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CREDITS

CONTAGION DEVELOPED BY:


Travis Legge
SAVAGE EDITION WRITTEN BY:
Travis Legge, Kyle Hoskins, Sarah Scharnweber, Tim Stotz, Thomas L. Vaultonburg,
Adam Williams
EDITED BY:
Travis Legge
ARCHIVAL MATERIAL BY
Michael Diamond, Lewis L. Harris II, CJ Hurtt, Jake Manning, Darius McCaskey, Dean
Petty, Jason ssg, Paul Stanek, Cathleen Stark
ART DIRECTION BY:
Travis Legge
COVER ILLUSTRATION BY:
Jack Badashski
LAYOUT & TYPESETTING BY:
Travis Legge and Joe Whiteaker
INTERIOR ART BY:
Jason Huntress, Travis Legge, Alex Rodriguez and Tim Stotz
Some artwork courtesy Art Fantasies.
Some artwork copyright by Jeff Preston - http://team-preston.com
Some artwork by Michael Koal and the team of Sphere Productions, used with
permission.
Some artwork copyright Octavirate Entertainment, used with permission.
Some artwork copyright Christopher Smith, used with permission.
Some artwork copyright Weyns Peter, used with permission.
Some artwork copyright Sade, used with permission.
Some artwork courtesy Christof Grobelski, in the public domain via SIne Nomine
Publishing
Some artwork copyright Gary Dupuis, used with permission.
Some artwork courtesy Ian MacLean
Some artwork courtesy JSDiamond
Some artwork by Pandora Fox
Some artwork by Jack Badashski
Some artwork by Rck Hershey, Empty Room Studios

Contagion Savage Edition Copyright© 2016 Aegis Studios. All Rights Reserved.

II
THANK YOU
Sarah, Saylor, and Amethyst. You are the brightest, most beautiful and most
wonderful women in the world. This is for you! THANK YOU!

Savage Worlds License Info


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.

DISCLAIMER
This book contains rules, setting material and fiction that use the occult, the
supernatural, horror, urban fantasy, violence, magic, angels, demons, religion and
various potentially offensive subjects and elements in order to tell make-believe
stories. This is NOT an endorsement of any of these themes.

It is only a game.
Nothing in here is real.
If you cannot handle that:
Don’t play.
Don’t read.
Get help.

Everyone else: enjoy!

III
The morning sun crept over the horizon, spilling sunlight across the surface of the lake.
From the boat landing, it looked as if the trees were parted deliberately to frame the rising
sun. Autumn had set in and the leaves were at their brightest hues. The air was cool but
comfortable and the sunlight promised impending warmth.

A woman sat on the boat landing, dipping her bare toes into the cool water below.
She noticed the water licking at the hem of her cream colored dress, but didn’t mind the
dampness. She held herself in a comforting hug that she knew she needed but had too
much pride to ask for. Wisps of her long blond hair blew into her face in the gentle breeze,
providing the only momentary obstruction to between her ocean blue eyes and the sun,
which held her gazed fixed.

“I hear that’s bad for your eyes.”

The interruption, though sudden, was not unexpected. If the woman was startled, she
showed no outward sign.

“Vicious truth, spread by my enemies,” the woman replied as she brushed her hair out
of her face and looked down at the water. In the surface reflection, she could see her
companion, standing on the edge of the dock, looking at her with smirk that utterly failed
to hide the sadness in his deep brown eyes.

The man sat next to her and began removing his worn tennis shoes. Countless miles ago
they were expensive, far more symbolic of social status than athletic utility. Now, like their
owner, they were showing the wear of their travels. Rolling up his pant legs into cuffs, the
man dipped his toes in the lake.

“How was your trip?”

“Informative,” the man replied, with a chuckle. He was unaccustomed to having to go


anywhere to seek information, and the novelty of a space in reality that was beyond his
perception had not yet worn off. “There are still some parties that disagree with your plan.”

“Any that you think are in a position to stop us?”

“No,” the man replied. “The rules you’ve set on the escape have aggravated more than a
few of the imprisoned gods, but most will fall in line, at least until you’ve given them their
freedom.”

“I’m not giving them anything,” the woman said, looking her companion in the eye.
“The key to that cage isn’t mine to give.”

The man chuckled. “Right. Free will and all that.”

The pair sat in silence as the sun crept over the horizon. After several minutes, the man
spoke.

“You sure you want to go through with this?”

5
The woman nodded. “It’s the only move that makes sense. We can’t just sit this out. We owe
them more than that.”

“Who,” the man shot back. “Who do we owe? The gods? The humans? When did the
entire cosmos become our responsibility?”

The woman smiled as she reflected on her answer. “Hasn’t it always been?”

The woman rose to her feet and offered her hands to help the man to his feet.

“I think so,” the man said, taking the woman’s hands and standing. “My memory isn’t
what it used to be.”

“None of ours are,” the woman said. “Which is another reason we can’t back down. We
need our memories back. Untainted. We need to be able to plan our next steps with our
full faculties instead of stumbling around in the dark. Once Ganesha is free, he’ll be able to
make that happen.”

The man wrung his hands, nervously. “You sure he can do that?”

The woman grinned ear to ear, letting an adorable little chuckle escape. “You’re not?
Come on, Ornias.”

The woman pinched her companion on his cheek as he scowled. “Have a little faith,” she
added.

The woman turned from the sunrise and began walking up to the cabin next to the
lake. The numerous signs, sigils and wards spray painted on the exterior glimmered in
the morning sun. The man watched her walk away, only calling out once she reached the
shore.

“Lucifer?”

The woman stopped, pivoting to look back at her companion. He continued to speak.
“You really believe this is the right thing to do?”

The woman laughed. “Right? I don’t know. Given my track record, that’s probably a good
sign though, wouldn’t you say?”

Ornias stood on the dock and watched as Lucifer Morningstar, First of the Fallen,
renunciate of Heaven and Hell, bounced cheerfully into their hideout to put the final
touches on planning a celestial jailbreak.

6
“Even if there is only one possible materials is highly recommended, though not
entirely necessary for play.
unified theory, it is just a set
of rules and equations. What Permutations
is it that breathes fire into the
This section covers any alterations
equations and makes a universe and permutations to the basic rules
for them to describe?” presented in Savage Worlds, when playing
Contagion Savage Edition. These rules are
-Stephen Hawking, “A Brief highly suggested for use with Contagion
History of Time” Savage Edition, but may be included or
excluded at the Gamemaster’s discretion.
Many Gamemasters will wish to limit their
Basic Rules campaign to only one or two of the following
setting rules, which is fine. Feel free to use
Contagion Savage Edition is a role- whatever works best for your story, make
playing game. Like any game there are rules up new rules as you need, and discard what
of play, which players and Gamemasters will you do not like. Just be consistent and fair,
use to determine the outcome of various communicate clearly to the players which
conflicts. Many situations within a role- setting rules and permutations are in play,
playing game are handled through character and most importantly: have fun!
interaction and role-play. A player declares
the actions he would like to take, or speaks Backlash (Savage Worlds Horror Companion)
the dialogue his character would say, and the The possibility of magic leading to madness
other players or the Gamemaster respond is a staple of horror and fantasy storytelling.
by describing the actions or relaying the For campaigns or characters utilizing the
dialogue of characters or NPCs. In many Sanity system (see below) the Backlash
dramatic situations, the rules of the game are rules presented in the Savage Worlds Horror
not necessary as conflict, drama and story are Companion are wholly appropriate.
resolved through interaction. When simple Furthermore, magic is nothing if not chaotic.
narration will not resolve an issue, or when GMs are encouraged to come up with
there is a chance that the characters may fail their own home-brewed consequences for
their attempted actions, the rules come into Backlash. Be just and fair, but do not be afraid
play. Players make tests as directed within to be a little unpredictable. When a character
the rules to determine the outcome of such uses magic, they are twisting the universe to
attempted actions. suit their whims. The universe may well come
to resent that and react accordingly.
The Contagion Savage Edition role-
playing game utilizes the basic mechanics
presented in Savage Worlds. This book
Blood & Guts
The world of Contagion Savage Edition is
assumes the players and Gamemaster has
violent and brutal. The Blood & Guts setting
a copy of those rules and builds upon the
rule, as presented in Savage Worlds applies.
concepts presented therein. Contagion
Furthermore, when facing off with the
Savage Edition also draws heavily on
supernatural, characters can further improve
concepts presented in the Savage Worlds
damage through the use of Contagion Points
Fantasy Companion and the Savage Worlds
as detailed in Chapter 2: Character Creation.
Horror Companion and the use of those

7
Chronological Phenomena (Savage Worlds Fanatics
Horror Companion) Though most characters in Contagion
There are a few instances of Chronological Savage Edition should be unique individuals
Phenomena in the Contagion Savage Worlds with complex motivations, there is certainly
metaplot, and this Setting Rule is totally no shortage of broken souls willing to
appropriate for inclusion. Furthermore, succumb to total fanaticism when faced with
Gamemasters may wish to offer their own the supernatural. Some supernatural beings
little tweaks such as including new dates, have no fanatical followers while others have
such as solstices, equinoxes, or the holy days a cult of supporters who are all too happy to
of various religions in the list of options for die for the cause. Feel free to grant Fanatics,
Chronological Phenomena. Other potential as presented in Savage Worlds, to Wild Card
permutations of this Setting Rule would be to antagonists as you see fit.
grant penalties on certain days (as opposed
to the standard bonuses that accompany Gritty Damage
this Setting Rule), restrict the effects of In the world of Contagion Savage Edition,
the Chronological Phenomena to certain violence is brutal and getting hurt sucks. As a
races, or manipulate the Power Point costs result, games set in this world use the Gritty
of certain Arcane Backgrounds at certain Damage Setting Rule as presented in Savage
times up or down. This will lead to additional Worlds.
bookkeeping on the part of the Gamemaster,
but can also add a very cool arcane feel to the Special Circumstances
campaign. The world of Contagion Savage Edition is
vast and complex. As a result, some Setting
Critical Failure Rules only apply in certain circumstances or
The world presented in Contagion Savage for certain characters. The following Setting
Edition is a dark place. As a result, Contagion Rules are totally optional, but can add some
Savage Edition uses the Critical Failure extra fun flavor to your Contagion Savage
Setting Rule as presented in Savage Worlds. Edition campaign.
Furthermore, expenditures of Contagion
Points cannot prevent the effects of a Critical Sanity (Savage Worlds Horror Companion)
Failure, though they can sometimes be used The Sanity system introduced in the Savage
to help the character cope with the aftermath. Worlds Horror Companion is perfectly suited
for portraying the horror that one can

8
experience when facing the supernatural. Note to Gamemasters: While the
While the default system for Contagion Gamemaster is the final arbiter of all rules,
Savage Edition does not take Sanity into and essentially the referee of the game, this is
account, some Gamemasters may wish to a position that comes with a certain amount
incorporate the Sanity rules, especially for of responsibility. Ensure that you are always
human characters. treating your players fairly and refrain from
altering the rules without a story-based
Uneven Playing Field reason. Make sure your players feel that they
The world of Contagion Savage Edition is not are being treated respectfully and fairly,
always a fair or just place. As a result, the rules otherwise you will very quickly find yourself
work differently for certain races, creatures, without any players. Don’t be a bully.
Hellspawn or environments. This Setting Rule
permits such creatures to have access to the
benefits and hindrances of some Setting
Rules that do not apply to other creatures.
Such instances are listed in the race, creature,
Hellspawn or environment’s description.

9
Joe Sinquah hadn’t been back to the reservation since he was seventeen. His
mother had insisted on dying during childbirth, his father had insisted on living in the
bottom of a bottle and his grandfather had insisted he learn the ways of shamanism,
preserving the connection between his people and their totem. Joe insisted that life would
be much better out East and as soon as he was able, he hitchhiked to New Jersey where
he got a job as a barback and worked his way through community college. His degree in
business management had done him little good, and a decade later; he was still a barback,
though he’d gotten himself a few bartending shifts.

Every couple of years he would get a phone call from his grandfather, begging him
to come home. He would always say he’d think about it and he would always be lying. It
had been about eighteen months since he had last heard from his grandfather, when he
was awakened on an especially chilly January morning by a five am phone call from his
father.

“Son, you’ve got to come home.”

“Dad, it’s the middle of the night and you’re drunk.”

“Joe, it’s your grandfather. He’s...he’s not well. He may not make it through the
week.”

Joe hung up the phone, got dressed and hopped a plane, his ticket bought with his
life savings, half of next month’s rent and a c-note borrowed from his girlfriend, Miranda.

When Joe arrived at the reservation, he went straight to the hospital. He ran to the
ICU where his grandfather laid in bed, covered with wires and tubes, tied to cold, sterile
machines.

As Joe reached his grandfather’s bedside, the old man opened his eyes and reached
out for his grandchild.

“Joe,” he said, his voice weak and weary. “There’s no time.”

“Don’t be silly, Grandpa,” Joe said, trying to mask his terror with a smirk. “Docs will
have you up and around in a flash.”

Joe’s grandfather reached out and grabbed Joe by the hand, pulling him close.

“The spirits are awake,” he said, tears streaming down his cheeks. “And in pain. Help
them!”

With that, the old man fell dead.

Nurses and doctors rushed into the room as Joe backed into the hallway. There
was shouting and scurrying as the hospital staff tried to save the elderly man. Joe barely
noticed the chaos, as at that moment, a hawk, perched on the window, spoke to him.

10
“Your granddad was right, Joseph,” the hawk said.

Joe’s jaw dropped open. His world transformed.

11
“Made of plastic and elastic Feel free as you are creating your
character to jump forward to the specific
He is rugged and long lasting chapters on skills, powers, etc. for more
Who could ever ever ask for more? information on those facets of your character.
Love without complications galore You can make more informed decisions about
your character with the information in those
Many shapes and weights to chose chapters.
from
Character Creation in Contagion:
I will never leave my bedroom Savage Edition follows the basic process laid
I will never cry at night again out in Savage Worlds with some additional
options as detailed below.
Wrap my arms around him and
pretend” 1. Race
-The Dresden Dolls, “Coin-
Operated Boy” Race in Contagion Savage Edition refers to a
heritage or lineage. The vast majority of the
population of the world of Contagion Savage
Character Creation Edition is simply human. No supernatural
curses or blessings pass in their blood. They
In the Contagion Savage Edition live, love, work and die, just like you or me.
role-playing game each player will create
a character. This character’s actions will However, throughout history several other
be directed by the player according to the races have come into being. Some are
rules, within the context of the story created supernatural offshoots of humanity. Others,
by the Gamemaster. Players should give celestial in nature, have mysterious and varied
careful consideration to the character they origins.
choose to play. It is important to consult your
Gamemaster before beginning the character Characters must select a Race during
creation process, as he may have house rules character creation. This will determine several
for character creation or specific ideas for the key factors about the character including
types of characters he would like to see in the access to certain Edges & Hindrances.
campaign. There are several options available
for playable characters in Contagion Savage The following Races are available to player
Edition, but not all of them would make for characters in Contagion Savage Edition. In-
a functional group of players. An obvious depth descriptions of the history, appearance
example would be if some players created and customs of each race are provided in
angels while others created demons. While Chapter 7: Races. For advanced groups
this type of character spread could make for interested in more powerful and complicated
an interesting game, many Gamemasters playable races, additional races are listed in
would find it unwieldy and difficult to bring Chapter 13: Advanced Races
together such opposed characters. The
purpose of the game is generally to have fun Dwarf
working together toward common goals, so Dwarfs are simply humans who are smaller in
it is important to craft characters that have size and stature. Through a genetic disorder
common ground. or hormonal imbalance, humans afflicted
with dwarfism typically grow to a less than

12
average height. Many dwarfs find themselves of rest or sleep. Because of the origins of
facing difficulties in daily life, as they live in a their state, elves have always feared death.
world constructed for larger humans. Though The common wisdom among elven elders is
some dwarfs succumb to low self-esteem and that their souls are damned and dying would
other psychological issues because of these mean an eternity in Hell. The arrival of the
difficulties, most are perfectly capable of Arcadians has called the beliefs of the elves
leading normal lives. into question, but has done little to assuage
Contagion Regeneration: As humans. fear. If anything elven society has veered
Racial Features toward a state of panic as the elders try to
Human: Dwarfs are simply humans with determine the truth behind the appearance
a genetic condition. As a result, dwarfs of the “death elves.”
are considered human for all purposes of Contagion Regeneration: Elves do not
game mechanics including Edge selection, sleep as humans do; therefore they lack any
Hindrance selection, racial changes, and intrinsic means of regaining Contagion points
supernatural abilities. Dwarfs are the result through rest. Elves may only regain Contagion
of genetics, not magic, and as such have no through facing their fears. Whenever an elf
inherent supernatural qualities. fails a Spirit roll made due to the Aversion to
Hindrances Death Hindrance (see below) that elf gains
Slow: Dwarves have a Pace of 5”. a Contagion Point. If the elf succeeds at the
Small Size: Dwarfs average only about 4’ Spirit roll, the elf regains all spent Contagion
tall. Their small size subtracts 1 from their Points, up to the elf’s maximum Contagion
Toughness. Dwarfs have a Size of –1, and Points. This causes elves that shut themselves
cannot take the Small Hindrance. away from the world to eventually run
entirely out of Contagion Points, whereas
Special Requirements
more adventurous members of the species
Dwarfs are born to human parents. Due to
tend to stay full of Contagion energy.
the way dwarfism is passed along genetically,
parents need not actually have dwarfism to Racial Features
have a child with dwarfism. Furthermore a Keen Senses: Elves receive a +2 to all Notice
dwarf parent will not necessarily produce a checks involving sight and hearing.
dwarf child. A dwarf can undergo all other Low Light Vision: The character’s eyes amplify
racial changes that humans may undergo. light like a cat’s, allowing him to see in the
dark. He ignores attack penalties for Dim and
Dwarfs who die may become ghosts at Dark lighting.
Gamemaster discretion. Resilient Spirit: Elves receive a +2 to all
Spirit checks made to resist mind control,
Starting Advances
enchantments or emotional manipulation via
Dwarf characters receive no Advances at
magic.
character creation. Dwarfs receive 3 points
Undying: Elves do not die of natural causes.
from their starting Hindrances, which can be
They mature at approximately age 25 and
spent on Attributes, Edges, Skills, or starting
remain in that state forever. This does not
funds as normal and in addition to any
confer immunity to disease or illness, simply
Hindrances selected by the character.
the inability to die from such conditions. If an
Starting Rank: Novice
elf contracts a terminal illness, the disease will
progress as normal until the point of death.
Elf The elf will continue suffering the effects of
The result of a curse placed by the demon, the disease until a cure can be found. The only
Lillian, elves are a race of immortals. The way for an elf to die is through damage dealt
nature of their curse denies elves any means via injury or trauma.

