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Chill: Mortal Gods

Would you take god-like powers if you knew that your
life would constantly be in danger?

Under Construction

Mortal Gods is a story-based conversion of Chill and The Chill Companion, both sold by Mayfair Games, plus some house-rules based alterations. Although it is based in a Horror gaming setting, the story itself is more of an epic, shoving the characters into the quite literal battle between Order and Chaos.
This page contains links to the downloadable Excel 2000 copies of the Mortal Gods character sheets (Mini and Full) and the Mortal Gods Spell Creation Worksheet.
Also included on this page are links to session summaries.


Click to jump to:
Mortal Gods Summary Mortal Gods Forms Session Summaries

Mortal Gods Summary

What makes Mortal Gods different from Chill and Chill Companion?

Although Mayfair Games made obvious efforts to provide resolution for the most common situations, many issues were overlooked, and several included items were just plain silly. For instance, how often do you think a character should use the Skating skill? (How often should the Chill Master make his players make this skill check?) And if there's a Skating and a Bicycle skill, why isn't there a Skiing skill?
Mortal Gods uses a boiled-down list of skills, with two or three additions. By necessity, some skills now cover the activities that would have taken two or three skills in the original system, but this has been compensated for by increasing the Unskilled divisor.

What's Mortal Gods all about?

Mortal Gods started as two simple ideas:
  1. LOTS of roleplaying games start with "Level 1" characters.
  2. I could not decide whether I wanted a Modern campaign or a Fantasy one.
Add a twist of "suddenly throwing characters into a complex world so they can explore it", and you've got Mortal Gods in a very, very small nutshell.
Mortal Gods revolves around a small party of characters who, having stumbled across items of power, are now Avatars of Balance--beings who keep Chaos from taking over the universe, and Order from having to fight back. (Either of the above actions would ultimately destroy the universe, so the Avatars have a somewhat vested interest in doing their job well.)
The Avatars' duties are further complicated by the fact that Avatars in general have split into three factions: White (emotional), Black (logical), and Gray (reactionary). Each of these Avatar groups want to be the prevalent defenders of Balance--to the point where each group is spending more time and energy fighting the other two than against Chaos...
On Earth, the Avatars belong to SAVE: a secret organization dedicated to fight Chaos. On Pontilae (the home planet of the Avatars), the Avatars are seen as gods, ready to fulfill all manner of prophesies and dreams of living in paradise. And somewhere in between these two extremes, the players hope that they can do some good before they find out what the "Mortal" part of the title means.

Mortal Gods Forms

Mortal Gods Full Character Sheet Mortal Gods Mini Character Sheet Mortal Gods Spell Creation Worksheet
Includes spaces for all of the
Property and Skill calculations
Assumes that you know how to calculate
Property and Skill values. Fits on one page!
Plug in some Causes, Effects, and End
Results, and you've got a spell!
Spell Creation Worksheet does not guarantee working spells.
Results may vary. Disrupted where prohibited.

Session Summaries

Session#Play DateGame Date(s)Location(s)Brief SummaryEXP Granted
1 ? Wednesday, May 3, 2000 Chicago, Illinois Characters meet each other and Mr Christopher, local SAVE head. The characters are: Chandler Jordan (Chris), Keith Ray (Eric), Madison Elliot (Julie) and Ned Kelly (Todd).
2 ? Wednesday, May, 2000 Elm Grove, Illinois (20 minutes outside Chicago) Father Ezekiel Pendergast (Will) is added to the team. They test a virtual reality training system, and meet the precognative, slightly mad computerized brain-scan of Paul Anderson, Jr.
3 ? Tuesday, June 21, 2000
First Shift, Solas the 1st of Frella, AW 998.
Challis House in Brighton, Michigan
Cavergan, Capital of Mandor, Dayside Pontilae
After six weeks of training, our heroes are given their first mission: assist Michelle Challis by finding the source of the haunting in her house and get rid of it.
It turns out that Michelle is not human, and convinces our heroes to put on a mystic looking bracer to try to escape a huge, slathering demon.
The portal goes awry, and they arrive in the Hall of Heroes--an open-air arena in Cavergan, Mandor, on the Dayside of Pontilae.
4 ? Second Shift, Feonus the 2nd of Frella, AW 998 Whittle, Mandor, Dayside Pontilae The Avatars journey to the village of Whittle to get away from the pursuing hordes. They find Barak, whose family has been assisting Avatars for generations. Madison gets her fortune told: One of their group will betray the others.
5 ?