Save the World with SAVE in this Horror Classic

This is for the second of two sessions of the new Chill 3e. Attendance at both is encouraged but not required. We'll be playing from the Chill Quickstart "Good Fences Make Good Neighbors." Pre-gens will be provided and necessary rules will be taught. I'll post characters and a cheat sheet before the session.

From the Introduction: "The characters in Chill are members of an organization called Societas Argenti Viae Eternitata — the Eternal Society of the Silver Way (or SAVE, for short). SAVE is a global organization divided into regional headquarters, which are largely autonomous. SAVE keeps its headquarters separate to avoid infiltration from the Unknown. SAVE, in turn, works to protect humanity from the forces of the Unknown.

What is the Unknown? SAVE isn’t entirely sure. They know that creatures of the Unknown resemble beings from folklore and legend — ghosts, vampires, werewolves, and stranger things still lurk in the shadows and prey upon humanity’s fear, misery, and sometimes their flesh and blood. SAVE feels that going public about the Unknown might lead to widespread panic, or, possibly, apathy and disbelief followed by quiet reprisals against the organization. And so rather than try and educate the world, they work secretly to protect it.

Members of SAVE are called envoys. Envoys receive activation notices when SAVE requires them to undertake an investigation. Some SAVE regional headquarters are well-equipped, well-organized, and well-staffed. Others, perhaps due to attrition, paranoia, or simply a relative lack of Unknown activity in the area, are not. The local SAVE presence is more the latter type. Cleveland has as much Unknown activity as any other city of comparable size, but for whatever reason, SAVE has only minimal representation here…"

If your attendance or RSVP changes, please also send me a message at edige23 at gmail.

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