Accursed Jump
Accursed Jump
The lands of Morden are full of mystery, on the planet Saturnye, nestled between the Discord Sea and the
monster-filled, nigh impassable mountain range called the Darkwall. Legend has it the first tribes of men
came to Saturnye on a lightning bridge - the timing is vague but at least 1200 years ago. Magic is rare here
and few believed in witches until the Bane War many years ago, when the thirteen greatest witches in the
world formed a Grand Coven and invaded through the Darkwall at the head of a vast army of Bane
(monsters) and Accursed, those marked by the witches, twisted and corrupted into monstrous footsoldiers.
Also mercenaries from Nordheim and the distant Sakurada Shogunate.
For forty years after losing the outlying kingdoms and banding together, the Armies of Light managed to
hold the line until a desperate gambit, where the Seelie Fey agreed to join and then betray the Witches,
letting an elite force jump one in the Summerlands and hopefully end the war. It worked, if not as they’d
hoped. A massive explosion consumed most of the force, some people shifted in and out of the Summerlands
rapidly and when the dust cleared the Witches had lost the Djin, but the Army had lost all leadership.
In a sense, both sides lost. Half the Witches returned from whence they came, while the remainder reign
in whatever part of the continent they care enough to claim, with few areas having even nominal
independence. The grand armies used in the war were disbanded, and thousands of Accursed like you
turned loose. Not as many are needed for keeping order, or the games the Witches play against each
other. You are one such Accursed. Will you fight against your monstrous form, or embrace the power it
gives you? Strike back at the Witches or keep your head down? The choices are yours, as is the
responsibility.
Have a thousand curse points (cp) and keep your powder dry.
LANDS OF MORDEN
Where will you begin? Choose a location, or take +100 cp for a random roll with a d8.
1. Cairn Kainen - Once called Caer Kainen, the Fortress Unbroken, until the Morrigan seduced High
King Gaelan and had him murder his family. Now the highlands and fens consist only of feuding clans
and the walking dead. The Morrigan leaves the clans to their own affairs, as long as they pay a tribute
in sacrifices, stay out of Blackroot Wode, don’t try to rebuild the fortress-capital of Shieldhaven, and
obey her every command.
2. Hebron - Once the most welcoming and friendly people in the world, the Hebronites had a military
coup against the ineffective Council of Elders and is now a xenophobic military dictatorship - but it
seems to have worked out so far, as they remain free.
3. Hyphrates - The first civilization on Morden, along the banks of the Iteru. Where thanks to a wager,
each Pharaoh was entitled to a Wish from the Djin. However, the tight control over their society did
eventually lead to a revolution and a consul elected by the wealthiest merchants in Hyphrates. Only
now the Pharaohs are back, and fighting a civil war for their lands, well, one pharaoh.
4. Manreia - The furthest realm from the frontlines of the Bane Wars, the least affected, able to
‘honorably’ surrender. Also a center of industry, with their boundless coal and new locomotives and
factories. Some say Manreians are a bunch of sell-outs, others seem as a strong base for eventual
revolution against the Witches. Unknown to the public, hundreds of vampires stalk the night to keep
people honest.
5. Steppengrad - A sprawling land, home of vast timber forests, ice-plains and the steppes for which
they are named. Previously ruled by a Tsar, now by Baba Yaga. They're hard folk hereabouts.
6. Valkenholm - Most central of the kingdoms, once the jewel of Morden with bountiful resources and
solid trade routes. Valkenholm was devastated in the war and is now the sole domain of the Blood
Witch, Countess Sanguinia and her byzantine and increasingly vampiric court, the countless knightly
orders of Valkenholm disbanded save her enforcers, the Knights of the Redhawk, a secret police called
the Watch keeping the peasantry in line.
7. Outlands - Once a variety of kingdoms, the Outlands were hit first and worst by the Witches and their
Banes, beset by plagues and poor weather and a hundred curses, what remains is a blasted wasteland,
but home to many Accursed who returned to the ruins of their villages or had nowhere else to go.
Some dream of founding a kingdom of their own…
8. Winterlands - Bad luck, you start in the otherworldly realm of the Unseelie Fey. Try to find a path
back quick, accept no gifts or favors and don’t eat the food.
WITCHLINE
What manner of Accursed are you? Choose one.
Dhampir - The Blood-Witch Sanguinia turned countless residents of Valkenreach into vampires, her
powers over blood and passion warping them into creatures of the same, but a few resisted, gaining reduced
vampiric strengths (grace, hypnosis) for reduced weaknesses and their own sense of self. Obligatory
Hindrances: Blood Hunger, Weakness (Wood) & Witchline Enemy.
Golem - The legends of the Hebron people speak of a protector shaped from clay. The Crone must have
liked the idea, as she overran their lands with men of clay, bone, iron, glass, straw and even stitched together
flesh full of lightning fluid. A human soul bound to an artificial body, Golems tend to be strong but
ponderous. Obligatory Hindrances: Deliberate, Weakness (Fire or Blunt Force) depending on
organic/flammable material or not.
Ophidian - The Gorgon Melusine, mistress of the cold magics of stone and reptiles, has always admired
serpents, once vanishingly rare in Morden. Her mark corrupts and twists people into snakemen, the
Ophidians, who serve as spies and assassins. They are fantastically stealthy with paralyzing venom, but don’t
handle the colder northern climate well. Melusine also fears her creations turning on her, so any renegades
will be hunted with special fervor. Obligatory Hindrances: Caustic, Cold-Blooded, Witchline Enemy.
Revenant - The Morrigan had little interest in her Witchmarked, and automated the process with her
Black Cauldron. Dump a corpse in, Cauldronborn zombie comes out, simple. A few, though, managed to
hold on through the unimaginable torments of twisted resurrection, to a vow, often of vengeance, and
came out the other side. Revenants are still walking corpses bearing the wounds that killed them, but are
accepted by the forces of light as fervent, obsessive witchhunters. Obligatory Hindrances: Animated
Corpse, Overriding Goal, Restless Dead, Weakness (Cold Iron).
