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Chill is inspired by, and attempts to capture the feel of, 20th-century horror films, where usual foes are vampires, werewolves, mummies, ghosts, and ghouls. [2] Players take on the role of envoys, [3] members of a secret organization known as S.A.V.E. (Societas Argenti Viae Eternitata, or, The Eternal Society of the Silver Way) [4] that tracks down and eliminates evil in the world.
Creature Feature provides rules for players to create characters based on classic monsters (vampires, mummies, ghosts and werewolves). The book presents new combat rules and skills for these characters, and includes character sheets for any kind of player character monsters.
Vampires makes a good supplement for Chill and fascinating reading for those who enjoy vampire tales." [3] In Issue 186 of Dragon (October 1992), Rick Swan called this "the best of the Chill sourcebooks — in fact, one of the best horror sourcebooks, period." Swan described the writing style of Gali Sanchez and Michael Williams as "a ...
Apparitions is a 128-page softcover sourcebook for players and referees of Chill that contains information about malevolent spirits, haunts and hauntings, and also includes statistics for creatures, more profession templates, additional disciplines and an adventure scenario. [1] The book sorts the entries into three broad categories:
Chill was possibly Pacesetter's most well-known product. [2] It was subsequently republished in revised form by Mayfair Games after Pacesetter's demise. When the company 54°40' Orphyte was founded in 1991, they purchased many of the product rights to Pacesetter's games and all of its backstock. [1]: 199 Chill is owned by
Pages in category "Chill (role-playing game) supplements" The following 6 pages are in this category, out of 6 total. This list may not reflect recent changes .