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"Come now my child, if we were planning to harm you, do you think we'd be lurking here beside the path in the very darkest part of the forest..." - Kenneth Patchen, "Even So."


THIS IS A BLOG ABOUT STORIES AND STORYTELLING; some are true, some are false, and some are a matter of perspective. Herein the brave traveller shall find dark musings on horror, explorations of the occult, and wild flights of fantasy.

Wednesday, October 7, 2015

KULT: A Review of the Third Edition


An Enigmatic Game

“Play me,” it whispers. “I dare you.”

Kult: Beyond the Veil is a 304 page Rorschach blot, a game so cryptic and so vast that it can be almost anything you want it to be. Like Nietzche’s Abyss, when you stare into the book, you get the uncomfortable feeling it’s staring back into you. If you want Kult to be a game about paranormal investigators struggling against supernatural forces, it is. If you want it to be about cultists and sorcerers delving into dark secrets to turn themselves into gods, the game is happy to oblige. Or how about a game in which the players are monsters struggling against their own dark urges? Kult will be that too. It will be traditional Gothic, it will be brooding psychological horror, it will be post-modern Clive Barker hideousness. Like Mephistopheles it will give you anything you want just so long as you turn yourself over to it. “Play me,” it whispers. “I dare you.”



I suppose you could call it a game of generic horror, but there’s nothing generic about it. This is a game with one of the strongest personalities I have ever seen. Kult might better be described as an intricate, elaborate setting in which any horror imaginable might rear its ugly head. Vampires, Lovecraftian gods, Cenobites, fallen angels, animated killer dolls; the setting offers a rationale for them all. To my mind, this is a remarkable achievement, but it might be disconcerting to players who read the book and have no indication what to do with it. Hopefully, this review will help a little with that, because if you like horror, you need to play this game.

Editions

Despite a fanatical (dare I say “cult”) following, Kult never caught on all that well in the United States. A Swedish game, the English translations of Kult went through three editions and a short-lived card game, but each quickly lapsed out of print. While this is not exactly a bad thing, considering the high turn-over of games and companies in this industry, a game of Kult’s caliber deserved better. The problem may be, in part, that the game wasn’t even sure how to define itself.

The first, Target/Metropolis edition, for example, seemed to lean towards “Splatter Horror.” It was gun heavy, with detailed descriptions and drawings of weapons. The combat system was longer and more complex, and martial arts were heavily detailed. The overall feel was one of gore. The second edition was a radical reinvention. The combat and skill systems were greatly simplified, and the long weapons lists trimmed. The new focus was on “Psychological Horror,” as evidenced by the remarkable new cover. While the first edition had a naked crucified angel, the second featured stark, black and white silhouettes showing a man losing his mind. But where the second edition truly shined was the deeper attention given to the setting of the game, and a strong new focus on the occult. The new edition was more Hellblazer than Hellraiser.


The First and Second Edition Covers

The third edition, Kult: Beyond the Veil, followed the course set by the second edition. Since it is this edition which will be reviewed here, not much needs to be said at the moment. The third is, frankly, the finest of the editions, and the first to present the complete magic system (originally released in two separate sourcebooks to the second edition). This inclusion shifts the focus again, making the new Kult more a game of “Occult Horror.” This is, perhaps, where the game feels most at home. Magic is an integral part of the setting, and the hidden reality foundation of the game resonates powerfully with occult themes. This is not to say the game excludes psychotic slashers or mad scientists, but the heart of the game is of dark secrets and otherworldly terrors.

Called the Demiurge, he banished his peers from the Metropolis and imprisoned mankind in an Illusion…the world we live in now. 

Reality, As We Know It, Is A Lie

This first line from the back cover summarizes the entire setting of the game. Once, ages past, humanity was a race of gods, building for themselves a cyclopean, impossible city known as the Metropolis. Somehow, one of their number seized power and rose against all the others. Called the Demiurge, he banished his peers from the Metropolis and imprisoned mankind in an Illusion…the world we live in now. He forged Passion to make us slaves of the flesh, Time and Space to make us feel small and finite, Madness to limit our genius, and Dreams to turn us inward, away from discovering the truth. His supreme invention was Death, or at least the illusion of it. Though we are all immortal, after a span of time in the world we are yanked out and dragged off to Inferno, or Hell. There, under the auspices of the Demiurge’s lieutenant, Astaroth (Lucifer, Satan), we are hideously tortured until all memories of our lives are gouged from our minds. The slate wiped clean, we are reduced to infants and reincarnated in the womb to go through the cycle again. The point of all this is to limit us, to ensure we never had enough time to Awaken and reclaim our innate divinity.

Kult assumes that the Gnostics—a collective term for religious sects who believed the Creator God of the Bible was a jealous imposter—were right all along. 

This system worked well for millennia, until it all started to go wrong. Sometime around the 16th century, the Illusion began to break down, growing thin and threadbare. Sprawling cities—intrusions of Metropolis into our space-time—began to spread. By the end of the first World War, the Demiurge had vanished, his citadel locked and barred, the angels serving him expelled. No one knows exactly what happened, but in the aftermath, all hell has broken loose…literally. The Archons—quasi divine beings who helped the Demiurge enslave mankind—started fighting amongst each other for the throne, while Astaroth up and left Hell. All manner of beings from Outside started crossing over into the Illusion. And yet, for mankind itself, all this presented the best chance ever to escape imprisonment and reclaim our birthright.

