Showing posts with label chill. Show all posts
Showing posts with label chill. Show all posts

Tuesday, February 04, 2025

Investigation is the Combat

Sanity is to games like Buffy the Vampire Slayer what HP are to games like D&D; where you worry about your health in Dungeons & Dragons, you fear for your sanity in games like Angel RPG. This is not Shock nor is it Stress, as both of those are covered by Fright; this is pure, abject Fear that unravels your common senses and ability to deal with everyday situations - ergo, your mental health, or Sanity (SAN).

Likewise, Investigating and Researching is to these games what exploring and combat are to AD&D. "Only fools rush in" is a wise adage to keep in mind when playing TTRPG in which the Occult is at-play all around you, all the time. Often, these attempts can be handled just like Combat is in games like D&D, but with longer stretches of time taking place between rolls. Although ample opportunity for roleplay exists, the long stretches of time needed to Research and Investigate are usually better handled by Skill checks.

For instance, it can take a few weeks to properly Research a book, and it might turn out to be the wrong book to Research - something you cannot know without spending the time to find out. One missed swing after another would tell you that you're not ready for that monster standing in front of you in a more combat-heavy game, and that would happen in a matter of in-game seconds. However, you are warned not to rush these things, as the center of attention is shifted from Combat to Investigation in games like Chill.

Horror and Investigation games are about solving puzzles: Investigating strange crimes because you have a hunch that there's something more sinister afoot. But, is there really or have your experiences just made you a jaded, paranoid Investigator who now sees the threat of The Dark in everything? There's no way to know without going through the motions.

Horror and Investigative games are primarily "theater of the mind," although many can be very tactical, especially once Combat begins. However, technicalities aside, the monsters involved outweigh the PCs by a lot, and are likely to wipe the floor with them unless they come overly prepared. Just imagine thinking you are facing a Demon and showing up with a lot of silver daggers and zero wooden stakes, only to encounter a cunning vampire! The best you can hope for then is an early escape...

In a more Combat-focused game, your crew is likely to have a good balance of Combat-oriented envoys with a myriad of contingencies either on paper or put together by the group. Games like Call of Cthulhu usually feature brainier, untrained PCs that fight only because they have to, knowing full well that any fight could be their very last - and probably should be, given the monsters' panoply of powers.

I try to run these games as though the Tomes to be Researched and the Crimes to be Investigated are the dragons of the scenario: The Big Bads to be defeated along the way to the Ultimate Bosses (the actual monsters they're likely to have to fight). The big rolls are not going to be Combat-oriented, but Skills and Abilities associated with Research and Investigation. And actions like going undercover, infiltrating the Bad Guys, and learning more about what they believe, how they behave, and what makes them do the things they do, replace buying better weapons and stacking bonuses for quicker, better kills.

Even the structure of rising action stays the same, as one book leads to another, one clue leads to the next, and the bigger picture slowly comes into focus; not unlike clearing-out low-level trash mobs in a dungeon to clear the path toward the BBEG at the end.

Although the flow and structure remain, at the foundation, largely the same, these are two very different styles of games for which not everyone is suited. Players of dark fantasy and horror games tend to have more tolerance of the gruesome and dark aspects of adult fare - of which Horror definitely is. You need to be an adult and behave like an adult to play in one of my adult games (in which romance and sex are almost never mentioned, but a lot of death and violence loom perpetually large). 

The focus of the adventure might die before you can save her, or might already have died when the investigation started even if you don't learn that until the end. (Seemingly, at least) Supernatural complications arise all along the way as the Big Bads try their best to throw you off their trail, runaways and ne'er-do-wells make great victims because their disappearances rarely rouse suspicion except among their own kind, and having an affinity for Mystery and Horror entertainment tends to be a hallmark of the gamers who play these types of games.

Those who have only ever played D&D might not make the best fit for these types of games, as they often have trouble converting to the different style. So, I'm writing these as primers or guides to the games before you play, just so you can prepare for a different (although similar) experience.

And be aware that not everyone runs their games the way I do, so your mileage will definitely vary!