13
Hindrances finish his affairs from life.
Aversion to Death: Elves cannot even Contagion Regeneration: Ghosts regain
seek death to escape their horrible curse. lost Contagion Points through interaction
If an elf wishes to attempt suicide, or even with their Binding Ties (see below.) To regain
attempt an action that is likely to result in Contagion Points, the ghost must spend one
the character’s death (such as running into a hour in the presence of their Binding Tie (or
burning building, or fighting a demon) the elf for a concept, in the presence of something
must succeed at a Spirit roll (TN 4) or abort that embodies that concept) and make a
the potentially lethal action. This aspect of Spirit roll. If the save is successful, the ghost
their curse has earned elves the reputation of regains 1d6 + Binding Tie’s rank Contagion
being self involved and cowardly among the Points.
few scholars who know of their existence. This Racial Features
roll is considered a Fear check and the elf’s Arcane Background (Ghostly Powers):
Yellow Hindrance applies. Death awakens new power inside the soul
Sleepless: Elves may never sleep. No spell, of the deceased. As soon as he crosses over,
potion, or drug can cause unconsciousness he begins to sense innate powers and the
in an elf. Even a severe beating will simply knowledge of what those powers can do. A
incapacitate the creature. An Incapacitated ghost, however, is unaware of how the power
elf is fully awake and aware, simply unable to accomplishes the desired result: a ghost may
move or act. feel he can scare people, but doesn’t know
Yellow: Elves are inherently cowardly. As a that his face may melt off for a day in order to
result, all members of the elven race have the do so.
Yellow Hindrance.
Special Requirements Ghosts begin play with the Arcane
All elves are descended from the bloodlines Background (Ghostly Powers) Edge and a d6
of a single village. One must be born an elf in the Necrology skill for free. See Chapter 6:
and cannot become one later in life. Magic for details on the Arcane Background
Elves who die find their souls immediately (Ghostly Powers)
taken to Arcadia, where they become Binding Ties: Upon becoming a ghost, a
Arcadians. No other racial change is possible character must select Binding Ties. These
for elves. Binding Ties are indications of what the
Starting Advances character valued in life, and may include
Elf characters receive no Advances at specific people, objects, organizations,
character creation. Elves receive 1 point from locations, or items. Once the object of the
their starting Hindrances, which can be spent Binding Tie is selected, the ghost must then
on Attributes, Edges, Skills, or starting funds select a goal for that Binding Tie. This goal
as normal and in addition to any Hindrances should reflect what the character wishes
selected by the character. to resolve or accomplish in relation to his
Starting Rank: Novice Binding Tie. For example, a ghost who wishes
to keep his daughter safe would possess the
Binding Tie: Protect my daughter. A ghost
Ghost
wanting to locate a missing wedding ring
Living (and undead) beings are comprised
would have the Binding Tie: Find my wedding
of two components: spirit and flesh. Time
ring.
drags on, destroying the flesh, but the spirit is
eternal. Ghosts are those spirits who refused
A character may occasionally gain new
true death. Trapped in Purgatory, unable to
Binding Ties as time passes and the afterlife
pass to Heaven or Hell, the ghost strives to
shifts his priorities. This usually follows the

14
completion of a previous Binding Tie and difficult to resolve. Ghosts don’t stick around
requires the expenditure of a Contagion Point to perform simple tasks like “Make sure to
in addition to expending an Advance. The get Sunday’s paper,” or “Feed my dog.” The
Gamemaster must approve all newly acquired Gamemaster is encouraged to disallow any
Binding Ties. Binding Tie that seems too easy to resolve.
A character may never have more than three
If the character deliberately acts in a way Binding Ties at one time. Characters must
that runs counter to the goal connected to select a different object for each Binding
his Binding Tie, the Gamemaster may choose Tie, though emotions and goals toward
to strip the character of that Binding Tie, a particular Binding Tie may change with
possibly causing a loss of Contagion Points Gamemaster approval. For example “Protect
and/or ejecting the ghost from Purgatory. my loving wife” may become “Kill my lying
A ghost’s Binding Ties hold his soul in wife” if the character finds out that his wife
Purgatory. Loss of Binding Ties weakens cheated on him while he was still alive.
the ghost’s presence in Purgatory, bringing A starting ghost has a number of points to
him one step closer to his final destination. spend buying Binding Ties equal to his Spirit
As Binding Ties reflect the things a ghost die. Each point buys one rank in a Binding Tie.
felt strongest about in life, ghosts tend Binding Ties may range from rank 1-5.
to protect them fiercely. If the object of a Ethereal: Cannot be harmed by normal
ghost’s Binding Tie is destroyed before being attacks; takes normal damage from magic
resolved, that ghost must make a Spirit roll at items, weapons, and supernatural powers;
TN 8 or lose 2d6 Contagion Points as part of may pass through solid objects. Any time
his connection to Purgatory is prematurely a ghost passes through a solid object, they
severed. If a ghost loses his last remaining must make a successful Spirit roll or lose
Binding Tie in this fashion, he immediately one Contagion Point. When a ghost suffers
becomes a spirit and passes into Heaven or a wound they must make a Vigor roll or lose
Hell (based on the character’s actions and the 2d6 Contagion Points.
Gamemaster’s whims), foregoing the Spirit
roll. As ghosts cannot turn off this ability, any
situation that would disrupt a supernatural
If a Binding Tie is resolved (typically by ability (such as being in contact with an
achieving the goal associated with the antimagic field) will cause the loss of 1d6
Binding Tie), the character in question gains points of Contagion per round of contact.
2d6 Contagion Points + the Binding Tie’s rank. A ghost is instinctively aware when he is
It should be noted that Binding Ties should be in danger of entering an antimagic field.

15
Invisible: Ghosts are spirits and cannot be Giant
seen by the naked eye unless they want to be. The opposite of dwarfs, giants are those rare
Hindrances humans who, due to genetic disorders or
Exorcism: Ghosts are vulnerable to exorcism hormonal imbalances, are much larger in
(see Chapter 9: The Incorporeal) size than the average human. While typically
Weakness (Salt Allergy): Ghosts are unable not quite as inconvenienced as dwarfs with
to pass an unbroken line of salt. If a weapon regards to functioning in their daily lives,
is coated in salt and passes through the giants tend to draw slightly more attention
incorporeal entity, apply that weapon’s than dwarfs. People will notice a giant in
damage normally. Any contact with salt a crowd far easier than a dwarf, and many
causes the Ghost to become Shaken for giants experience social difficulties beginning
the duration of the contact and one in adolescence. The same psychological issues
subsequent round. that can result from dwarfism may manifest
Repulsion Susceptibility: Ghosts in giants. Like Dwarfs, many giants are fully
are subject to being Repulsed capable of living normal lives, paying little
(see Chapter 4: Edges) as they or no attention to their differences from
are undead creatures. “normal” folks.
Special Requirements
Ghosts are dead. If a
ghost is destroyed
it ceases to exist.
Ghosts who
resolve their
final Binding
Tie become
spirits (see
Chapter 9: The
Incorporeal.) Contagion Regeneration:
Starting Advances As humans.
Ghost characters Racial Features
receive no Human: Giants are simply
Advances at humans with a genetic
character creation. condition. As a result, giants
Ghosts also receive are considered human
no additional for all purposes of game
points from their mechanics including class
starting Hindrances. selection, feat selection,
If a ghost wishes racial changes, and
to purchase Edges supernatural abilities.
at character Giants are the result
creation, he must of genetics, not
do so through magic, and as such
selection of have no inherent
additional supernatural
Hindrances as qualities.
normal.
Starting Rank:
Novice

16
Powerful Build: Giants receive +1 to Size. Racial Features
Hindrances Low Light Vision: The character’s eyes amplify
Blood to Body Ratio: Giants tend to light like a cat’s, allowing him to see in the
succumb to blood loss and suffer the effects dark. He ignores attack penalties for Dim and
of exhaustion easier than those of smaller Dark lighting.
proportions. As a result, Giants suffer a -2 Skills: Goblins begin play with the following
penalty to rules made to resist Bleeding skills at d6: Notice, Repair and Stealth. These
Out and a -2 penalty to rolls made to resist skills may be raised normally.
Fatigue. Toughness: Goblins receive +2 Toughness
Special Requirements against all attacks except those from wooden
Giants are born to human parents. Due to the weapons. Calculate this bonus after applying
way gigantism is passed along genetically, the goblin’s Size to Toughness (see below.)
parents need not actually have gigantism Hindrances
to have a child with gigantism. Furthermore Curious: Goblins are incredibly curious
a giant parent will not necessarily produce creatures. They are especially fond of
a giant child. A giant can undergo all other shiny objects, and like to play with human
racial changes that humans may undergo. technology. Many goblins have accidentally
Starting Advances shot themselves in the face by looking down
Giant characters receive no Advances at the barrel of a gun they were playing with.
character creation. Giants also receive Because of this behavior all Goblins suffer
no additional points from their starting from the Curious Hindrance.
Hindrances. Giants do receive a free Edge Disliked: Goblins are not well liked and
at character creation just as other humans. receive a -2 Charisma due to their appearance
In order to purchase additional Edges at and lack of social graces.
character creation, a giant must do so Reckless: Goblins are exceedingly reckless,
through selection of additional Hindrances as constantly taking unnecessary risks and
normal. pursuing the most dangerous course of
Starting Rank: Novice action possible. Whenever placed in a
dangerous situation, a goblin must make
Goblin a successful Spirit roll or take a foolish and
Obsessed with shiny things, explosive things self-destructive action. Scholars aware of the
and danger, goblins tend to lead short, but existence and history of goblins universally
eventful lives. While their race was born from attribute this to the race’s overriding stupidity.
savagery, they now exist autonomously Small Size: Goblins average only about 4’
in hidden communities throughout North tall. Their small size subtracts 1 from their
America, South America and Asia. Their Toughness. Goblins have a Size of –1, and
nearly-suicidal tendency to play around with cannot take the Small Hindrance.
technology in dangerous way has led to Special Requirements
countless goblin fatalities, but has also led The original generation of goblins were the
to some of the most incredible paranormal byproduct of breeding experiments involving
technical advances of the past century. a vampires and orcs. This union, while
Contagion Regeneration: Goblins regain rarely viable, will produce goblin offspring.
Contagion Points in the same fashion as Otherwise goblins breed only with each
humans, but at a slower rate. A goblin gains other. A character must be born a goblin, and
only one Contagion Point per six hours of cannot become one later in life.
restful sleep, up to their maximum Contagion Goblins who die may become ghosts at
Points. Gamemaster discretion.

17
Starting Advances Golem
Goblin characters receive no Advances at Created through magic, Golems are
character creation. Goblins receive 1 point constructs that have been forged from
from their starting Hindrances, which can be inanimate matter and given a semblance of
spent on Attributes, Edges, Skills, or starting life. Creation methods of golems vary widely,
funds as normal and in addition to any as does the amount of free will granted to
Hindrances selected by the character. the golem by its creator. Some golems are
Starting Rank: Novice incapable of independent thought, requiring
specific instruction from their creator (or

18
controller) to perform even the simplest requiring the character looking for the Emet
action. Others, imbued with intelligence to make a Notice check at -4 penalty. The
and free will are virtually indistinguishable Emet is considered a Tiny target. If attacked
from any other sentient being, at least on an with a Called Shot the attacker receives a -6
intellectual level. penalty. The Emet is considered an object and
Contagion Regeneration: Golems do not has an Object Toughness of 12. If an Emet is
naturally regain Contagion Points and must destroyed another character can replace the
siphon Contagion Points from a sentient Emet, bringing the golem back to life.
creature by means of Absorb Vtalva (see Shem: A golem must spend 24 hours per
below) This is the only way for Golems to week in a shut down state. This may be
regain lost or spent Contagion Points. done all at once, such as shutting down for
Racial Features the duration of the Sabbath, or spread out
Absorb Vltava: By successfully grabbing a throughout the week, shutting down for 3.5
target, either through a grappling attack, or hours per day. The Shem must be determined
by establishing a firm grasp on a helpless, at character creation and cannot be changed
unaware or willing target, the Golem may or avoided. If a golem’s period of Shem
take 2d6 points of Contagion in one turn. begins, the golem shuts down automatically,
This experience is incredibly painful for an even if in the middle of combat or other
unwilling target, though those who willingly activities.
donate energy through this process describe Special Requirements
a feeling of euphoria and bonding with the Golems are created creatures and are
Golem. If the roll result of Absorb Vltava incapable of making Racial changes. Some
would demand more Contagion Points than rumors exist in the supernatural community
the target currently has in his pool, excess of golems finding the secret to mortality,
points manifest as damage. There is no transforming themselves
known way to resist Absorb Vltava. into humans like
Construct: +2 to recover from being Shaken; Pinocchio becoming a
No additional damage from called shots; real boy. These rumors
Immune to poison and disease. Golems are unsubstantiated
cannot heal naturally. To heal a golem and considered to
requires the Repair skill—which is used like be false by most
the Healing skill only with no “Golden Hour.” occult scholars,
Hindrances
Emet: Each golem has an Emet,
a component that, if removed or
destroyed, automatically shuts the golem
off. The Emet is
frequently
hidden by
the golem’s
creator and is
difficult to locate,

19
a fact that does little to deter those few Low Light Vision: The character’s eyes amplify
golems who seek mortality. light like a cat’s, allowing him to see in the
Starting Advances dark. He ignores attack penalties for Dim and
Golem characters receive no Advances at Dark lighting.
character creation. Golems also receive Resilient Spirit: Half-elves receive a +2 to all
no additional points from their starting Spirit checks made to resist mind control,
Hindrances. If a golem wishes to purchase enchantments, sleep spells, or emotional
Edges at character creation, he must do so manipulation via magic.
through selection of additional Hindrances as Weaknesses
normal. Hunted by the Damned: Demons
Starting Rank: Novice don’t like to see their curses
backfire, and in the eyes of
Half-elf most of Hell’s army, half-
Born of one human and one elven parent, elves are walking examples
half-elves are very difficult to detect as such, of that very situation. Most
appearing entirely human with the exception Hellspawn will go out of
of slightly pointed ears. Half-elves live far their way to destroy half-
longer than their human parents live, but do elves, even to the point
grow old and eventually die. The curse of of jeopardizing their
Lillian thins when an elf and a human breed. well-laid plans. Any
Half-elves can sleep, but share their elven Hellspawn or demon
parent’s sense of boredom and self-loathing. engaged in a
This leads half-elves to be thrill seekers, and combat where a
often take unnecessary risks with their own half-elf is present
lives. must make a
Contagion Regeneration: successful Spirit
Half-elves regain Contagion roll or focus
Points in the same fashion their attacks at
as humans, but at a slower the half-elf, to the
rate. A half-elf gains only one point of ignoring
Contagion Point per six hours other enemies
of restful sleep, up to their until the half-
maximum Contagion elf is destroyed.
Points. Furthermore, half-
Racial Features elves receive a -4
Charismatic: to Charisma when
Half-elves tend to be beautiful, dealing with demons,
well–spoken and charming, giving Hellspawn or
them a +2 to Charisma. Immunda.
Keen Senses: Half-elves receive a +2 Reckless: Half-elves
to all Notice checks involving sight are exceedingly
and hearing. reckless, constantly
Long Lived: Half-elves live longer taking unnecessary
than humans, reaching maturity risks and pursuing
at about age 25, and then aging the most
approximately 1 year for every ten dangerous course
years that pass thereafter. of action possible.
Whenever placed in

20
a dangerous situation, a half-elf must make going berserk on the nights of a full moon
a successful Spirit roll or take a foolish and is – 4.
self-destructive action. Scholars aware of the Low Light Vision: The character’s eyes amplify
existence and history of half-elves believe this light like a cat’s, allowing him to see in the
desire stems from their elven self- loathing dark. He ignores attack penalties for Dim and
and madness, but no one can say for certain. Dark lighting.
Special Requirements Native Tongue: Half-orcs raised in orc
Half-elves are children born to one elven and communities (and only those raised in orc
one human parent. A character must be born communities) speak orc as their native
a half-elf, and cannot become one later in life. tongue. Half-orcs raised by humans do not
Half-elves who die may become ghosts at gain this language.
Gamemaster discretion. Resilient Spirit: Half-orcs receive a +2 to all
Starting Advances Spirit checks made to resist mind control,
Half-elf characters receive no Advances at enchantments, sleep spells, or emotional
character creation. Half-elves also receive manipulation via magic.
no additional points from their starting Violent Upbringing: Half-orcs raised in orc
Hindrances. Half-elves do receive a free Edge communities have very violent upbringings.
at character creation just as humans. In order As a result, they receive a d6 rank in the
to purchase additional Edges at character Fighting skill for free. Half-orcs raised by
creation, a half-elf must do so through humans do not gain this free skill.
selection of additional Hindrances as normal. Hindrances
Starting Rank: Novice Illiterate: Half-orcs raised in orc communities
are unable to read, write or speak human
Half-orc languages naturally. Most orc-raised half-orcs
Children of humans and orcs, the attitudes cannot even read their own tongue. These
of half-orcs tend to differ vastly depending half-orcs must buy off this Hindrance with an
on the community in which they were raised. Advance if they wish to be able to read the
Most half-orcs are raised in orc settlements, pictograph language of their people. An orc-
adopting the attitudes, worldview and raised half orc must purchase the Knowledge:
xenophobia of their orc parents. The rare Language skill for any language besides orc.
half-orc raised among humans often finds Half-orcs raised by humans do not suffer this
childhood and social assimilation difficult due drawback.
to their inborn rage and brutal instincts. Light Sensitive: Half-orcs are creatures of the
Contagion Regeneration: Half-orcs regain night, and find bright lights painful. Daylight
Contagion Points in the same fashion as (or its equivalent) brings pain to half-orcs.
humans, but at a slower rate. A half-orc gains A half-orc exposed to bright lights suffers a
only one Contagion Point per six hours of -2 penalty to all actions. Eye coverings such
restful sleep, up to their maximum Contagion as good pair of sunglasses can reduce this
Points. penalty to a -1.
Short Lived: Half-orcs have a shorter lifespan
Racial Features
than humans, reaching maturity at about age
Berserk: Half-orcs have the Berserk Edge.
16, and then aging approximately 4 years for
Due to their tie to werewolves, they receive a
every year that passes thereafter.
-1 Penalty to their Smarts roll to resist going
Berserk on the nights of a half-moon and a Special Requirements
-2 Penalty to the Smarts roll to resist going Half-orcs are the product of a human and an
Berserk on the nights of a three-quarters orc breeding. A character must be born a half-
moon. The penalty to the Smarts roll to resist orc and cannot become one later in life. If two
half-orcs breed a half-orc child will be born.

21
If a half-orc breeds with a human, a human be left alone by all sides in the war, seeking to
child will be born. Half-orcs who die may live mundane lives.
become ghosts at Gamemaster discretion. Contagion Regeneration: Immunda regain
Starting Advances Contagion Points in the same fashion as
Half-orc characters receive no Advances at humans, but at a slower rate. An immunda
character creation. Half-orcs also receive gains only one Contagion Point per six
no additional points from their starting hours of restful sleep, up to their maximum
Hindrances. If a half-orc wishes to purchase Contagion Points. Immunda may also regain
Edges at character creation, he must do so Contagion Points by sacrificing a sentient
through selection of additional Hindrances as creature. If an immunda ritually sacrifices
normal. a sentient being it may immediately gain a
Starting Rank: Novice number of Contagion Points equal to that
creature’s Smarts die. This sacrifice may not
Human take place during traditional combat. Due to
The vast majority of the population of the the vile nature of this process, kinder natured
world of Contagion are simply human, immunda tend to shun this method of
completely normal and mundane by nature. Contagion regeneration.
Certain Callings are only available to human
characters. Contagion Points gained through sacrifice
Contagion Regeneration: Humans gain cannot exceed an immunda’s maximum
one Contagion Point for every three hours number of Contagion Points.
of restful sleep they receive. On average this Racial Features
amounts to two Contagion Points per night, Caste Blessing: Immunda receive a
up to their maximum amount of Contagion supernatural ability based on their demonic
Points. parent’s caste. This supernatural ability
Racial Features may be activated once per day at no cost.
None, though certain Edges and Hindrances Subsequent uses of the immunda’s caste
can only be taken by humans. blessing within a 24-hour period require the
use of a Contagion Point. These supernatural
Hindrances
abilities do not require Power Points to
None
activate, nor do they require the Immunda to
Special Requirements have access to an Arcane Background.
Humans who die may become ghosts at Keen Senses: Immunda receive a +2 to all
Gamemaster discretion. Notice checks involving sight and hearing.
Starting Advances Low Light Vision: The character’s eyes amplify
None. Humans receive one free Edge at light like a cat’s, allowing him to see in the
character creation. dark. He ignores attack penalties for Dim and
Starting Rank: Novice Dark lighting.
Recognition: Like their demonic parent,
Immunda immunda immediately recognize magic
Spawned from demons mating with related to their parent’s caste as such. For
humans, the immunda have damnation example, an immunda with Chammadi
and infernal power in their blood. Though ancestry instantly recognizes necromancy
there is an overwhelming tendency for spells and effects and the offspring of a
immunda to embrace infernal, evil lifestyles, Marchocia knows a magical fireball for what it
some members of this race reject evil and is: magic. No roll is needed to use this ability.
selfishness, seeking instead to become Retractable Claws: Immunda may use
heroes. A rare few immunda simply wish to their sharp claws to deal Strength + d6

