WiseWolf wrote: I noticed a link to Chill community on your link. I want to know more about the system and in general, how it differs from CoC but I haven't been able to find any AP out there. Any hints?
Here is an AP
, there is a better one I currently can't find. The first Edition CHILL is by Pacesetter which changed the title to Crytworld, it used/uses an Action Table, the second edition was by Mayfair which there is currently a Kickstarter
for the Third edition using similar mechanics. They all use percentile and a General check(roll under your score)and a Specific check(margin of success). S.A.V.E. is the organization the investigators work for, which is in all editions except Cryptworld. 2nd edition actually dissolved SAVE but they're bringing it back for 3rd.
My thoughts on comparing CoC vs. CHILL is, in Call, it's Lovecraftian in all it's bizarre mythos, cults, tentacles etc. CHILL can be that weird but mostly has the standard Werewolves, vampires, ghosts and mummys. Mechanically, they play pretty similar. Beginning characters in CHILL have a supernatural encounter(in their Background story)which made them a candidate for SAVE membership. They are also just average career guys with all of the same investigation skills you dump points in in CoC. The SAN mechanic is the difference and how it effects the game/your character. CHILL has WIL(power), which dwindles until your babbling in a corner. But you don't expect to go insane in CHILL, you miss a FEAR check, you run away to fight another day.