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* HauntedTechnology: More recent editions have included mysterious "digital entities" that can haunt TV sets, computers and the like.

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* HauntedTechnology: More recent editions Second and third rules have included mysterious "digital entities" that can haunt TV sets, computers and the like.

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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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* CallBack: 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".Tour".
** Pregen investigators sometimes showed up in multiple modules, or had their characters mentioned in each others' biographies.
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* NotUsingTheZWord: Not the actual "Z-word", as all editions go right ahead and call zombies, zombies. They do make a point not to use terms like "demon", instead just calling malevolent incorporeal beings "spirits", since they don't want to indicate that any particular school of faith is correct in the game's setting.

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* NotUsingTheZWord: Not the actual "Z-word", as all editions go right ahead and call zombies, zombies. They do make a point not to use certain terms like "demon", instead just calling malevolent incorporeal beings "spirits", since they don't want to indicate that any particular school of faith is correct in the game's setting.
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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, but careful investigation can unearth their AchillesHeel and allow the players to halt a great danger.

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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, but careful investigation can unearth their AchillesHeel weaknesses and allow the players to halt a great danger.
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* AchillesHeel: Usually defeating the monster comes down to finding this, as it wouldn't be very scary if the players just tracked it to its lair and shot it a few times.

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* AchillesHeel: Usually defeating the monster comes down to finding this, as since it wouldn't be very scary if the players just tracked it to its lair and shot it a few times.
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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 "Vampires" sourcebook. Which when released to a second edition, it even had an updated version of "Vengeance of Dracula" packed in as a freebie.

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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 "Vampires" sourcebook. Which when released to a second edition, it even had an updated version of "Vengeance of Dracula" packed in as a freebie.
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* NiceJobBreakingItHero: The founder of S.A.V.E. wrote in his last journal his fears that by developing the Art, he ended up attracting the attention of whatever malign presence is the source of the Unknown, and increasing the number of monster incidents as a result (Of course, the Unknown is inherently unknown, and the truth of this is left up to the individual GM).

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* NiceJobBreakingItHero: The Later editions reveal the founder of S.A.V.E. wrote in his last journal his fears that by developing the Art, he ended up attracting the attention of whatever malign presence is the source of the Unknown, and increasing the number of monster incidents as a result (Of course, the Unknown is inherently unknown, and the truth of this is left up to the individual GM).
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* AlwaysChaoticEvil: The game makes it very clear that it doesn't use "monster" to mean "an inhuman species," it means "amoral and dangerous". There are no friendly supernatural forces. If a monster shows up, it's bad, and the players have to kill or dispel it. End of story.

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* AlwaysChaoticEvil: The game makes it very clear that it doesn't use "monster" to mean "an inhuman species," it means "amoral and dangerous". There are no friendly supernatural forces. If forces; if a monster shows up, it's bad, and the players have to kill or dispel it. End of story.
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* HollywoodVoodoo: There was a sourcebook for 2e all about incorporating voodoo elements into the game's world.
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* OurMonstersAreWeird: ''Chill'' used all the "standard" monsters like vampires, ghosts, zombies, and werewolves, most even getting a dedicated sourcebook in 2e. Then it had the book "Things", which was every other crazy concept the designers could think of, like the Ahe, a limbo-dwelling dragon-creature that takes personal offense to people sucking at magic, and the Ellerdice, the vengeful ghost of a homeless person so angry at not being helped in life they come back to torment the indifferent.

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* OurMonstersAreWeird: ''Chill'' used all the "standard" monsters like vampires, ghosts, zombies, and werewolves, most of them even getting a dedicated sourcebook in 2e. Then it had the book "Things", which was every other crazy concept the designers could think of, like the Ahe, a limbo-dwelling dragon-creature that takes personal offense to people sucking at magic, and the Ellerdice, the vengeful ghost of a homeless person so angry at not being helped in life they come back to torment the indifferent.
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* TheOrder: S.A.V.E. Near the end of the 80's [[TheFellowShipHasEnded it started to crumble]], however, thanks to a combination of a sharp uptick in the number of agent deaths and losing its previous sources of funding. Then the head office was destroyed in a surprise monster attack that still nobody can really explain (that is, left vague on purpose so the GM's left free to tie it to an aspect of their own campaign). Eventually its previous members found ways of getting in touch and carrying on the fight, but with a less centralized structure to make finding and infiltrating it harder.

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* TheOrder: S.A.V.E. Near the end of the 80's [[TheFellowShipHasEnded it started to crumble]], however, however (since belonging to a large, well-equipped organization that fights monsters took away some of the essential fear of the game), thanks to a combination of a sharp uptick in the number of agent deaths and losing its previous sources of funding. Then the head office was destroyed in a surprise monster attack that still nobody can really explain (that is, left vague on purpose so the GM's left free to tie it to an aspect of their own campaign). Eventually its previous members found ways of getting in touch and carrying on the fight, but with a less centralized structure to make finding and infiltrating it harder.
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* TheOrder: S.A.V.E. Near the end of the 80's [[TheFellowShipHasEnded it started to crumble]], however, thanks to a combination of a sharp uptick in the number of agent deaths and losing its previous sources of funding. Then the head office was destroyed in a surprise monster attack that still nobody can really explain (that is, left purposefully vague so the GM's left free to tie it to an aspect of their own campaign). Eventually its previous members found ways of getting in touch and carrying on the fight, but with a less centralized structure to make finding and infiltrating it harder.

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* TheOrder: S.A.V.E. Near the end of the 80's [[TheFellowShipHasEnded it started to crumble]], however, thanks to a combination of a sharp uptick in the number of agent deaths and losing its previous sources of funding. Then the head office was destroyed in a surprise monster attack that still nobody can really explain (that is, left purposefully vague on purpose so the GM's left free to tie it to an aspect of their own campaign). Eventually its previous members found ways of getting in touch and carrying on the fight, but with a less centralized structure to make finding and infiltrating it harder.
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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 "Vampires" sourcebook. Which when released to a second edition, even had an updated version of "Vengeance of Dracula" packed in as a freebie.

to:

* {{Dracula}}: Appears in, obviously, the Victorian-era adventure "Vengeance of Dracula", the mini adventure "Castle of Dracula", and got top billing in the "Vampires" sourcebook. Which when released to a second edition, it even had an updated version of "Vengeance of Dracula" packed in as a freebie.
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* AchillesHeel: Usually defeating the monster comes down to finding this, as it wouldn't be very horrifying if they just tracked it to its lair and shot it a few times.

to:

* AchillesHeel: Usually defeating the monster comes down to finding this, as it wouldn't be very horrifying scary if they the players just tracked it to its lair and shot it a few times.
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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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* GunsAreUseless: By and large, as the fear element wouldn't work very well if every adventure ended successfully adventures could resolved with a run-of-the-mill shootout. The rules point this out, that out-that the players will want their characters will want to carry guns and they're right to do so, but so-but not to expect much from their firearms.
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** The case with some Evil Way powers: killing the supernatural being who inflicted the effect breaks the spell. Killing that supernatural being to do so is usually a job and a half, though.

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** The case with some Evil Way powers: killing the supernatural being who inflicted the effect breaks the spell. Killing that supernatural being to do so is usually a job and a half, though.of course.

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