22
Table: Caste Blessing
Parental Supernatural Ability
Caste
Marchocia Blast: The immunda releases a blast of fire from its mouth, dealing 2d6 fire
damage to everyone in the affected area.
Malphas Armor: The immunda gains magical protection that grants an Armor rating
of 2 for a number of rounds equal to the immunda’s Vigor.
Succubae Inviolate Mind: These immunda are immune to mind-affecting effects, and
fear. This immunity lasts for a number of rounds equal to the immunda’s
Spirit.
Leviathans Drain Strength: The immunda may elect to reduce the Strength score of a
victim instead of dealing damage with a successful claw attack. A successful
claw attack reduces the victim’s Strength score by one die type. A raise on
the attack roll causes the Strength score to be reduced by two die types.
If the victim’s Strength score is reduced to 0 in such a fashion, the victim is
incapacitated. Each successful attack made with this ability counts as one
activation. Strength lost to this attack returns at one increment, or die type,
per day.
Barbas Pseudopod: The immunda can generate an ooze-like pseudopod, which
allows them to manipulate objects and make additional attacks with his full
strength. Lasts for a number of rounds equal to the Immunda’s Agility per
use.
Mastim Drain Smarts: The immunda may elect to reduce the Smarts score of a
victim instead of dealing damage with a successful claw attack. A successful
claw attack reduces the victim’s Smarts score by one die type. A raise on
the attack roll causes the Smarts score to be reduced by two die types.
If the victim’s Smarts score is reduced to 0 in such a fashion, the victim is
incapacitated. Each successful attack made with this ability counts as one
activation. Smarts lost to this attack returns at one increment, or die type,
per day.
Ornians Fate’s Blessing: The immunda may add +10 to the result of a single die roll.
Chammadi Command Undead: The immunda may command undead creatures. A
commanded creature falls under the mental control of the immunda, who
can give mental orders to a commanded creature as an attack action. The
immunda can command a number of creatures up to his Spirit die. He may
voluntarily relinquish command in order to establish command on different
creatures. Lasts for a number of rounds equal to the immunda’s Spirit die.
Undead can resist this with a Spirit roll, though the undead suffer a -2
penalty to their check.
damage. Extending or retracting these claws casual observation. An immunda may keep
is considered a free action. An immunda their claws extended or retracted at their
may not benefit from these claws unless discretion.
they are extended. An immunda’s claws Scary: Immunda begin play with the
are 5 centimeters long, while extended; Intimidation skill at d6.
the claws are obvious to all but the most

23
Hindrances Orc
Born Bad: Evil and selfishness run through At first glance, orcs seem brutal, barbaric
immunda blood. Any immunda wishing to and utterly inhuman. Led by the mad
engage in a charitable, selfless or kind act Queen Caledoni, orcs have spread across
must first succeed on a Spirit roll or suffer the the globe, forming shadow communities on
loss of 1d4 Contagion Points. This loss reflects all populated continents. The vast majority
the immunda acting in a fashion utterly of orcs loyally serve their Queen’s agenda
contrary to its nature. to seize control of the world, bringing all
Stench of Damnation: Immunda are easily things human and supernatural beneath her
detectable as demon spawn by any celestial bootheel by any means necessary. Some rare
or incorporeal being. As such immunda orcs leave orc society, seeking a peaceful and
receive a -4 penalty to Charisma when dealing serene existence.
with any celestial or incorporeal being other Contagion Regeneration: Orcs are an
than a demon. exceedingly brutal race. Their highest
Weakness (Holy Symbols): Immunda are purpose is violence and warfare. As such, Orcs
affected by Holy Symbols as if they were only gain Contagion Points through combat.
demons. The first time an Orc wounds an enemy in
Weakness (Holy Water): Immunda are combat, an Orc may gain 1 Contagion Point,
considered Shaken if they come into up to his Contagion Point maximum. The
contact with Holy Water. Once the Immunda full moon also helps replenish orcs. On the
overcomes being Shaken with a successful first night of the full moon an orc gains 4d4
Spirit roll, he will not be affected by contact Contagion Points, up to their Contagion Point
with Holy Water again for a number of rounds maximum.
equal to his Vigor die. Racial Features
Special Requirements Berserk: Orcs have the Berserk Edge. Due
A character must be born an immunda and to their tie to werewolves, they receive a -2
cannot become one later in life. Immunda Penalty to their Smarts roll to resist going
are4 subject to the normal scope of racial Berserk on the nights of a half-moon and a
changes that can effect humans, but lose -4 Penalty to the Smarts roll to resist going
all immunda special abilities in the process. Berserk on the nights of a three-quarters
Immunda undergoing a racial change retain moon. Orcs do not receive a Smarts roll to
their Immunda weaknesses in addition to the resist going berserk on the nights of a full
weaknesses gained by their new race. moon.
Immunda who die may become ghosts at Low Light Vision: The character’s eyes amplify
Gamemaster discretion, though the vast light like a cat’s, allowing him to see in the
majority of immunda go directly to Hell when dark. He ignores attack penalties for Dim and
they die. Dark lighting.
Starting Advances Native Tongue: Orcs speak orc as their native
Immunda characters receive no Advances tongue.
at character creation. Immunda also receive Resilient Spirit: Orcs receive a +2 to all
no additional points from their starting Spirit checks made to resist mind control,
Hindrances. If an immunda wishes to enchantments, sleep spells, or emotional
purchase Edges at character creation, he manipulation via magic.
must do so through selection of additional Violent Upbringing: Orc communities are
Hindrances as normal. very violent. As a result, orcs receive a d6 rank
Starting Rank: Novice in the Fighting skill for free.

24
Hindrances by their gossiping, so much so that it is
Illiterate: Orcs are unable to read, write or the only way in which a pixie may regain
speak human languages naturally. Most Contagion Points. Each time a pixie shares
orc-raised orcs cannot even read their own a piece of secret information, the pixie
tongue. Orcs must buy off this Hindrance with may regain 2d4 Contagion Points, up to
an Advance if they wish to be able to read the their Contagion Point maximum. Secret
pictograph language of their people. An orc information should be something that is not
must purchase the Knowledge: Language skill commonly known that the pixie learned by
for any language besides orc. witnessing an event, by being told, or by
Light Sensitive: Orcs are creatures of the discerning the information via Steal Secrets.
night, and find bright lights painful. Daylight Whether a particular piece of information is
(or its equivalent) brings pain to orcs. An orc considered a secret is ultimately up to the
exposed to bright lights suffers a -2 penalty to Gamemaster to determine. It is also important
all actions. Eye coverings such as good pair of to note that information shared by a pixie to
sunglasses can reduce this penalty to a -1. regain Contagion Points does not need to be
Short Lived: Orcs have a shorter lifespan than factual or accurate, but the pixie must believe
humans, reaching maturity at about age 16, it to be. Deliberate lies and misinformation
and then aging approximately 4 years for do not allow pixies to regain Contagion. This
every year that passes thereafter. does not stop pixies from spreading such lies,
Special Requirements should they choose to.
The vast majority of Orcs are born to Orc Racial Features
parents. Some rare few are born of lingering Flight: Pixies are capable of winged flight at a
breeding experiments perpetuated by Orc movement equal to their Pace. They may “run”
elders or the mad Orc Queen. Orcs can for speed in flight.
become ghosts at Gamemaster discretion. Intellect Drain: A pixie may attempt to siphon
Starting Advances the Smarts from a sleeping victim. To siphon
Orc characters receive no Advances at Smarts, the pixie must remain in physical
character creation. Orcs also receive no contact with the victim for 1 hour. The pixie
additional points from their starting then rolls Smarts against the target’s Spirit
Hindrances. If an orc wishes to purchase roll to resist. If the pixie succeeds, the victim’s
Edges at character creation, he must do so Smarts score is reduced by one step for 24
through selection of additional Hindrances as hours. If the pixie receives a raise on their roll,
normal. the victim’s Smarts score is reduced by two
Starting Rank: Novice steps. The victim’s Smarts cannot be reduced
below a d4 in this manner.
Low Light Vision: The character’s eyes amplify
Pixie
light like a cat’s, allowing him to see in the
Recent defectors from the service of demons,
dark. He ignores attack penalties for Dim and
pixies are fey creatures who love to spy
Dark lighting.
and gossip. Some rumors attribute their
Pixie Dust: The dust that falls from a pixie’s
defection from demonic service to the recent
wings acts as a mild sedative. Anyone
reappearance of the “old gods” but occult
sprinkled with the dust must make a Spirit
scholars are quick to point out that the pixies
roll as if affected by the Slumber power.
are extremely well connected and likely
Sprinkling a target costs the pixie 1 Contagion
the source for any rumors spreading about
Point
them. The pixies just sit back and enjoy the
Steal Secrets: Once a pixie successfully
attention and innuendo.
drains Smarts from a subject, it may discern a
Contagion Regeneration: Pixies are defined
number single secret from the subject. If the

25
pixie received a raise on the Intellect Drain, Vampire
the pixie may learn two secrets. Suitable Fiercely independent and practically
secrets include Hindrances, Edges, race, or immortal, vampires hunt their prey across
any piece of knowledge or experiences that the globe, drinking the blood of the living
the victim possesses. Pixies are notorious to sustain their undead state. Vampires tend
gossips, sharing these secrets with each other to be loners and rebels, having been burnt
and often the highest bidder. in the past by various supernatural allies.
Hindrances Most vampires serve no cause save their own
Bad Reputation: Pixies are disliked by survival. Those who choose to play the role
virtually everyone who is aware of their of monsters do so alarmingly well and there
history and predilections. As a result pixies are few threats to humanity greater than a
receive a -2 Charisma. Furthermore, demons vampire bent on destruction. Occasionally, a
and Hellspawn vampire will dedicate himself to the causes
actively hunt of righteousness and justice, but such heroes
pixies and pixies are rare.
are considered
to have a -4
Charisma when
dealing with
infernal entities.
Size: Pixies are
tiny and receive
a -2 Size, which
also gives them a
-2 Toughness.
Special
Requirements
Pixies are born
as pixies and
may not undergo
any racial changes. No
members of other races
may become pixies.
It is unknown if pixies
can breed with members of
other races, but given the size
differential this seems highly
unlikely.
Starting Advances
Pixie characters receive no Advances at
character creation. Pixies also receive
no additional points from their starting
Hindrances. If a pixie wishes to purchase
Edges at character creation, he must do so
through selection of additional Hindrances as
normal.
Starting Rank: Novice

26
Contagion Regeneration: Vampires must as a vampire 1d6 minutes after its death.
drink the blood of a human, humanoid or These new vampires are not under the
animal in order to regain Contagion Points, control of their creator in any way. Should
up to their Contagion Point maximum. There this unfortunate fate befall a player character,
is no other way for vampires to regain lost or simply change his race to vampire and make
spent Contagion Points. the required adjustments to his character
Racial Features sheet.
Bite: Str +d6 Danger Sense: Vampires gain the Danger
Blood Drain: A vampire can suck blood from Sense Edge for free
a living victim with its retractable fangs by Low Light Vision: The character’s eyes amplify
biting the victim after making a successful light like a cat’s, allowing him to see in the
grappling attack, or by establishing a firm dark. He ignores attack penalties for Dim and
grasp on a helpless, unaware or willing target. Dark lighting.
At this point, the vampire bites, draining Enhanced Strength: Vampires begin with a
2d4 points of Contagion from the victim per d8 in Strength and may raise their Strength
round that the bite is maintained. For each to d12 +2 via normal advancement or d12+4
Contagion Point drained, the vampire gains with Expert and Master Edges. (+3 ability)
a Contagion Point. If the victim’s Contagion Enhanced Vigor: Vampires begin with a d6 in
Points are reduced to zero as a result of this Vigor
attack, all further usage of Blood Drain deals Undead: +2 Toughness; +2 to recover
one wound to the victim, which can only be from being Shaken; no additional damage
resisted by a successful Soak Roll made by the from Called Shots; immune to disease and
victim. Each wound dealt in this fashion yields poison; does not suffer wound penalties. In
1 Contagion Point to the vampire. The victim addition, Conventional weapons cannot kill a
may attempt to break free of the vampire’s vampire, unless that vampire is suffering from
grasp at any time, though once drained of Ghuldom. Once reduced to Incapacitated by
all Contagion Points, the victim suffers a -2 conventional means, the vampire no longer
penalty to their roll to break free. takes damage from any source other than fire,
Create Vampire: Upon being turned into sunlight, crosses, garlic, rowan and red thread,
a vampire, the character gains the ability or holy water. Decapitation and staking will
to pass on his curse. An appropriate target still kill the creature. These weaknesses are
(see Special Requirements, below) slain by subject to the vampire’s current Contagion
Blood Drain, then fed at least one of the Point score (see Table: Vampire Contagion
vampire’s Contagion Points (i.e. blood,) rises Points). When a vampire dies, its body is
reduced to ash, regardless of age.

27
Hindrances Ghul (see Ghuldom below).
Blood Dependent: A vampire’s Contagion Ghuldom: A vampire reaching 0 Contagion
Point maximum at the time the character Points is reduced to being a flesh eating
is turned into a vampire (or at character Ghul. Ghuls are weak and stupid creatures,
creation, if creating the character as a reminiscent of zombies. While suffering the
vampire) determines the vampire’s Contagion effects of Ghuldom, the vampire loses most
Point score. From that point on, the vampire of its strengths and weaknesses, retaining
must drink blood to gain Contagion Points. only Attribute scores, Low-Light vision, the
A vampire can hold temporary Contagion Undead feature, and Blood Drain. The Ghul
Points equal to his starting Contagion Point will wander, searching for human flesh to
score. If a vampire increases one of his devour, using Blood Drain. The vampire will
Attributes through Character Advancement, remain in this state until regaining Contagion
the vampire’s maximum Contagion Point Points equal to its Spirit.
score increases accordingly. Extra Contagion Unhealing: As Undead creatures, vampires
Points taken beyond the vampire’s capacity do not normally heal. As a part of their state,
are wasted, and do him no good at all. A vampires may at any time spend 1 Contagion
vampire’s current Contagion Point score Point make a Vigor roll in order to attempt
determines what immunities and weaknesses to heal, per the Natural Healing rules as
affect him, as indicated on Table: Vampire presented in Savage Worlds. This Contagion
Contagion Points. Point expenditure replaces & supersedes the
healing period of five days required by other
Because of the state of undeath that a characters. This is the only way in which a
vampire enjoys, vampires can be Repulsed as vampire can heal. The Healing skill cannot aid
undead. a wounded vampire, nor can healing magic. A
vampire spending Contagion in order to heal
Each day at sunrise, the vampire loses 2d4 cannot spend Contagion Points on anything
Contagion Points. If a vampire ever reaches else in that round, but can act normally
0 Contagion Points, he is reduced to being a (healing does not use the vampire’s action.)

Table: Vampire Contagion Points


Current Immunities/Weaknesses
Contagion
Points
0 Ghuldom
1-9 Extremely Susceptible: Cannot enter homes uninvited. Casts no reflection in
mirrors. Takes 2d12 damage per round from sunlight, contact with crosses,
garlic, Rowan and red thread, or holy water. Cannot cross running water. Takes
triple damage from fire. Stake through the heart and decapitation will kill.
Normal damage from conventional weaponry.
10-19 Very Susceptible: Cannot enter homes uninvited. Casts faint reflection in
mirrors. Takes 2d10 damage per round from sunlight, contact with crosses,
and holy water, but only 2d6 damage per round from contact with garlic, or
rowan and red thread. Can cross running water. Takes triple damage from
fire. Stake through the heart and decapitation will kill. Normal damage from
conventional weapons.

28
20-29 Moderately Susceptible: Can enter homes uninvited, but may only remain
for a number of minutes equal to the vampire’s Spirit, unless invited. Casts
faint reflection in mirrors. Takes 2d6 damage per round from sunlight, contact
with crosses, and holy water, but only 1d4 damage per round from contact
with garlic, or rowan and red thread. Can cross running water. Takes double
damage from fire. Stake through the heart will only paralyze the creature
so long as the stake remains in, but decapitation will kill. Half damage from
conventional weapons. Spirit checks made to resist being Repulsed receive a
+2.
30-39 Mildly Susceptible: Can enter homes uninvited, but may only remain for 1
hour per Presence modifier, unless invited. Casts full reflection in mirrors. Takes
2d4 damage per round from sunlight, but only 1d4 damage per round from
contact with crosses and holy water: no longer takes damage from contact
with garlic or rowan and red thread, Can cross running water. Takes double
damage from fire. Stake through the heart will only paralyze the creature so
long as the stake remains in, but decapitation will kill. One-quarter damage
from conventional weapons. Spirit checks made to resist being Repulsed
receive a +4.
40-49 Lightly Susceptible: Can enter homes uninvited, and may remain indefinitely,
Casts full reflection in mirrors. Takes 1d8 damage per round from sunlight,
but only 1d4 damage per round from contact with crosses and holy water: no
longer takes damage from contact with garlic or rowan and red thread. Can
cross running water. Takes normal damage from fire. Stake through the heart
will not affect the creature but decapitation will kill. Immune to damage from
conventional weapons. Spirit checks made to resist being Repulsed receive a
+6.
50+ Nearly Invulnerable: Can enter homes uninvited and may remain indefinitely.
Casts full reflection in mirrors. Takes 1d4 damage per round from sunlight
but no damage from contact with crosses and holy water: no longer takes
damage from contact with garlic or rowan and red thread. Can cross running
water. Takes half damage from fire. Stake through the heart will not affect
the creature and decapitation will only paralyze for 1d10 rounds. Immune
to damage from conventional weapons. Spirit checks made to resist being
Repulsed receive a +8.
Special Requirements no additional points from their starting
Humans (including dwarfs and giants), Hindrances. If a vampire wishes to purchase
dhampirs, drow, half-elves, half-orcs and Edges at character creation, he must do so
immunda may become vampires. No other through selection of additional Hindrances as
race may become a vampire. Once a character normal.
becomes a vampire, there is no turning back. Starting Rank: Novice
No known cure exists for vampirism. Vampires
who die may become ghosts at Gamemaster Werewolf
discretion. Accursed shape-shifters who carry a dark
Starting Advances rage they can scarcely control, werewolves
Vampire characters receive no Advances at are often as lonely as they are dangerous.
character creation. Vampires also receive Each werewolf possesses a bestial anger deep

29
within his soul that cannot be contained or forms, the werewolf must spend a Contagion
controlled. Lunatics in the strictest sense, Point. Changing shapes takes a full round to
werewolves become more aggressive as the complete and the change is complete on the
full moon approaches, losing themselves werewolf’s next action.
entirely to their bestial sides on the nights of Stat adjustments for the werewolf’s forms
the full moon. follow:
Contagion Regeneration: Werewolves regain Human form: All stats are as normal.
all spent Contagion Points each month when Blitzkrieg form: This is the hybrid
the full moon first rises. Other than that, from between man and wolf. A werewolf in
Werewolves have no way to regain spend this form is approximately nine feet tall and
Contagion Points. bipedal, with legs like a wolf and humanoid
Racial Features arms. The creature has a wolf’s head, which is
Berserk: Werewolves have the Berserk Edge. proportionate to the rest of its body, giving it
Due to their Lunacy (see below), they receive a massive mouth, and very sharp fangs. Fur
a -2 Penalty to their Smarts roll to resist going covers the creature and his hands and feet
Berserk on the nights of a quarter-moon a both have enormous, razor- sharp claws. Stat
-3 Penalty to their Smarts roll to resist going modifiers for a werewolf in Blitzkrieg form:
Berserk on the nights of a half-moon and a Pace +4, Size +2, Strength +d6 bite, Strength
-4 Penalty to the Smarts roll to resist going +d8 claws, Toughness +2 (In addition to the
Berserk on the nights of a three-quarters Toughness bonus from size) Low-Light Vision,
moon. Werewolves do not receive a Smarts Strength +1 step, Agility +2 steps, Vigor +1
roll to resist going berserk on the nights step, +4 to Climbing checks, +4 to Swimming
of a full moon and are considered Berserk checks and +4 to Tracking checks. Calculate
for the full duration of the nights of the full all bonuses, derived scores, and modifiers
moon. Furthermore, whenever a werewolf for a werewolf in this form separately. These
goes Berserk, he immediately assumes the modifiers are cumulative. Furthermore, the
Blitzkrieg form, paying the Contagion Point enormous claws of the werewolf interfere
cost for this shift. with some manual tasks. When taking any
Shapeshifting: This supernatural ability action that requires fine manipulation of
allows the werewolf to change between his items or delicate precision the werewolf in
three forms: the Human form, the Blitzkrieg this form suffers a –4 penalty to the check.
form, and the Wolfen form. A werewolf has • Wolfen form: This is the wolf form of
limited control over his ability to change (see the werewolf. In many respects, this form is
Lunacy, below). In order to voluntarily change identical to a normal, natural wolf, though

30
Table: Rage Modifiers
Situation Spirit Roll Modifier
Minor +0
(Shaken, mildly insulted, moderately annoyed)

Severe -2
(One wound, Loved one in danger, publicly humiliated)

