TEXT: Collin Terrell 2010                                                                                                                                         1 
   
   
  Dark Days,  
  Darker Nights 
   
  Savage Survival in a Modern Gothic Nightscape 
   
   
  Version 1.0 
  Collin Terrell 
   
   
   
   
   
   
   
   
   
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at 
  www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle 
  Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the 
  quality, viability, or suitability for purpose of this product. 
   
   
   
  
  Collin Terrell 2010                                                                                                                                         2 
   
  Acknowledgements:  
   
  Some of the critters in the Monster section were cribbed from Savage Beasts by Butch Curry, so my 
  thanks goes out to him for those ideas.  I recommend that you pick up a copy of the Rippers rules because 
  there's a lot of good ideas in there that translate well into this setting. 
   
  Setting & Flavor: 
  This setting is an alternate reality modern world where creatures of darkness live among us and a bold 
  few strive to thwart them.  Events in this setting occur in the present day. 
   
  In this world, myths and legends aren’t fantasy -- they’re accounts of historical events.   Vampires, 
  werewolves, witches and wizards are all real.  In spite of this, the human race has managed to prosper by 
  dint of sheer numbers, but everyone still fears the dark.  Strange disappearances and unsolved murders 
  happen so regularly they barely make the news anymore.  Most people build walls of ignorance around 
  themselves and pretend that the darkness isn’t real – that it’s just bad people doing bad things – but a 
  select few know better.  These few are the monster hunters, the white magicians and the occult 
  researchers who form a thin line of defense against the creatures of nightmare.  Much of their good work 
  goes unheralded, but they know it is by their labors that human civilization continues to exist. 
   
  This campaign setting is based in the city of Portland, Oregon but can be easily adapted to work in any 
  modern locale the Game Master wishes.  The timeframe for this setting is between 2010-2015 AD. 
   
  The Elevator Pitch: 
  This world is a contemporary version of the “Rippers” setting and borrows themes from the “World of 
  Darkness” role-playing games as well as popular culture icons such as Buffy the Vampire Slayer, Blade and 
  the stories of writers such as H.P. Lovecraft and Jim Butcher.   
   
  Character Creation: 
  All characters begin play with two new statistics: Corruption and Sanity.  Both of these stats start at zero.  
  See the “Gameplay” section for more details on these attributes. 
   
  Races: 
  Human: Humans behave just as they do in the core Savage Worlds rules.  They gain one free edge at 
  creation.   
   
  Vampire: Not all vampires are soulless killers; some reject their grim curse and seek to destroy those of 
  their brethren who wantonly ruin lives.  There are entire covens of vampires represented within the 
  Erebine Coterie who desire to co-exist peacefully with humankind and believe that this is essential to the 
  existence of the vampire race. 
   
  Vampires gain the Arcane Background: Vampire edge for free and must take the following Major 
  Hindrances in addition to any other Hindrances they choose to take: Blood Drinker, Vulnerability: Sunlight, 
  Vulnerability: Stake Through Heart. 
   
  Vampires cannot be killed by conventional means.  A Vampire does not sustain wounds from normal, non-
  magical weapons, but they can still be Shaken.  Silver, magic, sunlight and wooden stakes will injure 
  Vampires normally. 
   
  Half-Vampire:  A very rare breed, the Half-Vampire, also called Dhampir or Daywalkers share some of the 
  limitations and advantages of their full Vampire cousins but are able to walk in the light of the sun without 
  dying.  Since Vampires are incapable of sexual reproduction, the only way one can become a Half-Vampire 
  
  Collin Terrell 2010                                                                                                                                         3 
   
  is if a pregnant mother becomes infected with vampirism in her third trimester and manages to 
  successfully give birth before her dying body rejects the child. 
   
  Full Vampires express a range of different attitudes concerning Daywalkers.  Most consider the Daywalker 
  to be a bastard abomination and seek to eliminate them.  Others see potential in the Daywalker and hope 
  through them to develop a generation of vampires that can walk unmolested in the light of the sun. 
   
  Half-Vampires are not as powerful as full Vampires.  They gain a limited version of the Arcane 
  Background: Vampire edge.  At creation a Half-Vampire can spend 6 Power Points in the Vampire Powers 
  list (Appendix D) and can never gain any more Vampire Powers with future Edges. 
   
  Half-Vampires age, grow old and die like Humans do, albeit at ½ the rate.  Half-Vampires can be wounded 
  by conventional weapons but get a free soak roll every time they sustain a wound. 
   
  Half-Vampires must take the Weakness: Sunlight Hindrance.  They enjoy the taste of blood but are not 
  addicted to it like full Vampires are. 
   
  Outsider:  Outsiders are beings of angelic or demonic ancestry who are capable of traveling in the mortal 
  realm.  Outsiders come in a near limitless array of shapes and sizes, from beautiful seraphs with feathery 
  white wings to red-skinned, cloven-hoofed pit fiends.  It is common for an Outsider character to have 
  some special mission or purpose in the mortal plane and they are typically beholden to infernal or 
  celestial superiors from their home dimension. 
   
  All Outsiders receive the Arcane Background: Outsider edge for free.  All Outsiders must take a Major 
  Vulnerability Hindrance (see “Edges, Skills & Hindrances” below) and the Major Orders Hindrance in 
  addition to any other Hindrances they choose to take.  Terrestrially-bound Outsiders are required by 
  solemn oath to take no direct action against their enemies while on the mortal plane.  This means demons 
  and angels cannot do battle with one another while on Earth, but can do so through proxies.  The Accords, 
  as they are called, are not binding in the Plane of Limbo, so direct disputes between Angels and Demons 
  can be settled there.  Failure to maintain the Accords results in immediate extradition back to the 
  Outsider’s home plane (and signals the end of the character’s existence). 
   
  For help generating an Outsider concept, consult the random generation tables in Appendix F & G. 
   
  Character Concepts: 
  There are a very wide range of characters you can play in this setting.  Some sample archetypes are listed 
  below.  The “Recommended Edges” and “Starting Kit” entries are just suggestions of how you could build 
  a character to fit these archetypes.   
   
  The Amateur:  Usually someone young who doesn’t know any better, the Amateur is someone who has 
  become exposed to the dark truths of the world and seeks to join the battle against darkness without fully 
  understanding the consequences.  If they don’t grow up fast they’re likely to become some monster’s 
  next meal. 
  Recommended Edges: Fleet Footed (N); Luck (N); Quick (N) 
  Starting Kit: Comfortable running shoes; a flashlight; a wooden stake 
   
  The Angel:  To mortal eyes, you appear to be a radiantly beautiful man or woman.  If they could see your 
  true form, they would be blinded.  You are an Outsider who has come to Earth to guide humankind in 
  their struggle against the Darkness.  Your home is some exalted alternate reality but you have chosen to 
  leave it behind to do what you see as more important work here on Earth. 
  Recommended Edges: Arcane Background: Outsider (N), Attractive (N) 
  Starting Kit: Fashionable clothes; a blessed weapon; an Enochian amulet 
  
  Collin Terrell 2010                                                                                                                                         4 
   
   
  The Benefactor:  You come from a family of wealth and privilege and have access to resources that most 
  other people can only dream about.  What you lack in supernatural abilities you make up for with money 
  and contacts.  You have taken an active interest in the war against evil and use your influence to bankroll 
  the groups that choose to stand up and fight. 
  Recommended Edges: Rich (N), Filthy Rich (N), Connections (N) 
  Starting Kit: Fancy, tailored clothing; a luxury car; a Platinum card 
   
  The Cop:  You thought you’d seen it all on the Job until one night you saw something that the guys back at 
  the precinct would never understand.  Ever since then things have never been the same.  Because you 
  know what to look for now you see shadowy, evil business down every dark alley.  While other officers 
  cruise the streets at night looking for drunk drivers and vandals, you prowl the rough neighborhoods 
  looking for the Unnatural. 
  Recommended Edges: Quick Draw (N); Strong Willed (N); Investigator (N) 
  Starting Kit: A 9mm pistol; a badge; handcuffs 
   
  The Dabbler:  You’ve messed around with magic a bit and pulled off a trick or two at parties, but magic 
  was never anything more than a diversion for you before.  But like most who dip their toes in the deep 
  water, you eventually began to see the enormous, umbral shapes of other things living in the depths.  This 
  knowledge both frightens you and makes you want to warn others about the danger lurking near the 
  surface of reality. 
  Recommended Edges: Arcane Background: White Magic (N), Arcane Background: Black Magic (N); Wizard 
  (N) 
  Starting Kit: A spell book; a silver amulet; a vial of blood 
   
  The Daywalker:  You were born a half-vampire and now live between the worlds of the living and the 
  undead.  It is likely that most people have no idea of your split heritage, but True Vampires can tell on 
  sight.  Though your thirst for blood isn’t great, it’s still there, gnawing at your sub-conscious constantly. 
  Recommended Edges: Quick (N); Sweep (N) 
  Starting Kit: Sunglasses; SPF-100 sun block; dramatic looking trench coat 
   
  The Druid:  You are a member of an ancient sect charged with the defense of Earth’s sacred places.  The 
  Druids believe that the forces of magic are tied to nature and should be kept in balance; they see their 
  role in the world as stewards and peacekeepers (whereas the Conclave tends toward the militant 
  suppression of black magic).  Druids focus most of their energies on preventing the invasion of the natural 
  world by alien abominations from the beyond. 
  Recommended Edges: Arcane Background: White Magic (N); Wizard (N); Woodsman (N) 
  Starting Kit: A silver knife; a mistletoe amulet; a blackthorn staff 
   
  The Geek:  You knew vampires were real, you just knew it!  When you and your D&D buddies tried to go 
  stake vampires in the local cemetery one night, you just knew you were on to something big.  You use 
  your knowledge of occult lore, computers and other nerdery to do your part to fight the darkness. 
  Recommended Edges: McGyver (N); Rich (N); Mr. Fix It (N) 
  Starting Kit: A laptop computer; a backpack full of comics; a Smartphone 
   
  The Good Vampire:  For whatever reason, you have decided that it isn’t enough for you to feed and 
  survive.  You want more out of eternal life.  You have rejected the Erebine Coterie and its never-ending 
  political backstabbing and choose to live on your own.  Over time, you have probably made a few human 
  friends who understand your condition and are sympathetic.  You eschew drinking from humans in favor 
  of drinking refrigerated animal blood (which, truth be told, doesn’t taste nearly as good, but those are the 
  sacrifices you’re willing to make). 
  Recommended Edges: Arcane Background: Vampire (N); Power Points (N) 
  Starting Kit: A hooded jacket; a blood pack; a signet ring 
  
  Collin Terrell 2010                                                                                                                                         5 
   
   
  The Hard-Bitten Realist:  At some point, the Hard-Bitten Realist was probably a blissfully ignorant person 
  who was completely blind to the creatures that rule the night.  Some traumatic experience brought the 
  truth home to them personally and now they are drawn into the fight, but the way they see it it’s not 
  about any hocus pocus or bogeymen – it’s about survival: Us vs. Them.  The Realist is willing to do horrible 
  things in the name of winning what they see as a war between Life and Death. 
  Recommended Edges: Danger Sense (N); Nerves of Steel (N); Alertness (N) 
  Starting Kit: Pump-action shotgun; homemade Molotov cocktails; first-aid kit 
   
  The Investigator:  You don’t possess any special powers, you’re just a normal chap who has a talent for 
  gathering and organizing facts.  Perhaps you work for a periodical or run a detective agency – perhaps 
  you’re just a hobbyist with an interest in the occult.  For whatever reason, you actively scour the city 
  looking for clues about the movements of the supernatural.  You believe you won’t discover anything 
  sitting in an office all day, so you pound the pavement looking for leads. 
  Recommended Edges: Investigator (N); Thief (N); Jack-of-all-Trades (N) 
  Starting Kit: A digital camera; an audio recorder; an EMF detector 
   
  The Mage:  An active practitioner of magic, you have at least been contacted and registered by the 
  Conclave if you aren’t already a dues-paying member.  You take the business of magic seriously and never 
  use it for wasteful or frivolous ends.  You know only too well the mischief that can be wrought by those 
  who play with powers beyond their understanding.  Whether or not you are an active combatant in the 
  war against the Darkness you know exactly what’s at stake and are not blind. 
  Recommended Edges: Arcane Background: White Magic (N); Power Points (N); New Power (N) 
  Starting Kit: Rune-inscribed jewelry; a silver-shod staff; a spell grimoire 
   
  The Misunderstood Demon:  You originally hail from some other dimension.  To human eyes, you appear 
  to be a monster, but your people are no more blood thirsty than the mortals of this plane.  Indeed, you’ve 
  come to enjoy being on Earth considerably and have chosen to make it your adopted home.  You still have 
  to deal with prejudice on a near daily basis, but you take comfort in the small Outsider sub-culture that 
  you have entrenched yourself in. 
  Recommended Edges: Arcane Background: Outsider (N) 
  Starting Kit: Oversized trench coat; oversized hat; a Saturday Night Special (concealed pistol) 
   
  The Occult Researcher:  These scholars are well versed in all of the myths, legends and stories 
  surrounding the supernatural.  They use their knowledge of rare and forbidden texts to help locate and 
  identify ancient relics and the beasts that guard them.  These sorts of people are most often found 
  working for museums or universities and they generally have a very advanced education. 
  Recommended Edges: Scholar (N); Arcane Resistance (N); Rich (N) 
  Starting Kit: Rare, leather-bound tomes; silver filings; a magnifying glass 
   
  The Priest:  It’s times like these that can really test a person’s faith.  The Church Fathers don’t like to talk 
  about the evil things that stalk in the shadow of humanity but you’ve seen and heard enough in your 
  parish to know that the devil’s work is very real.  Maybe you can convince the Church to take an active 
  role, but if not, you’re willing to tighten your collar and take matters into your own hands.  You’re sure it’s 
  what God wants you to do. 
  Recommended Edges: Holy Warrior (N); Arcane Resistance (N); Healer (N) 
  Starting Kit: A crucifix; a Bible; clerical raiment 
   
  The Reluctant Werewolf:  Earlier in your life you had the misfortune of contracting Lycanthropy during a 
  Werewolf attack that you survived.  Ever since then you’ve been trying to manage your curse, hoping that 
  some sort of cure can be devised.  In the meantime, you keep an eye on the phases of the moon and try 
  to shelter your loved ones from the horrible truth of your existence. 
  Recommended Edges: Lycanthrope (N); Alertness (N); Berserk (N) 
  
  Collin Terrell 2010                                                                                                                                         6 
   
  Starting Kit: Handcuffs; spare set of clothes; a silver bullet 
   
  The Savant:  You’ve always been sensitive to things that other people can’t see or feel.  At one point you 
  thought you might be going crazy until someone important came into your life and helped you to 
  understand your gift.  Now you realize that we all live in two worlds: one that can be seen and one that 
  cannot.  You have the power to see both and are driven to share your revelations with the Unsighted.  
  Their lives may depend on it. 
  Recommended Edges: Arcane Background: Psychic (N); Danger Sense (N); Mentalist (N) 
  Starting Kit: Silver bracelets; noise cancelling headphones; sleeping pills 
   
  The Scientist:  Reason is the Scientist’s guiding star.  He or she believes that all occult phenomena can be 
  captured, studied and explained through experimentation and good science.  They do not doubt the 
  existence of the supernatural, but rather seek to explore and define its limits.  In their opinion, humanity’s 
  best defense is clarity of fact. 
  Recommended Edges:  Scholar (N); Rich (N); Alertness (N) 
  Starting Kit: A laptop computer; an advanced degree; a microscope 
   
  The Sidekick:  You don’t know that you really understand what’s going on, but you consider yourself a 
  loyal friend and aren’t about to let those that you care about go into danger without you there to watch 
  their back.  Your friends talk about all kinds of freaky stuff, and you’ve definitely seen some stuff that you 
  can’t quite figure out.  But so long as you have friends, it doesn’t matter to you what the world throws in 
  your way. 
  Recommended Edges:  Common Bond (N); Luck (N); Great Luck (N) 
  Starting Kit: A cell phone; extra ammunition; a baseball bat 
   
  The Slayer:  The Slayer devotes his or her life to the destruction of all creatures of darkness.  They are 
  uncompromising individuals who will use any means at their disposal to eradicate evil even if that puts 
  them on the wrong side of conventional law and morality.  Slayers use a combination of combat talents, 
  occult lore and, if possible, magic to achieve their grim agenda. 
  Recommended Edges: Two Fisted (N); Ambidextrous (N); Champion (N) 
  Starting Kit: Wooden stakes; a silver-edged sword; a pistol with silver bullets 
   
  The Soldier:  You’re either ex-military or someone operating in a branch of the service that gives you the 
  latitude to hunt down supernatural threats.  You believe that most problems of an occult nature can be 
  solved at gunpoint.  If the gun you’ve got won’t work, you know where to get more guns. 
  Recommended Edges: Background Edge: Military (N); Brawny (N); Nerves of Steel (N) 
  Starting Kit: Camouflage clothing; a 9mm pistol; an Assault Rifle; grenades 
   
  The White Wizard:  You are a practitioner of magic who is closely associated to the Conclave.  You uphold 
  the laws of the Conclave and seek to stamp out Black Magic wherever you find it.  Your views on magic-
  use are puritanical; those in the wrong need to be dealt with in the harshest manner possible.  You 
  believe that it is only through your work that humanity has made it this far. 
  Recommended Edges: Arcane Background: White Magic (N); Wizard (N); Champion (N) 
  Starting Kit: Angelic tattoos; a wand; a Conclave insignia 
   
  Edges, Skills & Hindrances: 
   
  Edges: 
   
  Arcane Background: White Magic 
  You are a student of the angelic mysteries, otherwise known as Enochian magic.  Certain words possess 
  great power and you are someone who has learned to utter them without going mad.  White Magicians 
  
  Collin Terrell 2010                                                                                                                                         7 
   
  have a wide range of powers available to them, but are only allowed to draw upon their personal energies 
  to power their magic.  They must carefully preserve their power points. 
   
  White Magicians begin play with 10 Power Points and knowledge of 2 Spells.  New spells can be acquired 
  by taking the New Power edge and additional Power Points can be gained by taking the Power Points edge 
  once per character rank (i.e. Seasoned, Veteran, Heroic, etc.) 
   
  See Appendix A for more information on White Magic spells. 
   
  Arcane Background: Black Magic 
  There’s a flip side to the Enochian coin and that is the realm of Black Magic.  This dangerous art operates 
  by making pacts with supernatural entities to use their magic on your behalf in exchange for payment 
  (called a “Spell Bargain”).  Black Magicians are able to absorb the life forces of others to power their magic.  
  They can also make deals with powerful Outsiders to exchange favors for magical powers.  This gives the 
  Black Magician access to almost unlimited power but also makes them vulnerable to Possession. 
   
  Black Magicians begin play with knowledge of 3 Black Magic spells and have zero Power Points.  New 
  spells can be acquired by taking the New Power edge. 
   
  See Appendix B for more information on Black Magic spells. 
   
  Arcane Background: Psychic 
  Far more subtle than Enochian magic or necromancy is the craft of the Psychic, which focuses and 
  projects the power of pure will.  Psychics must choose a specialization when they are created.  The 
  specializations are: Empath, Kineticist and Precog.  A Psychic can only select powers from their field of 
  specialization.  It is possible to select this Edge multiple times during character creation to obtain 
  additional specializations.  All Psychics regardless of discipline refer to themselves as “Savants”. 
   
  Empaths are skilled in mental manipulation; they can read minds, communicate telepathically, and control 
  the thoughts and moods of sentient targets.  Kineticists are able the influence the physical world using 
  nothing but their will; they can move physical objects with their minds and boost their physical 
  capabilities with psychic energy.  Precogs have the gift of far sight; they can glimpse possible futures and 
  use this intelligence to affect the present. 
   
  Psychics generally get fewer powers than Mages but can use them more freely and more often.  Psychic 
  powers generally cost less than their arcane counterparts. 
   
  Psychic powers cannot work directly on the mindless dead though telekinesis can be used to pick up and 
  throw an undead creature bodily. 
   
  Psychics begin play with 10 Power Points and 2 Powers from their chosen Specialization.  If this edge is 
  selected multiple times the Psychic gains 2 additional Powers in a different Specialization but no 
  additional Power Points.  New psychic powers can be acquired by taking the New Power edge and 
  additional Power Points can be gained by taking the Power Points edge once per character rank (i.e. 
  Seasoned, Veteran, Heroic, etc.) 
   