Dhampirs have their marks in elegant tattoos, Vargr in crude warpaint like markings. Mongrels have their original
flesh tone stitched on, Golems’ marks are carved into their new forms, Revenants’ are scarred, Shades are entirely
transparent, and Mummies have a gold cartouche that becomes ever larger and more elaborate jewelry/armor.
Each includes all previous levels and might in time grow to this level. The points are to skip the waiting.
Basic (free!) The footsoldiers of the Accursed legions bore these marks, a simple palm-sized circle with a few
glyphs depicting the Witchmarked’s origin, witchbreed and allegiance. The Mark allows you to sense other
Accursed of the same line at close ranges, so Dhampir can find Dhampir and Vampires, and so on. If you
oppose the evil forces, your mark lets you sense nearby people in danger, far stronger if a Bane is involved,
with at least a vague idea of direction and distance.
Seasoned (-50 cp) The Marks were made to help coordinate armies. After some experience with the curse, it
grows to cover half a limb or a prominent space on the torso. Glyphs appear on the initial circle describing
key personality traits and attributes, while a large outer ring depicts connections to other Accursed, friends
and foes. At this level, the Witchmark can translate for easy communication and allows Witchspeak, where
you whisper and each Accursed of your Witchline within a mile or so, and any others you know of and
include, can hear your voice as if right outside their ear. The downsides being anyone of the same Witchline
in range can overhear, and you must actually speak aloud.
Veteran (-100 cp) Your Witchmark now covers an entire limb, or most of the front or back of the torso, with
new rings depicting significant battles and milestones, and the new outer ring depicting one’s deepest hopes,
fears and loves. Now the Witchmark is more sensitive, and reacts to magic (like lingering curses or wards)
and to other Accursed within a hundred feet or so.
Heroic (-150 cp) The Mark now covers roughly half your body, with additional rings reflecting your beliefs,
your friends and allies, while the inner circle adds glyphs for your most hated foes and significant
achievements. Where before your Mark reacted to danger and monsters as a simple binary, there or not, now
you can sense the type of Bane or Accursed, their rough power-level, direction and distance.
Legendary (-200 cp) A Mark meant for the generals of the great horde. Your entire life is written out in
runes covering most of your body, if you could but read them, along with mysterious glyphs scholars believe
hint at your ultimate fate. You now have a palpable aura of authority and power appropriate to a great
warlord, and your toughness and raw power have increased some.
FATE
The Accursed state is not inherently stable. As you incline more towards your humanity or your monstrous form, so do you
become slightly more human or monstrous. As you defy the curse, you shed powers and weaknesses, as you embrace and revel in
your new form you gain greater powers, but enhanced weaknesses. This is more or less a seven-point scale, all writings outside
this section assume a neutral position. At the extremes of acceptance or defiance you permanently either become a monster or
shed your curse and become a human with a small boon. With A for acceptance and D for defiance, The scale may be
represented thus:
FD—2D—1D—N—1A—2A—FA
Saints: There have ever been rumors and legends of Accursed who thoroughly mastered their curse from the depths of despair to
total serenity, gaining all the strengths of full acceptance without losing themselves, keeping the human appearance and lack of
weaknesses, and generally having every positive of the scale with no downsides. This shall be your Fate once your time has passed
and you choose to remain, move on or go home.
In the meantime, be aware you might slide up and down the scale some.
Dhampir:
FD - Lose the enhanced speed and grace, but also the fangs and cravings for blood. Pure blood is immune to powers
which would affect it, including emotional manipulations.
2D - Touching wood is merely uncomfortable, but loses the keen senses.
1D - Halve the effects of the wood weakness, lose the ability to see in the dark.
N - As baseline.
1A - Your speed increases, but the sun becomes blindingly bright and makes your skin itch, a constant annoyance and
distraction in the daylight hours.
2A - You give in to bloodlust and now must survive off blood. Your speed increases yet more, letting you dodge a
shot between the pull of a trigger and the fall of the hammer. Wood now causes blisters to the touch and deals far
more damage.
FA - More speed and dexterity, a bonus to any powers or magics involving blood. The sun is now almost unbearable
and you cannot enter a home uninvited.
Golem:
FD - False body crumbles to dust and the revived human steps forth. A bit tougher than most, but lacking most of
the strengths of the Golem form.
2D - Lose the weakness entirely, but also the boosted strength and resilience.
1D - Increased speed, halves the effects of the obligatory weakness.
N - As baseline.
1A - You become more aware of your unnatural body, less of the world about. You miss important details more, but
become immune to electricity.
2A - Your soul bonds tighter to the Golem body. Your resilience is doubled, but so is the effect of your Weakness.
FA - This body becomes yours entirely, your strength is vastly increased, but your heavier body moves slowly.
Mongrel:
FD - Fully human, but experience with constant agony has steeled the mind and body against lesser torments.
Discomfort and pain are just sensory data, an awareness that one should act, never overwhelming.
2D - Lose an animal component, looking more human and a smidge luckier.
1D - Lose an animal component, better at hiding what remains. Unlocking the Mark lets them start picking away at
the curse a little at a time.
N - As baseline.
1A - Gain a new animal bit and related edge, literally magically swapping bits with a nearby creature.
2A - Your components integrate better, looking like a real part of you and a cohesive whole, but hurt even more.
FA - An extra animal component but increased influence of animal instincts. Most Mongrels are purely feral at this
point.
Mummy:
FD - Sarcophagus shatters, fully rezzed. The final flickers of the Djin’s magic powering the curse let the former
Mummy make a single highly limited wish. (Imagine the most restrictive D&D Wish, then add a limit against
affecting things more than five miles away or across.) In future Jumps you get one of these.
2D - Sarcophagus becomes too brittle to make an effective weapon as the soul no longer reinforces it.
1D - Lose some supernatural resilience, but face is smoothed over, no longer quite so horrifying.
N - As baseline.
1A - The Mummy loses some knowledge of the modern world, but their sarcophagus is considerably tougher.
