high. It
contains basic tools and circuit elements, as well as a soldering
kit. It allows a skilled user to make reasonable jury-rigged
repairs to most electronic devices and equipment.
Surveillance Van
The Society has a few well equipped, high-tech, surveillance vans
available, usually no more than one per safehouse. They
are only dispatched on an 'as needed' basis. They have a
whole suite of surveillance gear, to include a good supply of
homing devices and Aural Cones. The van can easily monitor
scores of such devices. To take full advantage of the van
and to be authorized to have it, one of the agents in a given
team needs to be skilled in Electronics. |
The Unknown
The Unknown is . . . unknown. There are some more commonly
encountered Creatures that Agents should know about. The
Society is loathe to provide information. The two main reasons:
1) Protect The Society - If The Society is infiltrated or an
Agent compromised, a Creature might be able to glean from them
our understanding of The Unknown. This could be used to
our detriment, especially by humans that work with Creatures.
2) The Unknown is ever changing - There are many exceptional
Creatures that manifest all manner of unexpected abilities.
Agents are better served treating all Creatures as completely
novel phenomena.
In spite of these reservations, there are certain aspects of
certain creatures that appear to be relatively constant.
Some examples:
- Ghosts - One of the more commonly known incorporeal Creatures,
known as Apparitions. They are created when a person
refuses to pass on, either due to some torment associated
with some place or thing, or some unfinished deed. Ghosts
have varied powers of the Evil Way. The greatest threat
they usually pose is their capacity to severely demoralize
a team before their final confrontation. At such time,
they often attack with a power of the Evil Way that inflicts
great damage to the target and reputedly "chills you to the
bone." A Ghost can be banished by destroying whatever
object they are "tied" to.
- Ghouls - Ghouls are Creatures of the Unknown that have
taken on corporeal form to feast on the flesh of man.
At first, they appear almost like a normal human except for
a full mouth of canine teeth and their dead, grey eyes.
They progress steadily towards thin bodies with long arms
and long claws, pointed ears and pronounced canine teeth.
The signature trait of a Ghoul is that its eyes turn to a
glowing red when they are about to attack and remain so until
combat ends. These creatures are a very serious physical
threat. They are preternaturally fast, aggressive, and
violent. They attack with claws and teeth. If
bitten by a Ghoul, there is a very real chance that the victim
will die of disease. The only "advantage" we have is
that they seem to suffer damage from normal attacks, although
they have a tremendous capacity for taking damage. Some
Ghouls can manifest powers of the Evil Way.
- Zombies - These are animated corpses. They are not
truly Creatures of the Unknown, but rather "meat puppets"
that are controlled by Creatures. They can be taken
down like any other normal being, but will rise again within
a minute or less unless they receive a traumatic head wound.
It is advisable for skilled shooters to opt for head shots,
especially if there is no time to deliver head wounds after
the zombies drop. These creatures move slowly and are
actually a very insignificant physical threat to trained Agents,
being able to do little damage and missing with their attacks
most of the time. However, they are significantly more
dangerous when armed with melee weapons, and they are always
a dangerous to normals. Often, Zombies will be a distraction
or a delaying tactic. Many Creatures can exert the power
to animate corpses, as can many humans that ally with them.
|
|