  See Appendix C for more information on Psychic powers. 
   
  Arcane Background: Vampire (Prerequisite: Vampire Race) 
  This background edge works similarly to the Super Powers edge in Necessary Evil.  Vampires receive 10 
  Power Points that they can spend purchasing abilities. Vampires can gain additional powers as they 
  increase in rank by acquiring the Power Points edge once per character rank (i.e. Seasoned, Veteran, 
  Heroic, etc.)  Vampires cannot take the Power Points edge as a Novice. 
  
  Collin Terrell 2010                                                                                                                                         8 
   
   
  Vampire powers can be used as often as the character likes without the need to make a skill roll and 
  without power point cost.   
   
  See Appendix D for more information on Vampire powers. 
   
  Arcane Background: Outsider (Prerequisite: Outsider Race) 
  This background edge works similarly to the Super Powers edge in Necessary Evil.  Outsiders receive 10 
  Power Points that they can spend purchasing abilities.  Outsiders can gain additional powers as they 
  increase in rank by acquiring the Power Points edge once per character rank (i.e. Seasoned, Veteran, 
  Heroic, etc.).  Outsiders cannot take the Power Points edge as a Novice. 
   
  Outsiders can use these powers as often as they like without skill rolls and power point cost. 
   
  See Appendix E for more information on Outsider powers. 
   
  Elastic Mind (Background Edge) 
  You are able to put bad things behind you more readily and easily than most folks.  Any time you would 
  lose Sanity you can make a Spirit check to ignore 1 point of Sanity loss.  You also respond to psychiatric 
  treatment in half the time of normal people. 
   
  Grounded (Background Edge) 
  You are especially level-headed and are in firm control of your mental faculties.  You begin play with a +4 
  Sanity score. 
   
  Lycanthrope (Special Edge) 
  Lycanthropes are beings who have been afflicted with a curse that causes them to shape shift into beast-
  man hybrids when exposed to the light of the moon.  Lycanthropes are not inherently evil, but the bestial 
  side of their nature can take them over and cause them to commit heinous acts.  Some Lycanthropes find 
  this abhorrent and seek to control their beast selves through drugs, meditation and the judicious use of 
  cages.  There are many different breeds of Lycanthrope, but the most prevalent is the Werewolf. 
   
  In this setting, Lycanthropes can force a shapeshift during any phase of the moon except during the New 
  Moon.  During a Full Moon, they shift whether they want to or not.  You cannot “wolf out” during the day 
  time. 
   
  Lycanthrope characters need to maintain two separate lists of stats: one for when they are in their normal 
  form and another for when they are in beast form.  When in beast form, a Lycanthropes Strength, Agility 
  and Vigor all go up by 2 die types.  On top of this, their Parry and Toughness increase by +2.  Lastly they 
  gain +1d6 damage for their claw and bite attacks, both of which are treated as heavy weapons and both 
  of which can be used every combat round.  Lycanthropes all have the Frenzy edge while in animal form 
  and can see normally in pitch darkness. 
   
  Lycanthropes cannot be killed by conventional means when in animal form.  A Lycanthrope in beast form 
  ignores wounds from conventional weapons but can still be Shaken.  Only silver weapons can truly harm 
  and kill a Lycanthrope. 
   
  A Lycanthrope who kills a human while in animal form has a 50% chance of raising them as a Lycanthrope 
  the next day. 
   
  All Lycanthropes gain the Major Lunatic and Vulnerability: Silver Hindrances. 
   
  
  Collin Terrell 2010                                                                                                                                         9 
   
  It is possible for a character to acquire the Lycanthrope Edge later in their life, if they should happen to 
  survive a near death encounter with a were-creature. 
   
  Medium 
  You have an ability to sense the goings on in the shadow plane of Limbo.  With a Notice check you can 
  detect the general "spiritual geography" of your immediate surroundings.  This allows you to sense the 
  presence of invisible beings, gain a general impression of whether or not a place has "good mojo" or "bad 
  mojo", and indicate whether or not a place has been visited recently by supernatural beings. 
   
  Military Training (Background Edge) 
  The Military Training edge is required for characters that wish to legally obtain military grade equipment.  
  The character is either in active service or is an ex-member in good standing.  All military personnel enjoy 
  a +1 bonus to Shooting rolls due to their advanced weapons training.  Also, a character with this edge can 
  gain access to military installations with a simple influence roll. 
   
  Pure- Hearted (Background Edge) 
  You have an especially good nature and probably go to church twice on Sundays.  You begin play with a -2 
  Corruption score. 
   
  Skills: 
   
  Occult Knowledge (Smarts):  Possessing knowledge of folklore, legends and myths can mean the 
  difference between life and death in this setting.  Characters who successfully use this skill can research 
  the powers and capabilities of monsters, magic spells, relics and mysterious locales. 
   
  Rippertech (Smarts): This is an optional skill that your Game Master may or may not wish to add to the 
  setting.  Rippertech is a specialized skill set that involves a combination of surgical skill, medical 
  knowledge and monster biology.  The Rippertech skill is used any time a character wishes to harvest parts 
  from a slain monster or to graft those parts on to a healthy human subject. 
   
  The Guts skill is important in this setting and all characters should take at least one rank in it. 
   
  The Healing skill is used to perform any medical task, including the administration of medications, surgery 
  and psychoanalysis. 
   
  Hindrances: 
   
  Blackguard (Major):  You've done some pretty despicable things in your past.  Your soul is tainted.  You 
  begin play with a +2 Corruption score 
   
  Blood Drinker (Major):  You cannot function normally without drinking warm animal blood on a regular 
  basis (at least once every 3 days).  Failure to drink causes the character to gain one Fatigue level per day 
  until their thirst is satiated.  Once the Blood Drinker gains four Fatigue levels they become senescent.  The 
  Blood Drinker can only recover from senescence by being fed warm blood.  All Vampires begin play with 
  this Hindrance. 
   
  Frail Mind (Minor/Major):  You are mentally unstable and the slightest shock could send you over the 
  edge.  A character afflicted with Minor Frail Mind hindrance begins play with a -2 Sanity score; a character 
  with Major Frail Mind begins play with a -4 score. 
   
  Lunatic (Minor/Major):  Lunatics are powerfully affected by the phases of the moon.  All Lycanthropes 
  suffer from Major Lunacy, which is tied to their shapeshifting curse.  A Major Lunatic becomes 
  
  Collin Terrell 2010                                                                                                                                         10 
   
  emotionally unhinged when the moon is full.  In this state, the Lunatic is a menace to themselves and 
  others, lashing out violently at anyone nearby.  A Minor Lunatic becomes extremely neurotic when the 
  moon is full.  They can still function but they will overreact to just about any situation. 
   
  Vulnerability: Sunlight (Major):  Those who are vulnerable to sunlight suffer damage from direct 
  exposure to the sun’s rays.  Every full minute of exposure causes 2d10 points of damage to the subject 
  with visible smoldering and an unpleasant burning sensation. 
   
  Vulnerability: Stake through Heart (Major): If a wooden stake is driven through your heart you die 
  instantly and permanently.  Staking the heart of an alert target requires a successful hit with 2 raises. 
   
  Vulnerability (Major):  Characters that have a Major Vulnerability to some energy or substance suffer a 
  noticeable allergic reaction when they come into close proximity to their bane.  All damage caused by this 
  energy or substance is doubled and all opposed rolls involving the character’s bane are made at a -4.  
  Characters who are feeling adventurous can randomly draw their Vulnerability.  Here is a list of possible 
  Vulnerabilities: 
   
  Type  
  # 
  Description  
  Heat  
  2 
  Vulnerable to fire, lasers, lava, explosions, the heat of the sun  
  Cold  
  3 
  Vulnerable to freezing, ice blasts, the coldness of space, liquid nitrogen  
  Electricity  4 
  Vulnerable to lightning, tasers, power surges, electric chairs  
  Kinetic  
  5 
  Vulnerable to punches, kicks, gunshots, stab wounds, car crashes, falling damage, 
  brick walls  
  Radiation  
  6 
  Vulnerable to nuclear fallout, gamma radiation, x-ray radiation and vision, nuclear 
  waste, radiation sickness  
  Sonic  
  7 
  Vulnerable to hypersonic vibration, sonic booms, deafness, rock music  
  Magic  
  8 
  Vulnerable to any power created by a magic spell  
  Gravity  
  9 
  Vulnerable to crushing pressure, falling damage, black holes.  Constantly suffer 
  from 1 Fatigue level in normal Earth gravity. 
  Poison  
  10 
  Vulnerable to venom, drugs, disease, hangovers  
  Cold Iron 
  J 
  Vulnerable to cold hammered iron & meteoric iron weapons 
  Psionic  
  Q 
  Vulnerable to mental attacks, mind control, mind reading  
  Fear  
  K 
  You are vulnerable to fear and are easily intimidated, frightened or driven insane 
  by Things Man Was Not Meant To Know.  Suffer a -4 on all Fright Table rolls.  
  Silver 
  A 
  Vulnerable to pure silver & silver-edged weapons 
   
  Weakness: Sunlight (Minor): Direct exposure to sunlight causes you to gain one Fatigue level per hour.  
  An equal amount of time spent away from sunlight will remove these Fatigue levels. 
  
  Collin Terrell 2010                                                                                                                                         11 
   
   
  Whatley Blood (Major):  You have a trace of Whatley blood in your ancestry.  The Whatleys are the most 
  notorious family of black magicians in the world.  You begin play with a +1 Corruption score and are kept 
  under surveillance by The Conclave -- an association of white magicians that seeks to contain and 
  eliminate the forces of black magic in the world.  Keep your nose clean or you may receive an unfriendly 
  visit from a Conclave Regulator. 
   
  Gear: 
  All contemporary equipment is allowed in this setting, including modern firearms, vehicles and computer 
  technology.  Futuristic equipment (laser guns, power armor, etc.) is not allowed. 
   
  Military grade equipment is only available to those who have the Military Training Background Edge. 
   
  All players begin with $500 U.S. Dollars in spending cash.  Characters with the Rich edge begin play with 
  $75,000 and characters with the Filthy Rich edge begin with $250,000. 
   
  Weapons 
  Item 
  Cost 
  Damage 
  Range 
  Notes 
  Wooden Stake 
  $10 
  STR+d4 
  3/6/12 
  Can be used to insta-kill Vampires 
  Knife 
  $25 
  STR+d4 
  3/6/12 
   
  Sword 
  $300 
  STR+d8 
  -- 
   
  Axe 
  $25 
  STR+d6 
  -- 
   
  Staff 
  $10 
  STR+d4 
  -- 
  Parry +1; Reach +1; Two Handed 
  Chainsaw 
  $200 
  2d6+4 
  -- 
  Natural 1 causes malfunction 
  9mm Pistol 
  $200 
  2d6 
  12/24/48 
  AP: 1; Semi-Auto; ROF: 1; 15 shots 
  .45 caliber Revolver 
  $250 
  2d6+1 
  12/24/48 
  AP: 1; ROF: 1; 6 shots; Single Action 
  Desert Eagle (.50 caliber) 
  $300 
  2d8 
  15/30/60 
  AP: 2; ROF: 1; Semi-Auto; 7 shots 
  Pump-Action Shotgun (12 g) 
  $350 
  1d6-3d6 
  12/24/48 
  ROF: 1; 6 shot 
  Submachine Gun (Uzi, etc.) 
  $300 
  2d6 
  12/24/48 
  AP: 1; ROF: 3; Full Auto 
  Assault Rifle (M-16, etc.) 
  .mil 
  2d8 
  24/48/96 
  AP: 2; ROF: 3; Full Auto; 3 round burst 
  Hunting Rifle 
  $400 
  2d10 
  30/60/120 
  AP: 2; ROF: 1; Snapfire Penalty 
  Grenade 
  .mil 
  3d6 
  5/10/20 
  Medium Blast Template 
  Rocket Launcher (RPG, etc.) 
  .mil 
  4d8+2 
  24/48/96 
  Med. Blast Temp.; ROF: 1; AP: 30; 
  Snapfire; Heavy Weapon 
   
  Miscellaneous 
  Item 
  Cost 
  Notes 
  Bullets (Box of 50) 
  $25 
  Any caliber 
  Silver Bullets (Box of 50) 
  $125 
  Effective against Lycanthropes and some Demons 
  Silvered Melee Weapon 
  5x Normal 
  Effective against Lycanthropes and some Demons 
  Smartphone 
  $300 
  PDA; Cell Phone and conversation piece 
  EMF Detector 
  $500 
  Detects Electro-Magnetic Signatures (Ghosts) 
  Laptop Computer 
  $1000 
  Wireless Internet & Office Apps 
  Flashlight 
  $20 
  10’ beam 
  Digital Camera 
  $300 
  High resolution photos; photo editing suite 
   
  Vehicles 
  Item 
  Cost 
  Notes 
  Economy Car 
  $10,000 
  Toughness: 10(7); Speed: 36; Acceleration: 10 
  Luxury Sedan 
  $60,000 
  Toughness: 11(8); Speed: 40; Acceleration: 20; luxury 
  package; satellite navigation 
  
  Collin Terrell 2010                                                                                                                                         12 
   
  SUV/Pickup Truck 
  $40,000 
  Toughness: 14(11); Speed: 40; Acceleration: 20; 4WD 
  Sports Car 
  $100,000 
  Toughness: 10(7); Speed: 56; Acceleration: 30 
  Motorcycle 
  $3000 
  Toughness: 8(6); Speed: 36; Acceleration: 20 
  Tank (M1-A1 Abrams, etc.) 
  .mil 
  Toughness: 30(20); Speed: 30; Acceleration: 10; 
  Cannon: 75/150/300 range; 4d8 Damage; Heavy 
  Weapon; Med. Burst Temp.; AP: 8; ROF: 1/2 
  M-60 Machine Gun: 30/60/120 range; 2d8+1 Damage; 
  ROF:3; AP:2 
  Note: Vehicle collision damage is 1d6 per 5” of speed 
   
  Relics & Artifacts: 
  Items imbued with magical power are referred to as Relics and Artifacts.  A Relic can take any form.  It 
  could be a staff, a sword, a skull, an amulet, a book – virtually any object can become a vessel for arcane 
  energy.  Relics typically provide permanent bonuses to their wielders.  Examples would include a Wizard’s 
  Tome that grants a +2 bonus to Spellcasting checks, a Holy Sword that inflicts +2 damage to Lycanthropes, 
  or a Monkey’s Paw that gives its wearer a +1 Toughness. 
   
  Any character with Occult Knowledge can work out the benefits of a relic with a successful skill check. 
   
  Artifacts are Relics of extreme power.  These special items are famous; their names adorn the pages of 
  many lorebooks.  Many power groups devote tremendous amounts of time and energy trying to locate 
  and keep these rare magic items.  Here’s a list of a few of the better known Artifacts: 
   
  The Ark of the Covenant:  This gilded chest contains the eroded remains of the original Ten 
  Commandments.  Over the centuries, many have tried to possess the Ark so that they could glimpse into 
  the maelstrom of God’s mind.  The Ark is very heavy and requires two people to bear it.  Touching the Ark 
  allows the user to make any Knowledge roll at +4.  Opening the Ark releases a storm of fire and lightning 
  that builds up for 3 rounds upon which it then strikes all targets that have at least 1 Corruption point with 
  a 3d6 damage bolt of lightning once per round until closed.  The range of this effect is 24 squares.  The Ark 
  was last rumored to have been in the hands of the Nazis during World War 2, but this hasn’t been 
  substantiated. 
   
  The Belt of Hercules:  A broad leather girdle adorned with bronze and copper plates, this belt was 
  purported to have been worn by the demigod Hercules, a paragon among men.  Wearers of the belt are 
  imbued with fantastic strength.  The belt grants a +4 die rank increase to the wearer’s Strength trait and a 
  +2 to the wearer’s Toughness.  Its present location is currently unknown, though scholars suspect it may 
  have been lost during the Persian-Greek Wars. 
   
  The Book of Thoth:  This “book” is actually a deck of illuminated Tarot cards that was once in the 
  possession of Aleister Crowley, famed occultist and member of the Hermetic Order of the Golden Dawn.  
  Crowley was an accomplished wizard in the early 1900s; his fascination with magic ran the spectrum from 
  White Magic, to Psychic phenomena to Black Magic.  His personal Tarot, the Thoth deck, represents an 
  amalgam of Zodiacal, Qabalistic and Elemental icons.  The Deck grants the wielder a +2 to all Spellcasting 
  rolls and a +4 to any occult Knowledge checks.  If the wielder draws a random card from the Deck, they 
  can invoke a different magical effect.  Each effect has a cost and a benefit.  The powers of the Deck will 
  not function unless the card is drawn in a truly random fashion. 
   
  Die Roll 
  Card Type 
  Result 
  1 
  Earth 
  Dealer suffers -2 Pace for the duration of battle but gains +2 Toughness 
  2 
  Air 
  Dealer is Shaken and causes a group of targets in a Medium Blast 
  Template radius to succeed a Spirit check or be Shaken as well. 
  3 
  Fire 
  Dealer suffers 1 Wound but can inflict 2 Wounds on any target within 
  
  Collin Terrell 2010                                                                                                                                         13 
   
  12 squares 
  4 
  Water 
  Dealer gains 1 Fatigue level but can remove the Shaken status from all 
  friendly targets within a Large Blast Template radius 
  5 
  Spirit 
  Dealer gains 1 Corruption point and summons a shade to fight for 3 
  rounds 
  6 
  Greater Trump 
  Dealer must roll on the Fright Table and gains 1d10 Power Points 
   
  Caesar’s Eagle:  This golden eagle was the property of Julius Caesar and beneath it his armies put Gaul 
  under Rome’s boot.  When the Eagle is mounted atop a standard bearer’s pole it grants all allies within a 
  Large Blast Template radius a +2 to all Combat rolls, an immunity to Fear, a +1 die rank increase to 
  Strength and a +2 to Toughness.  Conversely, if the Eagle is struck down in battle, all allies must succeed a 
  Spirit check or flee immediately. 
   
  The Elder Seal:  This ceramic seal, about as large as an adult’s hand, is inscribed with ancient runes and 
  sigils from some long-forgotten race of men.  The seal was created to serve as a magical barrier to keep 
  evil at bay.  No evil Outsider, Vampire or Lycanthrope can come within a Small Blast Template radius of 
  the Seal’s wielder and will flee in abject terror if pressed into a corner.  Any magic spell cast upon the 
  Seal’s wielder, beneficial or otherwise, is immediately nullified.  If the Seal is placed upon a magical 
  gateway, it closes it permanently.  Though it is harder than it looks, if the Seal should ever be broken it is 
  believed that all the gateways it ever closed would suddenly reopen, releasing whatever evils it had 
  imprisoned.  Some researchers have found shards indicating that at one point there were probably many 
  Elder Seals in existence. 
   
  Excalibur:  The Sword of Kings that was once held by King Arthur and Uther Pendragon is a legendary 
  weapon of tremendous power.  Believed to have been forged by the spirits of the Earth itself, Excalibur 
  cannot be broken by mortal means.  It provides a +4 to Parry and Fighting rolls and has Armor Piercing 4.  
  Any evil Outsider, Vampire or Lycanthrope struck by Excalibur suffers double damage.  Excalibur emits 
  light over a Small Blast Template radius.  It is said that the sword whispers to those who wield it, providing 
  them with wise counsel and pointing out deceptions.  The Druids are thought to know the present 
  whereabouts of Excalibur. 
   
  The Eye of Horus:  Worn about the neck, this amulet is shaped in the hieroglyphic image of the Egyptian 
  Sky-God Horus, who symbolizes eternal life.  The wearer of the Eye cannot be killed by conventional 
  means.  Any wounds that would normally result in the wearer’s death merely render them unconscious.  
  The wearer can still die of disease or old age but the amulet does extend the wearer’s lifespan by 50%.  
  The ancient Egyptian Pharaohs would wear the Eye as a symbol of their divine right to rule. 
   