© The Weirding, 2025

Monday, November 18, 2024

On Spells for Angel/BtVS RPG

Not all Dungeons & Dragons spells work in Buffy. Bestow Curse, for instance, is too high-powered and actually breaks into more than one spell in Angel/BtVS RPG. But it doesn't really matter, since you have to find and learn the spell to cast it; that the spell simply exists is not even necessarily true, but even in those cases, that does not mean you know it, can learn it, or even know it exists. In D&D, and many other systems, you simply need a copy of the spell or you are assumed to already have a copy of the spell handy once the system says you learn a new one.

In many ways, things are similar, but Buffy does not have spells slots or character levels; you have to at least test DEX for spells with V,S components; there are no hard limits on the level, type, or number of spells you can cast; you expend PSI to cast spells*; and more.  

Barkskin is an example of a spell which might not exist as-is in Angel, but would definitely exist in one form or another. What kind of spellcaster would know Barkskin? Hedgewitches, Shamen, and maybe a few Supernaturals with a rural background of some kind; other than that, it would be the Fey. Since we are specifically tackling the Fey and the Fey Realm, I went ahead and adapted Barkskin to the system for completeness; but, that doesn't make it any more or less likely that you will encounter it, learn it, or even hear about it.

If you do encounter it, there's a chance to learn it. Your spellcaster has to study, practice, and test her Occultism and Sorcery in order to find, research, learn, and cast spells - they do not just come to her when she wakes up, and she cannot suddenly comprehend them just because she slept. 

This is true in Buffy ([Occultism+INT] vs. 10+ to read, comprehend, and learn spells from a book; [Sorcery+SAN/WPR] to cast them) and Chill ([Occult Lore + PCN] vs. 50+ to research and learn a spell; [Ritual Magic + WPR] to cast a spell). In both games, you need two, separate skills to practice magic, and must make two, separate tests for each spell you wish to learn and cast. You still test Sorcery/Ritual Magic when you cast the spell (vs. target's WPR, base DC 10, et.al.).**

For that reason, you can go through and adapt all of the spells from any game into Buffy. None of them matter if you can't research and learn them. You have to work with a teacher to learn a spell the way you do any skill, taking as much time and care as you would when learning a skill. 

And all of this is to be eyeballed as you go, since so much of it is cribbed from so many other sources. If I slip into other systems, I will do my best to edit these later so they are specific to Buffy the Vampire Slayer Roleplaying Game.

All of that aside, a spell like Barkskin definitely exists (whatever direct form it takes) and, since Barkskin is already written-out and in the CC, it's just quicker and easier to convert it to our game than it is to design a spell from scratch to do the same thing. Plus, long-time gamers and grognards already know the spell from D&D, making it easier to find and reference.

Basically, the spells I am swiping from CC_SRD are ones I consider important enough to want included, at least in spirit, but remain powerless if their sources aren't discovered. For the most part, any spell can be included in any tome (we call them Grimoires), but d6 spells per book is a good rule of thumb. The number of pages in a Grimoire and the number of spells it can contain remains the same (DMG2e, p.62). Because spells are harder to come by and learn, grimoires are too. Magical tomes, in particular amongst even magical items, are much sought-after in our gaming world, and form part of the basis of our economy.

Note, too, that (just like in D&D) grimoires can take many forms and spellcasters do not automatically receive one. When they are just getting started, a PC's grimoire is likely to be a college-ruled notebook, or series of loose-leaf pages in a binder or school folder. Also, once they learn a spell and it is known, they do not necessarily have to have a copy of it on-hand, so there is no guarantee that a spellcaster's grimoires will even contain the spells that spellcaster already knows. 

All spells cost their PL in PSI, and at least 1 PSI must be spent to cast a spell. Characters can cast as many spells as they have available PSI, but fall unconscious at 0 PSI. Further, this can prey on their SAN, as FFS also deplete PSI. Outside of the Empyrean system, STA is substituted in Chill, and INT and WPR are cross-referenced on the Life Points Table to determine your SAN/PSI if you are playing the Angel Roleplaying Game or the Buffy the Vampire Slayer Roleplaying Game.

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*PSI and SAN are not part of the original UniSystem as written. They have been added to simulate Fear (FFS), Sanity, and provide limits for spellcasters (PSI). The information in supplements like The Magic Box were not part of the original system as-is, either.

