In the descriptions that follow, Then
refers to how that rule was in old Chill, and Now refers to how the same
rule works in the CHILL hardcover book.
The Following Chart Summarizes Results
of Specific Checks:
L = T# through (T# - tens digit) +
1
M = T# - tens digit through (T# +
2) +1
H = T# + 2 through tens digit +1
C = 1 through tens digit
Example: T# = 66: TD = 6
L = T# thru (T# - TD) +1
L = 66 thru (66 - 6) +1 = 66 thru
61
M = T# - TD thru (T# +2) +1
M = 66- 6 thru (66 + 2) + 1 = 60 thru
34
H = T# + 2 thru TD +1
H = 66 + 2 thru 6 + 1 = 33 thru 7
C = 1 thru TD
C = 1 thru 6
THE ACTION TABLE
The old Action Table is gone. The
major thing replacing it is a sliding scale which works in the following
way:
When rolling, the number you are trying
to roll less than or equal to is called the Target Number, or #. Any roll
higher than the T# is a failure.
There are four types of successful
results: L, a low result; M, a medium result; H, a high result; and C,
a colossal result. There is no longer an S result.
CALLED SHOTS
Then: A called shot required a "C"
result.
Now: Divide the T# in half (after
modifiers are applied). Reduce it even more for a more difficult Called
Shot: apply regular L, M, H, and C results if the roll is successful.
FEAR CHECKS
Then: Made a WPR check, with the column
determined by how scary the thing was and how many of them there were compared
to the size of your party. (Success or failure was unaffected by the thing;
it was determined solely by your WPR.)
Now: Make a Specific WPR Check, modifying
the T# by how scary the thing is. Also:
MELEE ATTACK DAMAGE
Then: Weapon determined column used;
defender could only affect whether or not a hit was scored by hiding or
by spending Luck.
Now: Make a Specific Check, applying
appropriate modifiers to T#; defender can modify the T#. The Strike Rank
of the attacker's weapon helps determine the actual damage.
POISONS AND ILLNESSES
Then: Made a STA check; failure meant
you were dying (quickly), regardless of the strength of the poison or illness;
or the strength of the poison or illness determined which column to use,
thus helping determine how bad off you were.
Now: Make a Specific Opposed Check
(see below); your character's Current STA opposed by the poison or illness's
strength.
SPECIFIC ABILITY CHECK
Then: Made a specific check on Column
2.
Now: Make a Specific Check.
SPECIFIC SKILL CHECK
Then: Made a specific check on Column
.
Now: Make a Specific Check
UNSKILLED USE OF NON-COMBAT SKILLS
Then: Divided the base score for the
skill by 10 to find the number to be rolled against; any success was an
L result.
Now: Make a Specific Check against
the character's Unskilled Melee Score in that skill. (This is identical
to the new Unskilled Use of a Combat Skill.)
USING EVIL WAY DISCIPLINES
Then: These were divided into Distortion
(DIS) and Subjection (SUB) disciplines. For the former, you made a specific
check, either on Column 1 or 3; only a "C" was a success (i.e., you made
a general check, subtracting 10 or 30 from the roll.) For the latter you
made a specific check against a 99 (i.e., only a 100 failed); the column
was determined by the victim's WPR.
Now: There is no longer a distinction
between DIS and SUB disciplines. With most former DIS disciplines, make
a Specific Check with at least an M or H result required for success; a
100 (00) is always a failure. Most former SUB disciplines are resolved
as Opposed Checks: the creature's skill opposed by its victim's current
WPR.
VEHICLE WRECK RESULT
Then: Rolled a percent, and subtracted
it from 100. Choose a column based on the speed of the wreck: applied the
result as though the wreck were an attack that automatically hit.
Now: The CM determines at what speed
the accident occurred: this is the Accident Number (A#). The Strike Rank
of the collision is typically the A# ÷ 10. At A#s of 100 or less,
characters may escape a collision unscathed. (This approach also applies
to such things as failing damage or damage from being "flung" by a creature.
ANIMALS
Very small and very large animals
have a modifier for their Stamina, indicating how much Stamina Loss a blow
actually causes. There is a Strike Rank and a number for Wound Boxes listed
with each animal and creature. The animal's or creature's Fear Modifier
is applied to a character's Fear Check, rather than indicating a column
on the Action Table. Also see Converting Old Stats into New Stats, following:
THE ART
Then: To use any Discipline of the
Art, you needed a PCN of at least 60 and a WPR of at least 50.