  The Holy Grail:  The Cup of Christ has been lost and found at several points in human history.  Though its 
  present location is unknown, stories of its miraculous power are widespread.  Any liquid poured into the 
  Grail is transformed into pure, clean water.  Those who drink of this water are instantly healed of all 
  wounds and are no longer Shaken.  Pouring the Grail over a permanent injury instantly heals it.  This 
  includes restoring lost limbs.  The Grail cannot raise the dead but it can fully restore people with terminal 
  ailments.  Legends say that those who indulge too much in the Grail’s power suffer a dire reversal and will 
  have their souls snuffed by God for drinking too deeply of the Grail’s purifying waters. 
   
  The Horn of Valhalla:  This ancient Norse artifact was said to have been crafted by Odin himself.  It is a 
  large ivory war horn banded in silver that had been in the possession of Norway’s king for generations.  It 
  has since disappeared under mysterious circumstances.  According to myth, the Horn has two primary 
  uses: a blast from the Horn will banish any undead creature within a Large Burst Template radius of the 
  wielder; also, if blown near a corpse, the Horn summons the target’s shade to fight for 3 rounds.  
  Banished undead are not destroyed, but they are sent to Limbo where they may be trapped for some 
  time.  Risen shades can only be summoned once per corpse and have the same statistics as a ghost (see 
  
  Collin Terrell 2010                                                                                                                                         14 
   
  Monsters below).  There is a small chance (5% per use) that the Horn will summon a Valkyrie to claim the 
  wielder’s soul. 
   
  The Iron Crown of Lombardy:  This relic was once worn by the Holy Roman Emperors and symbolized the 
  rulership of medieval Italy.  Papal blessings give the Crown tremendous resistance to evil magic.  The 
  wearer of the crown cannot be physically touched by any undead or demonic creature and they also gain 
  a +4 bonus to resist any spell cast upon them by an evil magic-user.  All trace of the Crown was lost after 
  Napoleon took hold of it in the 1800's. 
   
  The Necronomicon:  This is the most evil book ever written.  It’s pages are vellum made from human skin 
  and the foul words on those pages are inked in human blood.  The book was penned by a mad Arab 
  named Abdul Al-Hazred, one of the most powerful Black Magicians who ever lived.  The books pages 
  contain detailed instructions on how to cast every spell known to man.  Possessors of the Necronomicon 
  gain a +4 to all Spellcasting checks.  A wizard can also cast any spell directly from the Necronomicon’s 
  pages at no cost but immediately gains 1 Corruption point for doing this.  The book projects an aura of evil 
  that is almost tangible. 
   
  The Skull of Morgana:  The preserved skull of Morgana LeFay, one of the most notorious Black Magicians 
  who ever lived, is an artifact of grim power.  The eyes of the skull have been filled with large black 
  sapphires and the teeth have been replaced by deep red garnets.  Wielders of the skull gain a +2 to all 
  Spellcasting checks and have a 50% chance of avoiding Corruption gains from failed Spell Bargains.  If the 
  wielder is ever in a situation where they would gain Corruption, roll a 1d6.  On a result of 4, 5 or 6 the skull 
  absorbs the Corruption instead of the Caster.  The skull can also store the life energy of a single sacrifice 
  victim for use in a later Spell Bargain. 
   
  The Spear of Longinus:  All that remains of the spear that was used to lance Christ on the cross is a rusted 
  and pitted spearhead, but this mere piece of metal absorbed something of Christ’s divine power when it 
  tasted his blood.  If the spearhead is affixed to a shaft, it can be used to pierce any armor, magical or 
  otherwise.  This includes tank armor and magical force fields.  Wielders of the Spear gain a +2 die increase 
  to their Spirit trait. 
   
  The Staff of Merlin:  A tall quarterstaff of white ash, the Druids believe this was once used by the founder 
  of their Order, Merlin the Magician.  Possessors of Merlin’s Staff gain a +2 to all Spellcasting rolls, a 
  reservoir of 10 extra Power Points and can recharge Power Points at a rate of 1 per hour.  The Hierophant 
  of the Druids is believed to carry this Artifact as a privilege of his office. 
   
  The Tyrian Shekels:  The Tyrian Shekels are the infamous “30 pieces of silver” that Judas Iscariot accepted 
  in payment for betraying Christ to the Romans.  These coins have spread far and wide and can be found 
  all over the world.  They each carry the corruptive taint of Judas’ crime against God.  Picking up a Tyrian 
  Shekel instantly gives the possessor 1 Corruption point.  The Shekels are imbued with a cruel sentience 
  and will constantly try to persuade their possessor to perform acts of dishonesty or betrayal.  If the 
  possessor gives in to the Shekel’s urgings they will gain a Benny.  The Game master should insure that the 
  possessor of a Tyrian Shekel is tempted at least once per game session.  Scholars speculate that if all 30 
  Shekels are ever reunited it would grant the possessor with awesome dark angelic powers. 
   
  The Whatley Pentagram:  This infamous family of devil-worshipping wizards has one of the darkest 
  reputations in the world of magic.  Their magical pedigree stretches back to the England during the 1340s, 
  when they exchanged their mortal souls for magical protection from the Black Plague.  From that time 
  forward, the Whatleys have always delved into the mysteries of Black Magic and have bred aggressively to 
  bolster their bloodline.  It’s possible to find wizards with a trace of Whatley blood almost anywhere.  The 
  Whatley Pentagram is a family heirloom of great power – it was worn by the original Whatley patriarch 
  and has been passed down through the male line of the family ever since.  The possessor of the Whatley 
  
  Collin Terrell 2010                                                                                                                                         15 
   
  Pentagram gains a +2 bonus to all Spellcasting rolls and is immune to Possession, so they can become as 
  corrupt as they like. 
   
  Gameplay: 
  This section outlines some new rules unique to this setting: 
   
  Corruption: 
  Every character begins play with a Corruption score of zero.  Certain actions in game can cause the 
  character to acquire Corruption points.  Some examples of this are: casting Black Magic spells, consorting 
  with Demons or using evil artifacts.   
   
  Once a character’s Corruption score reaches 4 and every time they gain a Corruption point thereafter they 
  must begin checking to see if they become Possessed by a Demonic force by rolling greater than or equal 
  to their Corruption score with a Spirit check. 
   
  Possession: 
  Characters who fail a Corruption check are instantly possessed by an evil demon.  Once possessed, the 
  character ceases to be a party member and becomes a monster.  Their appearance changes drastically; 
  often the subject’s eyes will become solid black orbs and their veins become starkly pronounced.  
  Possessed characters will do their utmost to harm, kill and subjugate their former companions and, if they 
  are Black Magicians, will cast the most powerful black magic spells they know without reservation.  
  Possession can only be cured by a successful Exorcism (a White Magic spell).  Characters who are rescued 
  by exorcism still have the same level of Corruption they had before and must be very careful to avoid re-
  possession in the future.  It is rumored that certain powerful magic spells can remove the taint of 
  Corruption. 
   
  At the Game Master’s whim a player can be allowed to role play their possessed character, so long as they 
  play the role of party killer to the hilt. 
   
  Fear & Sanity: 
  In this campaign setting, fright can cause very real psychological damage.  Any time a character 
  encounters a new monster, a gruesome situation or alien magic they must succeed a Guts check or roll on 
  the “Fright Table”.  The roll on the Fright Table is modified by the character’s Sanity statistic. 
   
  D20 Roll 
  Result 
  -3+ 
  Psychotic Episode: you go temporarily insane and attack the nearest target (friend or foe) 
  until you are incapacitated. 
  -2-0 
  Heart Attack: make a Vigor check at -2.  If the roll succeeds you are Shaken and incapacitated 
  for 1d4 rounds.  If the roll fails you are incapacitated and will die in 2d6 rounds unless you 
  receive emergency medical treatment. 
  1 
  Major Dementia: you go loony.  You become very difficult to relate to since you spend most 
  of your time talking to your imaginary friends and multiple personalities.  Charisma is reduced 
  by -2 and you suffer a -1 penalty to any Smarts or Spirit roll.  The exception to this is the 
  Occult Knowledge skill.  You gain a +2 bonus to all Occult Knowledge checks. 
  2-3 
  Mark of Fear: you sustain some form of physical trauma (i.e. hair turns white, involuntary 
  twitch, etc.) and your Sanity score is reduced by 2 
  4-6 
  Major Phobia: you gain the Major Phobia Hindrance 
  7-9 
  Minor Phobia: you gain the Minor Phobia Hindrance 
  10-15 
  Traumatic Experience: your Sanity score is reduced by 1 
  16-17 
  Flight: you flee at your fastest possible movement rate away from the source of your fear and 
  are Shaken 
  18-19 
  Shivering with Fright: you are Shaken 
  
  Collin Terrell 2010                                                                                                                                         16 
   
  20+ 
  Fight: your instinct to survive overrides your fear and you gain a +2 bonus to your next Trait 
  and damage roll 
   
  Treatment:  
  Psychological treatment is available to fix sanity loss and fright-induced mental illnesses.  Most major 
  cities will have at least one hospital with the staff and equipment to treat psychosis. 
   
  For every month that a character spends in hospital, they can increase their Sanity score by 1 or remove a 
  single mental illness (phobia or dementia).  A characters Sanity score can never be increased higher than 
  zero by medical intervention.  Hospital time is expensive if the character doesn’t have medical coverage 
  or highly placed medical connections.  Expect to spend in the neighborhood of $15,000 a month. 
   
  Alternatively, a character can choose to suppress their symptoms using pharmaceuticals.  Drugs won’t 
  cure mental illness, but they can mitigate the negative effects.  Anti-psychotic drugs cost about $70 per 
  day of use and will negate the penalties associated with psychosis, dementia and phobias for a full 24 
  hour period.  In addition, any rolls made on the Insanity Table while under the influence of anti-psychotics 
  are made at +1. 
   
  A third treatment option is to seek out an Empath who is able to perform Psychic Surgery.  Psychic 
  Surgeons are in high demand because with their talents a patient can be cured in a single day instead of a 
  month.  Naturally, these services command a higher market price. 
   
  Ripping: 
  If you wish, you can use the Rippertech rules from “Rippers” in this setting.  Generally, Ripping would be 
  considered highly rare and dangerous, and the practitioners of it would be viewed in the most negative 
  light.  Characters wouldn’t have access to Rippertech without possessing the right connections.  Certain 
  government agencies experiment with it to make more effective soldiers.  Individual players can take the 
  skills associated with Ripping but should know that by doing so they are placing themselves in the same 
  company as necromancers. 
   
  Ripping requires the use of the Rippertech skill.  A Ripper can make a Rippertech skill check on a single 
  monster corpse to try and harvest usable monster pieces from it.  Whether or not the result is a success, a 
  single corpse can only be harvested one time.  Harvested monster pieces are used to make “Rippertech 
  Implants”.  These implants can be surgically grafted on to a living being to grant them supernatural 
  powers.  See below for a list of possible Rippertech implants. 
   
  Grafting an implant on to a living host requires a second Rippertech skill check and the availability of a 
  fully stocked surgical suite.  If the result of the graft is a failure, the host body has rejected the implant 
  and rendered it unusable.  In the event of a failure, the subject sustains 2d6 damage from tissue trauma.  
  Some grafts are more difficult to pull off than others, see the table below for the difficulty modifiers 
  associated with different grafts.  Successful implantation of a Rippertech graft causes the host to pay 
  whatever cost is listed for the associated graft.  Rippers cannot apply grafts to themselves, only to other 
  patients. 
   
  Rippertech Implant 
  (difficulty mod.) 
  Donors 
  Cost 
  Benefit 
  Taloned Hands (-2) 
  Werewolves, 
  Demons, Vampires 
  -2 Charisma; -1 Sanity 
  Subject can make a Bash attack at 
  STR+d4 damage 
  Muscle Weaving (-4) 
  Any STR d10+ 
  monster 
  On a Natural 1, subject 
  has a muscle spasm 
  and gains 1 Fatigue 
  level; -2 Sanity 
  Subject’s Strength increased by 1 
  die type; free Brawny edge 
  
  Collin Terrell 2010                                                                                                                                         17 
   
  Gills (-2) 
  Cthonian 
  -2 Charisma; -1 Sanity 
  Subject gains the Aquatic ability; 
  can breathe water and swim at 
  Pace 
  Limbic Lacing (-4) 
  Ectoplasm from 
  any Ghost type 
  Gain Cautious 
  hindrance; -2 Sanity 
  Subject’s Spirit increased by 1 die 
  type; gain Danger Sense edge 
  Bone Grafting (-4) 
  Any VIG d10+ 
  monster 
  Agility reduced by 1 die 
  type; -2 Sanity 
  Subject gains +1 Toughness and is 
  immune to called shots 
  Retinal Graft (-1) 
  Lycanthrope 
  -1 Sanity; gain Minor 
  Lunatic hindrance 
  Can see in the dark 
  Skin Patching (-2) 
  Demon 
  -1 Sanity; -2 Charisma 
  +2 Armor and gain one Immunity 
  from donor creature 
  Fiend Blood (-1) 
  Demon 
  -1 Sanity; gain 
  Vulnerability: Silver 
  Hindrance 
  Gain Frenzy edge (or Improved 
  Frenzy); can ignore effects of 
  extreme cold 
  Angelic Blood (-1) 
  Angel 
  -1 Sanity; gain Major 
  Enemy Hindrance 
  Remove all Corruption points 
  Wings (-4) 
  Any Winged 
  monster 
  -2 Sanity; -2 Charisma 
  Can fly at Pace 
   
   
  Magic: 
  This section describes how the different magic systems work in this campaign setting. 
   
  White Magic: 
  The power of Enochian, or White, magic comes from within.  To use Enochian magic, the White Magician 
  must make a Spellcasting skill check and deduct the cost of the spell they are attempting from their Power 
  Point pool.  If the caster rolls a natural 1 on this roll and the Wild Card die they suffer a Backfire -- the 
  White Magician becomes Shaken.  A roll of 4 or better results in a success; a roll of 8 or better is a success 
  with a raise.   
   
  White Magicians regain their full allotment of Power Points after a good meal and a night of bed rest.  
  They do not regain points by the hour. 
   
  An Enochian mage who is out of power can choose to burn his or her own life force to power their spells if 
  he or she wishes.  This process is sometimes called “manaburning”.  They can gain 2 additional power 
  points for each Fatigue level they take.  The mage can choose to take a full 4 fatigue levels for 8 Power 
  Points but doing so will cause them to pass out after their spell is cast. 
   
  White Magicians can cast spells cooperatively by linking hands with another White Magician.  One 
  Magician in the joining must be designated as the “leader”.  The Leader is responsible for selecting the 
  spell to be cast and making the Spellcasting skill check.  All others involved in the casting make a 
  Spellcasting check to determine the success of their contribution.  For each success and raise rolled by a 
  supporting caster, they can contribute 1 Power Point worth of their energy to the spell being cast. 
   
  At creation, a White Magician learns 2 powers.  White Magicians learn new incantations by taking the 
  New Power edge and gain additional Power Points by taking the Power Points edge.  White Magicians can 
  learn any incantation they want regardless of rank so long as they have enough Power Points to cast it. 
   
  For details on specific White Magic powers, see Appendix A below. 
   
   
   
  
  Collin Terrell 2010                                                                                                                                         18 
   
  Black Magic: 
  Black Magic is both more flexible and powerful than White Magic but is ultimately far more dangerous to 
  use.  All Black Magic spells are resolved as “Spell Bargains” with outside powers – the Black Magician does 
  not use their own personal power at all to cast spells. 
   
  To conduct a spell bargain, the Black Magician needs to make a Spellcasting skill check at a -1 per Power 
  Point cost of the effect they’re trying to cast.  A roll of 4 or better results in a success; a roll of 8 or better 
  is a success with a raise. 
   
  Black Magicians can offset these often hideous spell casting penalties by making offerings to their 
  Outsider patrons.  Offerings can take many forms and the quality of the offering determines how much of 
  a bonus the Black Mage receives in their casting effort.  Bonuses accrued from offerings do not carry over 
  to future spells; they must be used instantly.  Here are some examples: 
   
  Offering Type 
  Benefit 
  Human Sacrifice 
  +2 to Spellcasting roll per Spirit rank of victim.  (Example: a victim with a d8 
  Spirit would give a +6 bonus) 
  Caster’s Blood 
  +2 to Spellcasting roll per Fatigue level the caster accrues 
  Self Mutilation 
  +6 to Spellcasting roll if caster puts out his or her own eye, ear, or cuts off a 
  hand or foot. 
  Arcane Sacrifice 
  +4 to Spellcasting roll per Spirit rank of magic-using victim 
  Angelic Sacrifice 
  +6 to Spellcasting roll per Spirit rank of angelic victim 
  Caster’s Soul 
  +10 to Spellcasting roll; one time only; caster can never be raised from the 
  dead 
  Dark Ritual 
  +1 to Spellcasting roll per 10 minutes spent chanting, meditating and 
  invoking infernal powers (maximum +6) 
  Corrupt Act 
  +1 to Spellcasting roll per blasphemous act.  (Examples: sodomy, excreting 
  on a sacred object, forcing nuns into bondage, etc.) 
  Defiled Relic 
  Bonus to Spellcasting rolls depending on the power of the relic being 
  destroyed.  (Example: a +2 bonus for a relic that grants a +2 to some skill or 
  trait) 
  Valued Possession 
  +1 to Spellcasting roll for each precious or valuable object destroyed.  
  Collections of mundane objects don’t count.  Object must be worth $500 or 
  more and must belong to someone else. 
   
  Some powerful evil artifacts will give Black Magicians a permanent bonus to their Spellcasting checks.  
  These highly prized items have been known to start wars in the wizarding community (see Relics & 
  Artifacts above). 
   
  Black Magicians can cast spells cooperatively by linking hands with another Black Magician.  One Magician 
  in the joining must be designated as the “leader”.  The Leader is responsible for selecting the spell to be 
  cast and making the Spellcasting skill check.  All others involved in the casting make a Spellcasting check 
  to determine the success of their contribution.  For each success and raise rolled by a supporting caster, 
  they can contribute a +1 bonus to the spell being cast. 
   
  Failing a spell bargain causes the Black Magician to acquire a Corruption point.  Corruption points 
  measure a wizard’s slide into the dark side.  Once a Black Wizard acquires 4 Corruption points they must 
  start making Spirit checks every time they attempt to cast a spell.  The magician must roll greater than or 
  equal to their current Corruption total or else they become Possessed. 
   
  A Possessed Black Magician ceases to be a player character and becomes a Monster.  Their eyes turn into 
  black pits as if the Mage is suffering from eight-ball hemorrhages and the veins in their skin become 
  
  Collin Terrell 2010                                                                                                                                         19 
   
  starkly pronounced.  While possessed, the Black Magician will seek to do as much harm as possible to all 
  living things in their vicinity.  It is possible for a possessed Black Wizard to undergo an Exorcism, returning 
  control of their soul but this won’t make them any less corrupt. 
   
  There is no reliable way of getting rid of Corruption points, though it is rumored in some circles that 
  powerful Angels can expunge them. 
   
  It is possible for a Mage to learn both White and Black magic if they take the necessary background edges. 
   
  At creation, a Black Magician learns 3 powers.  Black Magicians learn new incantations by taking the New 
  Power edge.  Black Magicians can learn any incantation they want regardless of rank. 
   
  Psychic Powers: 
  A psychic uses their own personal strength and willpower to drive their abilities, similar to a White 
  Magician.  They make Spellcasting rolls in the same manner that White Magicians do.  If the caster rolls a 
  natural 1 on this roll and the Wild Card die they suffer a Psionic disturbance; the Psychic becomes Shaken.  
  A roll of 4 or better indicates a success. 
   
  Psychics cannot “manaburn”. 
   
  Psychic powers do not have any visible trappings so it is possible for a psychic to use their powers secretly 
  without anyone noticing them. 
   
  Psychics can only learn powers from their branch of specialization: Empath, Kineticist or Precog.  It is 
  possible for a psychic to specialize in more than one branch by taking the Arcane Background: Psychic 
  edge multiple times at creation.  Empaths are gifted with the ability to influence other minds.  They can 
  read and manipulate thoughts.  Kineticists can use their mental state to influence the physical world; they 
  can move objects with their minds.  Precogs have a limited ability to see into the future and can use their 
  powers to predict and avoid events. 
   