2A - The Mummy becomes far tougher, but must now sleep ten hours a day.
FA - The Mummy must find or build a “proper” tomb and can only leave it for six hours a day. However, the tomb is
mobile, either teleporting as the great pyramids of Hyphrates, or walking like the sphinxes.
Ophidian:
FD - Shed skin a final time, revealing a human. Can befriend any snake.
2D - Lose the inhuman flexibility of Disjointed, but also shed the slow burn of Caustic
1D - Lose some venom potency, gain the ability to generate your own body heat.
N - As baseline.
1A - Increased boldness but decreased ability to relate to humans as your more reptilian mindset takes hold.
2A - Slim down and maybe have legs fuse into a serpentine tail. Significantly faster and better at dodging, but less
resilient to harm.
FA - Gain regeneration, but the cold is extra debilitating.
Revenant:
FD - Normal human, but able to come back from the dead once per Jump.
2D - Lose superhuman resilience, but also cold iron weakness.
1D - Lose Restless Dead.
N - As baseline.
1A - Accepting being a revenant means accepting the truth of one’s own demise. Your stiff joints slow you down, but
you gain a vague sense of the direction and distance to the next import person/location/event on your quest to fulfill
your vow.
2A - Embracing the curse despite nightmares of the cauldron, you can see in the dark but your weakness to iron gets
cranked up.
FA - The walking corpse starts withering and rotting in a manner of days unless they eat a pound of human flesh
(doesn’t have to be fresh) but can “share” their curse, raising a corpse long enough to answer a single question.
Shade:
FD - Normal human, but fearless. Aware of danger, but never stopped by dread.
2D - Fear aura is less effective, but so is salt. Can cross a line of salt with some effort.
1D - Lose the resistance to environmental effects, gain increased empathy and the ability to suppress your Unnatural
Aura for a bit.
N - As baseline.
1A - Increased otherworldly nature freaks people out a little too. Fear Aura is more powerful and much easier to use.
2A - Triple the amount of time you can spend phased, but moving objects is harder.
FA - Now belonging to the spirit world, tougher and phased by default. Increased salt weakness and it is even harder
to move material things.
Vargr:
FD - Fully human, expel the wolf within to become a loyal lupine companion.
2D - Harder to transform, half the effects of silver weakness.
1D - Weaker wolf, weaker hunger.
N - As baseline.
1A - Embrace the wolf within, double the sensitivity of senses, but also the
silver weakness.
2A - The Wolf becomes bigger and stronger, with more pronounced and
damaging fangs and claws. You are now compelled to transform the nights
of the full moon, and a night before and after.
FA - You become a wolf that is sometimes in the shape of a person, instead
of the reverse. Your appetite quadruples, but your beast form’s fangs and
claws now always count as your foes’ weakness, wood against vampires, silver,
kryptonite, etc.
EDGES
Except for the relevant discounted sections, you can discount two Edges at each price tier. Discounted 50 and 100 cp Edges are
free.
Common Knowledge (free/50 cp) You are fluent in three of the common tongues of Morden, and
generally know at least as much as any decently-educated person on the street about current events, politics,
science and so on. For fifty CP, this knowledge updates in future Jumps, including a couple of common
languages.
Ambidextrous (-50 cp) You can use either hand as easily and skillfully as the other.
Athletic (-50/100 cp) You lived an athletic life. Besides being physically fit, you are very coordinated and an
expert in running, climbing, swimming, jumping, etc. For an extra fifty cp, you are one of the greatest in the
world.
Fighting (-50/100 cp) Whether you were trained in the army or just spent a life in tavern brawls, you can
more than hold your own in fisticuffs and when blades come out. Three to one is fair odds if they’re only
decent fighters.For an extra fifty cp, you are one of the greatest fighters in the world, a match for Sir Azriel
the vampire knight..
Gambling (-50/100 cp) You know all about the many games of chance played in Morden, and win more
often than you lose. Especially if you cheat. For an extra fifty cp, you are one of the greatest gamblers and
cheats in the world. Unless you’re really blatant, no one will ever catch you stacking the deck.
Guts (-50/100 cp) You’re a brave one, for sure, and hardened to horror. Many a man will be overcome after
seeing the aftermath of a Bane attack, for you this is every day. For an extra fifty cp, you are one of the
greatest in the world, hardly anything can rattle you.
Healing (-50/100 cp) You’ve had enough medical training to be an above average doctor. You know how to
bind wounds and prevent infection. For an extra fifty cp, you are one of the greatest surgeons in the world,
though even you might be beleaguered by some of the supernatural plagues running rampant.
Intimidation (-50/100 cp) You know all about how to loosen a tongue or keep people in line with threats
both veiled and blatant. For an extra fifty cp, you are one of the scariest people in the world, a man might
well charge down a bloodwurm’s gullet rather than risk your wrath.
Investigation (-50/100 cp) You know how to use libraries and newspapers for effective research, and the
most rudimentary forensics of this time. For an extra fifty cp, you are one of the greatest detectives in the
world, the smallest clues practically screaming for your attention.
Knowledge (-50/100 cp) Pick a single academic field not mentioned, and you are well educated in it with
above average skill. For an extra fifty cp, you are a luminary of the field, and your name well known in
academic circles. This can be taken multiple times.
Persuasion (-50/100 cp) You know how to charm someone, and convince or trick them into getting you what
you want. For an extra fifty cp, you are one of the greatest courtiers in the world, able to juggle a dozen plots,
insinuate yourself into any court and have your enemies dance to a profitable doom convinced it was all their
idea.
Repair (-50/100 cp) You have something of a mechanical bent, and know enough engineering to fix most
machines when they break. For an extra fifty cp, you are one of the greatest in the world, a match for Doktor
Franken Von Nachtmaden who invented the locomotive.
Riding (-50/100 cp) You are a skilled rider of horses and can drive a coach with aplomb. For an extra fifty cp,
you are one of the greatest in the world, a match for any Steppengrad cossack born in the saddle.