All this background isn’t exactly new; actually, it’s two thousand years old. Kult assumes that the Gnostics—a collective term for religious sects who believed the Creator God of the Bible was a jealous imposter—were right all along. But while Kult does draw on historical heresies and occult traditions to provide a foundation for its setting, it works very hard to build upon these things with elaborate new fictions. Much of the book is devoted to describing the empty, haunted ruins of the Metropolis, the pits of Inferno, and many other hideous otherworlds. The inhabitants of each are also described. And all this is fresh from the author's fevered imaginations, not merely rehashed from old myths and legends.

The Captivity of Man (Character Creation & System)

Character creation in Kult is only a moderately complex affair, and the designers of the 3rd edition offer two variant systems to speed you through it. We’ll assume here—for simplicity’s sake—that we are talking about the creation of ordinary, human, characters. Later, I’ll discuss the rules for magicians and monsters.

The chapter starts with nine “Archetypes,” descriptive collections of personality traits and Advantage/Disadvantage guidelines. There are not character classes, and frankly you can ignore them if you already have an idea of what you want to play.

After these, there are eight Abilities—Agility, Strength, Constitution, Comeliness, Ego, Charisma, Perception, and Education—rated on a scale of 1 (terrible) to 20 (great). In standard character creation, you have 100 points to distribute amongst them. This is on a 1 for 1 basis (an Education of 15 costs 15 points) unless you want to purchase an ability rating above 18. At that point, the cost is 3 for 1 point of ability. In the simplified character creation method, you just roll 2d10 for each.

Skills are each based on a particular ability. “Basic Skills,” those anyone can reasonably expect to perform, all come with an automatic rating of 3. Some others have specific prerequisites (“Academic Skills” require a minimum Education rating of 13). In the standard system, you get 150 points to spend on each skill, again on a 1 for 1 basis. The catch here is that a skill rating is limited by the value of its controlling ability. Once the skill exceeds this, the cost jumps to 3 points for 1 point of skill. For example: Parapsychology is an Ego-based skill. If the character’s Ego is 16, it would cost 16 points to buy Parapsychology 16. Parapsychology 18 would cost 22 points (16 6 points for the two additional points above the Ego rating).

In simplified character creation, you simply chose 2 skills at 18, 2 at 15, and 8 at 10.

The game system is very simple. Actions are resolved by a single d20 roll. If you roll under your skill or ability score, you succeed. The wider the margin between your roll and the score, the better you succeed. A 1 is a success and adds 10 to your success margin, while a 20 is always a failure. Naturally, circumstances can increase or decrease your base chance of success.

Beyond Madness (Advantages, Disadvantages, & Mental Balance)

One aspect of character creation deserves to be singled out; the selection of Advantages and Disadvantages. The way Kult deals with these is unique, and goes to the heart of both the setting and the game.

The first thing one notices looking over these lists is that all the entries are mental, emotional, or social in nature. Physical (dis)advantages fall under the umbrella of high or low ability ratings, while matters of wealth and property are handled other ways in the game. The advantages and disadvantages of Kult all revolve around one’s mental state.

You may take any number of disadvantages you wish. These supply you with points you can spend on advantages or skills. Likewise, you may take as many advantages as you like, but if not balanced by disadvantage points, the costs are subtracted from your skill points. I could take, for example, both Greed ( 10) and Mathematical Talent (-10) and have no more or less skill points than the starting 150. If I took Greed only, I would start with 160 skill points. Mathematical Talent only would start me with 140.

As my balance becomes more extreme, I become more or less than human. At the very extreme ends, I shake off the illusion altogether and become a god once more.

What really matters, however, is the total number of advantage points versus disadvantage points. This value is used to determine the character’s “Mental Balance.” Following the example above, if I started the game with Greed only, my Mental Balance would be -10. If I started with Mathematical Talent, it would be 10. If I took both, my balance would be 0.

Why does this matter? Essentially, man’s captivity demands a Mental Balance near 0. As my balance becomes more extreme, I become more or less than human. At the very extreme ends ( 500 or -500), I shake off the illusion altogether and become a god once more.

As my Mental Balance increases, I start to radiate an aura which draws people to me, making them feel safe and comforted by my presence. Evil things shun me, and I become increasingly immune to fear and negative mental states. I begin to acquire miraculous powers. I am on the Light Road to my lost divinity.

As my mental balance decreases, I start to radiate an aura of fear and discomfort. Good things are repelled by me, and I become increasingly vulnerable to negative mental states. At extremely low levels, I start to go through physical changes, mutating into some sort of creature. My fears and subconscious urges might manifest as objective beings in the outside world. I start to gain monstrous powers. I am on the Dark Road to my lost divinity.

The beauty of this system is that it provides an explanation for the appearances of both monsters and saints. Vlad Tepes became so sick, so twisted, and so depraved that he mutated into a vampire. Siddhartha became so enlightened that he Awoke and shook off the coils of the illusion. Much of Kult depends on this mechanic, and we will be coming back to it again.

Beyond Humanity (Playing Monsters)

The Mental Balance system allows for player character monsters, and a separate chapter is included for those who wish to explore this option. Basically, lists of supernatural Limitations (like “Bloodthirst,” “Uncontrolled Shape Change,” and “Inhuman Appearance”) and Powers (like “Telekinesis,” “Invulnerable to Weapons,” and “Regeneration”) are provided. Each has a point cost, just like Advantages and Disadvantages. In this case, Limitations are taken to provide points for purchasing Powers. At the same time, however, the total value of Limitation points is subtracted from the character’s Mental Balance. In addition, even if the character has enough Advantages to raise the balance, no creature with Powers of this kind may have a Mental Balance of greater than -25. All Monsters are on the Dark Road, their dropping Mental Balances rendering them increasingly inhuman.