  At creation, a Psychic learns 2 powers and has 10 Power Points.  Psychics learn new talents by taking the 
  New Power edge and can gain 5 more Power Points by taking the Power Points edge.  Psychics can learn 
  any powers within their specializations that they want regardless of rank. 
   
  Monsters: 
  This setting is full of monsters of all descriptions.  Feel free to add whatever sort of beasts you’d like to 
  this world.  Included below are examples of some of the more common nasties you may encounter in this 
  setting.  All stat blocks include a section for “Guts Modifier”.  This is the penalty to the Guts check that a 
  character needs to make when they encounter a monster for the first time. 
   
  Black Wizards:  These are wizards bent and twisted by demonic power.  What makes them especially 
  dangerous is that they are not afraid to allow themselves to become possessed by demonic forces if 
  necessary.  Back a Black Wizard into a corner at your peril. 
   
  Black Wizard 
  Strength: d4 
  Smarts: d8 
  Agility: d4 
  Spirit: d10 
  Vigor: d4 
  Pace: 6 
  Parry: 4 
  Toughness: 4 
  Spellcasting: d10 
  Guts Mod: 0 
  Gear & Weapons:  Dagger (STR+d4); 9mm Pistol (2d6); $1d10x10 
  Powers: Hellfire (Cost: 2; Range: 10; 2d10 damage; burning); 2 random Black Magic spells  
   
  Black Archmage (WC) 
  Strength: d4 
  Smarts: d12 
  Agility: d6 
  Spirit: d12+1 
  Vigor: d6 
  
  Collin Terrell 2010                                                                                                                                         20 
   
  Pace: 6 
  Parry: 5 
  Toughness: 5 
  Spellcasting: d12+1 
  Guts Mod: -2 
  Gear & Weapons:  Dagger (STR+d4); 9mm Pistol (2d6); $1d10x200 
  Powers: Hellfire (Cost: 2; Range: 13; 2d10 damage; burning); 5 random Black Magic spells 
   
  Bogeyman: 
  The Bogeyman isn’t just a myth; he’s a demon-possessed killer who lurks in the shadows preying on the 
  young and innocent.  It is said that the Bogeyman can never really be slain.  Once it is defeated it takes a 
  new host somewhere else in the world and continues its work. 
   
  Bogeyman (WC) 
  Strength: d10 
  Smarts: d8 
  Agility: d8 
  Spirit: d10 
  Vigor: d10 
  Pace: 6  
  Parry: 6 
  Toughness: 7 
  Fighting: d8 
  Guts Mod: -2 
  Gear & Weapons:   Knives (STR+d4) 
  Powers:  Summon Knives (Bogeyman can produce knives at will); Invulnerability (conventional weapons 
  can only Shaken the Bogeyman); Move in Darkness (can teleport 12 squares from one shadowy place to 
  another); Night Vision; Weakness: Knives (if you attack the Bogeyman with its own weapons it is wounded 
  normally); Weakness: Sunlight (suffers 2d10 points of damage per round when exposed to daylight) 
   
  Celestials:  Celestials are angelic Outsiders that walk among mortals.  They come in an array of shapes and 
  sizes but in general have exceptionally good looks, a sense of presence that fills a room and an enviable 
  physique. 
   
  Angel 
  Strength: d8 
  Smarts: d8 
  Agility: d8 
  Spirit: d10 
  Vigor: d8 
  Pace: 6 (12) 
  Parry: 6 
  Toughness: 6 
  Fighting: d8 
  Guts Mod: 0 
  Gear & Weapons:  Smite (STR+1d6) 
  Powers: Redeeming Influence; Winged Flight x2; Disguise; Smite; Diehard 
   
  Archangel (WC) 
  Strength: d12 
  Smarts: d12 
  Agility: d12 
  Spirit: d12 
  Vigor: d12 
  Pace: 6 (12) 
  Parry: 8 
  Toughness: 8 
  Fighting: d12 
  Guts Mod: 0 
  Gear & Weapons:  Smite (STR+1d6) x2 
  Powers:  Redeeming Influence; Winged Flight x2; Disguise; Smite; Immune to Kinetic; Diehard; First Strike; 
  Improved Frenzy; Awesome Presence 
   
  Criminals: 
  Not all enemies are supernatural in nature.  Some of the worst problems you can encounter are just 
  regular, evil crooks. 
   
  Criminal 
  Strength: d6 
  Smarts: d6 
  Agility: d6 
  Spirit: d6 
  Vigor: d6 
  Pace: 6 
  Parry: 5 
  Toughness: 5 
  Fighting: d6 
  Guts Mod: 0 
  Gear & Weapons:  9mm Pistol (2d6); $1d10x10 
  Powers: none  
   
  Cthonian: 
  This general term refers to a whole species of alien humanoids who came from Outer Space to wreak 
  havoc on the sanity of humankind.  Most Cthonians bear a resemblance to aquatic animals such as fish, 
  sea cucumbers and octopi. 
   
   
  
  Collin Terrell 2010                                                                                                                                         21 
   
  Cthonian 
  Strength: d8 
  Smarts: d8 
  Agility: d6 
  Spirit: d10 
  Vigor: d10 
  Pace: 6 (12) 
  Parry: 5 
  Toughness: 9(7) 
  Fighting: d6 
  Guts Mod: 0 
  Gear & Weapons:  Bash (STR+d4) 
  Powers: Aquatic; Rubbery Hide (Armor +2); Immune to Cold & Vaccuum; Fearsome Presence (targets must 
  succeed a Guts roll or consult the Fright Table); Insanity (target must succeed an opposed Smarts roll or 
  become psychotic for 3 rounds); Swim & Fly (Pace 12) 
   
  Cultists: 
  The number of bizarre, monster-loving cults in the world is legion.  The most common threat most 
  monster hunters will encounter are the sad, deluded human thralls that serve the darkness. 
   
  Cultist 
  Strength: d6 
  Smarts: d4 
  Agility: d6 
  Spirit: d8 
  Vigor: d6 
  Pace: 6 
  Parry: 5 
  Toughness: 5 
  Fighting: d6 
  Guts Mod: 0 
  Gear & Weapons:  Dagger (STR+d4); $1d10 
  Powers: none  
   
  Demons: 
  There is a tremendous variety of demons of all shapes and descriptions.  In general, demons have a 
  monstrous appearance, including but not limited to scaly skin, horns, tails and claws.  Being Outsiders, all 
  Demons are imbued with super human powers. 
   
  Demon 
  Strength: d10 
  Smarts: d6 
  Agility: d8 
  Spirit: d8 
  Vigor: d10 
  Pace: 6 
  Parry: 6 
  Toughness: 9(7) 
  Fighting: d8 
  Guts Mod: 0 
  Gear & Weapons:  Smite (STR+d6) 
  Powers: Tough Hide (+2 Armor); Corrupting Influence; Random Vulnerability; Random Immunity; Smite; 
  Fearsome Presence 
   
  Demon Lord (WC) 
  Strength: d12+2 
  Smarts: d10 
  Agility: d12 
  Spirit: d10 
  Vigor: d12+2 
  Pace: 6 (12) 
  Parry: 8 
  Toughness: 11(9) 
  Fighting: d12 
  Guts Mod: 0 
  Gear & Weapons:  Smite (STR+d6); Blast (Range: 20; 2d6 Damage) 
  Powers: Tough Hide (+2 Armor); Fly; Corrupting Influence; Random Vulnerability; Random Immunity; 
  Smite; Fearsome Presence; Blast; Tempter 
   
  Elder God: 
  There are beings in the universe so ancient and powerful that they completely defy human 
  comprehension.  Elder Gods are gargantuan in size and have an alien, amorphous shape. 
   
  Elder God (WC) 
  Strength: d12+12 
  Smarts: d12 
  Agility: d12 
  Spirit: d12 
  Vigor: d12+12 
  Pace: 10 
  Parry: 6 
  Toughness: 14(12) 
  Fighting: d8 
  Guts Mod: -10 
  Gear & Weapons:  Bash (STR+d6) x2; Blast (2d6 Damage; Range: 24) 
  Powers: Random Vulnerability; Immune to everything else; Heavy Armor; Fearsome Presence; Smite; 
  Blast; Reach +4; Gargantuan Size 
   
  Fallen Slayer: 
  
  Collin Terrell 2010                                                                                                                                         22 
   
  Those who stare into the Abyss should be wary when the Abyss stares back into them.  Sometimes even 
  the greatest heroes can be brought down by the hardships of their profession.  Slayers who battle 
  Vampires, Demons and Witches can, on occasion, fall prey to the corruptive influence of those they hunt. 
   
  Fallen Slayer (WC) 
  Strength: d8 
  Smarts: d8 
  Agility: d12 
  Spirit: d10 
  Vigor: d8 
  Pace: 6 
  Parry: 8 
  Toughness: 6 
  Fighting: d12 
  Guts Mod: 0 
  Gear & Weapons:  Sword (STR+d8); Stake (STR+d4); .45 Revolver x2 (2d6+1); Silver Bullets 
  Powers: Frenzy; Two Fisted; Diehard; First Strike 
   
  Ghosts: 
  Ghosts are the free-willed phantoms of the deceased who remain tied to the material world because of 
  the circumstances of their death.  They are usually filled either with unquenchable rage or inconsolable 
  sadness; in any case they are intensely jealous of the living and will seek to lash out at anyone who 
  disturbs their haunts. 
   
  Ghost 
  Strength: d6 
  Smarts: d6 
  Agility: d6 
  Spirit: d10 
  Vigor: d6 
  Pace: 6 
  Parry: 5 
  Toughness: 5 
  Throwing: d12 
  Guts Mod: -2 
  Gear & Weapons:  Thrown Objects (STR+d4) 
  Powers: Incorporeal (immune to non-magical weapons; can pass through solid objects); Fearsome 
  Presence (all targets must succeed a Guts -2 check or be paralyzed by fear) 
   
  Golems: 
  Animated by powerful black magic, these nigh indestructible constructs are mindless, soulless killing 
  machines.  Golems can be made out of a wide range of substances, including stone, metal, wood and even 
  dead flesh.  In any form, Golems are incredibly hard to hurt or stop. 
   
  Golem 
  Strength: d12+2 
  Smarts: d4 
  Agility: d6 
  Spirit: d6 
  Vigor: d12 
  Pace: 4* 
  Parry: 6 
  Toughness: 12(10) 
  Fighting: d6 
  Guts Mod: -2 
  Gear & Weapons:  Bash (STR+d6) 
  Powers: Fearless; Immune to called shots & wound penalties; Dense Hide (Armor +4) 
  * = can't sprint 
   
  Lich: 
  Some Black Wizards attain such great power that they are able to cheat death itself.  These Necromancers 
  sacrifice their mortal souls for the secret of undeath. 
   
  Lich (WC) 
  Strength: d10 
  Smarts: d12+2 
  Agility: d6 
  Spirit: d10 
  Vigor: d10 
  Pace: 6 
  Parry: 6 
  Toughness: 9 
  Spellcasting: d12 
  Guts Mod: -4 
  Gear & Weapons:  Blast (Range: 20; 2d6 Damage); Death Touch 
  Powers: Undead (+2 to recover from Shaken); Immune to Called Shots; Accompanied by 4d10 Zombies; 
  Death Touch (Touch causes 1 Wound); Fearsome Presence 
   
  Revenant: 
  A Revenant is an undead killing machine.  These tortured souls are damned to roam the Earth killing those 
  who wronged them in life – even perceived slights can put you on their black list.  They are powerful, 
  chilling and move with the measured, purposeful stride of a teenage slasher movie villain. 
   
  Revenant (WC) 
  
  Collin Terrell 2010                                                                                                                                         23 
   
  Strength: d12+2 
  Smarts: d4 
  Agility: d6 
  Spirit: d12 
  Vigor: d12 
  Pace: 6* 
  Parry: 7 
  Toughness: 8 
  Fighting: d10 
  Guts Mod: -4 
  Gear & Weapons:  Improvised Weapon (STR+d4) 
  Powers: Right Behind You! (with a Raise on a Stealth roll the Revenant is invisible until they attack); 
  Regeneration (Vigor check each round to heal Wounds); Hard to Kill (Revenants only die on a 1 in 6 
  chance); Fearsome Presence 
  * = can't sprint 
   
  Rogue Savant: 
  Psychics are attuned to a world beyond the senses.  There are things that lurk in this unseen world that 
  can drive a mere mortal mad with the barest thought.  Some psychics become exposed to this madness 
  and turn their considerable mental powers against their fellows. 
   
  Rogue Savant (WC) 
  Strength: d6 
  Smarts: d8 
  Agility: d6 
  Spirit: d10 
  Vigor: d6 
  Pace: 6 
  Parry: 5 
  Toughness: 5 
  Spellcasting: d10 
  Guts Mod: 0 
  Gear & Weapons:  Psychic Blast (Range: 20; 2d6 Damage) 
  Powers: Psychic Blast; 2 random Psychic powers 
   
  Shade: 
  A shade is the spirit of a recently deceased individual.  They appear much as the subject did in life, albeit 
  transparent and rendered in gray and black hues.  Whereas a ghost is a free-willed incorporeal undead 
  creature, a shade is a short-lived spiritual manifestation of a living being; an echo of the living.  Shades are 
  typically the product of necromantic summoning magic and are compelled by their Summoner to perform 
  some service before being released to the Beyond. 
   
  Shade 
  Strength: d4 
  Smarts: d6 
  Agility: d6 
  Spirit: d8 
  Vigor: d4 
  Pace: 6 
  Parry: 5 
  Toughness: 4 
  Throwing: d6 
  Guts Mod: 0 
  Gear & Weapons:  Thrown Objects (STR+d4) 
  Powers: Incorporeal (immune to non-magical weapons; can pass through solid objects) 
   
  Vampires: 
  There are a large number of vampires operating in the world.  Most are associated with particular covens 
  or clans.  These foes are intelligent, powerful and generally amoral, making them amongst the most 
  dangerous opponents a monster hunter might face. 
   
  Vampire 
  Strength: d12+1 
  Smarts: d8 
  Agility: d8 
  Spirit: d8 
  Vigor: d10 
  Pace: 6 
  Parry: 6 
  Toughness: 9 
  Fighting: d8 
   
  Gear & Weapons:  Claws/Bite (STR+d4)x2 (Frenzy -2); $1d6x100 
  Powers: Invulnerable (can only be Shaken by conventional attacks); Undead (+2 to recover from Shaken; 
  +2 Toughness); Weakness: Sunlight (Sunlight inflicts 2d10 points of damage per round); Weakness: Stake 
  Through Heart (on any called shot to the heart with a stake, the Vampire must succeed a Vigor  -4 check 
  or die) 
   
  Elder Vampire (WC) 
  Strength: d12+3 
  Smarts: d10 
  Agility: d8 
  Spirit: d10 
  Vigor: d12 
  Pace: 6 
  Parry: 7 
  Toughness: 10 
  Fighting: d10 
  Guts Mod: -2 
  Gear & Weapons:  Claws/Bite (STR+d4)x2 (Frenzy); $1d6x1000 
  Powers: Undead (+2 to recover from being Shaken; +2 Toughness); Improved Frenzy (make 2 claw attacks 
  
  Collin Terrell 2010                                                                                                                                         24 
   
  at no penalty); Vulnerable to Sunlight and Stakes; Level Headed (act on the best of 2 initiative cards); 
  Gaseous Form; Create Spawn; Wall Walker; Regeneration; Glamer; Invulnerable (can only be Shaken by 
  conventional attacks) 
   
  Werewolves: 
  Operating alone or in packs, Werewolves can inflict massive damage to the local eco-system and to 
  human communities.  Though there are many types of lycanthropes in the world, Werewolves are far and 
  away the most common variety. 
   
  Werewolf  
  Strength: d12 
  Smarts: d8 
  Agility: d8 
  Spirit: d10 
  Vigor: d12 
  Pace: 6 
  Parry: 7 
  Toughness: 8 
  Fighting: d10 
   
  Gear & Weapons:  Bite/Claw (STR +d6)x2 (Improved Frenzy) 
  Powers: Invulnerability (non-magical attacks can only shaken a werewolf, not injure it); Infravision (see in 
  the dark); Infection (anyone slain by a Werebeast has a 50% chance of returning to life as one); Weakness: 
  Silver (silver weapons can harm a Werebeast normally); Weakness: Wolfsbane (when in the presence of 
  Wolfsbane, must succeed a Vigor -4 check or flee) 
   
  Zombies: 
  The risen dead take on many forms, but perhaps the most common form is your garden-variety zombie.  
  These partially decayed, perpetually hungry animated corpses are generally easy to handle, but can 
  provide an array of nasty surprises for the unprepared Investigator. 
   
  Zombie, Berserker 
  Strength: d8 
  Smarts: d6(A) 
  Agility: d8 
  Spirit: d10 
  Vigor: d8 
  Pace: 8 
  Parry: 5 
  Toughness: 8 
  Fighting: d6 
  Guts Mod: 0 
  Gear & Weapons:  Bite/Claw (STR)x2 
  Powers: Fearless; Frenzy (can make 2 attacks per round at -2); Infection (anyone bitten must succeed a 
  Vigor -4 check or become a zombie in 1d4 minutes);  Weakness: Sunlight 
   
  Zombie, Romero Style 
  Strength: d6 
  Smarts: d6 
  Agility: d4 
  Spirit: d6 
  Vigor: d4 
  Pace: 4* 
  Parry: 3 
  Toughness: 6 
  Fighting: d6 
   
  Gear & Weapons:  Bite/Claw (STR) 
  Powers: Fearless; Infection (anyone bitten must succeed a Vigor -4 check every 1d6 hours or lose 1 
  Fatigue.  Once the target is incapacitated, they rise as a zombie in 1d4 minutes); Invulnerable (normal 
  damage can only Shaken a Zombie); Weakness: Headshots (called shots to the head kill zombies instantly) 
  * = can't sprint 
   
  Power Groups: 
  There are many groups that characters can become affiliated with in their quest to stop or spread the 
  forces of Evil. 
   
  The Catholic Church:  Though they would publicly disavow any knowledge of the darkness that stalks the 
  globe, the Catholic Church maintains an active arm dedicated to the battle against Evil.  This group is 
  called the Order of St. George in honor of the mythic dragon-slayer of church lore.  These modern day 
  dragon slayers work in secret to keep Christendom safe. 
   
  The Conclave:  The Conclave is the largest organization of practicing White Wizards in the world.  In 
  addition to providing a sense of law and order to the world of magic practitioners, The Conclave sees itself 
  as being on the front lines in the war against the users of Black Magic.  This typically extends to cover all 
  
  Collin Terrell 2010                                                                                                                                         25 
   
  of demon kind, most vampires and lycanthropes as well.  Any practicing Mage who runs afoul of Conclave 
  Law may find him or herself brought before a Wizards Tribunal.  These don’t usually end well. 
   
  The Cult of Isis:  Worshippers of the Egyptian goddess Isis have been at work for thousands of years.  The 
  Cult of Isis is a popular haven for witches and the membership of this organization is almost exclusively 
  female.  Priestesses of Isis are interested in Generative magic – the magic of life, birth and nature.  The 
  Cult has access to some very rare Egyptian relics and is well connected with the academic community 
  surrounding Egyptology. 
   
  The Druids:  The Druids of the British Isles are alive and well in the modern age, though they keep their 
  membership and their actions secret.  They trace their organization’s lineage back to Merlin the Magician, 
  giving them a magical pedigree that rivals the Conclave.  The Druids are preoccupied with guarding and 
  maintaining sacred places such as old growth forests, stone circles, tombs and other places where ley 
  lines converge.   
   
  The Erebine Coterie:  This group is sort of a “United Nations” for all of the Vampire covens in the world.  
  When another group wishes to discuss diplomatic matters with the Vampire race, they must work with 
  the Coterie.  They have no identifiable leader or headquarters but maintain a presence in every major 
  population center.  The Coterie uses mortal familiars as go betweens for most low-level negotiations. 
   
  The Freemasons:  The Masons have long known about the true evils that threaten the world but remained 
  detached from the struggle for the most part.  The Masons are interested in broadening their magical 
  knowledge; their chapter houses brim with accumulated lore and objects of occult significance.  They 
  remain strictly neutral in most matters and have shown an interest in both Enochian and Black magic.  
  Nobody knows what the ultimate aims of this organization are. 
   