Shooting (-50/100 cp) With a bow or a rifle you are a skilled marksman, able to hit a moving man-sized target
at surprising distance, even with a pistol. For an extra fifty cp, you are one of the greatest shots in the world,
and hardly ever miss without interference.
Streetwise (-50/100 cp) You know all about life on the streets, in even a strange city you have little trouble
finding the local watering hole and plugging into the rumor mill. You also know which neighborhoods to avoid
and how to blend in. For an extra fifty cp, you are one of the greatest street rats in the world, able to set up
networks of contacts and gain information without difficulty.
Subterfuge (-50/100 cp) You know how to walk unseen, pick a pocket or a lock, clamber up to a window, and
fence stolen goods. Generally anything you’d need to succeed as a thief. For an extra fifty cp, you are one of the
greatest thieves in the world.
Survival (-50/100 cp) You can build a shelter, navigate and forage for food effectively in hostile terrain. For an
extra fifty cp, you are one of the greatest in the world, able to survive and thrive anywhere, even dragging a
party of useless city-slickers.
Throwing (-50/100 cp) You are deadly with knives, throwing axes, even a rock in an emergency. For an extra
fifty cp, you are one of the greatest in the world, and pretty much never miss, you can also throw with blinding
speed.
Tracking (-50/100 cp) You’re an experienced hunter, capable of reading spoor and tracking all manner of
beasts and men across the wilderness. For an extra fifty cp, you are one of the greatest in the world.
Brawler (-100 cp) Turns out you’re quite experienced in fighting. All your blows do more damage than they
otherwise would. Say about 20% if you need a hard number, but life rarely works out so clean and neat.
Clarity of the Draw (-100 cp) The Accursed are one and all drawn to people in distress. With a moment’s
focus you can identify at least the Witchline of the threat and often the specific Bane involved. In future Jumps
this applies to other forms of danger.
Common Bond (-100 cp) The strongest friendships are forged in fire. People you save or fight alongside are far
more likely to feel favorably towards you, and form lifelong friendships. This doesn’t work if you arrange to put
people into danger.
Enochian (-100 cp) You are a cleric in the most widespread faith of Morden. This doesn’t actually give you
any special powers, but it does grant access to church resources and, as long as you comport yourself as a
priest should, neatly counters the social debuff of just being Accursed. In future Jumps you can find a
similar position waiting for you in the local religion.
Knave (-100 cp) Some prefer a sharp tongue to a blade. You are incredibly skilled at identifying someone’s
social weaknesses, the pressures upon them, how they must react to some events to maintain authority.
Mighty Blow (-200 cp) Your melee attacks deal twice the damage they otherwise would have.
Tower of Will (-200 cp) You have an iron will, and cannot be tempted, bewitched or controlled.
Witch Hunter (-200 cp) You have taken great pains to familiarize yourself with every type of bane and
foul sorcery in these lands. Their lore, their habits and weaknesses, equivalent to a world class education in
monster hunting. In future Jumps this knowledge updates with local variations.
Champion (-300 cp) Your attacks and defenses both are twice as effective against creatures of darkness…
which is most enemies here.
Lucky (-300 cp) Some people just seem beloved by the gods, or karma, fate, whatever you want to call it.
It’s not that you always succeed at everything or will find fortunes lying on the ground, but you pull off the
impossible with a regularity that will have your enemies tearing out their hair, to say nothing of all those
times nobody could have possibly survived that.
Tactician (-300 cp) Your mastery of small unit and group tactics would have made you a wonder of the
battlefield, almost a shame there’s no war on. You know when to flank and when to dig in, how to set a
trap or ambush, make the most of the available terrain and weather.
Visions (-300 cp) You regularly have visions of impending disasters, enemies before they threaten you and
so on. These never come at an inconvenient time.
Chosen Fate (-400 cp) Some say you die as a man or eventually become a monster. Some say all the
Accursed are damned. But they don’t get a say in your fate, only you do. Once a month, you can move your
Fate tracker one step in either direction, even if committed. Your fate cannot be read or dictated by outside
forces, including in future Jumps.
Alchemy (-400 cp) A science that doesn’t quite color inside the lines, alchemists can treat materials in a
variety of ways, like making wood as tough and strong as iron. Or moonsilver, a distilled essence twice as
potent as the regular thing. You can brew a vast array of potions capable of astonishing feats, from
matching a vampire’s strength to liquefying stone. With the right combination of acid baths, salts and
some time to work, you can transmute up to five pounds of matter into any other substance. Besides
duplicating a vast array of spell effects. However, each potion requires at least one exotic and hard to
obtain ingredient.
Witchcraft (-400 cp) A dangerous power, often held to lead inevitably to damnation. Still, White
Witches exist who try to use their powers for good. This won’t make you a match for the true Witches by
any means. While there are countless magical traditions in the world, practical witchcraft is a mix of
invocation, sympathy, and sigil magic. The first involves a short poetic incantation to call upon the spirits
or the elements to perform a task, usually how you get your basic combat spells, attack and shielding done.
Sympathy involves voodoo dolls and the like, using a bit of a thing to simulate and control the whole or a
similar thing, like using a bearclaw to gift a man with bear’s strength. Sigil magic is usually ritualistic,
creating elaborate circles of runes or symbols meaningful to the caster, you can create very strong and
long-lasting effects, the most obvious example being the Witchmarks that turn men and women into
monsters.
Beware, each time you use Witchcraft there is a small but non-negligible chance of drawing the attention
of evil spirits, or even one of the Witches.
WITCHLINE EDGES
Dark Charm (-100 cp, free Dhampir) The Witchmark transforms a subject both physically and mentally. In
the case of the Dhampir, their form becomes that of an idealized person - as seen by Sanguinia, anyways.
You have a haunting and ethereal beauty, the better to draw victims in.
Graceful (-100 cp, free Dhampir) A Dhampir has excellent balance and far more fine control than a mere
human.
Keen Senses (-100 cp, free Dhampir) Meant to be the Blood Witch’s eyes and ears, the Dhampir have
superhuman senses and are very difficult to sneak up on.