For example, a classic vampire might take the Limitations Bloodthirst (15), Tomb Bondage (10), Scared of Religious Symbols (10), and Sensitive to Sunlight (15). This gives him a total of 50 points. He uses these points to purchase Eternal Youth (10), Enhanced Senses (10), Increased Strength (15), and Invulnerable to Weapons (15). His Mental Balance is then lowered by the total number of Limitation points. Assuming the character started with a Mental Balance of -15, it would now be -65.

Mental Aspects

At times of extreme mental stress—seeing monsters, undergoing torture, being seriously wounded, etc—characters must make a roll against their Ego score, modified by circumstance. It is essentially the Kult equivalent of a Call of Cthulhu “sanity roll.” If you fail, you will go into “shock,” and suffer an appropriate reaction for 1d20 minutes. Reactions include “Screams,” “Faints,” and “Runs Away.”

There are a lot of systems out there to model states of mental distress. Call of Cthulhu and Unknown Armies are two beautiful examples. But the way in which Kult makes use of the character’s natural disadvantages is inspired...

If you have a positive Mental Balance, you can resist shock. At 15 or higher, instead of suffering a reaction, you may act freely with a -5 penalty to all rolls. At 30 or higher you can cancel even this with another successful Ego roll. As the scale goes higher and higher, you become completely immune to mental stress.

If you have a negative Mental Balance, bad things can occur. At -15, your Disadvantages get the better of you, and you must make a successful Ego check to resist them. For example, a character with Depression might complete give up, unable to act, consumed with self-loathing. A Rationalist might refuse to acknowledge what has happened, denying it exists. A Phobic character might suffer hallucinations related to his fear. And so on. The effects last until the character manages to shake them off with another Ego roll. However, the lower your Mental Balance, the less often you can make such checks, and the higher the penalty you take on each roll. At -75, well below the limit or mere insanity, shock can actually begin to provoke physical mutations, your humanity slowly slipping away.

As an added delight, any character who fails his initial Ego throw to resist shock by 10 or more will gain a new disadvantage appropriate to the situation that induced the shock. This doesn’t give you any points, it just lowers your Mental Balance.

There are a lot of systems out there to model states of mental distress. Call of Cthulhu and Unknown Armies are two beautiful examples. But the way in which Kult makes use of the character’s natural disadvantages is inspired, as is the notion that beneath even the level of clinical insanity worse things can happen.

Magicians cannot be normal people...

Magic & Occult Sciences

In the world of Kult, sorcerers may believe that their power comes from harnessing elemental forces, from calling upon spirits, demons, or gods, or even from some energy source like “mana” or “quintessence.” They are all wrong. Magic is a means by which innate human divinity is temporarily re-awakened, allowing the will to strain against the bars of its prison. In a ritual, the divine portion of the mage stirs in its sleep, flexing its muscles. As the Illusion is built from five aspects—Time/Space, Madness, Dreams, Passion, and Death—magic deals with manipulating those forces.

Magicians cannot be normal people. They must have Mental Balances either above 25 or below -25. This allows you to purchase Magical Intuition, an advantage costing 20 points. This allows you to see auras, sense magical energies, and perform effective rituals.

The magic system of Kult is mechanically quite simple, but it is one of the most elaborately described in gaming history. Furthermore, a large measure of it mirrors the practices of real-life occultists. Even a casual student of the occult would find much that was familiar in the game. For example, the spell “Protective Pentagram” is basically a complete description of the occult “Lesser Banishing Ritual of the Pentagram,” and it does in the game exactly what genuine occultists believe it does in real life (with a Kult twist). The result is something extremely atmospheric, though not, I imagine, to everyone’s taste.

Mechanics: there are five Lores of Magic, each wielding power over one of the aspects of the Illusion (a sixth Lore, the Dark Art, is possessed by beings from outside the Illusion). Lores are learned exactly like skills, and allow you to perform spells relating to that Lore. For example, the Lore of Passion allows you to study and perform spells like “Seduction,” “Arouse Instincts,” and “Master and Slave.” Each spell has a Skill Score, which is the minimum rating in the controlling Lore the magician must possess. To learn “Seduction,” the mage must have the Lore of Passion at 7 or higher. To learn “Master and Slave” it must be 14 or higher.

To cast a spell you make a roll under your spell skill score. Spells also have an Endurance cost, the amount of personal energy the magician must expend, as well as a time to cast. This can run from 1 hour to days for powerful and complex rituals. All the tools, preparations, procedures, incantations, and visualizations are painstakingly described for each and every spell.

The best way to give you the full flavor of the system is to completely quote a spell. Now, in the interest of full disclosure, I’ve selected one of the more “controversial” spells from the book (in that Kult’s realistic and detailed treatment of topics like “sex magic” often gives the game a bad rep).

Master and Slave (Kult, p. 147)
An individual is made to totally submit to the will of the Conjurer for the duration of the spell. A strong sexual connection is created between the Conjurer and the victim, where the victim is filled with a desire to be dominated. The submission has masochistic undertones, the victim is willing to be dominated and degraded. He looks upon anything the Conjurer commands him to do as part of a sexual game, even such things that result in the victim hurting himself and others. The victim will seek out the Conjurer if they know each other, otherwise he will submit to the Conjurer as soon as they meet.