  The Knights Templar:  The Poor Fellow-Soldiers of Christ and of the Temple of Solomon, otherwise known 
  as the Knights Templar, have been officially disbanded by Papal order since about 1312.  Unofficially, the 
  Knights went to ground and their membership scattered across the globe.  Their main interest is the 
  collection and defense of sacred and magical relics.  The Templars are rumored to still hold a number of 
  relics associated with the crucifixion of Christ, including slivers of the True Cross and the legendary Spear 
  of Longinus.  There are many dark forces in the world who would like to possess the relics that the 
  Templars keep safe. 
   
  The Legion of Tiamat:  Also referred to as merely “the Legion” this organization of black magicians and 
  doomsday prophets traces its roots back to ancient Babylon where the cult of Tiamat the Destroyer was 
  originally conceived.  Throughout the ages members of this wicked syndicate have actively worked to 
  bring about the End of Days, believing that the world will be remade for Tiamat’s faithful should this come 
  to pass.  The Legion has amassed considerable wealth and power over the centuries and uses its broad 
  network of agents to thwart the actions of the Conclave. 
   
  The Oddfellows: The public face of this fraternal order is that of a charitable organization that performs 
  good works in the community.  Behind closed doors and beneath layers of ritual and mysticism the 
  Oddfellows practice magic and collect esoteric lore.  This group formed as a reaction to both the 
  Freemasons and the Conclave, whose elitism and strict rules make it difficult for hedge wizards and 
  dabblers to join.  The Oddfellows provides a community for casual magic-users, offering lodges and 
  resources to those who can find fellowship nowhere else. 
   
  The Ordo Malleus:  Translated as “The Order of the Hammer”, this group of witch-hunters and demon-
  slayers has been in operation since the time of the Black Plague.  They were the first group in history to 
  begin actively keeping lore on the Supernatural; their occult library is second to none.  All members of the 
  Order carry a special tome of monster lore called the Malleus Maleficarum, or The Hammer of Evil.  This 
  book gives detailed information on the strengths and weaknesses of various undead and demonic beings.  
  
  Collin Terrell 2010                                                                                                                                         26 
   
  Members of the Ordo Malleus take a very militant view toward the Supernatural and will stamp it out 
  where they find it.  Most members of the Order have ties to the Protestant faith. 
   
  Section 7:  Section 7 is a clandestine United States government agency chartered with the task of 
  investigating and combating the paranormal.  It is an organization that has ties to the FBI, CIA, NSA, DHS 
  and all four branches of the military.  Their agents are able to take over any investigation involving 
  supernatural powers just by flashing their badges.  The higher ups in other agencies just think Section 7 is 
  some kind of special anti-terrorism taskforce and have no notion of what their true charter is.  Section 7 
  has the secondary mission of  developing new weapons based on supernatural powers.  Their labs in 
  Virginia are on the cutting edge of Rippertech. 
   
  The Seraphiad:  This is the high council of the Angels who dwell in the exalted planes beyond Limbo.  They 
  claim to be the true servants of Jehovah and His instruments in the mortal realm.  Hosts of lesser Angels 
  serve at the pleasure of the Seraphs.  It is unknown precisely how many Seraphs there are in the 
  Seraphiad but the better known members are Metatron, Kemuel, Raziel, Nathaniel and Gabriel, the 
  current head of the order.  Lucifer was once Champion of the Seraphiad but he chose to give up the 
  mantle of servitude and pursue his own desires.  He still meets with his old friends from time to time to 
  reflect on days gone by.  The Seraphiad is charged with watching over humanity and studying its moral 
  development.  They are under strict orders not to directly interfere in the affairs of Men but can work 
  through visions and mysteries to guide humanity wherever God wills. 
   
  The Shorn:  The Shorn are the “Lords of Hell”; exiled Angelic princes who rule the chaotic realms beyond 
  Limbo.  Though they are popularly depicted as paragons of Evil; in truth they are spirits of rebellion – they 
  are the only Angels who have ever turned away from God, symbolically giving up their Angel’s wings.  
  Lucifer is the most recent addition to their ranks and is the figurehead of the group.  The other members 
  are: Mammon, Asmodeus, Leviathan, Baal, Satan and Belphegor.  The Shorn believe that humankind 
  should not be led by God’s handlers; that they should be free to express their own wills.  Their works are 
  primarily focused on undoing the deeds of the Seraphiad and tempting humans to take great risks. 
   
  Each member of the Shorn is aspected in some way.  Lucifer represents ultimate pride; he is achingly 
  beautiful to look upon, with radiant blonde hair and fabulously tailored white suits.  He truly believes he is 
  the greatest being ever created.  Mammon is obsessed with luxury; he is festooned with gold chains and 
  jewelry and is wrapped in the best European fashions.  He has every appearance of a rock star.  Asmodeus 
  is passion personified; he oozes an animal attraction that mortals cannot resist.  He is dark, smooth and 
  handsome and always wears red and black.  Leviathan is the only member of the Shorn that refuses to 
  take human form, preferring instead to wear the shape of any large marine creature.  Leviathan is “the 
  Beast”, one of the original Fallen.  He has been gone so long from the angelic realms that he scarcely 
  remembers his former existence; it is a fact that fills him with an all-consuming envy of his angelic 
  brethren.  Baal joins Leviathan as one of the most senior members of the Shorn.  He grew addicted to the 
  prayers of mortals millennia ago when he set himself up as a Godling in Ancient Babylon.  For this 
  insatiable addiction of his he was cast out of the Host and named the Lord of Lies.  He travels the world 
  today in the guise of a Middle Eastern potentate.  Satan is consumed by wrath.  He is the only member of 
  the Shorn who was cast out of heaven for committing violent acts against one of his Angelic brethren.  He 
  is a warrior, powerfully muscled and hugely built.  He often travels dressed as an anarchic thug in chains, 
  leather and torn denim.  Belphegor appears as a rapturously beautiful, voluptuous woman.  She is nearly 
  always attired in revealing dresses.  She plays the dual role of muse and lotus eater.  Her whispers can 
  inspire great ideas while they steal the desire to act. 
   
  The Whatleys: One of the most notoriously evil families in the world, the Whatleys have a black magic 
  pedigree that stretches back to the Black Plague.  Over the generations they have bred prodigiously, 
  raising all of their sons and daughters in the arts of necromancy and demon summoning.  Today they are 
  spread all over the globe setting up covens wherever they can.  Competition between family members is 
  fiercely encouraged so it is not at all unheard of to find two different branches of the Whatley tree 
  
  Collin Terrell 2010                                                                                                                                         27 
   
  warring on each other.  The Conclave goes to great lengths to keep tabs on the movements of the 
  Whatley family. 
   
  Campaign Setting: Portland 
  The City of Portland serves as the focal point for this campaign, but it can just as easily be set in any 
  location on Earth.  Portland has a flourishing mass transit system that connects the outlying suburban 
  regions with the downtown core.  Buses are available to virtually anywhere in the city and a light rail 
  system links up many major landmarks.  At the time of this setting there are 5 light rail lines running: the 
  "Blue" line connects the eastern and western extremes of the Portland metro area, stretching from the 
  western suburb of Hillsboro to Gresham in the east; the "Yellow" line spokes out from downtown 
  Portland through North Portland, terminating at the Expo Center near the Columbia River; the "Red" line 
  mirrors the "Blue" line but travels east to Portland International Airport instead of Gresham; the "Green" 
  line goes from downtown to the southeastern suburb of Clackamas and the new "Orange" line follows the 
  Willamette river south from downtown to the town of Milwaukie, passing by the Hawthorne 
  neighborhood and Sellwood. 
   
  Below are descriptions for some points of interest: 
   
  Forest Park:   
  Embracing the west hills of Portland in its dark, wooded arms is the largest urban park in the United 
  States, Forest Park.  Situated on the Vista Ridge above the city skyline the Park covers 5100 acres of dense 
  forest and features over 30 miles of hiking trails.  A person can literally become lost here and many visit 
  the park precisely for that purpose.  It is known that a large pack of lycanthropes lair somewhere in the 
  depths of the forest.  On moonlit nights their mournful howls can be heard echoing down into the city 
  streets. 
   
  Pittock Mansion: 
  The Pittock Mansion was originally built by Henry Lewis Pittock in 1914 and has been an important 
  Portland landmark since its founding.  Pittock ran the local newspaper and was one of the wealthiest men 
  in the city back in its earliest days.  His family held the rights to the property until 1962 when a terrible 
  storm inflicted substantial damage to the estate, forcing the Pittock grandchildren, who had fallen upon 
  hard times, to sell.  A mysterious buyer emerged to take over stewardship of the mansion and its grounds.  
  Extensive restoration work was done to preserve the historical beauty of the property.  Few visitors are 
  allowed on the grounds by the current owners, who will occasionally and unpredictably open the doors to 
  the public in a gesture of civic goodwill, but little is known of the Mansion’s current landlords.  It is 
  rumored that the ownership group has ties to the Rosicrucian Order. 
   
  Beaverton and the Western Suburbs: 
  Most of Portland's middle class lives in suburbs like Beaverton, located on the west side of the Vista Ridge.  
  On the surface it may not seem like the evils of the world have much effect here, but the fearful glances 
  of the residents will tell you that there's more going on here than makes the papers.  Everyone locks their 
  doors, bars their windows and keeps a gun close at hand out here.  The community is strong and tightly 
  knit out of necessity; often when something horrible happens it is the suburbanites themselves who will 
  band together and deal with it.  Residents here are suspicious of strangers, outsiders and openly weird 
  individuals.  The city's "Blue Line" services the residents of the West Side. 
   
  Downtown Portland: 
  Downtown is pretty dead literally and figuratively.  During work hours the skyscrapers here are filled with 
  bankers, businessmen and other white collar professionals.  But as soon as the clock strikes 5, these 
  people let out in droves to return to their suburban strongholds.  Once they are gone, Downtown takes on 
  a new set of residents.  The empty buildings provide safe haven for a number of night creatures.  Near the 
  waterfront, the infamous Shanghai Tunnel bar provides access to Portland's very real underworld.  The 
  
  Collin Terrell 2010                                                                                                                                         28 
   
  clientele of this bar is a rogue's gallery of Portland's occult celebrities.  It's definitely the place to go if 
  you're looking to make contact with a wizard or worse. 
   
  The Pearl District: 
  For people who crave a taste of stylish urban living, the Pearl District is an oasis of boutiques, expensive 
  restaurants and art galleries.  This part of town used to be run down and was filled with ghostly, empty 
  warehouses and the rotting hulks of forgotten industries.  In the last couple of decades, the city has 
  devoted a lot of resources to the revitalization of this downtown neighborhood and the result is a massive 
  influx of wealthy new residents attracted to the chic appeal of living in artfully distressed condos.  By day 
  the streets of the Pearl are bustling with shoppers and the itinerant rich.  By night it is a different story.  
  The neighborhood hasn't entirely forgotten its old roots -- creatures still lurk in the shadows of old 
  buildings.  Construction yards, still a common sight in this part of town, can harbor many lurking threats.  
  One of the world's largest and best bookstores can be found in the Pearl District, Powell's Books.  
  Investigators can find virtually any text here; in particular, the Rare Books collection houses a number of 
  prized occult tomes. 
   
  St. Johns: 
  This north Portland neighborhood is bound by the confluence of two rivers, the Willamette and the 
  Columbia.  The University of Portland is located here, as well as a new, state of the art Sanitarium.  The 
  Sanitarium was constructed to deal with the alarming increase of mental health cases being experienced 
  in the city over the last couple decades.  Characters that go nuts will probably end up here under sedation 
  and heavy guard.  Agents from Section 7, a government organization that researches the occult, work 
  closely with the Sanitarium, which was built with government money. 
   
  Oregon Health Sciences University (OHSU): 
  Perched atop a wooded hill that is visible throughout the city, OHSU is a beacon of cutting edge medical 
  science and world-class health care.  Accessible only by a gondola cable car and a windy forest road, OHSU 
  is probably one of the safest places in the city to be if a zombie plague should suddenly break out.  The 
  Doctors here are skilled in treating a range of maladies, including mental illness.  Anyone who has an 
  unfortunate run-in with an Elder God can seek treatment here.  From time to time the Doctors may hire 
  investigators to obtain rare samples or to identify the source of a particular supernatural malady. 
   
  Hawthorne and Southeast Portland: 
  This popular Eastside neighborhood clings to neo-hippy aesthetic that differentiates it from most other 
  neighborhoods in town.  It has a populous college-aged contingent and an array of bars, restaurants and 
  shops that caters to that crowd.  The eccentrically painted houses in the area reflect its counter-culture 
  character.  Hawthorne is a great place for fledgling hedge wizards to buy the accoutrements of their art.  
  Head shops, herb shops and magic shops abound.  An active community of wiccans and witches live here; 
  their spells help to keep the area safe from supernatural evil.  Hawthorne is bound on one side by Mt. 
  Tabor, a wooded hillock that contains one of Portland's vital fresh water reservoirs.  Mt. Tabor is rumored 
  to be home of a small pack of non-violent werewolves and a powerful druid.  Also nearby are the old 
  money Laurelhurst neighborhood and the Lone Fir Cemetery, Portland's oldest boneyard. 
   
  NoPo: 
  North Portland, or NoPo as some like to call it, is a transitional neighborhood stretching from the border 
  of St. John’s to the Columbia River.  Investment in recent years has begun the revitalization process in this 
  part of the city but it still clings to a bit of its rough reputation.  If there’s a shooting in the city, it’s 
  probably out here somewhere in NoPo’s deceptively quiet tree-lined streets.  The “Yellow Line” of the 
  city’s light rail network services North Portland from Downtown out the Expo Center at the edge of the 
  city. 
   
  The Grotto: 
  
  Collin Terrell 2010                                                                                                                                         29 
   
  Formally called the National Sanctuary of Our Sorrowful Mother this Catholic shrine is located in 
  Portland’s East Side off of Sandy Boulevard.  A center of spiritual power in the city, the 62 acres of 
  botanical gardens and shrines are maintained by a fraternal order of monks sworn in the service of the 
  Virgin Mary.  The Friar Servants of Mary have consecrated every square meter of this holy site, insuring 
  that malicious supernatural forces will not be able to take root in this space.  The Friars welcome anyone 
  who visits in the spirit of peace and will offer succor to anyone beset by dark forces. 
   
  Sellwood: 
  Noted for its multitude of antique shops, the quiet Sellwood neighborhood’s placid exterior conceals a 
  rich occult sub-culture.  Relic hunters can buy and sell all manner of oddities in Sellwood’s curio markets.  
  If you need to find out what an item does, one of the shopkeepers in Sellwood would probably know and 
  if they don’t one of the Professors at nearby Reed College probably would.  The Occult Studies faculty 
  there is among the best in the Northwest; they turn out a fresh crop of eager paranormal researchers 
  every year.  It is not uncommon for most monster hunters from the area to get their start at Reed.  The 
  Black Cat is a popular bar in this part of town that is protected by ancient wards to provide a safe neutral 
  meeting place for Outsiders.   
   
  Lake Oswego and the Southern Suburbs: 
  South of Portland is the wealthy suburb of Lake Oswego.  Many of the richest families in the city live out 
  here in their mansions and lake houses.  The classic old neighborhood of Dunthorpe, on the banks of the 
  Willamette River, is where many of Portland's great old homes can be found.  The rich prefer to be left 
  alone and to this end they fund a very large and active police force to keep the streets of their town clear 
  of undesirables.  There are a number of dilettante Occultists who live in Lake Oswego, using their 
  considerable wealth to fund investigations.  Any of these people could be used as adventure sources.  
  There are also a couple of influential Black Magicians who live here, practicing dark rites in their secret 
  basement lairs. 
   
  The Shanghai Tunnels: 
  These old tunnels underneath the City of Portland deserve special mention because they are really the 
  nexus of the dark forces that hold this region in its grasp.  At one point in the wilder days of Portland’s 
  history, these tunnels were used by unscrupulous ship captains to kidnap unsuspecting drunks who were 
  then impressed into maritime slavery. 
   
  Windows: 
  This hotel bar located near the Rose Quarter deserves special mention as a nexus of supernatural power.  
  The architect of this lounge magically expunged all record of his identity so that no one could track him 
  down later and interrogate him about his designs for this place.  Windows was built from the ground up 
  to serve as a diplomatic sanctuary for the forces of all realities to meet and parlay.  Visitors to this place 
  swear that the layout of the bar changes subtly every time they go.  The bartender is an old Romanian 
  gypsy who pours stiff drinks and makes sure no one violates the neutrality accords.  Windows attracts 
  perhaps the strangest mix of beings in Portland.  On any given night you will see mundane conventioneers 
  rubbing elbows blithely with wizards, vampires, dopplegangers and demons.  There is a fanclub of 
  occultist geeks who frequent Windows to gape at celebrities from the supernatural world. 
   
  Limbo: 
  Limbo is an extra-dimensional realm that mirrors the realm of physical reality like a shadow.  Demons, 
  angels and magic-users can sense goings-on in Limbo and can travel there if the correct incantations are 
  used.  Limbo is a place where the supernatural meets the natural; it is a neutral ground of sorts for 
  communing and bartering with Outside Powers. 
   
  By traveling through Limbo it is possible to circumvent obstacles in the real world, such as walls and gates. 
   
  The Shades of the deceased all pass through Limbo before going on to the next phase of their existence. 
  
  Collin Terrell 2010                                                                                                                                         30 
   
   
  Appendix A: White Magic Spells 
   
  Bolt of Fire or Lightning  
  Cost: 2/Bolt 
  Range: 12/24/48 
  Duration: Instant 
  Description: By drawing elemental fire from the air around them, the White Magician is able to launch 
  bolts of fire or lightning.  Each bolt can be targeted at a separate foe.  Bolts inflict 2d6 points of damage. 
  Raise: For each Raise the damage of one bolt can be increased to 3d6. 
   
  Detect Corruption 
  Cost: 1 
  Range: Spirit x2 
  Duration: Instant 
  Description: The Magician’s eyes flash for a moment as he or she scans the surrounding area for signs of 
  black magic.  Any individual or object who has at least 1 Corruption point will become outlined with a dark 
  violet aura through the Caster’s eyes. 
  Raise: With a Raise, the Caster can tell exactly how many Corruption points an individual or object has. 
   
  Dispel 
  Cost: 3 
  Range: Spirit 
  Duration: Instant 
  Description: The Magician sunders the bonds of magic holding an enchantment together by intoning 
  words of Angelic power.  Any persistent magical effect can be unmade with a successful opposed roll (the 
  caster's Spellcasting roll vs. the target's Spellcasting roll).  Any attempt to dispel an effect from another 
  magical discipline incurs a -2 penalty. 
  Raise: Magical Feedback!  In addition to dispelling the effect the opposing caster is Shaken. 
   
  Aegis 
  Cost: 2 
  Range: Touch 
  Duration: 3 Rounds 
  Description: The White Magician creates an invisible shield that protects the target from magical damage.  
  Characters under protection of the Aegis gain a +4 bonus to Toughness vs. all magical damage. 
  Raise: For each Raise the duration of the effect is extended by 3 rounds or the effect of the Aegis is 
  increased by +4. 
   
  Rebuke 
  Cost: 1/5’ section 
  Range: Spirit 
  Duration: 3 rounds 
  Description:  This incantation creates an invisible barrier that bars the passage of all evil creatures, 
  including Undead, Demons, Black Magicians and Lycanthropes.  Spells and projectiles can still pass 
  through this barrier.  The barrier cannot be broken by physical means but can be dispelled. 
  Raise: For each Raise the duration of this spell is increased by 3 more rounds 
   
  Wall of Fire 
  Cost: 1/5’ section 
  
  Collin Terrell 2010                                                                                                                                         31 
   
  Range: Spirit 
  Duration: 3 rounds 
  Description:  By invoking the name of Ramuel, the Herald of Fire, the White Magician is able to produce a 
  barrier of controlled flame.  The fire will only burn things that pass through it; it does not present a danger 
  to surrounding structures.  Anything attempting to pass through the barrier sustains 2d10 points of fire 
  damage. 
  Raise: For each Raise the duration of the spell is increased by 3 more rounds. 
   