** Learning spells is covered in Ghosts of Albion, p.107. The rules above are very similar, so either should work fine.

© The Weirding, 2024

Monday, November 11, 2024

Important Books (Tomes in UniSystem RPG)

Magical Tomes

There is a large library of books that require special consideration. These will be presented in small batches with this being the foundational effort, as it includes primary tomes like The Holy Book. Nothing here (or elsewhere) is final; this is the beginning efforts and the base-level entries for these particular books: The Golden Bough, The Holy Book, Oneirocritica, and the Compendium of Dreams. Though these books are not necessarily magical in nature, they do have an effect on Magic in the game, and are quite important to the foundations of Magic and how it operates throughout the multiverse, providing glimpses into the Unseen.

Golden Bough

PL 2
+1 Science (Anthro/Archae), +1 Lore (History), Unlock Magic Factor
After reading this book, character subtracts the area's Magic Factor (MF) from all spells and items' PL. This privilege is usually limited to those that have attened the Lyceum Arcanum, the only actual magic college. The Golden Bough is on their curriculum.

Holy Book

PL 4
+1 Lore (Theology), +1 Lore (History), +1 DP (Buffy)
+25 Comparative Religion, +1 Faith (Chill)

Despite its ubiquity, reading the Holy Book is not something most people can say they have done. Requires 3 SL vs. Comparative Religion/Theology. I added several sub-skills to Occult Lore in order to make the Magic expansion work, including Theology. You might also just go with Occult Lore (+1 Theological) or make it a Wildcard.

Oneirocritica

PL 3
+1 Occult (Phantasmagorical [Dreams])
The reader needs 5 SL vs. Greek (DV 13) to read. Can enter Land of Nod at will after reading (High Lucid Dreaming). This book can be found in several libraries, including at least one in Vincent and one on The Islands. Phantasmagorical is another category under Occult Lore that you could make a Wildcard.

Compendium of Dreams

PL 4
+1 Occultism: Phantasmagorical (Dreams)
The reader can enter the Land of Nod at will after reading this book (High Lucid Dreaming). Assuming the Land of Nod and Astral Plane are one in the same, High Lucid Dreaming is Astral Travel (PL 6/1). If they are different Realms or Planes of Existence in your world, then they are different spells/abilities. After reading either of these Phantasmagorical books, the PC may enter the Land of Nod without ritual, even while awake in our own, real world. He still leaves his body behind and the spell continues as written, but he is also "travelling" through the Astral Plane (Dreamworld). His real-world self continues on auto-pilot, almost like an Unseen Servant while his conscious identity traipses about Dreamland. Unseen Servant, Brew Dream Drug (CthUniSystem, p.12).

© The Weirding, 2024

Monday, November 04, 2024

Treasure for Buffy, Chill, and Dark Conspiracy RPG

BtVS RPG
Random Treasure in Angel/Buffy the Vampire Slayer RPG, Chill, and Dark Conspiracy

Using Dark Conspiracy's NPC card-based Demeanor system (p.168) to determine the general RESources an NPC or Critter is likely to possess gives us a starting point for determining what one might find on an NPC, critter, or at a location. The latter of which depends largely on what the location was being used for and by whom.

: Spades, Ambition. Clearance Pass, ID, d4 credit cards with (d10x10k¥) limit. Roll twice.

: Clubs, Batons, Violence. Weapon, Hand Weapon, (d3x100¥) cash. Roll once.

: Hearts, Social. ID, Contact Book/Phone, (d6x100¥) cash, d2 credit cards 10k¥ limit. Roll once.

: Diamonds/Jewels, Greed. d6 credit cards (d10x100k¥), (d10x100¥) cash, d6 x Jewelry. Roll three times.

Values do not only refer to actual cash worth, but also the difficulty of accessing the item. Thus, the Eye of the Drake is actually a rather gross and ugly necklace, but it is worth an awful lot because it is magical and difficult to acquire. These prices do not replace AVAIL codes in Dark Conspiracy or Empyrean, but items of magical/Darkling nature are generally unavailable on any market, and thus don't usually have AVAIL codes.