Skill Score: 14

Loss of Endurance: 40

Tools of Magic: the wand

Time to Cast: 1 hour

Duration: 24 hours

Ego-Throw to Resist: Yes

Preparations: A strand of the hair of the victim is placed on the altar. All of the planetary signs are drawn around the inside of the Circle, and the names of the seven Chakras are written inside of these. A candle is lit in the middle of the Circle. The Conjurer paints the Chakras with red paint on his own body, in the shape of stylized roses or lotus flowers.
Invocation and Gestures: With wand in hand the Conjurer calls the victim by name and commands him to come. He swears by Gamaliel and by each of the Chakras while he touches the flowers on his body, feeling the snake rising up along his spine. Sitting on his haunches by the burning candle he summons Mars and Venus, Saturn and Luna. Finally, he takes the hair from the altar and burns it on the candle while he commands the victim to give up his will and submit. Visualization: The Conjurer sees how the victim is taking shape in the burning flame in the middle of the Circle, nude and initially reluctant, then more and more submissive. When the Conjurer is burning the hair the victim falls on its knees and starts licking the feet and genitals of the Conjurer.

Aside from five Lores of Magic, there are also seven Occult Sciences. These are skills (again, based on real-life disciplines but all retooled for the setting) which give characters knowledge of the Illusion and how to escape it. “Kabbalah” is a detailed study of the Demiurge and his Archons. “Alchemy” examines the substances which are the building blocks of our prison. “Astrology” uncovers the blueprints and plan by which the Illusion works. “Numerology” examines the Illusion as an equation. “Symbolism” underlies magic and the path to awakening our inner divinity. “Tarot” is a meditative art that gets the user in touch with his inner being. And “Voodoo,” the youngest science, explains how to cheat death.

Summarizing as I have just done does not do justice to the incredible richness of detail used to flesh out each. The same attention Kult lavishes on its spells is continued here. The section on Tarot, for example, gives a history of the cards in the Kult universe, as well as the divinatory meanings for each and every one. This is purely for atmosphere; the mechanics governing how to use the Tarot in game are actually much more succinct. It is this remarkable attention to detail that gives the game its richness.

On a side note, entities from beyond the Illusion have access to another form of magic, the “Dark Art.” While the Dark Art cannot directly affect the prisoners inside the illusion, it does allow them to reshape the illusion itself. For example, an Azghoul (ancient servants of Man left abandoned in the empty streets of Metropolis to fend for themselves) is hunting victims in the streets of New York. The hapless couple turns into an alleyway. The Azghoul can then use the Dark Art to reshape the alley...into a dead end.

Combat

Compared to the elaborate magic system, Kult's combat mechanics are much more straightforward, reflecting the design choices of the game.

Combat is divided into rounds. All (human) characters start with 2 actions per round, but can attain (via high levels of Agility) up to 4. Supernatural entities may have even more than that.

To determine initiative, each round the participants roll a d20 and add the result to their initiative score; actions are taken in order of highest total to lowest, repeating the cycle until everyone has exhausted their actions.

To attack, roll d20 and compare the result to your skill score (which may be modified by circumstances). Rolling over that number constitutes a failure. If you roll under, keep track of the number of points you succeed by. This is your “Hit Score,” and it is vital for determining damage.

The roll of a “1” is, incidentally, a perfect hit, adding an automatic 10 to the Hit Score. A roll of “20” is a fumble and a failure, allowing the GM to determine what sort of mishap befalls the character.

Every weapon has a damage rating, or “Damage Effect Factor” (DEF). The Hit Score modifies this number up or down. A Hit Score of 0-2, for example, lowers the DEF (I merely grazed the target) while anything about a 7 raises it (up to a maximum of 5). Thus a single roll resolves both hitting and your damage total.

Damage is rated in wounds—Scratch, Light Wound, Serious Wound, Fatal Wound, etc. Different characters and beings are able to withstand different numbers of each, and the wounds are cumulative.

There are, beyond this, rules for all sorts of combat situations, including armor, parrying melee attacks, fighting in darkness, poisons, infections, and so forth. It is a simple system, but deadly, and with enough detail to generate all manner of life-threatening encounters. But comparing the page count of the Combat chapter (12 pages) with that of, say Magic (90 pages) gives you a clear indication of the game's focus.

Why You Should Be Playing This Game

taboo (also tabu) noun ( pl. -boos also -bus) a social or religious custom prohibiting or restricting a particular practice or forbidding association with a particular person, place, or thing

Some of the most intense horror experiences come from the transgression of taboo. Certainly, an ax-wielding maniac is frightening, but when Jack Torrance stalks his own wife and child through the empty halls of the Overlook Hotel, he is violating everything society expects a father to stand for. Psycho's infamous shower scene features a violent murder, but it becomes even more transgressive by the fact that it occurs in a place society defines as a citadel of privacy (not to mention the fact that Norman Bates is dressed in his mother's clothes). And vampires, bless their dead little hearts, get endless mileage out of violating of sexual taboos (rape, S&M, and incest being common features of the genre). While it is scary (and thus thrilling) to be put in danger, what distinguishes horror from adventure or fantasy fiction is this aura of violation, of horror's willingness to assault whatever our societies hold to be sacred.

Compared to literature or cinema, horror RPGs have shown an extreme reluctance to violate taboo, and thus content themselves with providing a “scare.” Most take the safer route of embracing the cliches of adventure fiction—hunt the monster, solve the mystery, defeat the cultists—sprinkled with borrowed horror elements. But there is nothing visceral in this, and while you might feel a few chills, it's unlikely you'll really squirm.