  Arcane Armor 
  Cost: 2 
  Range: Touch 
  Duration: 3 rounds 
  Description: The White Magician surrounds the target with a skin-tight magical force field that grants a +4 
  Armor bonus vs. physical attacks. 
  Raise: For each Raise the effect is sustained for 3 more rounds or the effect of the Armor is increased by 
  +4 
   
  Stun 
  Cost: 2 
  Range: Spirit x2 
  Duration: Special 
  Description: This incantation steals the breath of a group of targets, causing them to be Shaken.  All 
  targets within a Medium Burst Template radius are affected.  Each target gets to make a Vigor check to 
  resist the spell.  This spell does not work on Undead, Constructs or any other being that does not breathe. 
  Raise: For each raise the target must take a -2 on their Vigor check to resist the spell. 
   
  Light   
  Cost: 1 
  Range: Touch 
  Duration: 1 hour 
  Description: The White Magician whispers a few words and imbues any object they touch with a glowing 
  nimbus of radiant light that fills a Large Burst Template area. 
  Raise: For each Raise the duration of this spell is increased by 1 hour 
   
  Flight 
  Cost: 3 
  Range: Touch 
  Duration: 10 minutes 
  Description: You pull threads of air together to produce a sustained wind that lifts and carries the target.  
  The target can fly at their Pace while the spell remains in effect. 
  Raise: For each Raise the duration of this spell is increased by 10 minutes 
   
  Force Wave 
  Cost: 4 
  Range: Spirit x2 
  Duration: Instant 
  Description: You erect a wall of force 3 squares wide and launch it in a direction you indicate, knocking all 
  targets who fail an opposed Agility roll prone and Shaken.  The wave originates from where the caster is 
  standing and can travel up to the caster’s Spirit x2 squares.  This attack does not distinguish between 
  friend and foe. 
  Raise: For each Raise the wall can be widened by 2 squares 
  
  Collin Terrell 2010                                                                                                                                         32 
   
   
  Healing 
  Cost: 3 
  Range: Touch 
  Duration: Instant 
  Description: By manipulating essence of water and spirit, the White Magician can remove wounds from 
  the targeted individual.  Success removes the Shaken condition and 1 Wound.  Casting this spell takes a 
  lot out of the Magician; they gain 1 Fatigue level every time they cast Healing. 
  Raise: The Magician does not become Fatigued 
   
  Exorcism 
  Cost: 5 
  Range: Spirit 
  Duration: Instant 
  Description: You invoke words of holy power that abjure all evil within range.  Targets who are Possessed 
  must succeed an opposed roll (target's Spirit vs. caster's Spellcasting) or cease to be Possessed.  Undead 
  and Golems who fail the opposed roll are instantly destroyed.  Demons who fail the opposed roll are 
  banished to Limbo. 
  Raise: No additional effect. 
   
  Atonement 
  Cost: 10 
  Range: Touch 
  Duration: Instant 
  Description: By invoking the names of Barachiel the Herald and Zaphkiel the All-Seeing you purge 1 point 
  of Corruption from the target.  The procedure costs the caster 1 Fatigue level. 
  Raise: For each Raise you cleanse 1 additional point of Corruption 
   
  Revitalize 
  Cost: 3 
  Range: Spirit 
  Duration: Instant 
  Description: A gust of cool, refreshing air banishes the Shaken condition from a group of targets in a 
  Medium Burst Template radius. 
  Raise: With a raise the effect covers a Large Burst Template radius 
   
  Plane Walk 
  Cost: 5 
  Range: Touch 
  Duration: 1 hour 
  Description: The White Magician begs permission from the Outer Powers to transport the target to the 
  Plane of Limbo.  This power can only be used on willing subjects.  Characters traveling through Limbo can 
  bypass physical obstacles in the real world and can travel more quickly.  Pace is multiplied by 10 in Limbo.  
  In practical terms, this means a person walking normally can travel 30-40 miles in an hour. 
  Raise: For each Raise the duration of this spell is increased by 1 hour 
   
  Enchantment 
  Cost: 1 
  Range: Touch 
  Duration: 3 Rounds 
  
  Collin Terrell 2010                                                                                                                                         33 
   
  Description: You imbue a mundane weapon with magical energy so that it can make magical attacks.  This 
  permits the weapon to harm creatures that would otherwise be immune to mundane physical attack, 
  including incorporeal creatures.  An enchanted ranged weapon imparts its properties to its ammunition. 
  Raise: For each Raise the duration of this effect is increased by 3 rounds. 
   
  Glyph 
  Cost: 5 
  Range: Touch 
  Duration: Instant 
  Description: You place a protective ward on an object or portal that triggers upon touch.  When touched, 
  the Glyph zaps the target for 3d6 points of arcane damage before vanishing.  The Glyph remains for 101 
  days or until discharged, whichever happens first. 
  Raise: For each Raise the Glyph inflicts an additional 1d6 points of damage 
   
  Appendix B: Black Magic Spells 
  Numbers and letters in parenthesis indicate card values that can be used to randomly select spells. 
   
  Binding (2) 
   
   
  Cost: Special [Opposed] 
  Range: Spirit x2 
  Duration: 3 Rounds 
  Description: The Black Magician can attempt to trap the target within a magically inscribed circle 
  preventing all movement and action.  The black magician's Spellcasting check is opposed by the target's 
  Spirit roll to determine success. 
  Raise: For each Raise the duration of this spell is increased by 3 rounds 
   
  Create Golem (3) 
  Cost: 6 
  Range: Touch 
  Duration: 1 day 
  Description: The Black Magician coaxes an evil spirit to occupy an inert, humanoid vessel causing it to 
  become animated to serve the Caster’s bidding.  The casting time of this arduous ritual is 10 minutes.  See 
  “Monsters” for Golem statistics.  Examples of things that can be turned into Golems include: corpses, 
  statues, suits of armor, wicker men, scarecrows, etc.  At the conclusion of this spell’s duration the Golem 
  becomes senescent and can be reawakened with a new casting. 
  Raise: For each Raise the duration of this spell is increased by 1 day 
   
  Create Undead (4) 
  Cost: 2 
  Range: Touch 
  Duration: 1 day 
  Description: You animate a corpse to serve you as a Skeleton or Zombie.  At the conclusion of this spell’s 
  duration the Undead being falls to pieces.  See the "Monsters" section for Skeleton and Romero style 
  Zombie statistics. 
  Raise: For each Raise the duration of this spell is increased by 1 day 
   
  Curse (5) 
  Cost: Special [Opposed] 
  Range: Spirit x2 
  Duration: 3 Rounds 
  
  Collin Terrell 2010                                                                                                                                         34 
   
  Description: The target is cursed and suffers a -1 to all rolls for the duration of the spell.  The effect of 
  multiple curses is not cumulative. The black magician's Spellcasting check is opposed by the target's Spirit 
  roll to determine success. 
  Raise: For each Raise the duration of this effect is increased by 3 rounds. 
   
  Geas (6) 
  Cost: Special [Opposed -4] 
  Range: Spirit x2 
  Duration: Special 
  Description: You curse the target to perform some special task for you.  If the target refuses to perform 
  this task they are wracked with crippling pain, gaining 3 Fatigue levels.  This spell lasts for 101 days or until 
  the target completes the task they have been assigned whichever comes first.  The black magician's 
  Spellcasting check, with a -4 penalty, is opposed by the target's Spirit roll to determine success. 
  Raise: No additional effect 
   
  Greater Create Undead 
  Cost: 6 
  Range: Touch 
  Duration: 1 day 
  Description: You animate a corpse to serve you as a Vampire or Ghost.  At the conclusion of the spell’s 
  duration the Undead being is given free will.  The casting time of this arduous ritual is 10 minutes. 
  Raise: For each Raise the duration of this spell is increased by 1 day 
   
  Hellfire 
  Cost: 1 
  Range: Spirit 
  Duration: Instant 
  Description: The Black Magician calls forth a blast of untamed Hellfire from the Infernal realms.   
  Success: The blast affects all targets in a Small Burst Template radius and readily sets flammable material 
  alight.  Targets in the blast area suffer 2d10 points of Fire damage. 
  Raise: For each Raise the damage of this spell is increased by 1d10 
   
  Hex (7) 
  Cost: Special [Opposed] 
  Range: Spirit x2 
  Duration: 1 day 
  Description: This curse of unluck causes disastrous failures any time the target rolls a Natural 1.  The black 
  magician's Spellcasting check is opposed by the target's Spirit roll to determine success. 
  Raise: For each Raise the duration of this spell is increased by 1 day 
   
  Nether Call (8) 
  Cost: 4 
  Range: Touch 
  Duration: 1 Day 
  Description: Reaching out into the Infinite Planes the black magician attempts to call forth a demon into 
  this realm.  The casting time of this arduous ritual is 10 minutes.  After a day of servitude the demon is 
  permitted to return to its home plane.  See the "Monsters" section for demon statistics. 
  Raise: For each Raise the duration of this spell is increased by 1 day 
   
  Puppet (9) 
  Cost: Special [Opposed -2] 
  
  Collin Terrell 2010                                                                                                                                         35 
   
  Range: Spirit x2 
  Duration: 3 rounds 
  Description: Using powerful compulsions, the black magician attempts to bend the target being to their 
  will.  Only sentient targets can be affected by Puppet.  The black magician's Spellcasting check, with a -2 
  penalty, is opposed by the target's Spirit roll to determine success.  If successful, the black magician can 
  command the target to complete any reasonable request, including attacking their allies, but not any task 
  that would result in the obvious self-destruction of the target (i.e. jumping off a cliff, etc.) 
  Raise: For each Raise the duration of the mind control is increased by 3 rounds. 
   
  Raise Dead (10) 
  Cost: 6 
  Range: Touch 
  Duration: Permanent 
  Description: The target is raised from the dead in Shaken condition with 3 Wounds.  The casting time of 
  this arduous ritual is 10 minutes. 
  Raise: For each Raise the target is raised with one fewer wound. 
   
  Planar Rift (J) 
  Cost: 2 
  Range: Touch 
  Duration: Instant 
  Description: The Black Magician is able to transport the touched target to the Plane of Limbo whether 
  they like it or not.  Targets sent to Limbo are effectively removed from combat unless they have some 
  means of traveling back.  At the conclusion of the combat the target is deposited more or less where they 
  disappeared from.  This spell can also be used to return a target to this dimension from Limbo. 
  Raise: No additional effect 
   
  Steal Soul (Q) 
  Cost: 1 
  Range: Smarts 
  Duration: 1 year 
  Description: The black magician traps a fragment of the target’s soul in an object (such as a gemstone, 
  bone amulet, locket, etc.)  So long as this object exists, the target cannot be raised from the dead.  Any 
  curses cast against a target whose soul fragment is in the caster’s possession suffer a -2 to any resist 
  attempts.  A soul fragment will naturally dissipate after 1 year. 
  Raise: For each Raise the penalty to resist curses is increased by another -2 
   
  Summon Shade (K) 
  Cost: 0 
  Range: Touch 
  Duration: 3 Rounds 
  Description: You summon the shade of a recently deceased individual to serve as your minion for 3 
  rounds.  The Shade will fight for you and defend you.  See the "Monsters" section for Shade statistics. 
  Raise: For each Raise the shade continues to exist for 3 more rounds. 
   
  Transfer Pain (A) 
  Cost: Special [Opposed -2] 
  Range: Spirit x2 
  Duration: 1 day 
  
  Collin Terrell 2010                                                                                                                                         36 
   
  Description: This curse causes the target to share any wounds the caster receives.  If the caster becomes 
  Shaken or Wounded, so does his target.  The black magician's Spellcasting check, with a -2 penalty, is 
  opposed by the target's Spirit roll to determine success.   
  Raise: For each Raise the duration of this spell is increased by 1 day 
   
  Wave of Mutilation (Joker) 
  Cost: 2 
  Range: Spirit 
  Duration: Instant 
  Description: A wave of rending force rolls in a straight line from the caster tearing the flesh and bone of all 
  in its wake.  All targets within the line suffer 2d6+1 Damage. 
  Raise: For each Raise the Black Magician can increase the damage by 1d6+1 
   
  Appendix C: Psychic Powers 
   
  Empath 
  Absorb Skills 
  Cost: 3 
  Range: Touch 
  Duration: 3 Rounds 
  Description: The Empath can copy a single die rank of any skill that their target possesses. 
  Raise: For each Raise the Empath can copy one additional skill rank, up to the target’s maximum number 
  of ranks. 
   
  Transfer Skills 
  Cost: 1 
  Range: Touch 
  Duration: 3 Rounds 
  Description: The Empath can share 1 rank of any skill they possess with the target.  The Empath must have 
  a higher skill level than the target for this to take effect. 
  Raise: For each Raise the Empath can share one additional skill rank up to the Empath’s maximum skill 
  level. 
   
  Confusion 
  Cost: 5 
  Range: Smarts 
  Duration: Instant 
  Description: You project a blast of psychic dissonance that interferes with the thought processes of a 
  group of sentient targets in a Medium Burst Template radius.  The targets must succeed a Smarts check or 
  behave in some erratic fashion (i.e. attacking allies, running away, drooling in place). 
  Raise: For each Raise the affected targets suffer a -2 to their Smarts check 
   
  Detect Psychic Energy 
  Cost: 1 
  Range: Smarts x2 
  Duration: Instant 
  Description: The Empath is able to detect any and all psychic energy sources in his or her immediate area.  
  This reveals the presence of other psychics (even concealed ones) and the presence of objects with strong 
  psychic signatures (such as a Psychic Bug). 
   
  
  Collin Terrell 2010                                                                                                                                         37 
   
  Invisibility 
  Cost: 5 
  Range: Personal 
  Duration: 10 minutes 
  Description: You are able to convince all sentient observers that you are actually not there.  People will 
  behave as if you are in fact absent.  If you attack someone while concealed, the illusion will break.  This 
  effect does not work on the mindless. 
  Raise: For each raise the effect is increased by 10 minutes 
   
  Telepathy 
  Cost: 1 
  Range: Smarts x2 
  Duration: 10 minutes 
  Description: The Empath can communicate wordlessly with any sentient being within range.  Recipients of 
  telepathic communications can respond to the Empath telepathically. 
  Raise: For each Raise the duration of this spell is increased by 10 minutes 
   
  Enhanced Telepathy 
  Cost: 3 
  Range: Unlimited 
  Duration: 10 minutes 
  Description: The Empath can communicate wordlessly with any sentient being that they are familiar with 
  at any range.  Recipients of telepathic communications can respond to the Empath telepathically. 
  Raise: For each Raise the duration of this spell is increased by 10 minutes 
   
  Mind Reading 
  Cost: 3 
  Range: Smarts x2 
  Duration: Instant 
  Description: You are able to read the surface thoughts of any sentient target.  This is enough to tell you 
  the target’s state of mind, intentions and desires.  A Mind Reader can easily tell when someone is lying. 
  Raise: With a Raise you can Mind Read more than one target in a single reading 
   
  Nightmare 
  Cost: 3 
  Range: Smarts 
  Duration: 3 rounds 
  Description: The Empath delves deep into the mind of their target and draws forth their deepest 
  subconscious fear.  The target becomes stricken with fear, unable to act except to sprint. 
   
  Manufacture Memory 
  Cost: 7 
  Range: Touch 
  Duration: 1 day 
  Description: The Empath can implant a false memory in the target’s mind giving them any impression the 
  Empath wishes, including making the target forget some important piece of information.  The false 
  memory eventually wears off but the target has no recollection of the tampering (without Psychic Surgery 
  being done). 
  Raise: For each Raise the Empath can maintain the false memory for 1 additional day 
   
  Mental Bulwark 
  
  Collin Terrell 2010                                                                                                                                         38 
   
  Cost: 3 
  Range: Touch 
  Duration: 3 Rounds 
  Description: You create a mental barrier that shields your mind against mental attack and insanity.  Gain a 
  +4 bonus to resist any mental affect and a +4 to any Sanity checks. 
  Raise: For each Raise the duration of this effect is increased by 3 rounds 
   
  Psychic Blast 
  Cost: 2 
  Range: Smarts 
  Duration: Instant 
  Description: By focusing your mental energy on a single target you inflict painful migraines and induce 
  cranial bleeding.  The target receives 2d6 psionic damage.  Does not affect mindless targets. 
  Raise: Target receives an additional 1d6 damage 
   
  Psychic Surgery 
  Cost: 10 
  Range: Touch 
  Duration: Instant 
  Description: The Empath is able to repair mental damage and cure insanity.  With a successful Spellcasting 
  check, the Empath can increase the target’s Sanity score by 1 point or remove a single mental illness 
  (phobia or dementia).  A target’s Sanity score cannot be raised above zero.  Using this power causes the 
  Empath to gain 1 Fatigue level. 
  Raise: The Empath does not gain any Fatigue. 
   
  Psychokinesis 
  Cost: 1 
  Range: Touch 
  Duration: Instant 
  Description: The Empath can lift psychic impressions from any object they can touch.  This tells the 
  Empath who has recently touched, used or occupied the object being scanned. 
  Raise: With a Raise, the Empath gains very specific, personal knowledge of the object’s previous users 
   
  Puppet 
  Cost: 5 
  Range: Smarts x2 
  Duration: 3 rounds 
  Description: The Empath actually takes control of a sentient target with a successful opposed roll (caster's 
  Spellcasting vs. target's Spirit).  If successful, the Empath can command the target to complete any 
  reasonable request, including attacking their allies, but not any task that would result in the obvious self-
  destruction of the target (i.e. jumping off a cliff, etc.) 
  Raise: For each raise the duration of the effect is increased by 3 rounds. 
   
  Kineticist 
  Boost Trait 
  Cost: 1 
  Range: Personal 
  Duration: 3 Rounds 
  Description: You are able to augment one of your traits with psychic power, making your stronger, faster, 
  smarter, braver or tougher.  Increase one trait by a single die rank. 
  Raise: For each Raise, you can boost your trait by an additional die rank. 
  
  Collin Terrell 2010                                                                                                                                         39 
   
   
  Boost Speed 
  Cost: 1 
  Range: Personal 
  Duration: 3 Rounds 
  Description: You increase your Pace by +2 
  Raise: For each Raise the Kineticist can boost their Pace by another +2 or by 3 more rounds. 
   
  Combat Avatar 
  Cost: 7 
  Range: Personal 
  Duration: 3 Rounds 
  Description: This powerful psychic ability transforms the Kineticist into a combat dervish.  The strength, 
  speed and toughness of the Kineticist are all temporarily boosted to superhuman levels.  Add 2 die ranks 
  to your Strength, Agility and Vigor; also add +2 to your Pace and Toughness. 
  Raise: For each Raise you can extend the duration of the effect by 3 more rounds. 
   
  Kinetic Absorption 
  Cost: 3 
  Range: Personal 
  Duration: 3 Rounds 
  Description: You surround yourself with a skin-tight kinetic dampening field that ablates kinetic energy 
  from any person or object that strikes you.  Sustain only ½ damage from all kinetic damage sources (i.e. 
  punches, kicks, bullets, knives, etc.) 
  Raise: For each raise you can sustain this effect for 3 more rounds 
   
  Kinetic Sympathy 
  Cost: 3 
  Range: Personal 
  Duration: 3 Rounds 
  Description: You reflect ½ of all physical melee damage you sustain back upon your attacker.  The 
  Kineticist still takes full damage but his attacker also suffers ½ that amount. 
  Raise: For each raise you can sustain this effect for 3 more rounds 
   
  Battery 
  Cost: 3 
  Range: Personal 
  Duration: 3 Rounds 
  Description: You store the kinetic energy received from physical wounds and use it to power your own 
  melee attacks.  The Kineticist still takes full damage from physical attacks but can add the same amount of 
  damage he receives to his next melee attack.  Damage that is ablated by armor does not count.  Once this 
  power is discharged the effect ends. 
  Raise: For each raise you can sustain this effect for 3 more rounds 
   
  Celerity 
  Cost: 5 
  Range: Personal 
  Duration: 3 Rounds 
  Description: Your speed and quickness become psychically enhanced.  You are able to perform double 
  actions at no multi-action penalty (i.e. shooting the same gun twice, punching twice, etc.) 
  Raise: For each raise you can sustain this effect for 3 more rounds 
  
  Collin Terrell 2010                                                                                                                                         40 
   
   
  Telekinesis 
  Cost: 5 
  Range: Smarts x2 
  Duration: Combat 
  Description: The Kineticist is able to move and manipulate physical objects with their minds.  Every round 
  you can exercise a single Telekinetic effect.  Examples of Telekinetic effects are: producing a shockwave to 
  knock a target prone; lifting and carrying a man-sized object; .  Telekinetic actions are considered free 
  actions. 
  Raise: With each Raise the Kineticist can maintain an additional Telekinetic effect every round. 
   