Random Treasure Table (Start)

  1. Nothing

  2. Pocket Lint - STOP.

  3. 20¥ pocket change, Roll Again.

  4. Key d6: 1-2 Door in room, 3-4 Car outside, 5-6 Lockbox in room

  5. 50¥ pocket change

  6. (d10x100¥) pocket change

  7. Debit/Credit Card (d10x1000¥) limit

  8. Jewelry 1-2 Ring, 3-4 Necklace, 5 Bracelet, 6 Anklet, 7-8 Toe Ring, 9-10 Earrings Value (d10 x 1000¥)

  9. Lighter and Cigarettes (Ceramic case, 135¥)

  10. Roll Again


Weapon
Dark Conspiracy
/Buffy/Chill

  1. Ammo 9mm d6/12 LP/SR 5

  2. Ammo .22 d6/12 LP/SR 5

  3. Ammo .38 d6/12 LP/SR 5

  4. Ammo .45 d6/12 LP/SR 5

  5. Beretta d6/9 LP/SR 5

  6. Desert Eagle .44 3d6/18 LP/SR 7*

  7. Standard .45 d6/12 LP/SR 6

  8. Rifle, Shotgun d6/18 LP/SR 8

  9. Scope +1 Aim/To-Hit, +10% Telescopic optics.

  10. Repeating X-Bow d6/16 LP/SR 5

* Big-Ass Pistol


Hand Weapon

  1. Fist Pack +1

  2. Big-Ass Brass Knucks +d6

  3. Big-Ass Knife d6/(3xSTR)/SR 4

  4. Big-Ass Sword d6/(5x[STR+1])/SR 6

  5. Baton d6/(3xSTR)/SR 3

  6. Garrote 2d6/(3x[STR+1])/SR 4 **

  7. Hand Tool d6/(d3xSTR)/SR 3: Hammer, screwdriver, heavy wrench, et.al.

  8. Chainsaw 2d6/(6x[STR+1])/SR 5

  9. Roll on Enchanted Items

  10. Roll on Magickal Items

** Must score Headshot.


Enchanted Items

  1. Nothing

  2. Nothing

  3. Timeless Watch PL 1: A watch that never needs winding nor batteries.

  4. +1 Athame (Knife, q.v.) PL 2

  5. +1 Ring of Protection (+1 WPR vs. Spellcraft, Ritual Magic, Darkling EMP, EWS) PL 2

  6. +1 Cauldron of Brewing: Enchanted Copper Brewing Gear. PL 2

  7. Ghostlight PL 2 (As Light of Guidance - Magic Box, p.71)

  8. Cloak of Invisibility (Roll vs. PCN -2) PL 3

  9. Energy Blaster PL 3 (STR x SL)

  10. Screamer PL 3 (WPR x SL): A Darkling mouth screams incessantly. Can be stuck to anything.


Magickal Items

  1. Nothing

  2. Nothing

  3. Nothing

  4. Nothing

  5. +1 Athame $1000, 1500¥

  6. +1 Cauldron/Pot of Brewing $600, 1200¥: Copper brewery in low-magic worlds.

  7. +1 Ring of Protection: Eye of Agate $1100, 1700¥

  8. +1 Augur of Scrying: Bloodstone $1500, 3500¥ See following.

  9. Eye of the Drake: Necklace $11k, 25k¥  See Following.

    10. War Trophy $50k, 50k¥ See following.

---

8. +1 Augur of Scrying 

Chill 

+10% Fortune Telling, Ritual Magic, Contemporary Religion¹
---
¹
Must have Faith 1+

Scry
(Pot.) PL 3
15-minute scrying ritual using an augur which must be at least 100
¥ in value (usually a crystal of some kind).
2d10 WPR Fatigue

Locate person or object. To search for Supernaturals or magic use, the character must have The Sight (Angel RPG, p.58), and traces of magic from items and places where magic has been present will appear as false positives. Test (Ritual Magic -12, Fortune Telling and Contemporary Religion¹ -27). PC needs a PCN 60 in Chill to cast this spell (d10 WPR Fatigue). Augur is made from materials worth 1000¥+ (as is the case with the +1 Augur of Scrying). 