Kult is willing to go where most other games are not. Deviant sexuality, blasphemous ideas, torture; it's all there and more. Anything that might make you uncomfortable, you can probably find somewhere between the covers of this book. Indeed, deviancy and taboo violation are the very heart of the game, when one considers that societal taboos were put in place by the Demiurge to keep us safe, normal, and jailed.

This is not to say you can't get there with other games. Despite the intellectual, outre horror of Call of Cthulhu (with its non-Euclidean angles and unfathomable gulfs), entities like ghouls or deep ones do hit below the belt. The difference is, the core game itself takes a genteel approach to horror, while Kult takes you by the hand and drags you through the extremes.

If you are looking for a game inclined towards deep horror, the horror of Stephen King, Clive Barker, or Thomas Ligotti, Kult is for you.

Why You Should NOT Be Playing This Game

On the other hand, there is nothing wrong with B-movie horror, or the action horror of films like Van Helsing or Blade. And while horror is, by and large, intimate and personal, gaming is a social experience. Many are not comfortable exploring their depths in the presence of others.
Also, If you have difficulty divorcing your faith from your gaming, Kult is definitely not for you. I have known people comfortable with Call of Cthulhu because its horrors were invented, but uncomfortable with Kult's open references to Satanism, or incorporation of genuine occult practices.
Further, it goes without saying that if you don't like to be made uncomfortable, you shouldn't be bothering with this game.


FEAR OF THE UNKNOWN: A Review of CHILL 3rd Edition

“The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown”
― H.P. Lovecraft, Supernatural Horror in Literature



The Verdict

After twenty years out-of-print, Growling Door Games has resurrected the horror classic CHILL.  Keeping the best elements of the previous edition, CHILL 3e brings a streamlined version of the old percentile roll, a new "token" system to represent the struggle between the player characters and the Unknown, and character mechanics like Drives and Takeaways to flesh out the envoys of SAVE like never before.  Despite a few minor editing oversights, lacklustre creature art, and some missing iconic horrors, this is a game you are going to want and want to play.


Against the Unknown 

The Aspen Lodge had seen better days. It, and the entire town around it, had begun the slow and irrevocable slide into decay after the mines ran dry of silver. The three strangers--a journalist, a professional psychic, and a former park ranger--were the Aspen's only guests, and the only guests it was likely to see that winter. The trio had come to the Rockies to investigate a string of disappearances. Unknown to their friends, loved ones, or associates, they were members of the Societas Albae Viae Eternitata, or SAVE, a secret society dedicated to investigating and combating the global incursion of a hideous and terrifying force. The trio suspected those who had vanished here were its victims.

The investigators had dinner with Miss Colwether, the Aspen's spinster owner. So thrilled was she to have actual guests, she had gone all out to prepare a feast. After, full of venison and wine they retired for the evening, but the psychic couldn't sleep. Voices in her head kept pleading and whispering. Shadows moved over the walls of her room. She woke her fellow envoys and followed the voices downstairs.

There in he darkened kitchen, the whispers led them to the walk-in freezer. It was padlocked, and they ended up having to break it open. There in the dark, in the freezing cold, their flashlights scoured the icy walls in strobe like flashes, discovering horror. Bodies...dozens of bodies, dismembered, filleted, chopped up into meat.

Dawning horror spread across the faces of the players around the gaming table. In their preliminary research they had come across stories of the Black Tanamous, a creature that fed on the blood and flesh of cannibals. As their characters gaped in horror at this human butchery, the players suddenly wondered just what old Miss Colwether had actually served them...

In three and a half decades of gaming, that moment--and the look of horror on my players faces--stands out in my mind. ...The game in question was Mayfair's 2nd edition of CHILL, published back in 1990.

In three and a half decades of gaming, that moment--and the look of horror on my players faces--stands out in my mind. It was one of those times when a horror RPG worked, and worked extremely well. The game in question was Mayfair's 2nd edition of CHILL, published back in 1990. It was itself a remake of the 1984 Pacesetter game. Neither edition did as well as they deserved; the first came just after Call of Cthulhu, the second just before Vampire: The Masqerade. Overshadowed by these titans, CHILL 1 and 2 went out of print pretty quickly, though not before leaving behind some extraordinary supplements. The first edition's Venegance of Dracula was a brilliant campaign, easily on par with the far more famous Masks of Nyarlathotep. The second edition's Vampires, Lycanthropes, Apparitions, and Voodoo were some of the best monster guides a horror buff could ask for, and the CHILL Companion was a brilliant piece of work that allowed you to simulate all sorts of sub-genres. CHILL in either edition was probably the best horror game you never played.

Now fate, and Growling Door Games, is giving you the chance to remedy that.


The third time seems to be the charm. CHILL 3rd Edition is a slick, streamlined, updated version of the originals that manages to keep all the best elements of the game. It is not without its flaws, but it does an excellent job of capturing the original feel of the game and translating it for modern sensibilities. It still "feels" like old school CHILL, but it plays like a 21st century RPG should.

So what is CHILL? Since the game has been out of print of twenty years we probably should take some time to introduce the basics first.

The horror is not merely the vampire, but the fact that in the modern world vampires are not supposed to exist...