  Pyrokinesis 
  Cost: 5 
  Range: Smarts x2 
  Duration: Combat 
  Description: You are able to control energetic forces, such as fire and electricity, with your mind.  You 
  cannot create energy but you can shape existing energies to your will.  Every round you can exercise a 
  single Pyrokinetic effect.  Examples of Pyrokinetic effects are: dimming/intensifying energy sources; 
  blowing out circuits; bending flames around a friendly target; causing a stationary fire to lash out at an 
  adjacent hostile target; etc.  Pyrokinetic actions are considered free actions. 
  Raise: With a Raise the Kineticist can maintain an additional Pyrokinetic effect every round 
   
  Greater Telekinesis 
  Cost: 10 
  Range: Smarts x2 
  Duration: Combat 
  Description: Your TK powers are off the scale.  You are capable of producing much greater Telekinetic 
  feats including but not limited to: lifting and throwing a military tank; blasting targets for 3d6 damage; 
  tearing a hole in a building; etc.  Telekinetic actions are considered free actions. 
  Raise: With each Raise the Kineticist can maintain an additional Telekinetic effect every round. 
   
   
  Precog 
  Danger Sense 
  Cost: 1 
  Range: Personal 
  Duration: 3 Rounds 
  Description: You are able to boost your awareness to such ultra-high levels that your reaction time to 
  incoming threats is greatly reduced.  You gain a +4 bonus to dodge ranged attacks and to your Parry. 
  Raise: For each Raise the duration of this effect is extended by 3 rounds. 
   
  Premeditated Strike 
  Cost: 1 
  Range: Personal 
  Duration: 3 Rounds 
  Description: Your next combat roll is made at +4. 
  Raise: For each raise you can sustain this effect for 3 more rounds and can apply your bonus to an 
  additional combat roll. 
   
  Divination 
  Cost: 5 
  
  Collin Terrell 2010                                                                                                                                         41 
   
  Range: None 
  Duration: Instant 
  Description: The Precog can ask the Game Master about future events and receive hints about what may 
  come to pass.  The Game Master resolves this Spellcasting skill check in secret.  Regardless of success or 
  failure, the Precog gains 1 Fatigue level when they use this power.  Failure produces unreliable 
  intelligence. 
  Raise: No additional effect. 
   
  Locate 
  Cost: 3 
  Range: Unlimited 
  Duration: Instant 
  Description: If the Precog possesses a part of an individual or object (i.e. hair samples, a scrap of paper, 
  etc.) they can use this power to locate it anywhere in the world. 
  Raise: With a Raise, not only does the Precog receive reliable information about the location of the person 
  or object being sought but can also sense who or what is nearby it at that moment. 
   
  Projection 
  Cost: 1 
  Range: Smarts x4 
  Duration: 3 rounds 
  Description: You are able to extend your senses beyond your body to invisibly scout areas in your 
  immediate vicinity.  While your senses are extended your body must remain stationary and defenseless. 
  Raise: For each Raise you can maintain your projection for 3 more rounds 
   
  Psychic Bug 
  Cost: 2 
  Range: Touch 
  Duration: 1 hour 
  Description: You are able to leave a strong psychic impression on an object that allows you to know its 
  exact location at all times, like a locator beacon.  The Precog can continue to track this object regardless 
  of how far away it goes. 
  Raise: With a Raise you can maintain a bug for an entire day 
   
  Remote Viewing 
  Cost: 3 
  Range: Unlimited 
  Duration: Instant 
  Description: You are able to view any location you are familiar with from afar in your mind’s eye.  You only 
  receive visual information about the place you are viewing. 
  Raise: With a Raise you can maintain a connection to the location you’re viewing for 10 minutes and will 
  be aware the instant that someone or something appears there. 
   
  Manufacture Luck 
  Cost: 4 
  Range: Personal 
  Duration: Instant 
  Description: They say that luck is just where Preparation meets Opportunity.  Roll a d6.  On a roll of 4,5 or 
  6 you recover one Benny you have spent during the gaming session. 
  Raise: For each raise you can make 1 additional roll to recover a Benny. 
   
  
  Collin Terrell 2010                                                                                                                                         42 
   
  Transfer Luck 
  Cost: 1 
  Range: Touch 
  Duration: Instant 
  Description: You transfer one of your Bennies to the target 
  Raise: For each raise you can transfer one additional Benny 
   
  Control Fate 
  Cost: 10 
  Range: Personal 
  Duration: Instant 
  Description: You saw this one coming!  The Precog is able to reverse any one table ruling in his or her 
  favor. 
  Raise: There is no benefit to rolling a Raise when you use this power 
   
  Déjà vu 
  Cost: 3 
  Range: Smarts 
  Duration: Instant 
  Description: If your target fails an opposed roll (caster's Spellcasting vs. target's Spirit) they must repeat 
  the last action they took, even if that action doesn’t make sense (i.e. attacking a target that is no longer 
  available, etc).   
  Raise: No additional effect. 
   
  Blindsight 
  Cost: 1 
  Range: Personal 
  Duration: 1 hour 
  Description: You can see normally in conditions when your sight would otherwise be impaired (i.e. 
  darkness, smoke, mist, foul weather, blindfolded, etc.) 
  Raise: For each raise you can sustain this effect 1 additional hour 
   
  See Invisible 
  Cost: 1 
  Range: Personal 
  Duration: 1 hour 
  Description: You can see concealed and invisible targets as plainly as if they weren’t hidden.  You can also 
  see beings traveling through Limbo. 
  Raise: For each raise you can sustain this effect 1 additional hour 
   
  Appendix D: Vampire Powers: 
   
  Super Speed 
  Cost: 1 
  Range: Personal 
  Duration: Permanent 
  Description: Each time the Vampire takes this power they increase their Pace by +2 
   
  Super Trait 
  Cost: 2 
  Range: Personal 
  
  Collin Terrell 2010                                                                                                                                         43 
   
  Duration: Permanent 
  Description: Each time the Vampire takes this power they can increase any single Trait of their choice by 1 
  die type. 
   
  Wall Walker 
  Cost: 1 
  Range: Personal 
  Duration: Permanent 
  Description: The Vampire is an excellent climber and can scale sheer vertical surfaces at his or her normal 
  Pace. 
   
  Melee Attack: Claws & Bite 
  Cost: 2 
  Range: Personal 
  Duration: Permanent 
  Description: The Vampire’s fangs and claws are pronounced enough that they can be used in melee 
  combat.  The Vampire can make 2 attacks per round at STR+d4 Damage.  Damage from Vampire fangs and 
  claws count as Heavy Weapon damage. 
   
  Gaseous Form 
  Cost: 5 
  Range: Personal 
  Duration: Permanent 
  Description: The Vampire can assume a mist-like form, becoming incorporeal at will.  Using this power 
  requires a standard action.  While in mist-form the Vampire cannot be harmed by physical weapons and 
  can pass through any sized opening no matter how small (i.e. keyholes, under doors, through cracks in 
  mortar, etc.).  Gaseous vampires are unable to attack corporeal targets. 
   
  Rapid Regeneration 
  Cost: 5 
  Range: Personal 
  Duration: Permanent 
  Description: The Vampire rapidly recovers from physical wounds.  With a successful Vigor check the 
  Vampire can heal 1 Wound per combat round. 
   
  Glamer 
  Cost: 3 
  Range: Spirit 
  Duration: Permanent 
  Description: The force of the Vampire’s personality is so strong that they can subtly affect the minds of 
  mortals.  If the Vampire succeeds an opposed Spirit check they can make any mortal regard them 
  favorably and accept any reasonable requests. 
   
  Children of the Night 
  Cost: 2 
  Range: Personal 
  Duration: Permanent 
  Description: The Vampire is able to summon a group of small or medium animals to attend him. 
   
  Diehard 
  Cost: 2 
  
  Collin Terrell 2010                                                                                                                                         44 
   
  Range: Personal 
  Duration: Permanent 
  Description: You are extremely resilient and can take a lot more damage than a typical mortal.  You can 
  sustain 2 more Wounds before becoming Incapacitated (i.e. a character who takes this power once can 
  receive 6 Wounds before dropping instead of the normal 4) 
   
  Super Leaping 
  Cost: 1 
  Range: Personal 
  Duration: Permanent 
  Description: Each time the Vampire takes this power they can increase the distance that they are capable 
  of leaping by 6 squares. 
   
  Create Spawn 
  Cost: 4 
  Range: Personal 
  Duration: Permanent 
  Description: Contrary to popular belief, not every vampire has the power to turn mortals.  Typically it is 
  only seasoned vampires who possess sufficient necromantic energy to create vampire thralls.  With this 
  power, any mortal you slay can be raised as a vampire.  Raising vampires is serious business in the 
  vampire community; if it is done without the blessing of the Erebine Coterie drastic repercussions could 
  result. 
   
  Celerity 
  Cost: 5 
  Range: Personal 
  Duration: Permanent 
  Description: The Vampire is so swift that they can perform any single action twice in the same round (i.e. 
  firing a gun, throwing a punch, using an item, etc.) 
   
  Life Drain 
  Cost:  
  Range: Touch 
  Duration: Instant 
  Description: Any time the Vampire inflicts a Wound on a target with their bite they can drain life force 
  from the target.  For every Wound inflicted the Vampire can either heal one Wound or gain a die bump to 
  their Vigor for 3 rounds. 
   
  Familiar 
  Cost: Variable 
  Range: Personal 
  Duration: Permanent 
  Description: Many Vampires keep one or more thralls in their personal entourage.  Called “Familiars” 
  these mortal servants obey the Vampire with undying loyalty and will do whatever they are asked, 
  including giving their lives.  If a Familiar dies they can be replaced after 1d4 weeks of effort.  The cost of a 
  Familiar depends upon their power.  Consult the table below: 
   
  Cost 
  Familiar Type 
  1 
  Common Extra; Novice rank; $250 equipment  
  2 
  Skilled Extra; Seasoned rank; $750 equipment and specialized skills 
  3 
  Wild Card; Novice rank; Wild Card die; $500 equipment; Edges 
  
  Collin Terrell 2010                                                                                                                                         45 
   
  4 
  Adventurer; Seasoned rank; Wild Card die; $1500 equipment; Edges 
   
  Appendix E: Outsider Powers 
   
  Awesome/Fearsome Presence 
  Cost: 2 
  Range: Spirit x2 
  Duration: Permanent 
  Description: Whenever you reveal your true nature to mortals, they are momentarily overwhelmed by the 
  majesty or terror of your presence.  Anyone within range of you must succeed a Guts check or roll on the 
  Fright Table.  You can choose whether or not to exercise this power and can only use it once against a 
  particular mortal.  Taking this power multiple times adds a cumulative -2 penalty to the Guts check that 
  must be made to resist the effect. 
   
  Blast 
  Cost: 3 
  Range: Spirit x2 
  Duration: Permanent 
  Description: Channeling the energies of their home realm, the Outsider is able to project a blast of pure 
  arcane force at a target.  This blast is based on a Spirit roll and is resolved just like any other ranged 
  attack.  A hit inflicts 2d6 damage (or 3d6 with a Raise). 
   
  Corrupting Influence 
  Cost: 2 
  Range: Spirit 
  Duration: Permanent 
  Description: The Outsider hails from one of the Infernal Planes and is able to exert his or her will on a 
  target to corrupt them.  You may make an opposed Spirit roll once per day to add one Corruption point to 
  a target (willing or unwilling). 
   
  Diehard 
  Cost: 2 
  Range: Personal 
  Duration: Permanent 
  Description: You are extremely resilient and can take a lot more damage than a typical mortal.  You can 
  sustain 2 more Wounds before becoming Incapacitated.  (Example: A character who takes this power 
  once can receive 6 Wounds before dropping instead of the normal 4) 
   
  Disguise 
  Cost: 1 
  Range: Personal 
  Duration: Permanent 
  Description:  Your Outsider appearance is masked by a convincing illusion that you can maintain as a free 
  action.  If you engage any other overt Outsider powers (such as an attack, winged flight, etc.) your 
  Disguise is temporarily spoiled.  Even while Disguised, an Outsider usually has some visible trait that hints 
  at their true nature (i.e. a slight odor, shimmering hair, oddly colored eyes, etc.) 
   
  Extra Limbs 
  Cost: 3 
  Range: Personal 
  Duration: Permanent 
  
  Collin Terrell 2010                                                                                                                                         46 
   
  Description:  You have an extra arm or prehensile tail that acts like an arm.  For each extra limb you may 
  take one additional action per round with no multi-action penalty. 
   
  Plane Shift 
  Cost: 5 
  Range: Personal 
  Duration: Instant 
  Description: The Outsider is able to transport themselves to and from the Plane of Limbo as a standard 
  action.  They cannot bring passengers. 
   
  Teleport 
  Cost: 3 
  Range: Personal 
  Duration: Permanent 
  Description: Their knowledge of the multi-verse allows the Outsider to travel along the fractures between 
  this reality and the Plane of Limbo.  They can Teleport anywhere up to 12 squares away as a standard 
  action in addition to their normal movement. 
   
  Super Trait 
  Cost: 1 
  Range: Personal 
  Duration: Permanent 
  Description: Each time the Outsider takes this power they can increase any single Trait of their choice by 1 
  die type. 
   
  Energy Control 
  Cost:  
  Range: Personal 
  Duration: Permanent 
  Description: The Outsider is able to produce and control energetic forces such as fire, light and electricity. 
   
  Immunity 
  Cost: 4 
  Range: Personal 
  Duration: Permanent 
  Description: Wherever they come from the members of the Outsider’s race are immune to a particular 
  form of damage.  Choose or randomly determine one of the following damage types to become immune 
  to: 
   
  Type  
  # 
  Description  
  Heat  
  2 
  Immune to fire, lasers, lava, explosions, the heat of the sun  
  Cold  
  3 
  Immune to freezing, ice blasts, the coldness of space, liquid nitrogen  
  Electricity  4 
  Immune to lightning, tasers, power surges, electric chairs  
  Kinetic  
  5 
  Immune to punches, kicks, gunshots, stab wounds, car crashes, falling damage, brick 
  walls  
  
  Collin Terrell 2010                                                                                                                                         47 
   
  Radiation  
  6 
  Immune to nuclear fallout, gamma radiation, x-ray radiation and vision, nuclear waste, 
  radiation sickness  
  Sonic  
  7 
  Immune to hypersonic vibration, sonic booms, deafness, rock music  
  Arcane 
  8 
  Immune to any arcane spell damage, including Blast and Bolt damage of all types, and 
  magical melee weapons.  Still affected by other mind-affecting or non-damage inflicting 
  magical conditions. 
  Gravity  
  9 
  Immune to crushing pressure, falling damage, black holes 
  Poison  
  10 
  Immune to venom, drugs, disease, hangovers  
  Vacuum  
  J 
  Immune to asphyxiation, choking, depressurized and/or anaerobic environments (like 
  deep space)  
  Psionic  
  Q 
  Immune to mental attacks, mind control, mind reading  
  Fear  
  K 
  You are Immune to Fear and cannot be Intimidated, frightened or driven insane by 
  Things Man Was Not Meant To Know.  You never roll on the Fright Table. 
  Curses 
  A 
  You are immune to all curse magic, including any Black Magic curses, the curse of 
  lycanthropy, vampirism and any ancient, deity or relic-inspired curses. 
   
  Toughened Hide 
  Cost: 1 
  Range: Personal 
  Duration: Permanent 
  Description: The skin of the Outsider is either covered with scaly hide or is magically hardened to resist 
  damage.  For each point spent on this Power the Outsider gains a +1 Armor adjustment.  Tough hide can 
  stack with normal armor. 
   
  Redeeming Influence 
  Cost: 2 
  Range: Spirit 
  Duration: Permanent 
  Description: The Outsider hails from one of the Celestial Planes and is able to exert his or her will on a 
  target to remove Corruption or to encourage good deeds.  You may make an opposed Spirit roll once per 
  day to remove one Corruption point from a target (willing or unwilling). 
   
  Smite 
  Cost: 2 
  Range: Personal 
  Duration: Permanent 
  Description: The Outsider is able to make a powerful melee attack with their bare hands.  The attack 
  counts as a Heavy Weapon and inflicts STR+d6 damage 
   
  Size 
  Cost: 2 
  Range: Personal 
  
  Collin Terrell 2010                                                                                                                                         48 
   
  Duration: Permanent 
  Description: Your size is permanently altered by 1 size category.  Consult the table below for the benefits 
  of different sizes: 
   
  Size  Description  
  -3 
  Insect sized; less than 6 inches tall; -3 STR & VIG; +6 Dodge; -4 Pace 
  -2 
  Pixie-like; between 1-2 feet tall; -2 STR & VIG; +4 Dodge; -4 Pace 
  -1 
  Dwarf-like; around 4 feet tall; -1 STR & VIG; +2 Dodge; -2 Pace 
  0 
  Normal Human size; no modifiers 
  +1 
  Pro Athlete sized; around 7 feet tall; +1 STR & VIG; +2 Pace; -1 Charisma 
  +2 
  Ogre sized; around 9 feet tall; +2 STR & VIG; -2 Charisma; -1 Dodge; +4 Pace 
  +3 
  Giant sized; around 12 feet tall; +3 STR & VIG; -3 Charisma; -2 Dodge; +6 Pace 
   
  Tempter 
  Cost: 3 
  Range: Spirit 
  Duration: Permanent 
  Description: You project an aura of pure, animal attraction that affects members of the opposite gender.  
  You gain a +4 bonus on any Charisma related rolls with the opposite sex and are capable of producing 
  half-breed offspring. 
   
  Winged Flight 
  Cost: 2 
  Range: Personal 
  Duration: Permanent 
  Description: The Outsider is endowed with wings that permit him or her to fly.  For every 2 points that the 
  Outsider spends on this power they can fly 6 squares in place of their normal movement. 
   
  Appendix F: Demon Generator 
  Use this table to generate a Demon character concept on the fly.  Simply draw 3 cards from a standard 
  deck of playing cards and consult the table below.  Feel free to keep or lose whatever traits make sense to 
  you. 
   
  Card 
  1st Draw 
  2nd Draw 
  3rd Draw 
  2 
  Infernal 
  Lemure 
  Tempter 
  3 
  Serpentine 
  Svartalf 
  Soldier 
  4 
  Ichthyic 
  Kandarian 
  Prisoner 
  5 
  Diabolical 
  Homunculus 
  Smuggler 
  6 
  Hermaphrodite 
  Beastling 
  Mercenary 
  7 
  Scarified 
  Cenobite 
  Fence 
  8 
  Chromatic 
  Abashi 
  Pusher 
  9 
  Necrotic 
  Grimalkin 
  Thief 
  10 
  Nubian 
  Mephit 
  Spy 
  
  Collin Terrell 2010                                                                                                                                         49 
   
  J 
  Albino 
  Cambion 
  Libertine 
  Q 
  Sultry 
  Succubus/Incubus 
  Witch/Warlock 
  K 
  Blasphemous 
  Devil 
  Exile 
  A 
  Aristocratic 
  Balrog 
  Slave 
  Joker 
  Branded 
  Shorn 
  Duke/Duchess 
   
  Abashi:  Abashi demons encompass a broad range of winged, horned fiends including Imps and Gargoyles.  
  They are often employed as emissaries or messengers but the larger varieties of Abashi demons also 
  make very capable soldiers and guards. 
   
  Albino:  For centuries primitive cultures have associated albinism with demonic heritage.  An albino 
  demon is typically gaunt with bone-white skin and hair and blood red eyes. 
   
  Aristocratic:  There is something cruel and imperious in this demon's demeanor.  It has fair features and 
  could pass as royalty or a powerful executive easily if its demonic calling cards were suitably disguised. 
   
  Balrog:  Balrogs are the heavy-hitters of the demon world.  They are large and burly with curling ram's 
  horns, thick hides and eyes that burn like forge fires.  Balrogs have explosive tempers and love nothing 
  more than getting into scraps against larger and more numerous opponents.  Demon Princes prefer to use 
  Balrogs to form the elite corps of their armies. 
   