Buffy the Vampire Slayer Roleplaying Game 

Scry is resolved using Witch-Fu vs. 12 in Angel/Buffy the Vampire Slayer RPG.

1 Success = General planetary region
2 Successes = General Province/State region
3 Successes = General City
4+ Successes = Specific Location 

Ritual: Scrying up to 15 mins. +2; Mats: Augur 100¥ +3; Assist: 0 +1;
Sub: Ritual Magic +10 +2
         Fortune Telling -15, L +4
TOTAL: 8, 10
Range: Planet
+9; Dur: +1; Area: Planet. +10; Fat: 2d10 WPR +4
DETECT Pot. 3
TOTAL:
27

9. Eye of the Drake
PL 5

Dark Conspiracy

Eye of the Drake comes from a Demonground drakken and allows the bearer to scry into Dæmonground—areas that do not show up when normally scrying. This Divination tool also adds +1 Psionic Scan. The drake that lost it wants it back and it is a much vied-for magickal item, so it isn't something you should be showing-off. +1 XP, Hunted by Underworld (amongst whom this item is particularly popular). Bearer does not need INT of PL to employ the Eye of the Drake, but does need to know the Scry spell or have Psionic Scan.

Chill 2e
Chill

-3 Hunted (EWS 110-120, Underworld - 110-120 point NPC)

Eye of the Drake allows the holder to scry into pocket dimensions normally out-of-bounds. This includes the Land of Nod, et.al.

Buffy/Angel

Supernatural Senses: The Sight (3-pt.)
The bearer can see traces of Magic and the Supernatural.
ARPG, p.58. 

-2 Adversary (Underworld, Champion)

In all cases, Hunted/Adversary is necessary because the Eye of the Drake (although there is more than one) are much sought-after by spellcasters and the Underworld.

10. War Trophy
        PL 7

As per the WarMagus Spell (Empyrean):

-3 Adversary (WarMagus, Veteran)
-2 Adversary (Law Enforcement, et.al.)
-1 Adversary (Underworld
, Investigator)

The WarMagus who created this War Trophy wants it back, if he can find it.

Allows the possessor to instantaneously travel to and from a pocket dimension at the center of all time. All planes and realms of existence are within a finger's distance, allowing the owner full travel of the multiverse, coming and going, at the speed of thought.

War Trophies are grisly things—the human lampshades and fallen soldiers' remains -level of grisly—and thus, should remain hidden. Law enforcement agencies, including historical departments and organizations, might be looking for them and would definitely be interested if they find a War Trophy.

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I recently acquired Ghosts of Albion, so I will revisit this post, especially the spells.

If the Nu-Yen symbol is not showing after the values above, I went with that instead of dollars because I used a lot of weapons from Shadowrun. I am using an economy, so the dollars price is about one-half the Nu-Yen value, or current market. You may want to raise those a bit to further restrict access to some items. Rank and Renown may also play a part in accessing certain, if not all, items.

© The Weirding, 2024

Wednesday, October 30, 2024

Lore of the Wampyr (Buffy, Angel / Empyrean)

Only two have been uncovered so far, and one went "missing" in the S.A.V.E. fire of the late 1980s (Core, p.145); the other is at the College for Modern Thought at Vincent. It is not on display and, even if the players know the name, it is not for personal perusal; however, it is available once the PCs build-up a rapport with the director, workpeople, and general staff. 

They can attempt to purloin it, but that shouldn't be easy. It is in a back room that is kept locked and dark, cool and entirely disconnected from the rest of the library and campus. Several other important and valuable works reside alongside it, though there's no room for them here. No one is watching the room, but the lock requires 5 SL Crime (Lockpicking); if the party tries to break it or destroy it to get to the book, it may damage it (which it does if the lock takes more than 20 LP in a single attack). The lock itself has 30 LP, 4 AV (Armor). 

(Buffy has no STA equivalent, though Conspiracy X includes Endurance Points, which are equal to the character's LP and are determined the same way [STR + CON] on LP Table. Now, decrease all damages by d6 LP; instead, the first d6 of all damage is EP, Bash/Bludgeon does EP only, and all Unarmed Melee does EP only, as well. If you choose to play Angel as-is, ignore EP and the damage changes.)