THE UNKNOWN

CHILL is a game of gothic horror. By "gothic" I don't necessarily mean crumbling castles, cursed bloodlines, and naive young governesses; I mean a sane and rational world under threat from the supernatural. Gothic, as a genre, emerged post Enlightenment (1764's The Castle of Otranto), when the medieval world of superstition had been banished by the modern world of science and reason. Whereas once the world was governed by fickle supernatural forces, it was now ruled by immutable laws. Whereas once the medieval peasant appealed to the supernatural with rites and rituals, the Intelligentsia of the 18th and 19th centuries strove to understand the laws of nature in order to better control them.
But gothic--a genre whose name is reference to medievalism--emerged to pose a horrifying question. What if, in the shadows outside the Enlightend world of logic and reason, the old world of supernatural shadows still existed... banished, but waiting to claw its way back in? The classic example, of course, is Bram Stoker's Dracula, in which the modern and rational world of Victorian England--with its telegrams and recordings, shorthand and solicitors--is invaded by a gothic nobleman, an undead relic of a medieval past. The horror is not merely the vampire, but the fact that in the modern world vampires are not supposed to exist.




In CHILL, the shadowy realm of the supernatural is called the Unknown. Variously described as a place, a force, or even a presence, the Unknown is separated from our world (the Known) by a Veil. That Veil is not as impermeable as we might wish it to be. Feeding on human misery, pain, and fear, the Unknown corrupts, infecting places, people, and objects and turning them into horrors. It bleeds through in places where the Veil is torn or thin...but its favored method of ingress is through the human soul. Humans who pay too much attention to the Unknown, or worse still welcome it in, are perhaps the greatest weapons the Unknown has. Once in our world the Unknown presents in any number of forms...a haunting, a lycanthrope, the Undead. But behind all of these lies an immense, inconceivable malevolence that shatters sanity and mocks the laws of nature.

SAVE

SAVE--the Societas Albae Viae Eternitata--was founded in Dublin in 1844. Dr. Charles O'Boylan's investigations into anomalous phenomena had led him to suspect the existence of a world beyond the one known to science, a world he dubbed "the Unknown." He believed contact with this world was responsible for what humanity called the "supernatural," and gathered like minded scientists, mystics, and explorers to investigate it. Alongside co-founders Lord Henry Boulton and Richard Arthur (Lord Strange), O'Boylan circled the globe for trace of the Unknown. In its early years SAVE was an above-ground organization, and its mission was to understand the Unknown and convince the scientific world of its existence. But as the society's investigations depened, the mandate slowly changed. Encounters with the Unknown led SAVE to believe it posed a threat to humanity, and that the only way to fight fire was with fire. SAVE took up practicing the Art...a way of harnessing the power of the Unknown and turning it back against itself.

O'Boylan was a man obsessed. He became convinced that there was a struggle within the Unknown between two distinct forces; a light or "white" side and a dark or "black" one. The Art could be used to tap the light side, producing beneficial miracles and countering the Evil Way, the powers of the dark. But within two years of its founding, and explorations of the Unknown, Charles O'Boylan died a hideous death, and his co-founders decided to take SAVE underground. It's goal was no longer to prove the Unknown to the world, but to protect the world from it.

By relentlessly hunting the darkness, SAVE might in fact have only been feeding it.

By the last decade of the 20th century, SAVE had offices and envoys (its agents) all around the world, and yet, the Unknown was stronger than ever. Many began to fear that O'Boylan had opened a door; though it had always existed on fringes of human civilization, the more you studied the Unknown, the more you thought about it...the stronger it got. Like the old legends of the Fae, speaking its name let the Unknown in. By relentlessly hunting the darkness, SAVE might in fact have only been feeding it. As the millennium drew to its close, this revelation, coupled with several devastating attacks by the Unknown and the infiltration of SAVE by its servants, tore the entire society to pieces.



SAVE Saved

With the third edition of CHILL, SAVE is back, albeit in three parallel forms. When players sit down to create their characters, they must decide which one of these paths to take.  

...the biggest catylst in SAVE's resurrection has been a short, to-the-point manifesto, emailed out to all offices through whatever links remained. It's author, Hayat Nejem, is a Syrian freedom fighter waging war not only against the Unknown, but also Bashar al-Assad...

Some SAVE offices remain isolated, continuing the fight alone, with no contact with any other branch. Many of them erroneously believe they are all that is left of SAVE, that the rest of the society has been wiped out.  On the other end of the spectrum, some offices have started reaching out again to other branches, trying to reorganize the society under its old, traditional lines...with shared information and resources and regional directors coordinating the efforts of the offices beneath them.  These traditionalists believe SAVE merely lost its way, and by returning to its past it can face the future. 

Yet the biggest catylst in SAVE's resurrection has been a short, to-the-point manifesto, emailed out to all offices through whatever links remained. It's author, Hayat Nejem, is a Syrian freedom fighter waging war not only against the Unknown, but also Bashar al-Assad. The two, she believes, are connected. As a child sensitive to the Unknown she saw shadowy wraiths whispering in Hafez al-Assad's ear. When she spoke to her mother of it she was beaten.  Years later, as a woman, she saw these wraiths place on the head of his son and successor, Bashar, a shadowy, writhing crown. The Unknown, she believes, is manipulating human society on a scale never seen before, and the only way to fight such an overwhelmingly powerful enemy is to go underground, and strike like a terrorist.  Her manifesto advises adopting a cell-structure, each office in contact only with the link in the chain before and after it.  She outlines methods of striking from the shadows, a guerrilla crusade against an Unknown that secretly runs the world.