Low Light Vision (-100 cp. Free Dhampir) Creatures of the night, Dhampir are quite capable of operating
on the smallest glimmer of starlight or a candle.
Blood Fury (-200 cp, discount Dhampir) Some Dhampir learn to master one of the more annoying
attributes of a full vampire. Once per day, after drinking at least a mouthful of blood, you can boost one of
the Savage Worlds stats (Smarts, Vigor, Strength, Agility and Spirit) roughly doubling the effect. This boost
is negated upon the next sunrise or sunset.
Call the Blood (-200 cp, discount Dhampir) Sanguinia is the Witch who manipulates emotions, something
vampires realize in hypnotism. You can sway the emotions of those around you. Not enough to make a
mortal enemy your best friend, but you can charm anyone who is inclined or at worst neutral towards you,
make hostile people just neutral and influence moods. Too heavy a hand is likely to make people suspicious,
so this is best used with subtlety and discretion.
Call to the Wild (-200 cp, discount Dhampir) Pick a type of animal, such as rats, bats, insects, wolves, or
such. Once a day, you can summon a few animals (or a few swarms in the case of insects) to aid you. They
will assist only until the next sunrise/sunset and will flee if injured. This can be taken multiple times for
multiple animal types.
Graceful Leap (-200 cp, discount Dhampir) You can draw on your Mark for extreme grace, jumping up to
twice as high and four times as long. You are never injured by falling.
Constructed (-100 cp, free Golem) You have an artificial body which has issues, you cannot heal normally.
On the other hand, you are immune to disease and poison and your “vital” organs are largely optional.
Hulking (-100 cp, free Golem) Between their large size and reinforcement, Golems are incredibly tough, as
are you.
Expand the Senses (-200 cp, discount Golem) You can project your consciousness for up to a few hours to
inhabit (but not animate or control) an object of the same substance, acting as an observer. This could be a
doll, a bale of hay, even an animal for flesh golems. Again, you can only observe, and if your motionless body
is harmed or destroyed while your spirit is gone, that’s a big problem.
Disembodiment (-200 cp, discount Golem) Your limbs and body parts remain in your awareness and
control, even if separated.
Thunderclap (-200 cp, discount Golem) A mysterious, lightning charged fluid is used to animate the bodies
of Golems. Some can retain an awareness and control over this, at least enough to add a hefty jolt as a touch
attack.
True to Its Origin (-200 cp, discount Golem) You have learned to make the most of your unfortunate
origin. Whether a man of stone, meat, bone, clay or straw, you can regenerate yourself by absorbing your
base material.
Animal Components (-100 cp, 3 free for Mongrels) You have had one or more animal parts grafted on or
replacing one of your own by the Chimera. Choose a suitable benefit, like enhanced strength from a bear or
gorilla arm, the ability to inflict injury with fangs, claws or horns, an enhanced sense, armored carapace, gills
or so on.
Bear the Pain (-200 cp, discount Mongrel) Those who live with the Mongrel Witchmark for an extended
period can become numb to any lesser pain, pushing themselves through injury and exhaustion.
Bestial Connection (-200 cp, discount Mongrel) There is a minor supernatural connection between a
Mongrel and the animals making up their enhancements. You can exploit this connection to summon an
example of these animals to help you in a crisis, provided one is within five miles or so.
Hybrid Survival (-200 cp, discount Mongrel) Some Mongrels learn to tap the instincts of the animal used
for their enhancements. Those who can find it much easier to get by in the wilderness, you know how to
survive in any environment a component species is native to.
From the Tomb (-100 cp, free Mummy) The mind-body connection for mummies is imperfect, creating a
great resilience, while their unliving organs are resistant to damage and not susceptible to disease or poison,
just as with the Golems.
Sarcophagus Shell (-100 cp, free Mummy) A Mummy must sleep in their sarcophagus, and many are thus
bound closely to their tombs, but you have fashioned yours into stone armor and a death-mask, letting you
roam at will and providing the usual benefits of thick metal or stone armor.
Multipurpose Sarcophagus (-200 cp, discount Mummy) Your Sarcophagus has an alternate mode it can be
shifted into. Perhaps a small boat or cart, a complex wheel-and-bully system, a rugged lever or drilling
machine. This can be taken multiple times.
Royal Tradition (-200 cp, discount Mummy) Your fancy articulated and lavishly decorated sarcophagus
makes you seem - still inhuman, but more regal than terrifying, and people react to you accordingly.
Disjointed (-100 cp, free Ophidian) With their flexible and loose joins, Ophidians can slip their bodies into
any space large enough to fit their skull.
Serpent Senses (-100 cp, free Ophidian) Ophidian tongues are always flickering out, tasting the air, making it
easy to track by scent and accordingly hard to surprise.
Serpent Strike (-100 cp, free Ophidian) Ophidians always strike first, even when attacked from behind. This
applies only to melee combat, however.
Venomous Bite (-100 cp, free Ophidian) Ophidians have a paralyzing venom which lasts two hours.
Constrictor (-200 cp, discount Ophidian) Utilizing some memory of the serpentine form, or a quirk of your
transformation, you can wrap around and crush a single person.
Deadly Venom (-200 cp, discount Ophidian) You can at will change your paralyzing venom into a highly
lethal version.
Speed of the Serpent (-200 cp, discount Ophidian) You strike like the ideal cobra, blindingly fast, and run
just as swiftly.
Whiptail (-200 cp, discount Ophidian) Many Ophidians have tails, but not all. Some no longer have legs.
Whatever the details, you have a long, fully prehensile and powerful tail.
Dead Already (-100 cp, free Revenant) A Revenant may or may not have been particularly religious before,
but having died once already they have little fear of death or physical danger.
Power of the Crypt (-100 cp, free Revenant) A Revenant combines the resilience of the cauldronborn with
the will to spit in the faces of eldritch horror while enduring unimaginable torment. Your toughness is
legendary.