Likewise, INT and Will cross-referenced on the LP Table gives you the character's ψ (PSI), which is expended during the course of spellcasting, being scared (FFS), suffering stress, employing Psionics, and similar situations. This is important, as Lore of the Wampyr contains at least one spell (Let There Be Light).

The book is leatherbound with metal backing on the cover and spine. The title has been burned into the front of the book, possibly with a woodburner. The Lore of the Wampyr has Armor 2 (Leather). Armor has to be bested in one hit and soaks damage equal to its value, thus the tome can be scratched nearly to shreds but not destroyed without doing at least 2+ LP in one attack.

Lore of the Wampyr (Empyrean/UniSystem kitbash - Stricter Chill2e write-up) 

PL: 6

PCs must accrue the PL in SL rolling (Occultism+INT) against the PL (6+9=15) for comprehension (DC 15). This may take some time, but failure simply means another test must be made after one night's rest (Full Rest, D&D). Once completed, the reader gains +3 DP [Resolve] vs. Vampires, +1 Thaumaturgy, +3 Occultism, and learns the spell, Let There Be Light PL 4.

Let There Be Light
PL 4

PC's (INT+Sorcery) must be PL(4) or higher to cast this spell. Let There Be Light costs 4 PSI and 1 LP to cast and requires the character mix just under $100 worth of assorted herbs and chemicals before her. The ingredients burst into a ball of flame which lasts only a second but lights the entire room for a solid minute per SL as though it were bathed in sunlight. The light itself acts as sunlight to plants and the Undead, et.al., including high-level Evil Way Menaces vulnerable to Holy Aura, Holy Light, religious relics, Radiance, or sunlight. The Duration can be increased by one minute per 1 PSI or SL.

(Ritual 2: 15 mins.; Mats 3 $100; No Assist; Gen Test vs Chemistry Sub 3; Rng 1 Same Room; Dur 1 min.; Area 2 Sm. Room; Fatigue 1)

This spell does not exist in The Tome of the Living Flame nor is it known by its believers. Let There Be Light has been copied and included in many magickal works, mostly aimed at vampires and the Undead.

GMs might include Hellbolt but are warned against it.

PL/DV to be beaten are reduced by 5 for Magic Factor, but only under certain circumstances, such as proximity to Ley Lines, whether or not the spellcaster has read specific Tomes, or attended the Lyceum Arcanum.

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We are unaffiliated with Chill or the owner(s). The Lore of the Wampyr, and the attendant rules and rules changes, work under Mayfair's 2nd-Ed. Chill, and should work under other versions but have not been playtested under other versions. This is an original creation made for Chill 2e and converted to UniSystem.

© The Weirding, 2024


Monday, October 28, 2024

Poisons and Those Other Things (BtVS, Angel, Chill, Dark Conspiracy)

Poisons in Chill 2e

Chill Companion introduced a whole new layer of play to the game, but none of the books in the entire line address poisons. Some poisons are used as drugs or to enhance attributes, but they are still dangerous. The beneficial applications of these poisons are listed in their description. Contest the victim's STA with the poison's STR, or Pot. (Potency).

Poisons in Buffy/Angel

Are covered briefly on p.122 Core, but you do not double anything; simply pit the poison's STR against the affected character's CON. Death begins at -10 CON; Survival Throw until revival, if possible.

Poisons in Dark Conspiracy

Are covered on p.101 Core, and are listed below as dice, so 1p1 is (d6+d6poison). Once again, compare the poison's STR to the character's CON to see if the PC can resist the effects; this is a contested roll with the GM rolling "for" the poison. Whoever gets the most Success(es), or Success Levels, wins the contest.

This is merely the beginning of a periodically ongoing series, not a replete list. There is no gameplan going in, so it may be rewritten or reformatted later. This is just an introduction to the subject and some examples help to set the tone of the campaign. I could not include the key or legend due to the fact that I use fonts that won't show on Blogger, and/or your computer, and several are for non-commercial use only.* In this case, the Magic Factor is 5, leaning toward Supernatural as Superheroic. Sample poisons were chosen at random, though I took care to showcase a spread of different types with a focus on the festive. Happy Halloween!