Now: Your character must have a WPR
of at least 50 to learn any Discipline of the Art. The divisions of these
disciplines are now called schools, each of which has one other, minimal
prerequisite:
BASIC ABILITIES
Then: Basic Ability scores ranged
from 26 to 80; Luck as used to adjust the result of certain rolls.
No: Ability Scores range from 10 to
90; unspent CIPs may adjust the result of certain rolls. Also, (STR + STA)
÷ 4 determines the total number of wounds your character can no
take, and STR determines how far your character can throw objects.
CONVERTING OLD STATS INTO NEW STATS
CHARACTERS
There's not much difference between
old and new Chill characters. If you aren't going to worry about the current
point value of existing characters (we recommend that you don't), simply
do the following:
ANIMALS & CREATURES
CREATURES
Then: A creature's classes were Corporeal,
Incorporeal, and Special, with Special meaning it could take more than
one form.
Now: A creature's class(es) can be
Corporeal (C), Incorporeal (I), and/or Gaseous (G). For example, if a creature
can be both Corporeal and Incorporeal, its class is given as "C,I," and
statistics are given for each possible form. Also see Converting Old Stats
into New Stats, preceding.
THE EVIL WAY
As with SAVE's Disciplines of the
Art, the Evil Way Disciplines have been divided into schools--Communicative
(PER), Distortive (STA), Elemental (STR), Mental (WPR), Psychokinetic (AGL),
and Sensory (PCN). Each school has a different base score--2/3 of the average
of the creature's Evil Way Score and the other governing attribute. To
that base score is added a level of ability (+15, +30, or +50), but, as
with all skills and disciplines, the bonus can no more than double the
base score.
The Chill Discipline is part of no
school and is based solely on the creature's Evil Way Score.
GAME MECHANICS
Initiative (AGL ÷ 10) + 1D10)
is now determined character by character, rather than for each side. Initiative
stays the same throughout a single series of combat, but must be rerolled
at the beginning of each round. Characters with higher initiative can act
first, or postpone their turn until later in the round.
Since characters each take their turn
in a round individually, the long-round sequence (including Missile Fire,
Defensive Missile Fire, etc.) has been eliminated.
Fear Check results have been slightly
modified.
You can now pull a punch, hitting
someone with less than full force.
Damage is now determined both by how
well you roll and by your weapon's Strike Rank. Each weapon has a Strike
Rank (SR) assigned to it (the higher the better) that specifies how much
Stamina Loss and how many wounds it can cause. An L result on your attack
means that it does the specified damage. A better result (an M, H, or C
result) means that it does the damage of a higher Strike Rank (e.g., an
M does 1 SR higher, an H does 2 SRs higher, and a C does 4 SRs higher).
Collisions, falling, etc. are treated
as "attacks" against a character, with very high T#s and SRs.
INSIGHT POINTS (IPs)
These are now called Character Insight
Points (CIPs). Rather than earning several hundred CIPs in a game session,
you now usually earn less than 10 CIPs. However, the things you can buy
with them don't cost nearly as much as they used to.
CIPs don't have to be spent on developing
your character. They can be saved for future scenarios, and spent to adjust
the result of a crucial roll (that you are making, or that the CM is making
for you) by a level or two (1 level per CIP spent) any time the rules or
the CM allows.
SKILLS AND SPECIFIC CHECKS
Then: Use of a knowledge/research
skill required that a specific number of available items be learned: 1
fact/place for an "L" result, 2 facts/places for an "M" result, etc.
Now: The CM classifies each item of
information by how difficult it is to learn/locate (as L, M, H, or C result),
thus being a Specific Skill Check.
Many Specific Checks are now Opposed
Checks. If, originally, the Action Table column was determined by an opposing
character (usually by the opposing character's Current Willpower or Perception),
that check is probably an Opposed Check now. Skills which can now be opposed
also list the results of opposed rolls.
Several skills have been modified.
Some of these modifications follow:
This article is provided as is without any express or implied warranties.
While every effort has been taken to ensure the accuracy of the information
contained in this article, the author/maintainer/contributors; assume(s)
no responsibility for errors or omissions, or for damages resulting from
the use of the information contained herein.