Undead (-100 cp, free Revenant) Like a Golem, or a Mummy, Revenants aren’t really susceptible to
heart-shots or poison or disease. As long as they remain reasonably intact, they will survive. Er… in a manner
of speaking, that is.
Beyond the Flesh (-200 cp, discount Revenant) A proper Revenant wouldn’t blink at dislocating a joint to
escape a tight spot. Or hacking off a limb for that matter. Your ability and willingness to hurt yourself makes
you a peerless contortionist, escape artist and even leads to some unusual fighting moves. As long as you aren’t
actually delimbing yourself, these all quickly heal with no lasting consequences.
Boundless Perseverance (-200 cp, discount Revenant) Your dedication to your goal allows you to endure all
manner of wretched conditions and acts, and power through with injuries that should incapacitate you.
No Need For Light (-200 cp, discount Revenant) Some Revenants can sense their surroundings without
sight, exactly, and are unbothered by darkness, smoke, fog, polluted water, glare and other things that make
seeing difficult. So is it with you.
Strength of the Grave (-200 cp, discount Revenant) Many Revenants are far stronger than their skeletal
frames suggest. You have the strength of five men, and can take this multiple times to keep adding five men’s
strength to the total.
Fear (-100 cp, free Shade) You can manifest an aura of overwhelming terror that will cause the vast majority of
people to flee in a panic. Experienced soldiers and witch hunters, and those of similar will can resist.
Out of Phase (-100 cp, free Shade) You are not entirely present in the world. You leave no tracks, your weight
is halved, you are far more resistant to environmental effects like pressure and temperature, and gain bonuses
to dodging and stealth.
Phasing (-100 cp, free Shade) The big ticket one, you can turn intangible for as long as you like. You can
surprise enemies by bursting from the ground, but must become fully corporeal to attack. While phased you are
still vulnerable to magical attack and any weaknesses you possess.
Spectral Camouflage (-200 cp, discount Shade) In dim light you can summon shadows to mask you, making
any guess where to aim speculative at best. This effect is broken by any significant improvement in lighting
conditions, of your moving any faster than a brisk walking pace.
Spectral Chill of the Grave (-200 cp, discount Shade) You can manifest a powerful chill as a field that freezes
and harms all within, save you. This requires intense focus on your Witchmark and cannot be maintained for
more than a few seconds.
Spectral Constitution (-200 cp, discount Shade) You are even less connected to the world, taking half damage
from environmental effects. You also gain some damage reduction on physical attacks by reflexively phasing at
the moment of impact.
Spectral Flight (-200 cp, discount Shade) More and more out of phase, you are no longer tethered to the Earth
but can float freely about as fast as you can run, though changing altitude happens slower.
Bestial Form (-100 cp, free Vargr) Vargr can change at will into a hulking wolfen form, in which their physical
strength and resilience are doubled. This is easily accomplished in daily life, but in stressful situations like
combat may take a few seconds.
Lupine Senses (-100 cp, free Vargr) Vargr have a fine sense of smell, rendering sight of lesser importance and
letting them track their prey over great distances.
Natural Weapons (-100 cp, free Vargr) In bestial form, your fangs and claws can shred armor and deal
immense damage.
Rapid Recovery (-200 cp, discount Vargr) All Vargr are bonded to a bestial spirit of pure rage, but this can be
focused and harnessed in some unusual ways. If you take a minute or two to focus on nothing else, your wounds
seal up with visible speed and you’re back in the hunt. This doesn’t work on wounds inflicted with any
weakness of yours.
Strength of the Motherland (-200 cp, discount Vargr) The Steppengrad Grikgni are deeply attached to their
home, no less so the Vargr. This manifests in an unusual way: when transformed your strength and vigor are
not doubled, but tripled.
The Wilding (-200 cp, discount Vargr) The berserker battlelust of the Vargr is particularly strong in you. You
enter a sort of trance where you move with lightning speed and heedless of wounds, but still mostly rational.
GEAR
Have +400 cp just for this section. At each price tier you may discount two items. Discounted 50 and 100 cp Items are free.
Clothes (free) On the one hand there’s a wide variety of cultures and traditional clothes in Morden, on the
other hand most people are a lot more suspicious of outsiders these days. Just in case, have some local clothes
that will fit in nicely. Don’t say we never gave you anything.
Greatcoat (free) Armored lightly, comfortable in the rain or snow, with big pockets. A favorite of hunters
and travelers.
Familiar (variable) You have an animal friend! One who will never ditch you or (permanently) die. For free
this can be something small, a rat, a bat or a cat. 50 cp will buy you a serpent, a wolf or a clever raven. 100 cp
for a bear or an eagle. For 200 cp, any Bane. With time, you may learn to speak with your familiar.
Canteen (-50 cp) Half a gallon of water, replenished each sunrise and sunset.
Grapnel Launcher (-50 cp) This gun fires a hook attached to a cord, which it can rapidly
retract, allowing you to rapidly ascend or catch yourself should you fall.
Lantern (-50 cp) An otherwise mundane lantern that never breaks or runs out of oil.
Leather Armor (-50 cp) A trusty friend, whether rugged and practical leather clothing
with some stiffer bits, a heavy coat, or an outlandish costume.
Melee Weapon (-50 cp) From a sturdy truncheon to a cavalry saber, brass knuckles to a sledgehammer or
the refined sword-cane, you can seldom go wrong with a trusty weapon. You can always pull yours out when
it's needed.
Oil (-50 cp) A flask containing a pint of highly flammable oil. Replenished each sunrise and sunset.
Rations (-50 cp) A bag of jerky and trail-mix. Not the most delicious, but it will keep you alive and refills
each sunrise and sunset.
Rope (-50 cp) Twenty yards of quality rope, able to lift six hundred pounds easy. Always available when
needed, as is a block and tackle.
Signet Ring (-50 cp) A ring marking you as the member of a noble house, or a person of great importance.
May come with actual obligations, or not. If nothing else, such a ring is great for forging deals from
important people or bluffing your way past guards.