Black Widow Venom
Save each round for half-damage vs. poison or take d4 LP (Angel) / SR 5 (Chill) / 1p1 (Dark Conspiracy) per round for 10 rounds.

Devil-Ale
Pot. 11 (1)
STR 1 - Ingested (Ing.), Drug

A pumpkin-flavored, pumpkin-colored liquid, Devil-Ale does a flat 2 LP (Buffy) / SR 2 (Chill) damage d3 rounds after ingestion, but the inebriant is cheap, readily available, popular with the ψ Kids, and... pretty fire. Available year-round, but most popular seasonally.

Devil Pale-Ale
See Buffy: Bad Brew. Available seasonally.

Drug/Inebriant - Inhalant (Inh.), Ing., Contact (Con.), (Rare) - x10¥ - AVAIL: C

Inebriants, often distilled from natural sources (Herbalism) though many are synthetic, produce desirable effects in one or more Critter Types (typically Human). Not all Drugs affect all Critter Types the same; some may be pleasurable for Vampires while poisonous to other Types, for example. A lot of things simulate or emulate the effects of Drugs (as well as Drug Addiction), such as electronic stimulants, Magic Boosting, et.al., and may have entries here - at least for completeness and hyperlinking; these are designed using the best Effects (and et.al.) the system allows, so might not be duplicatable.

Drugs can be Aphrodisiacs, Euphorics, Delusionary, Narcotic, Sedatives, and more; the commonality is that they are taken for the purposes of inebriation. Drugs are generally popular, especially amongst younger crowds and in socio-economically depressed regions, and thus widespread. However, their common availability does not always lower their price, due to their high demand.

Unless otherwise noted, Drugs usually provide:

+1 Social Actions
-3 Mental Actions (sometimes -3 Physical/Coordinated Actions)
-1 vs. Influence and Illusion

Roll WPR vs. the Drug's STR to avoid Addiction (ARPG, p. 34).

Cyberpunk 2020 Gear Listing, p.5.8-5.9
GURPS Cyberpunk, p. 57-59

Dus
STR 60 (6) - AVAIL S15, C17 - Powder, Alchemical Poultice - SR 3, 1p1 AGL

This poison delivers 2 LP / SR 3 to DEX, 1p1 AGL for Dark Conspiracy, every round until neutralized; if unrestrained, it delivers the same amount of damage to CON/STA once DEX is 0. 5 SL frees the victim from Paralyzation, but Dus must be removed by non-alcoholic, non- oil-based liquid (water, usually).

AVAIL S is Supernatural; C is Criminal. The attendant value is the DV for the item's Availability. So, a C15 means the character must have a (Solid) Criminal Contact/Information Source and beat a general DV 15 test to find the item. AVAIL codes without a contact code means the item is available on the general, open market; that means it is available in stores, from vendors, et.al. These AVAIL codes supersede those of Dark Conspiracy/Twilight 2000, are used in Empyrean, and are used for everything - Gear, Equipment, et.al.

Some other poisons and herbs, and their effects, include:

Allspice: Money, Luck, Healing
Almond
: Money, Prosperity, Wisdom
Aloe
: Protection, Luck
Aloes, Wood
: Love, Spirituality

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* Which makes it fine to use them here, I'm pretty sure, but since no one else has them installed, they aren't going to show anyway.

© The Weirding, 2024

Thursday, October 24, 2024

Welcome to Vincent

Vincent

Magic Factor 4 vs. Ritual Magic (WPR);
Occult Lore for Research/Investigation of spells (PCN)

PL 2
Sz. 3
AG (Agriculture): 3
RESources 3 3 2 1
MORale: -2
ER: 3 Emergency Response; Fire, LE, Hospitals, Clinics - Response Time 2d10(+7) min.
STR: 5 Military OV/DV 1 Arena (Battlefield - Northgate Port).
EDU (Education): 4
POL (Policy): 3 Socialist Democracy
DIR (Direction): 3 Goal, purpose. ♠ Resources-driven (Economic, Development)
Magic Factor: (5 World) 4 (-1 MF)
Faith: 1 1 monument.
Crime: 8
Weather: 2
Transportation: 3
Architecture,
Broadcast, Spotty Coverage (Dead Zone) +3