Intense -4
(More than one wound from a single attack loved one tortured/
killed, severe public embarrassment)

a character in this form retains his access Weakness (Silver): Werewolves take double
to feats, skills, and hit points. Obviously, if a damage from silver weapons. (-2 Ability)
feat or skill requires speaking or the use of Special Requirements
hands, a Wolfen werewolf cannot perform the Only humans (including dwarfs and giants)
task. Stat modifiers for a werewolf in Wolfen born of werewolf stock can become
form are: Pace +2, Size -1, Strength +d6 bite, werewolves. If a human is descended from
Strength +d4 claws, Toughness +2 (+1 after werewolf blood, they may become a werewolf
negating the Toughness penalty from size) if they are bitten or clawed by a werewolf.
Low-Light Vision, Agility +2 steps, +4 to Werewolf parents often ritually bite or claw
Climbing checks, +4 to Swimming checks and their children to ensure the curse is passed
+4 to Tracking checks. Calculate all bonuses, on. Werewolves turned in this fashion before
derived scores, and modifiers for a werewolf puberty do not begin changing until puberty
in this form separately. These modifiers are hits.
cumulative. Werewolves who die may become ghosts at
Hindrances Gamemaster’s discretion.
Lunacy: The moon affects werewolves. Starting Advances
The current phase of the moon affects a Werewolf characters receive no Advances at
werewolf’s ability to resist going Berserk and character creation. Werewolves also receive
control his Shapeshifting ability. On the new no additional points from their starting
moon, (or during the day, regardless of the Hindrances. If a werewolf wishes to purchase
current moon phase) the werewolf is largely Edges at character creation, he must do so
in control, requiring a simple Spirit roll with a through selection of additional Hindrances as
+2 bonus to remain in control if provoked. On normal.
the nights between the new and full moons, Starting Rank: Novice
the werewolf is on edge, and barely in control
requiring a Spirit roll with no bas modifier, Yumboes
further modified by the chart below. On the Small ivory-skinned celebrants who seek to
three nights of the full moon, a werewolf keep hope and joy alive as the world grows
is considered to be under effects of being dark, yumboes typically occupy their time
Berserk for the entire night. Werewolves with dancing, singing and feasting. Rarely
usually go to extreme lengths, such as drugs involving themselves in direct conflict,
or restraints, to prevent themselves from the yumboes prefer to spread cheer and
entering mindless killing sprees on these goodwill. Often communities of yumboes
nights, though some rare few find delight in will seek to bring neighboring humans (and
the loss of control that the full moon brings. occasionally other races) into their feasts and

31
revels, especially those who they deem to be Small Size: Yumboes average only about 4’
basically good and desperately in need of a tall. Their small size subtracts 1 from their
good time. Even those rare yumboes who do Toughness. Yumboes have a Size of –1, and
get involved in the conflicts of the war do so cannot take the Small Hindrance.
with a song and a smile. Special Requirements
Yumboes gain Contagion Points through Yumboes are fey creatures born to their race.
service and dancing. Any night that a yumboe Yumboes cannot undergo racial changes. It is
engages in a dance with at least one willing unknown where their souls travel upon death.
human guest or provides a service to a Starting Advances: Yumboe characters receive
human for which it receives thanks, that no Advances at character creation. Yumboes
yumboe regains 2d6 Contagion Points. also receive no additional points from their
Racial Features starting Hindrances. If a Yumboe wishes to
Invisibility: Yumboes can turn invisible purchase Edges at character creation, he
with the expenditure of a Contagion Point. must do so through selection of additional
Yumboes may (and often do) allow a part of Hindrances as normal.
themselves to remain visible (typically the Starting Rank: Novice
hands and feet) but this is not truly necessary.
Yumboe Invisibility lasts for a number of
minutes equal to the yumboe’s Spirit.
2. Traits
Speed Demon: Yumboes can move incredibly
For the most part, Traits in Contagion Savage
fast over long distances. When running at full
Edition are handled and acquired in the same
speed, a yumboe may move at his Pace x1000
fashion as described in Savage Worlds.
yards per turn. When using Speed Demon
a yumboe may not take any action besides
Attributes function exactly as detailed in
movement.
Savage Worlds.
Winged Flight: Yumboes have wings that
allows them to fly at their Pace. These wings
Skills function as detailed in Savage Worlds.
can be folded down and hidden at will.
Hindrances Derived Statistics function as detailed in
Blood Stains: Yumboes are a peaceful and Savage Worlds. In addition to Charisma, Pace,
joyful people, but they are also intensely Parry and Toughness, characters in Contagion
loyal to their families and to the humans that Savage Edition have a new Derived Statistic:
show them kindness. If a yumboe is wronged, Contagion Points.
he forgives. If a yumboe’s family is wronged,
he swears vengeance. This tendency for When the universe was born, certain laws
revenge can haunt the yumboe, robbing were set into place. These universal truths
them of power and turning them monstrous. govern existence and are inviolate, even
Each time a yumboe kills a sentient creature, to the strongest celestials. One of these
the yumboe must make a Spirit roll at TN principles is the Law of Contagion. This
6. Failing the roll causes the yumboe’s skin metaphysical law connects and binds the
to redden and reduces the duration of the universe together, helping maintain the
yumboe’s Invisibility by 1 minute. With each delicate balance of creation. All sentient
subsequent killing, the Spirit roll TN increases creatures are capable of manipulating this
by +1. Each time the yumboe fails; the skin connective force subconsciously. Most
grows a deeper red. The most frightening of humanity remains unaware of this
yumboes have blood red skin and can no metaphysical truth, but that does not prevent
longer become invisible (having reduced their people from taking advantage of the benefits.
effective duration to 0 minutes.)

32
Even the most twisted Hellspawn and • Shrug off the effects of being Shaken
demons remain connected to the cosmos, for one round. Unlike spending a Benny, this
able to call upon reserves of strength and expenditure does not completely negate
effort beyond their normal capabilities. the effects of being Shaken. A character that
expends a Contagion Point to shrug off being
Contagion Points represent the metaphysical Shaken acts normally for a single round, at
anima that makes up existence. Generated which point he becomes Shaken again until
by sentient souls, and coveted by celestial making a successful Spirit roll or spending a
beings, Contagion energy binds the cosmos Benny.
into a coherent whole. Magic manipulates • Ignore wound penalties for one round.
Contagion energy, bending the laws of • Make a Soak Roll, as if a Benny had
the universe to the spellcaster’s will. When been expended.
celestial beings reshape the world in • Stave off Bleeding Out for one round.
their own image, they do so through the • Stave off Fatigue: the character may
manipulation of this energy. Though mystical expend 1 Contagion Point to ignore the
in nature, Contagion energy also manifests effects of being Fatigued for one round. If the
itself in mundane life in a number of ways. character begins the round Exhausted, he
When an athlete pushes that extra bit at the may expend 1 Contagion Point to overcome
end of a race, he calls upon his Contagion. being Exhausted, instead suffering penalties
When a mother rips the door off a car to for that round as if he were Fatigued. A
rescue a trapped child, she draws upon this character who is rendered Incapacitated can
energy. When a dying man refuses to release expend 1 Contagion Point to act as if he were
his tenuous hold on life, his connection Exhausted, but ONLY on the round after he is
to the universe keeps him strong. Though rendered Incapacitated.
only the most knowledgeable scholars of • Double the damage result (following
theology and powerful celestial beings truly any successful melee attack) of one armed
understand the full workings of Contagion, or unarmed melee attack against any non-
humans draw on this force every day. In human.
the game, this special trait is measured by When a character spends 1 Contagion Point
Contagion Points. to improve Trait Test, add 1d10 to the roll
result to help meet or exceed the target
Contagion Points provide characters with number. A character can declare the use
the means to affect game play in significant of 1 Contagion Point to alter a Trait Test
ways. A character always has a limited after the roll is made—but only before the
amount of Contagion Points, and while the Gamemaster reveals the result of that roll
character slowly replenishes this supply as (whether the Trait Test succeeded or failed).
time passes, the character must use them A character cannot use a Contagion Point
wisely. It is possible for a character to deplete on a skill check or ability check after using
his reserves of Contagion Points, essentially a Benny to reroll. A character that expends
weakening his connection to creation, and a Contagion Point to alter a Trait Test also
lessening his ability to enforce his free will cannot subsequently spend a Benny to reroll
upon the universe. the Trait Test. One method or the other must
A character can spend 1 Contagion Point to be chosen to affect the roll.
do one of the following things:
• Alter a single Trait Test. When a character spends 1 Contagion Point
• Use a racial feature or Edge during to use a racial feature or Edge, he gains the
your turn for which the expenditure of 1 benefit of the feature but doesn’t roll an
Contagion Point is required.

33
additional d10. In this case, the Contagion by which characters regain spent Contagion
Point is not a bonus to a Trait Test. Points are detailed in the character’s racial
description. See each race’s description in this
A character can only spend Contagion Points chapter for details on how members of that
on one specific use per round. If a character race regain spent Contagion Points.
spends a point to use a racial feature, he can’t
spend another one in the same round to
improve a Trait Test, and vice versa. If a racial
3. Edges & Hindrances
feature or Edge requires the expenditure of
Fundamentally, Edges & Hindrances work
multiple Contagion Points, the character may
the same way in Contagion Savage Edition
spend the required points in one round, but
as described in Savage Worlds. Certain
may make no additional Contagion Point
races come prepackaged with new Edges &
expenditures in that round. A character may
Hindrances, which are listed and detailed in
never spend more than one Contagion Point
the race’s description. Additional Hindrances
per round to improve a Trait Test.
and notes on changes to existing Hindrances
in the Contagion Savage Edition setting
For reasons unknown most Hellspawn are
can be found in Chapter 3: Hindrances.
sensitive to certain Contagion expenditures.
An extensive list of additional Edges can be
If a character spends one Contagion for any
found in Chapter 4: Edges.
reason besides altering a Trait Test or using
a Feat or racial feature, the expenditure
attracts the attention of Hellspawn. All 4. Gear
Hellspawn within 1 mile of the person
spending Contagion Points become aware Gear is purchased as described in Savage
that something unusual is going on, and are Worlds. Characters in Contagion Savage
immediately aware of the direction of the Edition begin with $1000 to purchase Gear,
source. This will not compel the Hellspawn unless an Edge, Hindrance or racial feature
to attack outright, but many Hellspawn need dictates otherwise, or additional points are
little encouragement to engage in violence. spent to increase available starting cash, as
Any Hellspawn trying to track the source of detailed in Savage Worlds.
Contagion expenditure receive a +2 bonus to
Notice checks to find the responsible party. Descriptions and prices for Gear are listed in
Chapter 5: Gear.
A character’s starting Contagion Points are
determined by adding the die types for each
of the character’s Attributes. For stats such as
5. Background Details
d12+1, include the fixed modifier in the total.
Now you should take a moment to determine
The total score represents the character’s
the details of your character: the things that
starting Contagion Points score as well as the
will separate one vampire from another. Does
character’s maximum number of Contagion
your werewolf serve the forces of good, or
Points. If a character’s Attributes are raised,
has he given in to his destructive nature?
their maximum Contagion Points score
Fleshing out your character’s back-story and
increases accordingly.
personality will enhance the role-playing
experience for you and the rest of your
While characters of every race can spend
gaming group.
Contagion Points in essentially the same
ways, regaining spent Contagion Points is an
entirely different matter. The mechanisms

34
“This is embarrassing.”

Lucifer folded her arms and pouted. Ornias chuckled.

“Come on, it’s not that bad.”

“They’re listening to Slayer and wearing Halloween cloaks. And...Is that a cat?”

Ornias looked at the group of teenagers standing in a circle in the old cemetery.
Each was, in fact, dressed in a black Halloween costume cloak. Two were made of plastic,
the other three, cheap black cloth. One of the boys held aloft a black cat. Another
produced an ornate dagger.

“Oh, hell, they’re gonna kill the kitty,” Ornias managed to articulate between
giggles.

“Okay,” Lucifer said as she began stepping toward the boys. “You win.”

The boy with the dagger began to shout over the music, his voice cracking.

“Dark Lord and master we offer this sacrifice--”

“Hey!”

The group, startled, spun to face the petite blond woman who now stood before
them.

“Who dares--”

“Can it, kid,” Lucifer spat, again interrupting what she could only assume was the
leader of this pseudo-coven. “You called. I’m answering.”

The cloaked figures looked at each other, confused.

“Uh. Who are you?”

“The freaking Avon lady. Who do you think? I’m Lucifer.”

The boys all slowly looked at each other, taking in the moment.

In unison, the coven burst into laughter. Behind Lucifer, Ornias joined in the
merriment.

Lucifer cast Ornias a dirty look. He struggled to contain himself.

“Sorry, boss,” he said as he dabbed laughter tears from his cheeks.

Lucifer rolled her eyes.

36
“You don’t believe me? Fine.”

Lucifer’s eyes opened wide and pure sunlight emitted from them. In an instant the
cemetery was as bright as a summer afternoon. Leathery black wings extended from her
back and horns sprouted from her forehead. Her voice dropped two octaves and became
gravelly.

“Is this closer to what you maggots expected?”

The boys began to scream. One of them dropped to his knees and began bowing.

“Forgive our insolence, master!”

Lucifer resumed her humanoid form, ending the light show.

“Good,” she said, letting out a sigh. “Now that that’s done lose the cat and have a
seat. I would like to offer you boys a deal.”

37
“I’ll never be good enough on him. While the Anemic character still
loses the normal amount of Contagion
You make me wanna die Points when targeted by Blood Drain, the
And everything you love will burn vampire attacking him only receives half the
Contagion Points drained.
up in the light
Every time I look inside your eyes Angst (Major) (Savage Worlds Horror
You make me wanna die” Companion)
-The Pretty Reckless, “Make The character suffers from great depression.
Any time the character rolls a Critical
Me Wanna Die” Failure on any die roll, they fall into a deep
depression, suffering a -2 penalty on all Trait
Hindrances Tests for 1d6 days.
The opposite of
Edges, Hindrances Bleeder (Major) (Savage Worlds Horror
make life a little Companion)
harder for your In addition to the systems laid
character. Contagion out under this Hindrance in
Savage Edition uses the Savage Worlds Horror
the Hindrances listed Companion, characters
in Savage Worlds, the who are Bleeders grant
Savage Worlds Fantasy an additional 2 Contagion
Companion and the Savage Worlds Points per round to
Horror Companion in addition to the vampires who attack
new Hindrances listed below. Some them using Blood Drain.
of the Hindrances presented here As a result, vampires
are modifications of Hindrances may inadvertently kill such
published in Savage Worlds materials. a character with much
These are presented as options to greater ease.
help the Hindrances fit better into
the Contagion Savage Edition setting. Destitute (Major)
In these cases, the Hindrances as The character is utterly destitute,
described below are intended to beginning the game with only $50
supersede the standard version of in starting gear, no home and no
the Hindrance, in the context of the income. The character lives on the
Contagion Savage Edition setting. streets and must beg, borrow, or steal to
As always, Gamemasters are free acquire food and shelter to say nothing
to implement or ignore these of gear. Also, due to being homeless,
modifications as they see fit. finding regular gainful employment
is exceedingly difficult for such a
Anemic (Minor) character, as they have no reliable
The Anemic Hindrance functions place to engage in personal hygiene
as described in Savage Worlds. and getting clean clothes is an uphill
Additionally, a character battle. If the character ever gets
with Anemic provides less a regular job and a place to live, this
nourishment to vampires Hindrance must be bought off with an
who attempt to feed Advance.

38
Doubting Thomas (Major) same. The character’s soul is permanently
Doubting Thomas is considered a Major and irrevocably owned by their demonic
Hindrance in Contagion Savage Edition. master. This means that the character’s
If the Sanity rules are being used in your demonic master may drain Contagion Points
campaign, the Sanity benefits listed under via the Siphon Sin ability and that when
this Hindrance in the Savage Worlds Horror the character dies he will most certainly go
Companion apply. This Hindrance may only directly to Hell. Unlike most Hindrances,
be taken by human, giant or dwarf characters, this cannot be bought of with an Advance
or by half-elves or half-orcs raised in human or defeated in any way. It is a permanent
communities. Members of any other race Hindrance and the character is damned.
that refuse to accept the existence of the
supernatural are not Doubting Thomases and Possession Sensitive (Minor)
should instead take the Delusional (Major) Due to an intense synchronicity with the
Hindrance. spiritual realm, a strong desire to make
otherworldly contact, or an extremely open
Elderly (Major) mind, your character is very susceptible to
In case it needs to be said, characters that are ghostly possession.
undead cannot take this Hindrance. It is also Ghosts and spirits easily possess your
inappropriate for elves, which never age to character. When making a Spirit roll to resist
the point of being Elderly. ghostly possession your character receives a
-2 penalty to the roll. On the bright side, your
Infernalist (Major) character is immediately aware of a ghost or
The character has sold their soul to a demon. spirit’s presence at the moment a possession
Frequently this action is taken in order to attempt is made. This awareness requires no
fulfill a wish. People sell their souls for money, roll and is automatic.
love, revenge or to fulfill virtually any desire. Special Note
In some cases, the character may sell their You may not gain the Possession Resistant or
soul in order to gain access to infernal magic Possession Immune Edges, if at any time your
via the Arcane Background (Miracles) Edge. character receives those Edges, you must
Whatever drove the character to such a expend an Advance to remove Possession
desperate measure, the effects are the Sensitive.

39
Roger used an old, ratty t-shirt to wipe the wendigo’s blood from the blade of
his machete. Once the blade was clean, he placed it back in its sheath and tossed in into
the trunk of his Buick, along with the rest of his small arsenal. Behind him, Stacy walked
up the hill carrying two empty gas cans. After checking to be sure all his weapons were
where they belonged, Roger turned his attention to his companion.

“Need a hand?”

Stacy sighed as she stepped up onto the shoulder of the highway.

“Not anymore.”

Stacy tossed the empty cans into the trunk and slammed it shut. She turned on
her heels to face Roger.

“Wanna go grab a beer?”

Roger shook his head.

“Wish I could,” he said with a sigh. “I have a meeting with the shareholders in the
morning and I am supposed to have an outline for all corporate expenditures for the
next quarter prepared.”

“And you didn’t get your homework done,” Stacy teased.

“Exactly.”

Roger stepped around to the driver’s side door and got inside the car. He truly
would have liked to get that beer. He felt like a celebration should happen. After
all, they had just taken out a particularly nasty Hellspawn. He also greatly enjoyed
Stacy’s company and wanted to spend more time with her outside of the hunt, but his
presentation wasn’t going to write itself.

Celebrating would have to wait just a little while longer.

41
“I like danger, romance and version of the Edge, in the context of the
Contagion Savage Edition setting. As
mystery always, Gamemasters are free to implement
I’m a lucky ducky, get mad shit for or ignore these modifications as they see fit.
free
Background Edges
I rock more bling then Mr. T
I make it look easy ‘cause it is to Arcane Background (Alchemy) (Savage Worlds
me” Fantasy Companion)
This Background Edge functions essentially
-Die Antwoord, as presented in the Savage Worlds Fantasy
“Baby’s on Fire” Companion. See Chapter 6: Magic for an
in-depth look at the Arcane Background
(Alchemy) Edge, including an
Edges appropriate Spell List for the
Contagion Savage Edition
Edges are little tricks, knacks, setting.
techniques and unique abilities that
help characters get through the
nightly hell of the Contagion Savage
Edition setting. These edges
help level the playing field in
the war, allowing those who
would normally perish quickly
to become true heroes (or
villains). Contagion Savage
Edition uses the Edges listed
in Savage Worlds, the Savage
Worlds Fantasy Companion
and the Savage Worlds
Horror Companion in
addition to the new Edges
listed below. Some of
the Edges presented
here are modifications
of Edges published
in Savage Worlds
materials. These are
presented as options
to help the Edges
fit better into the
Contagion Savage
Edition setting. In
these cases, the
Edges as described
below are intended
to supersede
the standard

42
Arcane Background (Ghostly Powers) Arcane Background (Super Powers) (Savage
Requirements: Novice, Ghost Worlds)
See Chapter 6: Magic for a full description This Background Edge is not appropriate for
of the Arcane Background (Ghostly Powers) use within the Contagion Savage Edition
Edge. setting.