  Beastling:  Beastlings are any sort of half-man, half-beast agglomeration that you can imagine.  Beastlings 
  typically sport animal heads on human bodies.  They are feral and strong, making very effective soldiers. 
   
  Blasphemous:  This demon travels in the guise of a religious figure.  It wears priestly robes and carries 
  defiled holy symbols. 
   
  Branded:  At some point in its existence, this demon was captured and branded by the forces of Light.  
  Painful burns in the shape of crucifixes and holy wafers mark its flesh.  Enochian amulets have been nailed 
  into the demon's bones to suppress its infernal essence. 
   
  Cambion:  A Cambion is the offspring of a Demon and a mortal.  They share the outward appearance of 
  their mortal parent but have slight demonic features as well (i.e. small horns, reptilian eyes, pointed 
  teeth, etc.).  Cambions often serve other demons as interpreters, liaisons and agents. 
   
  Chromatic:  The demon's skin, eyes and hair are strikingly colorful.  Chromatic demons typically have a 
  high contrast coloration: green skin and red eyes, or purple skin with orange eyes, for instance. 
   
  Cenobite:  Cenobites are sado-masochistic demons who specialize in the infliction of pain.  They usually 
  appear in humanoid form though their flesh is mortified by exquisitely baroque torture devices.  
  Cenobites know bondage tricks that would make them extremely popular in any leather club in the world. 
   
  Diabolical:  This demon sports some of the classic physical traits of demonkind, including such things as 
  backward bending knees, extra digits with extra knuckles, a third nipple and vestigial horns. 
   
  Devil:  Devils are the denizens of the Pit -- the iconic Hell of many Earth-based religions.  They have a 
  uniformly classic appearance; long horns, goatish features (pointed beards and hooved feet), a tail and a 
  fondness for fire.  Devils are bargainers; they enjoy "purchasing" mortal souls in exchange for temporary 
  favors.  A Devil can patiently wait an entire mortal lifetime to collect upon an outstanding debt. 
   
  
  Collin Terrell 2010                                                                                                                                         50 
   
  Duke/Duchess:  The demon is demonic royalty.  They are famous and powerful back in their home plane 
  of existence and have come to the mortal realm either to conduct important business of state in a neutral 
  environment or simply for kicks. 
   
  Exile:  The Exile has chosen to forsake their home plane and create a new home on Earth.  They just want 
  to fit in and make a living.  Most live and work in isolation so that they can't be traced by their former 
  masters. 
   
  Fence:  The Fence is a businessman first and foremost.  They have connections in the infernal planes that 
  can supply them with contraband goods and information, which they will trade for secrets or powerful 
  relics. 
   
  Grimalkin:  A Grimalkin is a shape shifter that often travels in the form of a cat but can usually assume 
  other forms as well, such as a raven, a toad, a large spider, a bat or even a humanoid of small stature.  
  They make excellent familiars  Grimalkin are sometimes referred to as "Luck Eaters" since in some 
  cultures they are thought to be the bearers of jinxes. 
   
  Hermaphrodite:  This demon possesses both male and female genitalia. 
   
  Homunculus:  A Homunculus is basically an artificial human created by powerful demonic beings to look, 
  talk and act just like a regular mortal.  These constructs are empty shells that can be filled with whatever 
  demonic essence their creator wishes.  Since these golems do not suffer pain and injury in the same way 
  that living, breathing mortals do they are very tough to destroy. 
   
  Ichthyic:  There is something distinctly "fishy" about this demon.  They have cold, passionless eyes, 
  clammy skin and a tendency to wheeze or rattle when they breathe. 
   
  Infernal:  There's a whiff of the Pit about this demon.  The temperature rises noticeably in their presence 
  and there is the faintest odor of brimstone surrounding them.  The eyes of an Infernal demon flash like 
  the hell fires of the Tartarian Depths. 
   
  Kandarian:  Kandarian demons are possessor spirits.  They inhabit the bodies of living hosts and feed off 
  of their vitalic energy.  Under normal circumstances, the Kandarian will look just like its human host but 
  when the demon is aroused, the host's eyes will roll back showing nothing but the whites and their visage 
  will take on a decidedly malefic cast. 
   
  Lemure:  Lemures are the lowest form of demonkind.  Typically used as slaves and servitors these demons 
  are small in stature with needle-sharp teeth and black within black eyes.  Lemures can sometimes be 
  found working as familiars or assistants to powerful wizards. 
   
  Libertine:  The Libertine cares only about one thing: the gratification of the senses.  They will almost 
  always be found in a brothel or a bar indulging themselves in every way imaginable.  A Libertine will spare 
  no expense to experience some new form of debauchery. 
   
  Mephit:  Mephits are elemental demons composed from the very matter of Hell itself.  Most Mephits are 
  fire-aspected, though smoke, brimstone and magma Mephits are also known to exist.  Even when 
  disguised in human form, the Mephit betrays their elemental origins in not-so-subtle ways.  For instance, 
  the fire Mephit may play with a small globe of summoned fire in the palm of their hand while the smoke 
  Mephit exhales huge clouds of smoke from an unlit cigarette. 
   
  
  Collin Terrell 2010                                                                                                                                         51 
   
  Mercenary:  A fiend-for-hire, the Mercenary will sell itself as a bodyguard or assassin to whomever can 
  pay its rates.  They only care about getting paid, so if a better offer comes along the Mercenary will gladly 
  take it. 
   
  Necrotic:  This demon looks and smells like a walking corpse.  It's flesh is wrinkled and gray, it's eyes are 
  jaundiced and unblinking and its scalp is riddled with mange. 
   
  Nubian:  This demon has skin and eyes as black as coal. 
   
  Prisoner:  The Prisoner is bound to the mortal realm as punishment for some past crime against a demonic 
  noble.  They cannot leave unless they perform some great favor that wins back the esteem of their 
  master. 
   
  Pusher:  The Pusher actively seeks to corrupt mortals by getting them hooked on demonic drugs and 
  magic.  They will seem friendly at first, offering free samples of whatever it is they are brokering, but soon 
  after that the discussion will turn to price. 
   
  Scarified:  This demon looks like it was torn apart and put back together wrong.  Scars crisscross its body 
  and face.  Stitches, piercings and staples hold some of the fresher wounds closed. 
   
  Serpentine:  This demon has an oily, unctuous demeanor and snake-like physical characteristics (i.e. a 
  sibilant voice, slit pupils, a forked tongue, etc.) 
   
  Shorn:  The demon is a minor member of the Shorn, a Fallen Angel.  The Shorn possess tremendous power 
  and are not to be trifled with.  They are the master operators of the Infernal planes.  In the mortal realm 
  they usually take the form of a successful and powerful human; some have even gone so far as to make 
  themselves into mortal celebrities.  The Shorn have a hunger for the prayers and adoration of mortals. 
   
  Slave:  Powerful magic has bound this demon to a mortal master for the duration of an undisclosed term 
  of service.  The Demon is keen to find any way to weasel out of their obligation so that they can return 
  home. 
   
  Smuggler:  The Smuggler makes a living transporting and selling contraband goods.  They routinely handle 
  transactions between mortals and Outsiders: usually this involves trading terrestrial goods for magical 
  reagents.  Smugglers are constantly on guard against rip-offs and only work through trusted connections 
  (usually Fences). 
   
  Soldier:  The demon has been sent to the mortal realm either to fight some specific foe or to gather 
  intelligence for an upcoming invasion.  They are militant, obsessively focused on their mission and are 
  always measuring the tactical merits of their situation. 
   
  Spy:  The Spy is traveling incognito through the realms of Earth to gather intelligence for their infernal 
  masters.  They will go to great lengths to keep their mission and their identity secret. 
   
  Succubus/Incubus:  No matter how otherworldly the Succubus or Incubus may appear to mortal eyes, they 
  are the embodiment of sexual desire.  They exist to tempt members of the opposite sex to engage in 
  carnal gratification in exchange for souls and servitude.  Succubi and Incubi take a perverse thrill in 
  spawning Cambions with their mortal prey. 
   
  Sultry:  This demon is sex personified.  Their gender characteristics are absurdly idealized and 
  exaggerated. 
   
  
  Collin Terrell 2010                                                                                                                                         52 
   
  Svartalf:  The Svartalfir, or Black Elves, are a race of slender, black skinned humanoids that originally hail 
  from a plane of eternal night.  They have a reputation for maliciousness and shady business.  Notorious 
  hucksters and opportunists, a Black Elf may sidle up to you acting like a friend but they would never do so 
  without a nefarious ulterior motive. 
   
  Thief:  The Thief has come to Earth to pull off some elaborate caper.  They may or may not require mortal 
  assistance to complete the job but discretion is of the utmost importance.  If word of their heist were to 
  make it to the wrong entities it would spell trouble for the Thief. 
   
  Tempter:  The Tempter seeks to persuade mortals to surrender their souls in exchange for the eternal 
  satisfaction of their favorite vice (Sex, power, wealth, etc.) 
   
  Witch/Warlock:  Witches and Warlocks seek to form or join a coven of Black Magicians so that they can 
  advance their knowledge of the Dark Arts. 
   
   
  Appendix G: Celestial Generator: 
  Use this table to generate a Celestial character concept on the fly.  Simply draw 3 cards from a standard 
  deck of playing cards and consult the table below.  Feel free to keep or lose whatever traits make sense to 
  you. 
   
  Card 
  1st Draw 
  2nd Draw 
  3rd Draw 
  2 
  Argent 
  Mithraic 
  Emissary 
  3 
  Auric 
  Deva 
  Riddler 
  4 
  Cupric 
  Jinn 
  Hunter 
  5 
  Fey 
  Dionysian 
  Guardian 
  6 
  Olympian 
  Apollonian 
  Inquisitor 
  7 
  Nordic 
  Reincarnated 
  Oracle 
  8 
  Umbral 
  Exalted 
  Recruiter 
  9 
  Leonine 
  Saint 
  Teacher 
  10 
  Ursine 
  Starchild 
  Muse 
  J 
  Sage 
  Cherubim 
  Judge 
  Q 
  Magnetic 
  Valkyrie 
  Confessor 
  K 
  Aquiline 
  Solar 
  Prophet 
  A 
  Savant 
  Enochian 
  Pilgrim 
  Joker 
  Draconic 
  Seraph 
  Demiurge 
   
  Apollonian:  Apollonian Celestials are spirits of pure reason.  They are serious, rational and intellectual to a 
  fault -- like living computers. 
   
  Aquiline:  This Celestial has a regal, commanding presence that demands respect.  The Celestial appears as 
  a tanned, healthy, successful mortal with sharp eyes and the sort of features that would be at home on a 
  marble bust in a museum.  Aquiline Celestials usually pass themselves off as captains of government or 
  industry. 
   
  Argent:  The Celestial has one or more distinctively silver-colored features (i.e. silver hair, silver eyes, 
  silvery complexion, etc.) 
   
  Auric:  The Celestial has one or more distinctively gold-colored features (i.e. golden blonde hair, gold eyes, 
  a warm, metallic complexion, etc.) 
   
  
  Collin Terrell 2010                                                                                                                                         53 
   
  Cherubim:  Lesser angels of the Holy Host, Cherubim are spirits that embody the essence of human 
  emotion.  They have bi-polar personalities, shifting from meteoric emotional highs to catastrophic lows 
  without warning.  Cherubim possess great powers of persuasion; they can induce potent emotional 
  responses in any mortals they come into contact with. 
   
  Confessor:  The Confessor has come to Earth to absolve the sins of mortalkind.  They seek out sinners and 
  offer them absolution in exchange for some quest or deed. 
   
  Cupric:  The Celestial has one or more distinctively copper-colored features (i.e. flaming red hair, 
  smoldering copper eyes, a polished bronze complexion, etc.) 
   
  Demiurge:  The Celestial is a minor godling with tremendous power.  They are trying to make the final 
  Ascension to full Godhood but need to obtain some rare ingredient in the mortal realm to accomplish this. 
   
  Deva:  Devas are nature-spirits, spirits of the land bound in the rocks, trees and streams of Earth.  They 
  often have physical traits that betray their elemental origins (i.e. craggy brows, moss colored hair, gem-
  like eyes, etc.)  Devas are fiercely devoted to maintaining the balance of nature; any aberration of the 
  natural order is abhorrent to them. 
   
  Dionysian:  Dionysian Celestials are spirits of revelry and madness.  Wherever they go they are the life of 
  the party, using their divine influence to encourage mortals to indulge their passions.  They are seldom 
  seen without a drink or a controlled substance in their hands.  Oftentimes Dionysian Celestials travel in 
  the guise of a faun or some other sort of half-man, half-beast form. 
   
  Draconic:  This Celestial is either an Oriental Dragon in disguise or has draconic blood.  While in human 
  form these Celestials display long, sweeping moustaches, a distinctly Asian appearance and an aura of 
  irrepressible nobility. 
   
  Emissary:  This Celestial is a messenger who has been sent to Earth to pass sensitive correspondence on 
  behalf of its Master.  It will be tight-lipped and careful about its assignment, not wishing to unintentionally 
  let anything slip about its errand. 
   
  Enochian:  Enochian Celestials are the keepers of secret lore, in particular the secrets of magic.  They are 
  entrusted to safeguard the Words of Power -- divine intonations that unlock the power of pure magic.  
  Enochians are tattooed with faintly glowing angelic symbols describing the particular Word of Power that 
  they are entrusted with keeping.  Enochians take it upon themselves to hunt down those who abuse or 
  misuse Enochian (White) magic. 
   
  Exalted:  When some mortals die their spirits ascend to the Outer Planes and they become sentient 
  spirits, known in the Angelic Realms as Exalted Ones.  Essentially benign ghosts these incorporeal beings 
  travel the worlds of men dispensing advice. 
   
  Fey: The Celestial has a fey or somewhat elvish appearance.  The Celestial is graceful, slender and 
  strikingly attractive with sharp facial features, pointed ears and slanted eyes. 
   
  Guardian:  The Celestial has been charged with the protection of a particular person or place.  Failure to 
  defend their charge results in immediate expulsion to Limbo. 
   
  Hunter:  The Celestial has been commanded to hunt down and capture a person or object of great value.  
  Once they obtain their goal, they will have permission to return to their home realm. 
   
  
  Collin Terrell 2010                                                                                                                                         54 
   
  Inquisitor:  The mission of the Inquisitor is to seek out and cleanse Corruption wherever it hides.  While 
  staying within the bounds of the Accords, the Inquisitor will do their utmost to thwart the works of 
  corrupt beings -- neutralizing them when possible. 
   
  Jinn:  The Jinn are powerful wish-granting spirits that are affiliated with one of the four major elements: 
  Earth, Air, Fire and Water.  The Jinn represent the more chaotic aspects of nature; they are short-
  tempered and, when aroused, can unleash dangerous elemental powers. 
   
  Judge:  The Judge has been dispatched to arbitrate some dispute between rival Outsiders or between an 
  Outsider and a mortal.  They are sworn to maintain impartiality and may require the assistance of others 
  to conduct the investigations and cross-examinations necessary to render a decision. 
   
  Leonine:  A leonine Celestial has vaguely cat-like features, including such things as cat's eyes, a lion-like 
  mane of hair, preternatural grace and/or thin fur instead of body hair. 
   
  Magnetic:  The Celestial appears as a paragon of the male or female sex with movie star good looks.  
  Members of the opposite gender find them positively captivating. 
   
  Mithraic:  A Mithraic Celestial is the quintessential guardian angel.  For millennia they have been the 
  personal daemons of great generals and soldiers, subtly guiding their actions in battle in the name of 
  martial glory.  The Mithraic Celestial may turn aside the bullet or blade that would otherwise cut short the 
  life of a brave warrior.  Mithraic Celestials often appear armored in some fashion. 
   
  Muse:  The Muse has been sent to Earth to inspire great works of art.  They seek out mortals who possess 
  singular talents and do their utmost to encourage them to produce masterpieces.  The Muse will employ a 
  combination of celestial power and material patronage to support their clients' efforts. 
   
  Nordic:  Tall, blonde and poised, the Celestial has the build and features of a gorgeous European model. 
   
  Olympian:  The Celestial is built like a Greek god with a well-muscled and proportioned physique, 
  impossibly perfect features and an indelible sense of presence that simply fills the room. 
   
  Oracle:  Oracular Celestials are gifted with far sight -- they can glimpse events in the future even if they 
  can't always make sense of what they see.  For millennia cultures all over Earth have gone to great lengths 
  to study the revelations of these Oracles. 
   
  Pilgrim:  The Pilgrim searches for spiritual enlightenment and/or fulfillment.  They are scouring the mortal 
  realm in search of revelation or atonement for a past sin. 
   
  Prophet:  The Prophet has come to Earth to spread the Holy Word (whatever that might be).  This Celestial 
  is trying to establish a ministry and is looking for mortal converts to help spread the message. 
   
  Recruiter:  This Celestial has been sent to Earth to conscript mortals for the ongoing war between Heaven 
  and Hell.  Only willing subjects can be recruited but the Celestial is given broad license to use whatever 
  powers of persuasion they need to fulfill their quota. 
   
  Reincarnated:  In a previous life, this Celestial may not have been Celestial at all -- they may have been a 
  plant, insect or lower order mammal.  For whatever reason, their Masters have seen fit to grant this 
  Celestial the boon of being reincarnated in a higher form.  They still retain a rudimentary memory of their 
  past lives. 
   
  
  Collin Terrell 2010                                                                                                                                         55 
   
  Riddler:  The Riddler has come to the mortal realm to collect mysteries and rare knowledge.  They are 
  purposefully sphinx-like and enigmatic, taking great pleasure in trading puzzles for the occasional nugget 
  of useful information. 
   
  Saint:  A Saint is a mortal who has become imbued with Celestial energies as a reward for services 
  rendered to one of the High Powers of the Multiverse.  These newly minted immortals still look as they 
  did while alive but possess superhuman capabilities and often display some form of halo or glowing 
  nimbus when viewed under the right light. 
   
  Sage:  Traveling in the guise of an elderly mortal, albeit one without the infirmities normally associated 
  with age, the Sage Celestial has a grandfatherly or grandmotherly demeanor that sets people at ease.  
   
  Savant:  The Savant proves the rule that one should never judge a book by its cover.  Appearing in the 
  guise of a simpleton or a young child, this Celestial seeks to disguise its true nature by seeming as 
  common and innocuous as possible. 
   
  Seraph:  The Celestial is affiliated with the Holy Host, otherwise known as the Seraphiad.  An Angel in the 
  truest sense, this Celestial has feathery wings that it keeps hidden by disguise or illusion when it travels in 
  the mortal realms. 
   
  Solar:  Solars are powerful Celestials that embody the powers of the Sun.  In their true form they are 
  blinding to look upon, appearing as fire-haired angels surrounded by a blazing corona of light.  Solars are 
  especially preoccupied with battling Corruption.  They consider it their solemn duty to purge darkness 
  with light -- while respecting the Accords, of course. 
   
  Starchild:  Some form of alien divinity from the depths of Outer Space, the Starchild is an astral gypsy that 
  has just happened to choose Earth out of the trillions of planets it could have visited.  A Starchild has 
  unnerving pupil-less eyes 
   
  Teacher:  The Teacher wants nothing more than to impart some special wisdom to the mortal races.  They 
  aren't necessarily spiritual gurus -- they could also be martial arts instructors, auto mechanics, bartenders, 
  mathematicians or anything at all really. 
   
  Umbral:  The Celestial has rich, dark features; teak-colored skin, liquid amber eyes and a striking white 
  smile. 
   
  Ursine:  An ursine Celestial has vaguely bear-like features, including such things as a large, barrel-chested 
  physique, slightly pointed teeth, tremendous strength and/or thick mats of body hair. 
   
  Valkyrie:  Valkyries are the "Choosers of the Slain", angels that escort the souls of the valorous to the 
  heavens.  Popular myth describes Valkyries as being Nordic females but in truth Valkyries can be of either 
  gender and of any extraction.  A Valkyrie is never unarmed; they always carry some sort of very distinctive 
  weapon on their person (i.e. sword, axe, rare gun, etc.).  They are attracted to mortals who perform 
  selfless acts in the face of tremendous odds. 
   
   
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Savage Worlds - Dark Days, Darker Nights (Modern Gothic-Horror).pdf