Soap (-50 cp) A wonder of the modern world, able to scrub off the stubbornest stains. Yes, it’s a bar of soap
that is replaced whenever used up or lost and yes, sooner or later you’ll be glad you took it.
St. Vitus Medallion (-50 cp) The patron saint of forgiveness, this gold medallion marks you as a Penitent,
entitled to ask any Enocian church for shelter, sanctuary and food, no matter how monstrous in form.
Works on other religious groups in future Jumps.
Toolkit (-50 cp) A generic toolkit containing everything needed to fix a steam boiler, patch a balloon, or
perform carpentry, or whatever else you might need to do.
Wooden Stake (-50 cp) A sharp piece of wood, in many cases a nearly useless weapon.
Against a few specific foes? Priceless. Just fish in your pockets and you will always find
one.
Alchemical Reagents (-100 cp) Whatever exotic ingredients you might need to whip up rare potions, from
powdered vampire fangs to a basilisk gizzard, even a little hair of the dog that bit you.
Chainmail Vest (-100 cp) Anachronistic, some might say, but a fine thing to have
between your vitals and a were’s claws.
Crossbow (-100 cp) A helpful means of ranged attack. Reloading can be a hassle, but not as much as a
firearm.
Electric Fluid (-200 cp) A replenishing (each sunrise/sunset) fifty gallon drum of this wondrous new
substance, key to making flesh golems and otherwise a lot of charred corpses. This unstable concoction
functionally is a lightning bolt in liquid form and is very dangerous, not least because it tends to arc out at
nearby subjects. But what a power source if you can harness it!
Firearm (-200 cp) A blackpowder weapon. Could be a fowling piece (early shotgun) or the new Model IV
breech-loading rifles, a pepperbox, cavalry swivel pistol or even the dreaded Nykoryuk Gun, which has seven
short, large-caliber musket barrels that all fire together.
Ship (-200 cp) A swift ship, room for fifty still small enough for rivers and shoals but weatherly enough to
handle a storm on the Discord Sea.
Spirit Lamp (-200 cp) A lantern with alchemically-treated glass, this makes an unfortunately bruise-colored
light, but does reveal all illusions and magical stealth.
Artillery (-300 cp) A volley gun or a cannon, just the thing for doing a lot of damage, if only you can lure
monsters into position.
Balloon (-300 cp) A newfangled flying contraption. Little more than a toy for the idle rich. This one has a
propeller and a boat-shaped gondola, and is theoretically not just at the mercy of the wind.
Castle (-300 cp) A secure base of operations, many an old and abandoned fortress dots the landscape of
Morden. Yours is hidden, with stout walls, good stores and a well. It also contains arms and armor for a
thousand men, which update in future Jumps to match the local tech level.
Necromancer’s Staff (-300 cp) A tool of dread witchcraft, albeit less potent than the Morrigan’s Black
Cauldron. Simply tap a corpse and focus to raise it as your undead minion. You can also once a day unleash
the bound spirits within as a formidable attack.
PARTY
Cath Sarder (-50 cp) A Revenant of
Cairn Kainen, and a masterful hunter. Utterly
driven by his vow of vengeance on the
Morrigan, he can scarcely bear a day or two of
inactivity. It is said his blackbriar rifle never
misses, that he can track any quarry and
naturally, anyone wishing to slip through the
moors and fens unseen would be wise to ask his
aid. Is socially aloof, but terribly lonely inside.
Schander Horatio (-50 cp) A Mongrel who embraced his curse, a centauroid with his eyes on long stalks.
Schander is a cheerful savage, always willing to help anyone who is against the Witches, but brutal and
merciless in his tactics and towards any ‘collaborators’ who live quietly under their twisted regime. He
runs a mobile training camp, Pelion, for those who resist the Witches.
Old Friends (-100 cp) Bring in any number of friends with 700 cp of their own to spend. Companions
get a free Witchline and associated discounts, and the +400 for Gear, but cannot take drawbacks for
further points.
Other (-100 cp) Feel free to recruit anyone else you might encounter and wish to bring along.
HINDRANCES
Obligatory Hindrances grant no points if required by your Witchline, but can be mitigated by your Fate.
So Long and Thanks for All the Nightmares! (+0 cp) Instead of a standard decade, you can duck out after
completing the canon campaign, killing or imprisoning Hecate and preventing or aiding in the restoration of
the Djin.
A World to Explore (+50 cp, incompatible with So Long) There is much to be seen and done here. You can
stay an extra five years. This may be purchased up to six times.
Blood Hunger (+100 cp, obligatory Dhampir) You are drawn to blood, you crave to taste it. Do it often
enough, and it will become a true addiction.
Cautious (+100 cp) It is said only the careful survive Morden these days, but you take it to an unhealthy
extreme, taking your time whenever possible, triple-checking everything and generally avoiding risk wherever
and whenever possible.
Clueless (+100 cp) You forfeit any knowledge from the Common Knowledge Edge, your memories of this
document are erased and you know about as much about the world and your situation as anyone dropped off
randomly in the world would.
Cold-Blooded (+100 cp, obligatory Ophidian) You do not handle the cold well, at all, The average crisp autumn
evening has you entering a torpor.
Illiterate (+100 cp) Normally you could be assumed to have learned to read the local language. No longer. If
you want to read, you’re gonna have to learn how.
Insatiable Hunger (+100 cp, obligatory Vargr) You’re eating for two you know. Well, maybe not literally, but
your caloric requirements have nearly tripled so you’ll be wanting to pack extra rations.
Loyal (+100 cp) You despise the thought of betraying, or even disappointing your close companions.
Quirk (+100 cp) You have a minor, but persistent oddity that can be used to identify you and annoys others.
Restless Dead (+100 cp, obligatory Revenant) You easily get impatient when not advancing your goals, making
you a lot more likely to snap at dear friends.
Screamer (+100 cp) No matter how much you try to fight it, when scared or startled you let out an
ear-splitting scream. Besides being very annoying for your companions, it can alert any nearby monsters.
Stubborn (+100 cp, incompatible with Weak-Willed) You always want to get your way, hate to compromise
and will make your displeasure in such instances well known. At length.