Arcane Background (Magic) (Savage Worlds) Arcane Background (Weird Science) (Savage
This Background Edge functions essentially Worlds)
as presented in Savage Worlds. See Chapter This Background Edge is not appropriate for
6: Magic for an in-depth look at the Arcane use within the Contagion Savage Edition
Background (Magic) Edge, including an setting.
appropriate Spell List for the Contagion
Savage Edition setting.
Angelic Favor
Requirements: Novice, Spirit d8, loyalty to/
Arcane Background (Miracles) (Savage Worlds) faith in Yahweh.
This Background Edge functions essentially Because of faith in Yahweh, good works, or
as presented in Savage Worlds. See Chapter some unknown design, angels favor your
6: Magic for an in-depth look at the Arcane character. The character is treated well by
Background (Miracles) Edge, including an the heavenly host, and in dire need, may call
appropriate Power List for the Contagion upon divine assistance.
Savage Edition setting. Your character receives a +2 to Charisma
when dealing with angels. Angels tend
Arcane Background (Psionics) (Savage Worlds) to consider your character’s opinions and
This Background Edge functions essentially will offer the character advice if asked. The
as presented in Savage Worlds. See Chapter character may also, at any time, spend 4
6: Magic for an in-depth look at the Arcane Contagion Points to summon 1d4 angels
Background (Psionics) Edge, including an to lend assistance. The angels will all come
appropriate Power List for the Contagion from the same choir, to be determined by
Savage Edition setting. the Gamemaster based on the situation.
Summoning angels in battle is likely to bring
Arcane Background (Ritual Magic) (Savage Seraphim to the call, while summoning
Worlds Fantasy Companion) angels to assist with travel will likely call to
This Background Edge functions essentially the Teraphim. Summoned angels will arrive
as presented in the Savage Worlds Fantasy on the character’s next initiative action,
Companion. See Chapter 6: Magic for an in- remaining for one round to offer aid. This
depth look at the Arcane Background (Ritual time may be extended by expending 1
Magic) Edge, including an appropriate Spell Contagion Point per angel summoned, per
List for the Contagion Savage Edition setting. round. When this timeframe passes, the
summoned angels will return to Heaven.
Arcane Background (Sorcery) (Savage Worlds Any witnesses to the angels’ actions will
likely suppress the memory, rationalizing the
Fantasy Companion)
event. To remember the actions of angels
This Background Edge functions essentially
summoned through this feat, witnesses must
as presented in the Savage Worlds Fantasy
make a Spirit roll at TN 8. If successful, the
Companion. See Chapter 6: Magic for an
witness retains full memory of the events of
in-depth look at the Arcane Background
the visitation. Furthermore, recording devices
(Sorcery) Edge, including an appropriate Spell
will mysteriously fail, preventing the visitation
List for the Contagion Savage Edition setting.

43
from being recorded. The summoner may upon infernal assistance, for a steep price.
expend an additional Contagion Point per Demons consider your character to be a
witness to allow witnesses he chooses clear valuable asset. The character may at any
memory of the events of the visitation. time spend 4 Contagion Points to summon
Contagion Point expenditures used to fuel 1d4 demons to lend assistance. The demons
this Edge may occur all at once, ignoring the will all come from the same caste, and their
rule of 1 Contagion Point per round. This Edge caste will be determined by the Gamemaster
may not, however, be used in conjunction based on the situation. Summoning demons
with any other Contagion expenditure. in battle is likely to bring Marchocia to the
Special Note call, while summoning demons to assist with
Angels and demons may not take this Edge. travel will likely call Leviathans. Summoned
demons will arrive on the character’s next
Demonic Favor initiative action, remaining for one round
Requirements: Novice, Spirit d8, faith in/ to offer aid. This time may be extended by
loyalty to the forces of Hell. expending 1 Contagion Point per demon
Because of servitude, evil works, or some summoned, per round. When this timeframe
design unknown to your character, demons passes, the summoned demons will return to
show the character great favor. The character Hell. Any witnesses to the demons’ actions will
is tolerated by the infernal host, and may call likely suppress the memory, rationalizing the

44
event. To remember the actions of demons causing normal damage. Double shot does
summoned through this feat, witnesses must not work with crossbows or other ranged
make a Spirit roll at TN 8. If successful, the weapons—only with bows and arrows.
witness retains full memory of the events of
the visitation. Furthermore, recording devices Improved Double Shot
will mysteriously fail, preventing the visitation Requirements: Veteran, Double Shot
from being recorded. The summoner may The archer may attack as above, but ignores
expend an additional Contagion Point per the –2 penalty.
witness to allow witnesses he chooses clear
memory of the events of the visitation. Sunder
Contagion Point expenditures used to fuel Requirements: Seasoned, Fighting d6
this Edge may occur all at once, ignoring the Those with this Edge know just where to
rule of 1 Contagion Point per round. This Edge strike objects or armored foes to cause the
may not, however, be used in conjunction most damage. Any weapon in the hands of
with any other Contagion expenditure. a character with this Edge ignores 1 point
Beyond the price in Contagion Points, using of armor (in addition to any AP value the
this Edge indebts the user to the summoned weapon may already have) on a successful hit.
demons. Each time this Edge is used, the If the attacker gets a raise on the attack roll,
demons summoned may call upon the he ignores 2 points of armor. The Edge applies
user at any time thereafter to carry out one against all forms of armor, natural or magical.
task of the demons’ choosing. Though the
user of this Edge may attempt to resist this
Improved Sunder
request (requiring a successful Spirit roll at
Requirements: Veteran, Sunder
TN 8), doing so is guaranteed to earn the ire
As above, but the attacker ignores up to 2
of Hell’s army. Resisting this request strips
points of armor on a success and 4 points of
the character of this Edge and grants the
Armor on a raise.
character a permanent -2 penalty to Charisma
when dealing with demons and Hellspawn
loyal to Hell. Leadership Edges
Special Note
Angels and demons may not take this Edge. Fanaticism (Savage Worlds Horror Companion)
This Edge functions as described in the
Relentless (Savage Worlds Horror Companion) Savage Worlds Horror Companion. Any group
Though the word “slayer” is used in the Edge that permits the character who possesses this
description, any character may select this Edge to take a leadership role may claim the
Edge if they meet the requirements. benefit of this Edge.

Combat Edges Power Edges

Double Shot Divine Blood


Requirements: Seasoned, Agility d8, Shooting Requirements: Novice, Spirit d8
d10 Your character has a limited channel to
Double Shot allows an archer to fire two miraculous abilities. Perhaps the character has
arrows in his bow at once, firing two shots a saint in their family tree, or has had a divine
at a single target with one attack roll at a –2 experience, revelation, or epiphany, which
modifier. has left the character with modest miraculous
The target must be within short range. If the abilities. As a result the character may select
attack is successful, both arrows hit, each one Novice Power that would be available

45
via the Arcane Background (Miracles) Edge. Your character has limited access to magical
In order to use this Power, the character must abilities. Perhaps the character has a Magus in
expend a number of Contagion Points equal their family tree, or has managed to uncover
to the Power Point cost of the Power and the most basic truths of magic theory through
make a Spirit roll. If successful, the power informal study, which has left the character
may be used normally. If the Spirit roll fails,with modest spellcasting abilities. As a result
the Contagion Points are wasted. If the the character may select one Novice Power
Power requires an Arcane Skill roll, use the that would be available via the Arcane
character’s Spirit in place of the Arcane Skill.
Background (Magic) Edge. In order to use this
This Edge does not permit the character to Power, the character must expend a number
exceed the normal expenditure limitation of of Contagion Points equal to the Power Point
1 Contagion Point per turn. For example, if cost of the Power and make a Smarts roll. If
this Edge is being used to activate the Armor successful, the power may be used normally.
Power (which has a Power Point cost of 2) If the Smarts roll fails, the Contagion Points
the character must spend a Contagion Point are wasted. If the Power requires an Arcane
on the first round to begin the process, but Skill roll, use the character’s Smarts in place of
cannot activate the Power until the second the Arcane Skill.
round, when he is able to expend the second This Edge does not permit the character to
Contagion Point that the Power requires. exceed the normal expenditure limitation of
Characters using a Power gained via 1 Contagion Point per turn. For example, if
Divine Blood must engage in some form this Edge is being used to activate the Armor
or supplication or prayer while spending Power (which has a Power Point cost of 2)
the required Contagion Points to activate the character must spend a Contagion Point
their Power. If the prayer (or expenditure on the first round to begin the process, but
of Contagion Points) is interrupted by the cannot activate the Power until the second
character taking any other action, the round, when he is able to expend the second
character must start over and any Contagion Contagion Point that the Power requires.
Points invested in the effort prior to the Characters using a Power gained via Magical
interruption are wasted. Heritage must engage in some form or
Characters who select this Edge may also ritual or chant while spending the required
select any Arcane Background as long as they Contagion Points to activate their Power. If
meet the requirements, but if they wish to the ritual (or expenditure of Contagion Points)
access the Power gained through this Edge is interrupted by the character taking any
using their Power Points normally, they must other action, the character must start over
re-learn the Power separately. and any Contagion Points invested in the
Special Note effort prior to the interruption are wasted.
Characters may only take this Edge at Characters who select this Edge may also
character creation. Angels and demons may select any Arcane Background as long as they
not take this Edge. meet the requirements, but if they wish to
access the Power gained through this Edge
Magical Heritage using their Power Points normally, they must
Requirements: Novice, Smarts d8 re-learn the Power separately.
You have magical ability in your background, Special Note
such as a Magus in your bloodline, or you Characters may only take this Edge at
gained access to magic at a particularly young character creation. Angels and demons may
age (by discovering a spellbook in your attic, not take this Edge.
for example). As a result, you mastered some
basic spellcasting.

46
Sympathetic Magic select any Arcane Background as long as they
Requirements: Seasoned, any Arcane meet the requirements, but if they wish to
Background access the Power gained through this Edge
Your character has learned to utilize the Law using their Power Points normally, they must
of Contagion as a vessel for spellcasting or re-learn the Power separately.
psionics. If the character is in possession of Special Note
an object or item that belonged to a creature, Angels and demons may not take this Edge.
the character may target that creature with
a Power regardless of distance. So long as Professional Edges
your character holds the object, they are
considered to be touching the creature. If the Arcanist
object was once a part of the creature (a lock Requirements: Novice, Smarts d8+,
of hair, a fingernail clipping, or the creature’s Investigation d8+, Knowledge (Arcana) or
blood) that creature receives a -2 penalty to Knowledge (Occult) d8+
any rolls made to resist the Power’s effect. The character has spent a considerable
Activating a Power via Sympathetic Magic portion of time studying the occult. Though
costs 1 Contagion Point in addition to the they may not have mastered the arts of
normal Power Point cost of the Power. magic, they are very well versed in magic
lore, occult secrets and rituals of protection.
Wild Talent As a result, Arcanists can create an Antimagic
Requirements: Novice, Smarts d8 Circle.
The character is psychically latent.
The nascent ability to extend
e character’s will over your
surroundings has slowly begun
to manifest. Typically characters
with this Edge find their new
abilities frightening and alien,
though with time, this potential
can be nurtured and controlled.
In short, the character has a minor
parahuman psychic power that is
difficult to control.
Select any one Novice psychic power.
In times of great stress the character
may use this power. The power tends to
manifest in conjunction with negative or
stressful situations (i.e. when your character
fails a Fear check, when your character
becomes Shaken, etc.). The GM is the final
arbiter of what stimuli may cause this
psychic ability to manifest, though the
character may attempt to kick start the
power’s use by placing themselves in
stressful or dangerous situations. There
is no Power Point Point cost for using
this power.
Characters who select this Edge may also

47
To create an Antimagic Circle, the Arcanist by proxy, directing their vessels to carry out
must draw a circle in ritually prepared chalk agendas that would otherwise be impossible.
on a flat, immobile surface (like the earth Some creatures are extremely susceptible
or the floor of a building.) This circle may to this control and become frequent targets
have a radius no larger than the Arcanist’s of ghostly manipulations. An incredibly rare
Smarts in feet. The Arcanist must then spend few learn to turn the tables on unwanted
a Contagion Point and make a Knowledge guests, effectively altering their bodies into
(Arcana) or Knowledge (Occult) check. If metaphysical prisons for incorporeal visitors.
successful, the Arcanist creates an Antimagic
field in the space designated by the circle. These rare and incredible people are
For the full effects of an Antimagic field, see referred to as Conduits. The Conduit opens
Chapter 6: Magic. himself to ghostly possession, harnessing
the power of those foolish enough to accept
Clergy the invitation. The Conduit can channel the
Requirements: Novice, Arcane Background powers of ghosts through his body. With
(Miracles), Spirit d8+, Faith d10+ practice a Conduit can even harbor (and draw
The character is a faithful power from) multiple ghosts at the same
servant of one of the time. Conduits use their abilities to achieve
Abrahamic faiths. As a a number of goals, from the altruistic to the
result they are able to selfish. It seems that the only common
repulse the undead thread between Conduits is their
with the strength of sensitivity to ghostly possession.
their faith.
Repulsing Undead costs A Conduit may trap
1 Power Point and has a and control a ghost that
range of the character’s possesses
Spirit. Targeted creatures them. A
within that range must make ghost
a Spirit roll. Failure means the must first
creature is Shaken; a 1 means it is successfully
destroyed. Wild Cards suffer an possess the Conduit.
automatic Wound instead. Once this happens the
Furthermore, the Clergy is Conduit may activate
trained to drive demonic their Absorb Soul
spirits from human bodies. ability, making
Anytime he makes an it exceedingly
opposed Spirit or Faith difficult for the
test versus demons possessing spirit
or supernaturally evil to leave or access
forces, he adds +4 to Ghostly Powers. The
his roll. possessing ghost must
succeed at Spirit check
Conduit against the Conduit
Requirements: Novice, Possession or be trapped in the
Sensitive, Spirit d10+ Conduit’s body, unable
Small selections of ghosts learn to use its powers until
to control the bodies of humans. These another ghost tries to
elite few interact with the living world possess the Conduit or

48
the Conduit willingly releases the trapped ply their trade for profit, selling their unusual
ghost. This power allows other ghosts to skills to anyone that can pay their price.
attempt to possess the Conduit. A ghost
attempting to possess an occupied Conduit Conjurers may use many disparate
must make a Spirit test against the Conduit. rituals and tools to arrive at their ends, but
Success ejects the resident ghost, trapping they universally show great respect for the
the new possessor. spiritual aspect of their conjure work. Even
Conjurers of mercenary leanings will not do
Once a ghost is trapped within the anything they feel disrespects the spirits,
Conduit’s body, the Conduit can channel a and will often disavow anyone who they feel
ghost’s Ghostly Powers through his body as has earned the ire of otherworldly beings.
if they were his own. The Conduit spends a Conjurers will often abandon even close
Contagion Point to access any power known friends and family who take actions to offend
by a ghost that the Conduit holds via Absorb the spirits. Better to lose a friend or brother
Soul. The ghost may make a Spirit test against than to feel the wrath of Les Invisibles.
the Conduit to prevent the Conduit from
accessing these powers. If the ghost fails this Those who treat the spirits, and the
Spirit roll, the Conduit may use the ghost’s Conjurer, with the proper reverence will never
Ghostly Powers freely as if they were his know a stronger ally. The magic of Conjurers
own. Any rolls for using these powers use is potent and reliable. Their knowledge of the
the ghost’s Attributes and arcane skills, but invisible world is virtually matchless and they
are fueled by the Conduit’s Contagion Points have a rapport with spirits rivaled only by
rather than the Ghost’s. A Conduit cannot Shaman.
use Channeling to access powers from the
Control Tree. By mixing graveyard dirt, snakeskin
and various herbs, the Conjurer can create a
Conjurer potent magical dust, known as Goofer Dust,
Requirements: Novice, Arcane Background that holds the essence of a single spell until
(Sorcery), Knowledge (Occult) d10+ sprinkled on a creature, object or area. Once
Spellweaving d8+ the dust is sprinkled, the spell is released.
Conjurers are an eclectic collection Creating a batch of Goofer Dust takes one
of wise men and women who utilize various hour during which time the Conjurer must0
forms of folk magics, primarily derived spend a number of Contagion Points equal to
from old African traditions. Practitioners of the Power Point cost of the spell +1.
many mystical philosophies fall within the
broad definition of Conjurer. The tools of the Familiar (Savage Worlds Fantasy Companion)
Conjurer are broad and varied, determined by Requirements: Novice, Arcane Background
the individual Conjurer’s belief system. (Alchemy) or Arcane Background (Magic) or
Arcane Background (Sorcery), Knowledge
Conjurers tend to be insular and self- (Arcana) d10+
sufficient, keeping their arts to themselves This Edge functions as described in the
and trying to stay off of the radar of other Savage Worlds Fantasy Companion, but is
factions within the war. Community minded available to characters with the Arcane
Conjurers have been known to help out those Background (Arcane Caster) Arcane
in their neighborhood or those they count Background (Abstruse Caster) or Arcane
as friends, while avoiding entanglements Background (Intrinsic Caster) Edges in
with strangers or outsiders. Other Conjurers addition to characters with the Arcane
Background (Magic) Edge.

49
Knight (Savage Worlds Fantasy Companion) A Magus’s loyalties define him. Most
While this Professional Edge is technically Magi are loyal to themselves above all else,
available for Contagion Savage Edition, it however their knowledge does not come
makes little sense for modern characters from within. In order to attain the rank of
(though could be very fitting for an aged Magus (and thereby this edge) the character
immortal who was alive when this form of must train at an established magical school.
knighthood was in vogue.) The magical school where the Magus trained
usually commands a close second place in a
Lore Hoard Magus’s loyalties. Even among the schools of
Requirements: Seasoned, Knowledge magic, divided loyalties and service to outside
(Arcana) d8 or Knowledge (Occult) d8 masters occasionally arise. It is rare, however,
Your character has amassed a great deal of as Magi are such strong willed people.
information regarding the supernatural. While
any character can theoretically accomplish Below is a brief view of each of
this feat, your character’s hoard is somehow the most well established magic schools
well protected and can never be truly taken in the Contagion Savage Edition setting.
away. Perhaps he had the foresight to scan Gamemasters are encouraged to expand
every page onto computer and store backups upon the information presented here, and
in remote locations. Maybe this knowledge to create lesser schools for their campaigns
is mystically protected so that the books if needed. A Magus must belong to a
may never be destroyed. Regardless of the magic school and cannot learn this Edge
explanation, your character has an impressive without accepting membership in a school.
library at their disposal, granting a +2 bonus Magi can leave their magic school after
to all Knowledge (Arcana) checks, Knowledge completing training, but such occurrences are
(Occult) checks and Arcane Skill checks made exceedingly rare and often earn the enmity
while accessing the library. of their former school. Consider taking the
Enemy (Major) Hindrance in such cases.
The Agency Of Paranormal Research
Magus
And Study: Formerly a branch of the U.S.
Requirements: Seasoned, Arcane Background
government assigned to quantify magical
(Magic), Smarts d8+, Knowledge (Arcana)
phenomena, the Agency has gone rogue in
d8+, Spellcasting d8+
the wake of Department 7’s formation. No
Those who earn the title of Magus
one outside the Agency seems to know why.
have learned to harness magic in its purest,
The Ascendant Impetus: Magi who
rawest form. Through years of study,
seek power from infernal sources.
dedication beyond typical human fortitude,
The Association Of Administrators
and no small investment of willpower, Magi
And Craftsmen: Magi who work as laborers,
learn to control the forces of creation itself.
treating magic as a means to earn profit.
The spells of the Magi are no simple rituals.
The Council of Tears: Power hungry
They are a means of harnessing celestial will
necromancers who seek to master and
and bending it to the whims of the Magus. In
overcome death itself.
game terms, this give the Magus the ability
Department 7: A secret organization
to cast his spells under the No Power Points
within the United Nations, dedicated to
Setting Rule as described in Savage Worlds.
protecting humanity from the supernatural
It is important to note that the Magus may
and keeping the existence of the celestial a
choose to spend Power Points or to cast
secret.
under the No Power Points rule. This flexibility
The Guardians of Innocence: A group
gives the Magus the ability to tap incredible
of Magi and other beings who have dedicated
amounts of power.

50
their lives to protecting those who cannot themselves to the stimulus that triggers
protect themselves. their visions intentionally, which requires
The International Guild Of Stage the expenditure of a Contagion Point and
Performers: Hiding in plain sight, these Magi a successful Smarts roll. If the roll fails, the
use stage illusion as a cover for their arcane Contagion Point is wasted and the vision
activities. does not occur.
The Order of Ouroboros: Scholars who When this occurs, use the Signs & Portents
place the acquisition of occult lore above all system described in the Savage Worlds Horror
else. Companion. If the Savage Worlds Horror
Companion is unavailable, or if the GM just
Prophet decides it is prudent, the GM may simply
Requirements: Novice, Arcane Background describe the vision to the Prophet and allow
(Psionics) or Wild Talent them to draw their own conclusions about its
Prophets have a unique psychic significance.
insight into the future. Whether blessed or
cursed by this ability, Prophets can foretell Upon receiving the vision, the Prophet
things to come, reach into the minds and must make a Vigor check or suffer a wound
motives of others and boast an awareness and become Shaken.
unlike any other non-celestial creature.
This power comes at a great price,
as the Prophet often suffers great
physical pain to use his powers. The
emotional trauma dealt by seeing
the future is another threat and many
Prophets go mad from the visions that
haunt them.

