Chill® is a owned by Mayfair Games.   Everything else is © Michael J. Casavant.
 
Game World Location: Based out of Dallas, TX.  Real Life Location: Rice University.  04JUN2000-???

 

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.