These three styles of SAVE are one of the innovations of the new edition.  The players can select a traditionalist campaign where their SAVE is not unlike the Watcher's Council from Buffy, a more "alone-against-the-world" office like Angel Investigations, or an underground cell fighting a massive conspiracy.  Campaigns run the spectrum then from being part of a large, well-funded secret society to a desperate, backs-against-the-wall cabal.



Staring Into the Abyss


With CHILL 3e, Growling Door brings several other innovations to the table.  The most noticeable one is the new "Token" system, an embodiment of the dark tango SAVE dances with the Unknown.  The game starts with several Tokens in play; one for each of the players (including the GM or Chill Master) plus one.  These can be anything; coins, marked playing cards, etc.  One side is designated "Light" and the other side "Dark."  Two of the Tokens start the game Dark, the rest Light.

Tokens can be "turned" by either the Chill Master or the players throughout the game to activate special bonuses and powers.  Players can use them to improve rolls, activate their characters supernatural powers (see below), or even save a comrade from death.  The problem is, of course, doing so turns a Token from Light to Dark.  In other words, calling upon the Unknown feeds it, giving the CM more Dark Tokens to fuel the adversaries.  In the same way, the CM uses Tokens to activate the sinister powers of the horrors, inconvenience the players, or make allied NPCs suffer.  This in turns shifts the balance back towards the players by making the Dark Tokens Light.

By engaging the Unknown, SAVE has fed it, creating an even greater threat that paradoxically must be fought.  This is grist for excellent dramatic stories.

This is an excellent system, and it works a bit like "Tension" in Dead of Night or "Horror Mode" in the Cypher System.  When the Tokens go Dark, there is a palpable dread in the air, and the players know bad things are about to happen.  As they go Light, the players start to get a much needed glimmer of hope.  More importantly, it enhances the background story with an actual mechanic.  Before SAVE, the Unknown preyed on the fringes of human societies and people superstitiously looked the other way.  All the old legends of devils and fairies advised not to speak their names, to ignore them, to look away.  By engaging the Unknown, SAVE has fed it, creating an even greater threat that paradoxically must be fought.  This is grist for excellent dramatic stories.    

Agents of SAVE: The Envoys

CHILL 3e takes the old levelled percentile system of the previous edition and streamlines it.  d00 rolls are made to resolve all character actions, rolling against Attributes, Skills, and Specialties.  There are General and Specific checks.  General checks are simple pass/fails; roll under your score on a d00 and you succeed.  Specific checks, which account for most rolls in the game, are more detailed.  Rolling over your score is a Failure, rolling under your score is a Low Success, and rolling under half your score is a High Success.  Rolling doubles and failing is a Botch, a particularly nasty failure.  Rolling doubles and succeeding is a Colossal success.  Turning Light tokens Dark gives you bonuses.

Like the 2nd edition, character stats are all percentile.  The old "basic abilities" are now Attributes; Agility, Strength, Stamina, Focus, Personality, Willpower, Dexterity, Perception, and Reflexes.  Focus and Reflexes are new to this edition, and Luck has been dropped.  In case you are wondering (I was), Agility is full body control, Dexterity is fine motor skills, and Reflexes is pure reaction time.

The skill list has been pared down from about 40 non-combat skills and about 25 combat ones to just nine...one for each of the Attributes.  These extremely broad skills--Movement, Prowess, Close Quarters Combat, Research, Communication, Interview, Fieldcraft, Investigation, and Ranged Weapons (corresponding to the Attributes in the same order as those listed above)--are not meant to cover everything, but to represent what envoys of SAVE are trained to do.  These skills are either trained or untrained.  Training in a skill means you can use it at the same value as its linked Attribute.  Untrained means you use it at half that.  For example, Katrina Davenport has a Willpower score of 48.  If she is trained in Interview, its linked skill, she would have a score of 48.  If her Interview was untrained, the skill would be 24.



Each of these skills has additional Specialties.  Specialities are rated Beginner, Expert, and Master, adding +15, +30, or +50 to the base skill score respectively.  You can be untrained in a skill and still take a specialty. 

All this makes character creation far more streamlined than 2nd edition CHILL, in which each and every skill was figured by averaging two or more Attributes and adding Beginner, Expert, or Master to it.

In addition to Attributes and Skills characters can take Edges and Drawbacks, things that give their characters various advantages and disadvantages.  These cost (Edges) or return (Drawbacks) "Character Points," the currency CHILL uses in character creation and as experience.  Depending on how ambitious you are, you can start play by modifying one of several ready-made characters, selecting a mostly complete professional template and adding 10 CPs of your own choosing, or start from scratch with 80 CPs and build exactly the character you want.

Drives and Takeaways

Like the Token system, Drives and Takeaways are new to the 3rd edition.  A Drive is the psychological impetus the character has to fight the Unknown.  It explains why he or she is an envoy of SAVE.  "Protect Humanity," "Learn the Truth," and "Avenge a Loved One" are examples.  The character's Drive comes with a Light and Dark box next to it. Once per case (the story or scenario) the player may check the Light box, calling on the positive aspect of the Drive to gain a bonus similar to turning a token Dark (without actually darkening a token).  Likewise, the player may chose to check the Dark box once per case, turning a Dark token to Light but suffering a setback or complication from the Drive.

Example: Cedric MacAlister's Drive is "Protect Humanity."  Struggling to save an innocent bystander from a werewolf attack, he checks his Light box to gave a bonus from his Drive...it inspires him to fight harder.  Later in the game, he is successfully hidden from a pack of lycanthropes but sees another person in danger.  Checking the Dark box, he steps out and exposes himself to lure the creatures away.  The CM turns a Dark token to Light for his heroism.