Prophets born in developed


nations and raised in the
absence of superstition or
faith often disbelieve their
own visions, thinking they
are simple hallucinations.
Many Prophets have
sought mental health
care, sometimes going so far as to
have themselves committed to
psychiatric hospitals as a reaction
to the inexplicable visions that
flash before their eyes.

Once per game session,


the Prophet is granted a vision. This
may be a sudden flash that can occur at any
time, a nightmare that only happens when
sleeping, or it may be triggered by stress, joy,
or any other mental stimulus. Some Prophets
will attempt to force a vision by exposing

51
Immediately after the vision is Shaman
completed, the Prophet must make a Smarts Requirements: Novice, Arcane Background
roll. If the roll is failed, the Prophet must (Sorcery), Spirit d8+, Spellweaving d6+
record a description of their vision within A Shaman is a priest or priestess who
the next hour. They may write a description, opens himself up to possession and lets the
record a video where they relay what they spirits guide his body for the purpose of
have seen, or draw an image that they have curing the sick, divining the hidden, attaining
seen in their vision. The medium of the wisdom, and controlling events. Contrary
recording is irrelevant, but the compulsion to a popular misconception, it is not only
is unavoidable. If prevented from recording Native Americans that have a tradition of
their vision in any way, the Prophet will shamanism, as shamanism is found in many
become obsessed forgoing sleep, food, drink cultures throughout the world, including
and other needs until the vision has been Africa, aboriginal Australia, the Incas, Mayans,
recorded. Aztecs, Hawaiian and Polynesian islands,
Shamanism is also outlined in the Jewish
Kaballah. All have various rites and rituals,
but the central theme is the Shaman attains
his powers by going on a journey, acquiring
powers from spirits of elders, animal guides,
and The Great Spirit, known by many names,
including Wankan Tanka, Gitche Manitou,
and to many, Yahweh himself, then returns
to his tribe to use that power to heal, teach,
and ensure success with weather, crops,
childbirth, and battle.

On the sacred ground of his people,


a Shaman reduces the Power Point cost
of all spells by -1 to a minimum of 0.
Away from the sacred ground of
his people, the shaman must pay
an additional Power Point for all
spells. The Gamemaster and player
should work together to determine
what constitutes “sacred ground” it may
not necessarily be defined geographically,
as some Shamans would find certain
concepts or ideals closely associated
with their people and therefore
locations associated with those
concepts or ideals could be
considered sacred ground.

Slayer
Requirements: Novice, Arcane Resistance,
Spirit d8, Member of the human, giant or
dwarf race.

52
Once normal men and women, Homeless dregs that live on the street and
Slayers are those select few chosen by the beg (or steal, or engage in other less savory
forces of Heaven to act as foot soldiers in activities) for change and scraps of food,
the war. The choice is usually (though not vagrants are ultimately urban survivalists.
always) made early in the Slayer’s life, often
in the final stages of puberty. It is extremely Vagrants are resourceful and able
rare that a person will become a Slayer after to scrounge up weapons, food, and shelter
more than one encounter with a Hellspawn from virtually nothing. However, most lack
or supernatural creature, though this has the social or technical skills necessary to
been known to happen on occasion. The navigate in polite society, so when they
energies that drive supernatural creatures find themselves faced with tasks such as
tend to trigger latent Slayers when the two interacting with others in order to accomplish
cross paths, and no supernatural creature can a task or use simple technology others take
become a Slayer. for granted such as computers or cell phones,
the vagrant is often a fish out of water.
The life of a Slayer is often short
and violent. Many Slayers try to maintain a Due to their experience in hostile
double life. Working a job or going to school living conditions, vagrants gain a +2 bonus
by day and fighting the forces of Hell by to all rolls made to find food, construct
night. Some few Slayers are able to maintain makeshift shelters or panhandle for change.
this balance for a while, but Hellspawn care
little for the sanctity of a Slayer’s “downtime”. In addition to the Destitute (Major)
Eventually, the Slayer’s enemies will endanger Hindrance that is required to take this
any chance of a normal existence. Knowing Professional Edge, many vagrants also have
this, some Slayers forgo the pleasantries of the Habit (Minor) or Habit (Major) Hindrance
mundane existence, devoting every moment related to some form of substance abuse. Life
to the war. on the streets is ugly.

Slayers can come from all lifestyles. In Witch


many ways, they are simply average joes who Requirements: Novice, Arcane Background
have been called to duty by Yahweh. (Sorcery), Spirit d8+, Spellweaving d6+
Witchcraft is alive and well in the
Slayers gain the ability to detect world of Contagion. In fact, with the return
supernatural creatures and auras. This power of the old Gods from imprisonment in
may be used at will. The Slayer simply takes Oblitus, Witches find their power growing
a turn to attune himself to his surroundings to peaks unseen on Earth in centuries. The
and makes a Notice roll. If successful, the Witch calling covers all practitioners of old
Slayer may detect supernatural occurrences European mystic traditions and the offshoots
in his presence including the number of thereof, making the calling very diverse and
supernatural auras (creatures, items, or broad. Witches are, above all, individuals.
Powers) in the area and the location of the Each Witch’s personal beliefs and convictions
most potent supernatural aura present. dictate their actions and the only common
This awareness can penetrate barriers thread among Witches is the strength of
stretching in 100 yards in every direction. those convictions.

Vagrant Some Witches gather in covens,


Requirements: Novice, Destitute (Major) practicing in groups with other Witches of
Vagrants are the cast-offs of society. similar beliefs and practices. Other Witches

53
prefer solitary practice, relying on no one Racial Edges
else for aid and blaming no one else for their
mistakes. The road of the solitary witch is Adaptable (Savage Worlds Fantasy Companion)
often dangerous and difficult, but ultimately This Racial Edge is replaced and superseded
rewarding as it is much easier to discover by the Hellspawn Heritage Edge.
one’s personal truth when unfettered by the
concerns and energies of others.
Barbaric Blood (Savage Worlds Fantasy
If a Witch has access to a personal Companion)
item, or tissue sample from any creature, the In addition to Half-Orcs, this Edge is available
Witch may construct a hex bag, which can to all races with the Berserk Edge.
produce any one of several results. Creating
a hex bag takes one hour and requires the Improved Barbaric Blood (Savage Worlds
expenditure of a Contagion Point. Each hex Fantasy Companion)
bag may have only one effect, though a In addition to Half-Orcs, this Edge is available
target may be under the influence of more to all races with the Berserk Edge.
than one hex bag at a time. Hex bags are only
effective within 30 yards of the target; as such Celestial Privilege
witches often give them to the target in the Requirements: Member of the angel or
case of helpful hex bags, or stash them in the demon race.
target’s home in the case of harmful hex bags. When this Edge is gained, the character may
Hex bag effects include: choose a Power from a choir or caste other
Harmful effects: than his own. Characters with this Edge must
Bad luck – The target suffers a -2 penalty to all meet all other prerequisites for taking that
rolls while within range of the hex bag. Power as normal. This Edge may be taken
Disease – The target suffers the effects of a multiple times.
disease of the witch’s choice so long as they
are within range of the hex bag. Curse Carrier
Beacon to the damned – The hex bag calls Requirements: Novice, human, giant or
demons, Hellspawn and malicious spirits dwarf.
while the target is within range. Whether or not your character knows the
Helpful effects: truth, one of their ancestors is supernatural.
Good Luck – The target receives a +1 bonus to While the character may not possess any
all rolls while within range of the hex bag. discernible traits of their mystical heritage,
Hiding – The target becomes immune to they may inadvertently pass this curse on
scrying while within range of the hex bag. to their children, or through a transfusion of
Possession block – the target cannot be their accursed blood.
possessed by any entity while in range of the
hex bag. Select a playable race other than angel,
Protection – The target receives +4 armor Arcadian, demon, goblin or morlock at
while within range of the hex bag. character creation. If your character has
children, the character will breed as a
In order to end the effects of a hex member of that race.
bag, the bag must be located and burned.
Antimagic fields will suppress the effects of a If you select any race descended from
hex bag. werewolves, there is a 1 in 20 chance that
the character can pass on the curse of
lycanthropy. In this case roll a d20. If the

54
result is a 1, the child will suffer lycanthropy. soul is a more potent conduit for Contagion
In the event a human with latent lycanthropy energy than most. Contagion Points taken
receives a transfusion of the character’s blood, from your character through a demonic pact,
his own genetic predisposition towards through damage while in Hell or via other
lycanthropy may be activated at Gamemaster supernatural means are worth double their
discretion. value. Every Contagion Point you lose in such
a fashion counts as two for the recipient.
If you select any race descended from Every time you spend Contagion to improve
vampires, the character’s blood has a small a die roll, you may roll twice and select the
chance of creating new vampires. If the greater result.
character donates blood and the recipient Special Note
dies within 12 hours of receiving the This Edge must be selected at character
donation, there is a 1 in 20 chance that the creation.
unfortunate soul may rise from the dead as
a vampire. There is also a 1 in 20 chance that
upon death, the curse carrier may rise as a
vampire. In either case roll a d20. On a result
of 20, the vampirism manifests as described.
This unknown kinship with the supernatural
does give the character a slight advantage
with members of their selected race. Add a
+1 bonus to Charisma when dealing with
members of the chosen race.
Special Note
This Edge may only be selected at
character creation.

Double Shot (Savage Worlds


Fantasy Companion)
This Edge is superseded and
replaced with the Double Shot
combat Edge.

Improved Double Shot (Savage


Worlds Fantasy Companion)
This Edge is superseded and
replaced with the Improved
Double Shot combat Edge.

Flowing Soul
Requirements: Novice,
Member of the
human, dwarf or
giant race.
Due to some quirk
of metaphysics,
your character’s

55
Hellspawn Heritage is cursed blood. Though the curse seems to
Requirements: Novice, human, giant or have thinned due to the great presence of
dwarf. human blood in their veins, the character
The character with this Edge has a Hellspawn has begun to manifest traits of Hellspawn
in their distant ancestry. The exact nature of ancestry. For good or ill, the character is more
that creature is immaterial (though it may be than human.
a source of adventure), as the overpowering
human genetic tide has reduced its special This Edge allows the character to develop one
abilities to a few salient features. racial feature or Hindrance from a non-human
The character gains a +1 bonus on one ancestor. The race must be determined
Attribute. This bonus can be added to any die when this Edge is selected. Though the
type and remains as the character advances. character may take this Edge multiple times,
A character can begin with a d4 +1 value in all instances of this Edge must come from
an attribute, if they so choose. This Attribute the same race. Acceptable races for this Edge
can be raised to a maximum of d12 +1. The include all playable races and Hellspawn
character also gains the Low-light vision creature types. Upon selecting this Edge the
feature, which allows the character to ignore character gains one racial feature listed in the
penalties for Dim and Dark lighting. ancestor’s race or creature description.
Special Note Special Note
This Edge may only be selected at character This Edge may be taken multiple times. The
creation. same racial feature may not be taken twice.
The character manifests the selected racial
Natural Warrior (Savage Worlds Fantasy feature as if he were a member of the race
possessing the racial feature.
Companion)
This is not only included, but encouraged for
any Contagion character whose race includes Spectral Armament
natural weapons (bite, claw) Requirements: Seasoned, Ghost, Spirit d8
This rare and useful ability allows a ghost to
form weapons out of his own will and rage. By
Improved Natural Warrior (Savage Worlds
spending a point of Contagion and making
Fantasy Companion) a successful Spirit roll, the ghost can create a
This is not only included, but encouraged for spectral melee weapon, which affects other
any Contagion character whose race includes incorporeal entities. The weapon will function
natural weapons (bite, claw) exactly like its mundane counterpart, except
that it only affects entities in Purgatory (such
Scamper (Savage Worlds Fantasy Companion) as ghosts and Death Walkers). The weapon
In Contagion Savage Edition this Edge is created with Spectral Armament lasts for a
available to any character with a Size penalty. number of rounds equal to the ghost’s Spirit.
This Edge must be purchased separately for
Improved Scamper (Savage Worlds Fantasy each specific weapon that the ghost wishes to
Companion) create (so if a ghost wanted a short sword and
In Contagion Savage Edition this Edge is a knife, then he would have to purchase the
available to any character with a Size penalty. Edge separately for each.)

Sinful Breeding Spectral Armaments are supernatural in


Requirements: Novice, Hellspawn Heritage, nature, and will dissipate immediately upon
member of the human, giant or dwarf race. contact with an Antimagic Field.
Somewhere in your character’s lineage there

56
Sunder (Savage Worlds Fantasy Companion) while dhampirs, drow, and goblins have
This Edge is superseded and replaced with no practical use for their slightly elongated
the Sunder combat Edge. canines. Through practice or sheer ferocity
some members of these races have learned to
Improved Sunder (Savage Worlds Fantasy utilize their teeth as weapons in close combat.
This Edge allows your character to use their
Companion)
fangs as natural weapons, including meeting
This Edge is superseded and replaced with
the requirements for the Natural Warrior and
the Improved Sunder combat Edge.
Improved Natural Warrior Edges.
Sword of the Archangel After a successful grappling attack has been
Requirements: Veteran, Angel made, the character may bite his victim
Using Contagion energy, the character inflicting Strength + d4 damage.
can manifest a sword of divine flames. By A character without this Edge who attempts
expending 1 Contagion Point, the user of this to bite a grappled opponent deals their
Edge creates a 4 foot long blade of fire. This Strength in nonlethal damage, unless
flaming sword acts as a magic longsword that creature has bite damage listed in its
that adds +3 to Fighting, + 2 to damage and description.
incurs no penalty when used in the angel’s off
hand. If the angel is disarmed while wielding
the sword, the weapon automatically returns
Wings of the Celestials
Requirements: Veteran, Member of the angel
to his hand at the beginning of the following
or demon race
round. The angel cannot have more than one
Large wings sprout from the character’s back,
Sword of the Archangel active at a time. The
extending from the character’s shoulder
Sword of the Archangel lasts a number of
blades over the course of 1 round. The
rounds equal to the Angel’s Spirit.
process is painful and the character must
succeed on a Spirit roll when the wings begin
Repulse Resistance to sprout or be considered Shaken. The final
Requirements: Novice, Undead wingspan is double the creature’s height.
Your character’s will is nearly indomitable. The wings allow flight at the character’s Pace
Your character has a strong innate resistance and add +1 to Toughness. The wings last a
to attempts to repulse them. number of rounds equal to the character’s
The character gains a +1 bonus to Spirit rolls Spirit.
made to resist being repulsed. This stacks
with any resistance granted by permanent The appearance of the wings will be
magical effects, racial features, or this Edge determined by the creature’s type. Angels will
itself. have bright white feathery wings, while the
wings of demons will be leathery and singed.
A character can gain this Edge multiple times. Other celestial beings may produce wings of
Each time he gains the Edge, the effects stack. various appearances.

Vicious Bite Social Edges


Requirements: Novice, Member of the drow,
dhampir, or goblin race, or a human, giant or
dwarf with the Hellspawn Heritage feat.
Hardened (Savage Worlds Horror Companion)
Though the word “slayer” is used in the Edge
Certain races in Contagion have developed
description, any character may select this
fangs as a result of their curses. Vampires use
Edge if they meet the requirements.
their fangs as a method of drawing blood,
This Edge only applies in campaigns that use

57
the optional Sanity Setting Rule. Please be chosen recipient, while an angel may elect to
sure to check with your Gamemaster before pray with their charge. Whatever the act of
selecting this Edge to see if Sanity is being communion is, it must symbolize a union of
used and if so, how. some kind between two willing parties.
During the ritual, the donating party
Sound Mind (Savage Worlds Horror Companion) must expend a Contagion Point. Once the
This Edge only applies in campaigns that use expenditure is complete, the donating party
the optional Sanity Setting Rule. Please be may grant any one of his own racial features
sure to check with your Gamemaster before to the recipient, subject to the limitations
selecting this Edge to see if Sanity is being below. This racial feature lasts for 12 hours,
used and if so, how. though the duration may be extended an
additional hour per extra Contagion Point
Occultist (Savage Worlds Horror Companion) spent during the ritual. While under the
This Edge is superseded by the Arcanist effects of Curse Communion, the recipient
Professional Edge. Its benefits fall under that acts as a member of the donating party’s race
Edge. with regard to the donated feature. The donor
retains his racial feature during this time,
continuing to use it normally.
One of the Chosen (Savage Worlds Horror
Special Note
Companion) This feat may only donate one racial feature
This Edge is superseded by the Slayer to one party at one time. The following
Professional Edge. Its benefits fall under that racial features may not be donated by a
Edge. character through Curse Communion: Blood
Dependent, Blood Drain, Caste, Choir, Create
Visions Hellspawn, Divine Mandate, Ghuldom,
This Edge is superseded by the Prophet Lycanthropy, Round Trip Ticket, Siphon Sin,
Professional Edge. Its benefits fall under that Undying, and Undead If a werewolf donates
Edge. Shapeshifting the character does not gain a
Blitzkrieg form. Shapeshifting gained through
Weird Edges Curse Communion only grants a wolfen form.
Slayers are unable to receive benefits from
Curse Communion Curse Communion, and all Contagion Points
Requirements: Any playable race except spent on such an attempt are wasted.
human, giant or dwarf unless that human,
giant or dwarf has both the Hellspawn Earthbound
Heritage and Sinful Breeding Edges. Requirements: Novice, Member of any race
It is a metaphysical truth that all things in except Arcadian, angel, demon, ghost or
the universe are connected. This Edge allows tengu.
the character to draw on those connections, Nothing short of divine intervention can
granting a small portion of power to less remove your character from the physical
fortunate allies. plane.

Through a ritual of communion, the character The character cannot be removed from the
may impart one racial feature to a non- Earthly realm by any means save death. The
supernatural ally. The act of communion character is unable to visit Purgatory or Hell
depends on the character imparting the in any fashion, nor can the character learn
power, and must be defined when this Edge is any power that would allow them to visit
selected. Vampires may share blood with their Purgatory or Hell. If the character is flung

58
bodily into a Hellgate, the character not only Your character is able to send their
fails to cross it, but their body causes the consciousness into Purgatory. This requires
Hellgate to collapse upon itself. The character one minute of concentration and the
can close any interplanar portal with a touch. expenditure of a Contagion Point. While out
Once the character dies, this Edge is lost and of their body the character is considered a
the character may pass on to Purgatory as a ghost. The character does not have access
ghost or go to Heaven or Hell normally. to ghostly powers, but is incorporeal and
Special Note invisible. The character can also manifest to
This Edge may only be selected at character the living by making a Spirit check at TN 6.
creation. While are a ghost, your character’s body
enters a deep coma. The character cannot
Empowered Repulsion be awakened until their ghostly form returns
Requirements: Novice, Arcane Background to their body. Any physical damage
(Miracles), Faith d8, the ability to repulse dealt to the body is dealt to the
Undead. character, with the wounds
Your character can repulse distant
creatures. The range of the
characters ability to repulse
undead increases to Spirit x2.

Flatline
Requirements: Seasoned, Special
(To take Flatline, a character
must have had a near
death experience at
some point, such as
having been reduced
to Incapacitated and
Bleeding Out.)
Whether through
scientific methods,
esoteric meditation
techniques,
or some
metaphysical
curiosity, the
character has
become so
accustomed
to being close
to death that
they are able to
unfetter their soul
from their body,
walking through
Purgatory as a
ghostly being.

59
appearing on their ghostly form. Likewise, point, ghosts or spirits cannot possess your
damage dealt to the character’s ghostly form character. You are immune to possession
appears on their sleeping body. The character and gain a +2 to any roll made to resist mind
must physically travel back to their body control.
to re-enter it, unless the character spends
1 Contagion Point to immediately return. Possession Resistant
This Contagion Point expenditure allows the Requirements: Novice, Spirit d6
character to return immediately, regardless Perhaps your character is strong willed.
of the intervening distance between ghostly Perhaps they are a non-believer, refusing
form and body. After using this rapid return to accept the possibility of life after death.
method, the character immediately awakens Perhaps they are just too damn stubborn
and is Shaken. to relinquish control of their body to any
A character with this Edge can remain out other entity. Regardless, spirits attempting
of body for a number of hours equal to their to possess the character find it exceptionally
Spirit score. difficult to control them.