Tongue-Tied (+100 cp) You flub your lines, stutter sometimes, get lost in tangents and make other errors of
speech. This can make it harder for some people to take you seriously, certainly in an interrogation scenario.
Unnatural Aura (+100 cp, obligatory Shade) Animals can sense your approach, that of something dangerous
and unknown to the natural world. They will not willingly approach you and if forced will become panicked
and flee. Hope you weren’t planning on ever riding a horse or taking a coach.
Big Mouth (+200 cp) You can’t keep a secret to save your life, and keep finding yourself owing favors or
getting drunk, behaviors that further loosen your wagging tongue.
Caustic (+200 cp, obligatory Ophidian) There is an acid or disease eating you from the inside, causing some
pain, but mostly weakness.
Deliberate (+200 cp, obligatory Golem) Your speed is halved, you can train to increase it, but it will take twice
as much time and effort as it otherwise would - training boosters do not apply to this.
Hideous Visage (+200 cp, obligatory Mummy, Revenant) You’ve gone straight past ugly and into openly
monstrous, like a rotting corpse. Expect a lot of screaming and mobs armed with improvised weaponry.
Inveterate Pawn (+200 cp, obligatory Mummy) Your Spirit, your will and magic, has been halved. You
can increase it, but it will take twice as much time and effort as it otherwise would - training boosters do
not apply to this.
Limited Presence (+200 cp, obligatory Shade) Maybe you’re a little bit ghostly, or maybe you didn’t play
outside enough as a child. Either way, your strength is halved. You can train it back up to where it was, but
it will take twice as much time and effort as it otherwise would - training boosters do not apply to this.
Overriding Goal (+200 cp, obligatory Revenant) You have gone a little past obsession. You have a goal that
spurs you on at all times, that will not let you rest. It all but physically hurts when you turn away from your
mission or waste time on something else.
Weak-Willed (+200 cp, incompatible with Stubborn) You’re a follower, not a leader. You lack the tenacity to
make major decisions on your initiative and are more likely to fall under another’s sway.
Weakness (+200 cp, obligatory Dhampir, Shade, Golem, Revenant, Vargr) You have a weakness, a common
substance (wood, fire, salt, silver) that is highly uncomfortable or outright painful to touch, inflicts extra
damage and tends to negate any defenses or regeneration.
Obligatory, Dhampirs are weak to wood, Vargr to silver, Revenants to cold iron, Salt for Shades who cannot
cross a salt line, and Golems must take either fire (if flesh or straw, etc.) or blunt force (if any other material like
clay.)
Witchline Enemy (+200 cp, obligatory Dhampir, Ophidian & Revenant) Your entire Witchline, or an entire
Witchline, is against you. This means all the Banes created by a particular Witch. Not just loyal Witchmarked,
but Banes. So if the Gorgon is against you so will be Ophidians, Hydras, Basilisks, serpents, etc. They will target
you in preference to any other enemies whenever they encounter you. This can be taken multiple times. This
Hindrance is obligatory for Dhampirs, Ophidians and Revenants, as the Witches creating them are particularly
afraid of traitors.
Enemy (+200/300 cp) You have a powerful recurring nemesis, such as an officer or a nobleman or a skilled
monster. No matter what, you cannot seem to permanently kill or imprison or be rid of them for at least five
years. For an extra hundred cp, this foe is a real monster of the setting like the vampire knight Sir Azrael, the
undead Horned King, or Jack O’Harvest.
Habit (+200/300 cp) You have an extremely annoying personal tic, like whistling loudly and off-key, or
badgering everyone with deeply personal questions, which is sure to get on your companions’ last nerve. For
an extra hundred cp, your habit is upgraded to substance abuse. Whether liquor, tobacco, snuff powder, you
cannot function effectively without it, and will go into withdrawal.
Phobia (+200/300 cp) You are afraid of something. Darkness, heights, drowning, the undead, Morden holds
countless terrors to be afraid of. Whenever you encounter the source of your dread you must struggle not to
panic. This may be taken multiple times. For an extra hundred cp, there is no struggle, only panic.
Wanted (+200/300 cp) You are a fugitive in one of the large kingdoms, with a significant price on your head
and some dedicated pursuers. For an extra hundred cp, you are wanted across the length and breadth of
Morden, with a bounty that could make the fortune of whomever captures or kills you.
Heroic (+300 cp) You just can’t turn your back on people in need. Your constant need to get involved in other
people’s problems will cause you no shortage of headaches.
Overconfident (+300 cp) You know you can take the Witches and free Morden. You can do anything, and
you don’t need any help.
Unwitting Tool (+300 cp) You have an enemy, likely your worst here, who can share in your senses to see
and hear all you do without your notice. Likely this is the Witch that made you or a skilled lieutenant of hers.
You will forget this drawback.
Bane War Veteran (+400 cp) You start during the Bane War, the forty year conflict that shaped Morden into
what it is today, when the Witches were unified and twice as numerous with entire legions of Accursed and
Banes at their disposal. Best of luck, Jumper, you’ll need it.
Without Advantage (+400 cp) Your powers, perks and gear from previous Jumps are unavailable to you, as
is the shelter of your Warehouse.
Black Magic Woman (+400 cp) You have attracted the immense, personal dislike of a Witch who has made
your destruction her first and foremost priority. This can be taken up to six times, if you think you can handle
it. If you should be feeling rather suicidal and take this with Bane War Veteran the cap is raised to thirteen
times.
END
Your time is up. You collect the Saint perk that gives you all the strengths of the Accursed with none of the drawbacks.
Your hindrances all fall away and in your own right mind you are presented a final choice.
Stay Here - It can be a miserable world, in need of a champion. And well, you’ve put
an awful lot of work into it already…
Move On - New horizons and new adventures beckon. Choose yourself a new Jump.
Original game for the Savage Worlds RPG setting. All rights, etc. to them. This is an unauthorized fan game by
Aehriman. If you’re intrigued by anything you see here, please support the official release.