Takeaways are things the character has learned from previous cases.  A Takeaway might be something like "Fought a Carpathian Vampire," "Saw a Child Killed," or "Exorcised a Ghost."  They come in two flavours, Personal and Arcane.  You can add a new Takeway at the end of every case, but you can never have more than three (discarding old ones in favour of new).  Like Drives they have Light and Dark boxes, and can be used in a similar fashion, either for or against your character.

The Art

Akin to magic or psychic powers is the Art, techniques used by SAVE to tap the supernatural power of the Unknown to use against it.  SAVE strictly codifies and regulates these powers to prevent the risk of being infected by the Unknown while using them.  To employ the Art, the character must first attune to one or more of its "schools;" Communicative, Incorporeal, Kinetic, Protective, Restorative, and Sensing.  This allows the character to then learn specific Disciplines associated with that school.  A character attuned to the Communicative School might learn disciplines like Calm, Telepathic Empathy, or Telepathic Sending.  A character attuned to Incorporeal could learn Leave the Body or Astral Attack.  Disciplines are rated like skills, Beginner, Expert, and Master.  Activating them requires turning a Light token Dark, a skill roll against the Discipline, and (except in cases of a Colossal Success) the expenditure of Willpower.  



Fear Itself

CHILL 3e handles physical and mental damage in much the same ways.  Injury measures physical damage and comes in six levels (the last being Lethal).  Each level inflicts an increasing penalty on the character's Stamina score.  Trauma is the mental equivalent, and is rated in five levels that inflict increasing penalties on Willpower.  Reducing Stamina to 0 exhausts a character.  Reducing Willpower to 0 overwhelms her.  In both cases, rest and recuperation--as well as medical treatment or use of the Art--is required to replenish them.  Healing Trauma is called Integration, the slow acceptance and reconciliation with the horrors or shocks the character has suffered.  In CHILL, Trauma comes in three types; Horror, Terror, and Revulsion depending on the stressor.  Terror comes from threat to the character's life and limb.  Horror comes from shaking his faith in the world or humanity.  Revulsion is being exposed to rot, gore, or filth.  though they come from different sources, they affect the same Trauma scale.  When confronted with the stressor, the character makes a Resolve check, which depending on the level of success can reduce previous Trauma or inflict new.  Whenever Trauma is suffered, the character temporarily loses control, attempting to flee, panicking, or retching violently.

Devices of the Enemy

One of CHILL's best features has always been the Disciplines of the Evil Way.  These are a group of around 70 supernatural powers, ranging from the atmospheric and disturbing to downright lethal, that creatures of the Unknown possess.  A vampire might have Change Form (Bat), Erase Memory, and Influence.  A haunted house might have Blackout, Haywire, and Change Temperature.  Using these sometimes turns a Dark token Light, and occasionally a roll is required, especially in the case of attacks.  These powers codify the weird and scary phenomena we have seen in horror movies and novels, and combined with the new system of Aspects (see below), allow CMs to create all sorts of new horrors with ease.



Aspects are divided into four categories; Survivability, Combat, Movement, and Special.  They represent the special characteristics of supernatural beings that are not, strictly speaking, powers.  A ghost's Incorporeal form, a vampire's dependence on blood and aversion to crosses, even a cobra's poison are all aspects.  

Aside from Evil Way disciplines and Aspects, monsters possess only an Evil Way, Reflexes, and Stamina scores.  They might also have their own Injury scale.  The Evil Way score measures its general power and its ability to use disciplines.  Reflexes and Stamina are used much as they are for characters.  This simplicity is a refreshing change from the previous edition, where monsters had full stats just like player characters, and is in line with the general design trend of games today.  It lets the CM focus on pacing and horror rather than detailed statistics.

Last Words

While Call of Cthulhu captures the alien, materialistic horror of Lovecraft's writings, CHILL offers a slightly more traditional form of supernatural terror.  A great deal is left up to the Chill Master and players.  What sort of organization is SAVE?  What is the true nature of the Unknown?  Is it an alien elder god?  Another dimension?  Satan?  The game also pits players against more familiar terrors...ghosts and hauntings, vampires and werewolves, animated dolls and masked serial killers.  And yet, the way horrors are designed makes each of them unique.  This vampire may feed on blood and shun sunlight, but that one might drain youth by touch and be unable to cross a line of salt.  This ghost might create horrific illusions and needs to be destroyed by laying its remains to rest, while that one can assume corporeal form and can only be destroyed by exorcism.  Even with relatively familiar monsters the fun in CHILL come from investigating what you are dealing with.

3e delivers where it counts, bringing back a superb horror game and making it faster to play and easier to run...

There are flaws in the third edition.  Some iconic monsters are missing, like the Bat Lord and the Black Tanamous I mentioned in the story above.  There are several little editing mistakes (two of the sample characters have exactly the same Drives and Takeaways, with the second female character being referred to as "he").  And the art is, frankly, uneven.  But 3e delivers where it counts, bringing back a superb horror game and making it faster to play and easier to run.  Brimming with backstory and a detailed history of SAVE and the world it exists in, CHILL 3e serves up a compelling reason to go out and fight horrors each week, something many other games struggle to do.  Whatever the future holds in store for this edition--and fingers crossed we will see revised versions of classics like the Vampires, Lycanthropes, and Voodoo supplements--CHILL is back and deserves to be played.