If your character is killed while using The character receives a +4 bonus to resist
this power, they become a ghost. If your possession attempts.
character’s ghostly form is killed while using
this feat, the character may not become a See Purgatory
ghost. In this case, the character will go to Requirements: Novice, Smarts d8
Heaven or Hell as appropriate. Perhaps your character has had a near death
Special Note experience, grew up in a haunted house, or
Arcadians, angels, demons, dhampirs, elves, is extremely depressed. For whatever reason,
werewolves, and vampires cannot take this the character can see ghosts and other
Edge. incorporeal entities.

Hear Purgatory Your character can see creatures in Purgatory


Requirements: Novice, Smarts d8 with no penalty. Ghostly invisibility does
Characters with this Edge tend to be a bit not apply to your character. Spells and
edgy and distracted. For some unknown abilities that confer invisibility to the user
reason, your character is blessed (or cursed) are unaffected, unless those abilities grant
with the ability to hear the restless spirits that invisibility by virtue of placing the recipient in
walk in the void between worlds. Purgatory.
Your character can hear creatures in
Purgatory with no penalty. Ghostly invisibility Shivers
does not apply to your character. Powers and Requirements: Novice, Smarts d6
abilities that confer invisibility to the user While in the presence of ghosts, your
are unaffected, unless those abilities grant character makes a Notice check. Upon
invisibility by virtue of placing the recipient in succeeding at this check your character
Purgatory. receives a cold chill that doesn’t seem to
leave them as long as there is a ghost within
Possession Immune a number of feet equal to their Smarts x10.
Requirements: Seasoned, Possession Upon failure your character feels nothing out
Resistant of the ordinary.
Only the strongest willed or most stoic
characters can develop this Edge. At this

60
“You are likely to be eaten by a that same 2-Liter bottle (or any other item, for
that matter).
grue. As a Contagion Savage Edition player,
If this predicament seems remember that your GM has the final say
in determining your starting gear. You may
particularly cruel, want your character to have the best of the
consider whose fault it could be: best, but very few people have the credit
not a torch or a match in your and assets to purchase a Learjet for personal
amusement. Limiting your character in this
inventory.” way will ultimately add to the story’s richness,
- MC Frontalot, “Is It Pitch Dark’ as he won’t be able to buy his way out of
every obstacle.
Characters need tools to get things
done. This chapter focuses on many of the On-Hand Objects
common types of gear characters will need To account for the mundane and innocuous
to survive the nights of Contagion Savage objects that most people have among their
Edition. possessions—and not force every character
to specifically purchase such objects in order
to employ them—the GM should simply defer
Gear Basics to the use of common sense and the needs of
the story. Chances are good that a character
Prices has jumper cables and a flashlight in their car.
Prices have been intentionally omitted from Also, in the modern urban world, most cities
this chapter to encourage a more story- and are full of stores, and a character can usually
character- oriented approach to purchasing locate simple items in short order. Characters
equipment for player characters. When in rural environments may have greater
trying to determine whether a character difficulty acquiring some items.
may have a given piece of equipment, first Depending on the situation, the GM can
consider, as GM, the character’s income rule that a certain mundane object is not
and occupation, keeping in mind Edges available; for an object to be obtainable, the
and Hindrances. Chances are good that a character must be in a place where the object
middle-class character working in a blue- logically would be.
collar job has a reliable used car, not a brand-
new Porsche. Second, consider the needs
of the story: if you intend your PCs to be
Concealed Weapons and Objects
It’s assumed that, when attempting to
thrust headlong into the war, you may want
conceal a weapon or other object, a character
to allow their characters to have access to
is wearing appropriate clothing.
common weapons like rifles and shotguns,
Drawing a concealed weapon is more difficult
however if you plan to run a less combat-
than drawing a regularly holstered weapon,
intensive campaign, you may wish to place
and normally requires an Agility roll (as
heavier restrictions on access to this type of
detailed in Savage Worlds under “Readying
weaponry. Finally, take into account costs
Weapons.”) Keeping the weapon in an easier-
of living in your game’s setting. While a
to-draw position makes concealing it virtually
2-Liter bottle of soda may cost less than $2 in
impossible. Rather than bogging down
Rockford, IL, your game set in New York City
concealed weapons with numerous rules and
or Los Angeles may have a much higher cost
modifiers it is left largely to GM discretion to
of living, with subsequently higher prices for
determine whether or not a weapon may be
concealed. Take into account the character’s

62
clothing and the weapon. Hiding a .22 pistol Much of the gear listed in the Savage Worlds
in an ankle holder under khakis is certainly Horror Companion is also appropriate for
possible. Hiding a broadsword under a the Contagion Savage Edition setting, with
trenchcoat is flat-out impossible without the little to no modification. Exceptions are listed
use of magic. below.

Spotting Concealed Objects Atomic Ghost Hunting Pack


Noticing a concealed weapon or other object In general, this piece of equipment is simply
requires a successful Notice check. not in line with the feel of the Contagion
An observer attempting to spot a concealed Savage Edition setting. However, some
object receives a –1 penalty for every 3 feet GMs may wish to include such a device,
between him or herself and the target, and a perhaps being an experimental (and magical)
–5 penalty if distracted. prototype created by the Magi of Department
Patting someone down for a hidden weapon 7. Ultimately it is your game, use or discard
requires a similar check. The searcher gets a this piece of gear at your discretion.
+2 bonus for the hands-on act of frisking the
target. Ghost Trap
See above.
General Gear
The Gear chapter in Savage Worlds Neck Protector
contains an impressive list of most basic These devices are appropriate for the
items characters will use in a Contagion Contagion Savage Edition setting, and are
Savage Edition game. This gear requires no not unheard of among monster hunters and
modification for use in Contagion Savage Slayers. Unfortunately, the wearer of such a
Edition and provides a great starting point. device frequently discovers the hard way that
vampires don’t always go for the neck…
Additional Gear
The adventuring gear,
melee weapons, ranged
weapons and armor listed
in the Savage Worlds Fantasy
Companion are also wholly
appropriate for use in
Contagion Savage Edition.
In the event that your
Contagion Savage Edition
game involves a castle or
other fortified structure,
the siege rules can come
in handy, but this is likely
to be a rare occurrence to
say the least in a modern
setting. However, these
can represent an ongoing
struggle against Hellspawn
in a remote, defensible
location.

63
Arianna stumbled into the wall as the entire building shook. The Teraphim was
not far behind her and blackness was creeping in on the edges of her vision. Kayla, the
teenager she had sworn to help, to protect, held her broken arm close to her chest and
choked back tears of pain.

Arianna steadied herself and looked Kayla in the eyes.

“I need you to hide,” Arianna said.

Kayla’s eyes widened as her barely contained panic threatened to shatter her
composure.

“Hide? I thought you said that there is no hiding from an angel!”

“Not for long,” Arianna said through gritted teeth. “If this works you’ll only need to
hide for a moment.”

Arianna reached down and touched Kayla’s swollen belly.

“Lespri veye sou timoun sa a ak delivre li nan sa ki mal.”

Kayla looked up at Arianna.

“What was that?”

“Just a good luck charm. For the baby.”

The building shook again. Debris began to fall from the ceiling and walls.

“Hide! Now!”

Kayla ran down the hallway and rounded a corner. Arianna turned back the way
they had come and began to whisper.

The Teraphim stepped into the hallway. His flaming sword drawn, he rushed to
Arianna.

“Where is the whore, witch?”

“She’s just a scared little girl. Leave her alone.”

The Teraphim chuckled.

“That scared little girl is carrying an Immunda child. She must be purified. Where
is she?”

Arianna spat in the Teraphim’s eye.

65
“Go to hell!”

The Teraphim drove his flaming sword into Arianna’s stomach. Boiling blood
sprayed from her mouth.

The Teraphim smirked.

“You first.”

Arianna gripped the Teraphim tightly by the shoulder.

“Why don’t we go together?”

Arianna’s eyes began to glow as a hole tore in reality around her. Heat waves
danced across the room as a Hellgate opened behind the angel. Arianna leaned hard into
the burning blade in her belly shoving herself and the Teraphim through the gate.
As the Hellgate slammed shut, Kayla crept out into the hallway, sad, scared and alone.

66
“I said the words what have I done This chapter also contains power lists for each
Arcane Background, as well as power lists for
I thought it cool, I thought it fun angelic choirs, demonic castes and magical
The words I say they start to schools.
change Arcane Backgrounds
The syllables now rearranged Arcane Backgrounds in Contagion Savage
Edition function as described in Savage
A language I can’t comprehend Worlds, with the following alterations. GMs
I shut my mouth it doesn’t end may elect to ignore these alterations as they
choose, instead using the standard Arcane
The bowels of nature open wide Background descriptions provided in Savage
I cannot move I cannot hide” Worlds.
- Suicidal Tendencies,
Arcane Background (Alchemy) (Savage Worlds
“Waking the Dead” Fantasy Companion)
Arcane Skill: Alchemy (Smarts)
The world of Contagion Savage
Starting Power Points: 10
Edition is ultimately a world fueled and
Starting Powers: 3
shaped by magic. Though the majority
Spell List: Armor, Blast, Blind, Boost/
of humans never witness the
Lower Trait, Concentrate, Confusion,
supernatural, magic flows
Darksight, Detect/Conceal
throughout creation. Just
Arcana, Divination, Drain
beyond the periphery
Power Points, Draining Touch,
of human perception,
Enhance Undead, Entangle,
arcane forces shape reality
Environmental Protection,
through the manipulation
Farsight, Fear, Grave Shroud,
of Contagion energy. When
Greater Healing, Healing,
an average human spends a
Invisibility, Light/ Obscure,
Contagion Point to bolster a
Quickness, Slow, Slumber, Smite,
die roll, they are tapping into this
Speed, Stun, Succor, Warrior’s Gift,
arcane force, albeit unknowingly.
Zombie
Some creatures have learned to tap directly
System Alterations: None. Arcane
into the arcane forces that shape the universe,
Background (Alchemy) functions as presented
through the use of magic and psionics.
in the Savage Worlds Fantasy Companion,
including the use of the Alchemic Backlash
Magic Basics table.
Magic in Contagion Savage Edition is
typically accessed through an Arcane Arcane Background (Ghostly Powers)
Background or a Racial Feature. Magic uses Arcane Skill: Necrology (Spirit)
the Powers system as presented in Savage Starting Power Points: 15
Worlds. This chapter details the Arcane Starting Powers: 3
Backgrounds available in Contagion Savage Spell List: Analyze Foe, Area Psychometry,
Edition, lists of Powers available via those Armor, Aura Sight, Barrier, Blast, Blind,
Arcane Backgrounds, and new Powers Bolt, Boost/Lower Trait, Burst, Concentrate,
specifically designed for the Contagion Conceal Thoughts, Confusion, Cries of
Savage Edition setting. the Tortured, Damage Field, Dead Man’s
Hand, Deflection, Detect/Conceal Arcana,

67
Detect Network, Dispel, Drain Power Points, complications to the use of this Arcane
Elemental Manipulation, Enhance Undead, Background.
Entangle, Farsight, Fear, Fly, Grave Shroud,
Havoc, Healing, Jet, Legerdemain, Mind Arcane Background (Miracles) (Savage Worlds)
Reading, Nightmares, Pummel, Puppet, Arcane Skill: Faith (Spirit)
Relive Memories, Search Engine, Signal Feed, Starting Power Points: 10
Sinseeking, Sins Laid Bare, Slow, Slumber, Starting Powers: 2
Speak Language, Stun, Telekinesis, Teleport, Spell List (good entities/Yahweh): Angelic
Wall Walker, White Noise Glory, Armor, Banish (Entity), Barrier, Bind
Entity, Bless/Curse, Blind, Boost/Lower Trait,
Arcane Background (Magic) (Savage Worlds) Consecrate Ground, Darksight, Dead Man’s
Arcane Skill: Spellcasting (Smarts) Hand, Deflection, Detect/Conceal Arcana,
Starting Power Points: 10 Disguise, Dispel, Divination, Environmental
Starting Powers: 3 Protection, Eyes of the Restless Soul, Farsight,
Spell List: Analyze Foe, Angelic Glory, Armor, Fear, Greater Dispel, Greater Healing, Healing,
Banish (Entity), Barrier, Bind Entity, Blast, Light/ Obscure, Smite, Speak Language, Spirit
Blind, Bolt, Boost/Lower Trait, Burrow, Burst, Shield, Stun, Succor
Concentrate, Conceal Thoughts, Confusion, Spell List (evil entities/infernal): Armor,
Corpse Senses, Cries of the Tortured, Barrier, Bless/Curse, Blind, Boost/Lower
Damage Field, Darksight, Dead Trait, Claws of the Master, Cries of
Man’s Hand, Death to Damnation, the Tortured, Darksight, Death
Deflection, Demonic to Damnation, Deflection,
Countenance, Detect/ Demonic Countenance,
Conceal Arcana, Disguise, Desecrate Ground, Detect/
Dispel, Divination, Drain Conceal Arcana, Disguise,
Power Points, Drain Years, Dispel, Divination, Draining
Draining Touch, Elemental Touch, Environmental
Manipulation, Enhance Protection, Eyes of the Restless
Undead, Entangle, Environmental Soul, Fangs of the Master, Farsight,
Protection, Eyes of the Restless Soul, Fear, Light/ Obscure, Nightmares,
Fangs of the Master, Farsight, Faux Remnant, Open Hellgate, Persephone’s Voyage, Relive
Fear, Fly, Grave Shroud, Grave Speak, Greater Memories, Sinseeking, Sins Laid Bare,
Dispel, Growth/Shrink, Havoc, Healing, Slumber, Smite, Speak Language, Spirit
Intangibility, Invisibility, Jet, Legerdemain, Shield, Steal Contagion, Strength of the Dead,
Light/ Obscure, Masonry of the Remnant, Stun, Summon Demon, Wings of the Master,
Mind Reading, Nightmares, Open Hellgate, Zombie
Persephone’s Voyage, Prepare Spell Trigger, System Alterations: None, apart from the
Pummel, Puppet, Quickness, Rewrite Memory, inclusion of a Spell List.
Shape Change, Sinseeking, Sins Laid Bare,
Slow, Slumber, Spirit Shield, Smite, Speak Arcane Background (Psionics) (Savage Worlds)
Language, Speed, Steal Contagion, Strength Arcane Skill: Psionics (Smarts)
of the Dead, Stun, Succor, Summon Ally, Starting Power Points: 10
Summon Demon, Summon Spirit, Telekinesis, Starting Powers: 2
Teleport, Wall Walker, Warrior’s Gift, Zombie Power List: Analyze Foe, Area Psychometry,
System Alterations: None, apart from the Armor, Aura Sight, Barrier, Blast, Blind, Bolt,
inclusion of a Spell List. Note that some Boost/Lower Trait, Burst, Concentrate, Conceal
instances (such as the Magus Professional Thoughts, Confusion, Cries of the Tortured,
Edge) may add additional system Damage Field, Dead Man’s Hand, Deflection,

68
Detect/Conceal Arcana, Detect Network, interrupted while casting the ritual, the caster
Dispel, Drain Power Points, Elemental must succeed at a Ritualism roll or the spell
Manipulation, Entangle, Eyes of the Restless fails and the Power Points are wasted. If the
Soul, Farsight, Fear, Fly, Havoc, Healing, Jet, caster is wounded while casting the ritual, the
Legerdemain, Mind Reading, Nightmares, Ritualism roll to maintain control suffers a -2
Pummel, Puppet, Relive Memories, Search penalty.
Engine, Signal Feed, Sinseeking, Sins Laid
Bare, Slow, Slumber, Speak Language, Stun, Arcane Background (Sorcery) (Savage Worlds
Telekinesis, Teleport, Wall Walker, White Noise Fantasy Companion)
System Alterations: None, apart from the Arcane Skill: Spellweaving (Spirit)
reduced number of Starting Powers and the Starting Power Points: 15
inclusion of a Power List. Starting Powers: 2
Spell List: Analyze Foe, Angelic Glory, Area
Arcane Background (Ritual Magic) (Savage Psychometry, Armor, Banish (Entity), Barrier,
Worlds Fantasy Companion) Beast Friend, Bind Entity, Bless/Curse, Blind,
Arcane Skill: Ritualism (Smarts) Bolt, Boost/Lower Trait, Burrow, Burst,
Starting Power Points: 5 Claws of the Master, Consecrate Ground,
Starting Powers: 2 Concentrate, Conceal Thoughts, Confusion,
Spell List: Angelic Glory, Armor, Banish Corpse Senses, Cries of the Tortured,
(Entity), Bind Entity, Blind, Boost/ Damage Field, Darksight, Dead
Lower Trait, Consecrate Ground, Man’s Hand, Death to Damnation
Concentrate, Confusion, Corpse Deflection, Demonic
Senses, Cries of the Tortured, Countenance, Detect/Conceal
Darksight, Dead Man’s Hand, Arcana, Disguise, Dispel,
Demonic Countenance, Divination, Drain Power
Detect/Conceal Arcana, Points, Drain Years, Draining
Disguise, Dispel, Divination, Touch, Elemental Manipulation,
Drain Power Points, Drain Years, Enhance Undead, Entangle,
Elemental Manipulation, Enhance Environmental Protection, Eyes of
Undead, Entangle, Environmental the Restless Soul, Fangs of the Master,
Protection, Eyes of the Restless Soul, Farsight, Farsight, Fear, Fly, Grave Shroud, Grave
Fear, Grave Shroud, Grave Speak, Greater Speak, Graverobbing the Ghost, Greater
Dispel, Healing, Invisibility, Light/ Obscure, Dispel, Greater Healing, Growth/Shrink,
Masonry of the Remnant, Nightmares, Open Havoc, Healing, Intangibility, Invisibility,
Hellgate, Prepare Spell Trigger, Puppet, Light/ Obscure, Open Hellgate, Nightmares,
Relive Memories, Sinseeking, Sins Laid Bare, Persephone’s Voyage, Prepare Spell Trigger,
Slumber, Smite, Spirit Shield, Steal Contagion, Puppet, Relive Memories, Rewrite Memory,
Strength of the Dead, Stun, Succor, Summon Shape Change, Sinseeking, Sins Laid Bare,
Ally, Summon Demon, Summon Spirit, Slow, Slumber, Smite, Speak Language,
Teleport, Warrior’s Gift, Zombie Speed, Spirit Shield, Strength of the Dead,
System Alterations: Characters with Arcane Stun, Succor, Summon Ally, Summon Demon,
Background (Ritual Magic) have a different Summon Spirit, Teleport, Wall Walker,
Spell List than the list presented in the Savage Warrior’s Gift, Zombie
Worlds Fantasy Companion. Characters using System Alterations: Characters with Arcane
Ritualism to cast a spell may not move at all Background (Sorcery) do not get an innate
while casting. Using Ritualism in Contagion dispel power, and have a different Spell List
Savage Edition requires a number of rounds than the list presented in the Savage Worlds
equal to the Power Point cost of the spell. If Fantasy Companion.