Vincent is The Weirding's contribution to the Chill RPG; it is a modern, urban setting beset by enmity, schism, and deep division. While all other Chill settings are located in the North-East, Vincent is a port city-state located somewhere on the Eastern seaboard. Here are a few indicators that you are in Vincent, proper:

WXPO: W-XPO is the pop and talk radio station of the city, as it is in all cityscapes from The Weirding. In fact, most things are the same as on The Islands; AM Coastal is the talk radio show of the city, just as it is across The Islands.
Network 21: The TV station with the highest percentage of youth viewers.
Network News 54: The news station to which most people tune when something happens.

WitchCult Today is available at DataTerms and newsstands in Vincent.
UFO Today is also available.
The Vincent Chronicler is the local, daily newspaper. Subscriptions available.
Horoscopes, Inc. is sold in Vincent. Subscriptions available.
Weekly World News is available at DataTerms everywhere.
The S-mart Shopper and Night City Shopper are ubiquitous.

There is an S-Mart on every corner, and you can always Shop Smart™ from your phone or DataTerm connection. Death metal blares from most nightclubs; Classic Rock dad-jams its way onto the street from hole-in-the-wall bars; and Chromer rock glams and glides from the Corp-heavy, neon-soaked airbars and humidors.

Vincent uses the Narrow Skills System with a handful of exceptions, including Art and Survival, and has a Magic Factor of 4. The Gandarewa holds particular sway throughout the city-state. Occult Lore is a prerequisite for researching spells (PCN) and, although anyone can participate in ritual spellcasting, actual spellcasters must test their Ritual Magic (modified by the spell's Potency) each time they cast a spell.

Central Character is disallowed (unless all PCs agree to purchasing it); the rules for Resolve, including Horror Sense (Chill Companion, p.124) and Faith (CC, p.123-124), are employed.

The city-state is dominated by two existing gateways into and out of the city: Northgate (entrance) and Eastgate (Exit to port). These gates are holdovers from when the city-state was held by Union soldiers - an opposed occupation, though the city was not directly involved in the Civil War. This schism exists even today. Eastgate houses more of the upper-crust, while Northgate's neighborhoods are dominated by violence, unchecked crime, and general lack of attention. The Evil Way's sway over the region, and its pre-existing socioeconomic, historical, and political divisions make it a great place for Critters and Things to set-up shop - as many do.

EVERYMAN: Computer - S, Driving - S, Mathematics 10%, 1 Familiarity Skill +10% (Can be an existing skill, usually Professional).

The Mayfair edition introduced Narrow Skills in the Chill Companion, which is essential to the game, but the packages write-ups largely ignored them. New write-ups for the character packages will be presented along the way; I'm sure the third edition addresses some of the gaps, but I do not yet have it. Skills like Climbing, Swimming, and Throw Unbalanced Object were eliminated as being redundant; those are simple AGL and DEX tests, and only become Skills if you are specialized (mountain-climber) or competitive (marathon participant). Also, most players are likely to choose a Professional skill as their Everyman Familiarity, so the packages have to be recalculated anyway.

PCs receive the Standard Equipment Pack 1990 from Chill, p.148, with a standard smartphone replacing much of it: The pen and paper, envelopes, camera, and recording device, et.al. CMs may consider having the smartphone replace one or both of the homing devices, but not necessarily. You can include a laptop, but it is not necessary; just assume the latest in cellphone design and technology.

Just like The Islands, cellphone coverage in Vincent is spotty, at best; it's, like, forever going out, and you're lucky when you find a good connection. That's something you might want to map out!

The architecture is largely Art Deco with lots of Victorian themes. Were it not for the Civil War and the bitterly-contested Union Occupation, the Victorian Age would have continued to blossom throughout Vincent. That Age has given way to squalor, leaving behind, as witnesses, the gargoyles overhanging crime-ridden streets overshadowed by Evil.

© The Weirding, 2024