69
Table: Angelic Choirs
Choir Divine Focus Power List
Seraphim Raw power of the Banish (Entity), Barrier, Blast, Bless/Curse, Bolt, Burst,
universe. Damage Field, Dispel, Drain Power Points, Elemental
Manipulation, Greater Dispel, Light/ Obscure, Pummel,
Smite, Stun,
Cherubim Protection and Analyze Foe, Armor, Banish (Entity), Barrier, Bless/Curse,
defense of humanity. Blind, Boost/Lower Trait, Deflection, Dispel, Entangle,
Environmental Protection, Fear, Greater Healing, Healing,
Light/ Obscure, Pummel, Spirit Shield, Smite, Stun,
Succor, Wall Walker, Warrior’s Gift
Elohim Spreading the divine Banish (Entity), Bless/Curse, Consecrate Ground, Dispel,
word. Fear, Light/ Obscure, Nightmares, Puppet, Quickness,
Relive Memories, Teleport, Wall Walker
Teraphim Weather and natural Banish (Entity), Barrier, Bless/Curse, Burrow, Deflection,
phenomenon. Dispel, Elemental Manipulation, Entangle, Environmental
Protection, Greater Dispel, Havoc, Light/ Obscure,
Pummel, Stun, Telekinesis
Nephalim Change and natural Banish (Entity), Bless/Curse, Dispel, Elemental
cycles. Manipulation, Environmental Protection, Growth/Shrink,
Light/ Obscure, Open Hellgate, Shape Change, Slow,
Speed, Stun
Malakim The secrets of the Aura Sight, Banish (Entity), Bless/Curse, Concentrate,
Almighty. Conceal Thoughts, Confusion, Detect/Conceal Arcana,
Disguise, Dispel, Divination, Farsight, Fear, Light/
Obscure, Mind Reading, Open Hellgate, Relive Memories,
Sinseeking, Sins Laid Bare, Summon Spirit
Olephim Visions and Analyze Foe, Area Psychometry, Banish (Entity), Bless/
prophecy. Curse, Concentrate, Conceal Thoughts, Confusion,
Darksight, Detect/Conceal Arcana, Dispel, Divination,
Farsight, Fear, Nightmares, Relive Memories, Slumber
Gregori Life force and the Banish (Entity), Bless/Curse, Corpse Senses, Cries of
harbingers of death. the Tortured, Dead Man’s Hand, Death to Damnation,
Dispel, Drain Years, Draining Touch, Eyes of the Restless
Soul, Faux Remnant, Graverobbing the Ghost, Healing,
Masonry of the Remnant, Persephone’s Voyage, Spirit
Shield, Steal Contagion, Strength of the Dead, Summon
Spirit, Zombie

Angelic Choirs Demonic Castes


Each choir of angels has a Divine Focus, which Each caste of demons has an Infernal Focus,
represents the aspects of reality that choir representing the aspects of reality that caste
governs. This also governs which powers the manipulates, and which powers the demons
angels of that choir may learn. The Divine of that caste may learn. The Infernal Focus of
Focus of each choir and its associated power each caste and its associated power list are
list are detailed in Table: Angelic Choirs. detailed in Table: Demonic Castes.

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Table: Demonic Castes
Caste Infernal Focus Power List
Marchocia Destructive force. Banish (Entity), Barrier, Blast, Bless/Curse, Bolt, Burst,
Damage Field, Dispel, Drain Power Points, Elemental
Manipulation, Greater Dispel, Light/ Obscure, Pummel,
Smite, Stun,
Malphas False security and Analyze Foe, Armor, Banish (Entity), Barrier, Bless/Curse,
overconfidence. Blind, Boost/Lower Trait, Deflection, Dispel, Entangle,
Environmental Protection, Fear, Greater Healing,
Healing, Light/ Obscure, Pummel, Spirit Shield, Smite,
Stun, Succor, Wall Walker, Warrior’s Gift
Succubae Honeyed tongues Banish (Entity), Bless/Curse, Consecrate Ground, Dispel,
and wish fulfillment. Fear, Light/ Obscure, Nightmares, Puppet, Quickness,
Relive Memories, Teleport, Wall Walker
Leviathans Sickening and Banish (Entity), Barrier, Bless/Curse, Burrow,
poisoning the Deflection, Dispel, Elemental Manipulation, Entangle,
natural order. Environmental Protection, Greater Dispel, Havoc, Light/
Obscure, Pummel, Stun, Telekinesis
Barbas Corruption and Banish (Entity), Bless/Curse, Dispel, Elemental
decay. Manipulation, Environmental Protection, Growth/
Shrink, Light/ Obscure, Open Hellgate, Shape Change,
Slow, Speed, Stun
Mastim Deceits, false Aura Sight, Banish (Entity), Bless/Curse, Concentrate,
prophesy. Conceal Thoughts, Confusion, Detect/Conceal
Arcana, Disguise, Dispel, Divination, Farsight, Fear,
Light/ Obscure, Mind Reading, Open Hellgate, Relive
Memories, Sinseeking, Sins Laid Bare, Summon Spirit
Ornians Visions of despair, Analyze Foe, Area Psychometry, Banish (Entity), Bless/
destruction of hope. Curse, Concentrate, Conceal Thoughts, Confusion,
Darksight, Detect/Conceal Arcana, Dispel, Divination,
Farsight, Fear, Nightmares, Relive Memories, Slumber
Chammadi Broken cycles and Banish (Entity), Bless/Curse, Corpse Senses, Cries of
undeath. the Tortured, Dead Man’s Hand, Death to Damnation,
Dispel, Drain Years, Draining Touch, Eyes of the Restless
Soul, Faux Remnant, Graverobbing the Ghost, Healing,
Masonry of the Remnant, Persephone’s Voyage,
Spirit Shield, Steal Contagion, Strength of the Dead,
Summon Spirit, Zombie

71
Powers special knowledge of those involved in the
The following powers are available for use vision. The caster can sense one distinct event
in Contagion Savage Edition. These powers per use of this power, if any exist at all. This
are presented in addition to the powers sensitivity extends into the past a number of
presented in Savage Worlds, the Savage years equal to the caster’s Smarts x10.
Worlds Fantasy Companion, and the Savage Area Psychometry used at the location of a
Worlds Horror Companion. ghost’s demise may reveal the circumstances
of that death, as well as revealing the fact that
the deceased is a ghost. If a ghost’s Binding
Angelic Glory
Tie is located within the target area of the
Rank: Seasoned
Area Psychometry, then the caster is aware
Power Points: 3
that the Binding Tie is present, though he
Range: Self
does not necessarily know whom or what the
Duration: 3 (1/round)
Binding Tie is connected to.
Trappings: A bright glow, an angel’s feather,
incense
This spell causes the target to appear to all Aura Sight
mundane and magical scrutiny as an angel. Rank: Novice
The character will register as good for the Power Points: 3
purposes of effects that target good Range: Self
or evil creatures, regardless of Duration: 10 minutes (1/10 minutes)
whether they are actually good, Trappings: Chanting, incense,
evil or neither. glowing eyes
The target of this spell is The caster can see psychic and
immune to taking damage magical auras. The caster can
from the simple act of see all auras within his line
crossing a Hellgate (see of sight (such as creatures,
Chapter 10: Realms) objects, powers, or spells) in
Additional Targets: The character the area, unless the source of
may affect up to five targets by the aura is somehow hidden (such
spending a like amount of additional as with a conceal arcana spell.) If the
Power Points. caster is not an angel or demon, but perceives
a celestial being, such as an angel or demon,
the caster is “overwhelmed” by its presence,
Area Psychometry
the caster becomes Shaken and the power
Rank: Heroic
ends.
Power Points: 5
By perceiving a creature’s aura, the caster can
Range: Self
determine the creature’s mental state and
Duration: 1 minute
whether they are generally good or evil. The
Trappings: Contact spirits of dead, commune
caster can detect the presence of magic and
with deity, touching objects in the area to
recognize psychic abilities in use through
pick up on psychic resonance.
aura sight.
The caster gains historical vision in a given
Aura sight also allows the caster to recognize
location. The types of events most likely
the auras of ghosts with a successful Notice
to leave psychic impressions are those
check. If successful, this check allows the
that elicited strong emotions. Everyday
psychic to detect the location of any ghost
occurrences leave no residue for the caster to
within his line of sight. With a raise, the caster
detect. The vision of the event is dreamlike
may also determine the mental state of any
and shadowy. The caster does not gain
ghost within his line of sight.

72
Aura sight does not function through Dead Man’s Hand
obstructions such as walls. Rank: Seasoned
Power Points: 3
Banish (Entity) Range: Touch
GMs with access to the Savage Worlds Horror Duration: 3 (1/round)
Companion are encouraged to use the Trappings: chanting, gases, drugs
systems for the Banish Entity power instead This spell allows the caster to physically affect
of the Banish Power listed in Savage Worlds. entities and objects in Purgatory. For the
Due to the potency of otherworldly entities duration of the spell, the caster may touch,
in Contagion Savage Edition, Banish Entity move, strike, or carry any creature or object
should be considered a Veteran Power. Other currently in Purgatory. This spell does not
than that, the text from Savage Worlds Horror confer the ability to attack with weapons
Companion should be use unchanged. other than the natural weapons of the
caster (if any), though the caster could lift a
Claws of the Master Remnant item such as a sword and use it as
Rank: Novice a weapon. This spell also does not confer the
Power Points: 3 ability to see into Purgatory. A separate effect
Range: Self must be used to detect creatures and items in
Duration: 3 (1/round) Purgatory.
Trappings: demon blood,
incantations, symbols drawn on Death to Damnation
the palms Rank: Heroic
The caster grows half-inch Power Points: 10
long claws that remain for the Range: Special
duration of the spell. These Duration: 1 round (1/round)
claws cause Strength +1d6 Trappings: chanting, blood,
points of damage. chalk, smoke
This spell creates a temporary
Cries of the Tortured portal between Limbo and
Rank: Novice Purgatory. The caster has no control over
Power Points: 3 the location of the portal in the realm he is
Range: Self not currently in. If the caster is in Purgatory
Duration: 3 (1/round) when this spell is cast, he has no control over
Trappings: Ouija board, incense, chanting, where in Limbo the portal opens. If the caster
electronic recording devices is in Limbo when this spell is cast, he has no
This spell allows the caster to hear all ghosts control over where in Purgatory the portal
and incorporeal entities within his normal opens.
sensory range, as the Hear Purgatory Edge. The Hellgate created with this spell is a
Additional Targets: The character may affect circular hoop or disk with a diameter equal to
up to five targets by spending a like amount the caster’s arcane skill in yards, oriented in
of additional Power Points. In this fashion, the the direction the caster desires when it comes
character may also treat a recording device as into existence (typically vertical and facing
a target, permitting it to record the sounds of the caster). It is a two-dimensional window
the incorporeal in the area. looking into Limbo. Anyone or anything that
moves through the Hellgate from Purgatory
is shunted instantly to Limbo. Anyone or
anything that moves through the Hellgate
from Limbo is shunted instantly to Purgatory.

73
A Hellgate has a front and a back. Creatures Desecrate Ground
moving through the gate from the front are Rank: Seasoned
transported to the other plane; creatures Power Points: 3
moving through it from the back are not. Range: Large Burst Template
Most demons take grave offense at humans Duration: 1 minute (1/minute)
opening Hellgates. Casting this spell is almost Trappings: Circle of blood or chalk, energy
guaranteed to attract the ire (and likely the barrier, pentagram
claws, fangs and spells) of any nearby demon Desecrated ground is an anathema to holy
in Purgatory or in Hell. creatures. Through the use of this power, an
Lastly, casting this spell has a detrimental area of unholy ground is created, filling a
effect to the environment in Purgatory. All Large Burst Template centered on the caster.
incorporeal creatures within 30 yards of the Any supernatural holy creature entering
Hellgate in Purgatory lose 1d4 Contagion the area must make a Spirit roll or suffer a
Points per round that they remain in the –2 penalty to all Trait rolls while within the
area. This tends to cause ghosts and other effects of the spell. The penalty is –4 with a
incorporeal entities to frown upon the casting raise on the casting roll.
of this spell as it poses a very real threat to Permanently desecrating an area, like a
their existences. church or temple, is possible, but not usually
The caster of this spell is immune to taking within the confines of an adventure. High
damage from the simple act of crossing the ranking priests, valuable oils and
Hellgate (see Chapter 10: Realms.) unguents, and demonic or other
His companions gain no special unholy relics may be required,
immunity to said damage. as is some sort of altar or other
focus of worship. At the end
Demonic Countenance of the day, only acts of pure,
Rank: Seasoned deep evil can permanently
Power Points: 3 desecrate an area, such as
Range: Self mass murder, blasphemy,
Duration: 3 (1/round) torture and suffering committed
Trappings: Fire, demon blood, within the area over months or
incense even years.
This spell causes the target to appear to all
mundane and magical scrutiny as a demon. Detect Network
The character will register as evil for the Rank: Novice
purposes of effects that target good or evil Power Points: 2
creatures, regardless of whether they are Range: Smarts x 2
actually good, evil or neither. Duration: 10 minutes (1/10 minutes)
The target of this spell is immune to taking The caster detects local computers and
damage from the simple act of crossing a wireless networks. This gives the caster
Hellgate (see Chapter 10: Realms) immediate knowledge of the number of
While under the effect of demonic computers or wireless signals within range
countenance the target suffers from exposure and the speed/storage capacity or signal
to holy water and other holy items, rituals and strength of each. With a successful arcane
powers as if they were a demon. skill check, the caster may read any open
Additional Targets: The character may affect programs running on a computer or read any
up to five targets by spending a like amount non-encrypted data being transmitted across
of additional Power Points. a network.
Each round, the caster can shift his attention

74
or move (subject to normal movement) in Trappings: grave dirt, incense, runes
order to use detect network in a new area. This spell creates one temporary Remnant
Barriers such as walls or the ground do not from an object that the caster holds (see
impede this sensitivity. Chapter 9: The Incorporeal.) This Remnant is
of the General type, and cannot be improved
Eyes of the Restless Soul with Contagion Points, or by casting masonry
Rank: Novice of the Remnant (see below). The object
Power Points: 3 functions like a normal Remnant until the
Range: Self duration ends at which time the object
Duration: 3 (1/round) crumbles to ashes.
Trappings: Ouija board, incense, chanting,
Kirlian cameras or goggles, Glasses soaked Graverobbing the Ghost
with blood, grave dirt. Rank: Veteran
This spell allows the caster to see into Power Points: 10
Purgatory as if using the See Purgatory Edge. Range: touch
Ghosts who observe a creature using this Duration: 3 (1/round)
spell notice an odd red glow emanating from Trappings: grave dirt, chanting
the creature’s eyes or the object the creature This spell allows the caster to bring forth
is looking through. a Remnant item from Purgatory into the
Additional Targets: The character may physical realm, albeit briefly. The caster
affect up to five targets by spending must be able to see or sense the
a like amount of additional item to grab it. If the item is
Power Points. In this fashion, currently held by a ghost or
the character may also treat a incorporeal entity, the caster
recording device as a target, must defeat the incorporeal
permitting it to record images entity in a contested Strength
or video of the incorporeal in roll to take the item.
the area. Items brought into the
physical plane with this spell
Fangs of the Master retain their Remnant type and all
Rank: Novice associated abilities (see Remnants,
Power Points: 3 Chapter 9: The Incorporeal). The Remnant’s
Range: Self abilities can be used by the caster as long as
Duration: 3 (1/round) the caster holds the item. At the end of the
Trappings: demon blood, incantations, spell, the item drops back into Purgatory at its
symbols drawn on the face current location.
By casting this spell, the caster’s mouth
grows into a grotesque, protruding snout Greater Dispel
filled with dagger-like fangs. This grants the Rank: Heroic
caster a bite attack that causes Strength +1d8 Power Points: 4
damage and grants the character a -1 Fear Range: Smarts
penalty for the duration. Duration: Instant
Trappings: Waving hands, whispered words.
Faux Remnant Greater Dispel allows a hero to negate
Rank: Seasoned enemy spells, miracles, and magic items.
Power Points: 3 It has no effect on innate powers; such
Range: Touch as an immunda’s claws or a vampire’s
Duration: 1 minute (1/minute) blood drain ability. Greater dispel does

75
work on magic items or permanent the portal in the realm he is not currently in.
enchantments. If the arcane skill value If the caster is in Hell when this spell is cast,
of the item or enchantment’s creator is he has no control over where on Earth the
available, the character casting Greater portal opens, though Hellgates opened from
Dispel rolls his arcane skill vs. the item or Hell tend to appear in terrible sites of great
enchantment creator’s arcane skill. If the tragedy or areas where a desecrate ground
item or enchantment creator’s arcane skill is spell has been cast.
unknown, the item or enchantment resists The Hellgate created with this spell is a
with the roll of a Wild Die. Greater dispel can circular hoop or disk with a diameter equal to
also be used on a power already in effect or the caster’s arcane skill in yards, oriented in
to counter an enemy power as it’s being used. the direction the caster desires when it comes
The latter requires the countering mage to be into existence (typically vertical and facing
on Hold and interrupt his foe’s action as usual. the caster). It is a two-dimensional window
In either case, dispelling the opponent’s looking into Limbo. Anyone or anything
power is an opposed roll of arcane skills. The that moves through the Hellgate from Earth
dispelling character suffers a –1 modifier if is shunted instantly to Limbo. Anyone or
the target power is of another type (magic vs. anything that moves through the Hellgate
miracles, for example) from Limbo is shunted instantly to Earth.
A Hellgate has a front and a back.
Masonry of the Remnant Creatures moving through the gate
Rank: Veteran from the front are transported
Power Points: 10 to the other plane; creatures
Range: Touch moving through it from the
Duration: Instant back are not.
This spell allows the caster Most demons take grave
to modify existing Remnants. offense at humans opening
The caster may add or remove Hellgates. Casting this spell is
one Type from an existing almost guaranteed to attract
Remnant, with the exception of the ire (and likely the claws, fangs
the General type, which cannot be and spells) of any nearby demon on
removed. Upon casting this spell, the caster Earth or in Hell.
must spend a number of Contagion Points The caster of this spell is immune to taking
equal to one-half of the cost of the Remnant damage from the simple act of crossing
type (rounded up). This Contagion Point the Hellgate (see Chapter 10: Realms.) His
cost can be paid all at once, though no other companions gain no special immunity to said
Contagion Point expenditure can be made damage.
that turn. Sacrifice: Casting Open Hellgate requires
the sacrifice of a living sentient creature. The
Open Hellgate only exception to this is if an angel or demon
Rank: Heroic uses this effect, in which case no sacrifice is
Power Points: 10 required. Note that living sentient creatures
Range: Special are very difficult to come by in Hell, so a
Duration: 1 round (1/round) traveler who wishes to get out of Hell using
Trappings: chanting, blood, chalk, smoke, this spell must bring a sacrifice with him
sacrifice (see below) when he enters Hell.
This spell opens a temporary portal to a
random point in Limbo, the first circle of Hell.
The caster has no control over the location of

76
Persephone’s Voyage command word is a free action, and the
Rank: Heroic caster may release a number of spell triggers
Power Points: 10 equal to his Smarts per turn. Releasing a spell
Range: Special trigger does not cost Power Points. If the
Duration: Spirit hours (1/Spirit hours) character is rendered unable to speak, then
Trappings: Chanting, pentagrams, sigils, he is unable to release a spell trigger. Once
incense, fire, sweat lodges released, the spell trigger is used up and must
This incredibly potent spell allows the caster be recast along with the triggered spell.
and a number of allies to physically enter The caster may have a number of prepared
Purgatory. The characters become ghosts spell triggers equal to his Smarts at any time.
for all intents and purposes. Spellcasters
become unable to utilize their spells, and the Relive Memories
creatures are treated as incorporeal entities. Rank: Novice
The creatures affected do not gain access to Power Points: 3
ghostly powers, and are vulnerable to the Range: Touch
same weaknesses as ghosts. Any character Duration: 3 (1/round)
in the group may leave Purgatory prior to Trappings: chanting, gases, drugs
the spell’s expiration by making a Spirit roll. Similar to Mind Reading, Relive Memories
A character doing so emerges at his exact probes the memories of a single creature,
location in the physical realm, and is subject allowing it to relive in complete detail a time
to any hazards present (so using this option in its life. This period can be up to one hour in
while passing through a wall is tantamount length and from any time in the creature’s life.
to suicide). If the caster ends his journey If the target is willing, this power requires no
early, all parties accompanying him remain roll. If unwilling the target rolls Spirit against
in Purgatory until they choose to leave or the caster’s arcane skill to resist.
the spell expires. At the time of the spell’s The caster may either specify the timeframe
expiration, all parties are violently ejected of the memories to be relived or allow the
from Purgatory, thrust into the corresponding target to select the timeframe. If the target
point in physical reality. Anyone appearing is given free rein, it must make a successful
inside a physical object must make Vigor Smarts roll or be sent to an unpleasant
check or die. emotional moment in its life that it did
not choose. In this case, the target is likely
Prepare Spell Trigger to recall a time it regrets or tries to avoid
Rank: Novice consciously.
Power Points: 3 If the target lacks memory of the event,
Range: Special whether through psychological defenses
Duration: Instant such as suppressing the memory, or through
Trappings: Chanting, pentagrams, sigils, magical memory manipulation, the memory
incense, fire, spellbooks will be restored to complete clarity with the
This spell allows the caster to cast another casting of this spell. If the creature suffered
spell and reserve it for later use. To prepare a damage in its memory, it must succeed a
spell trigger, add 10 minutes to the casting Spirit roll or suffer 2d6 points of nonlethal
time of the spell which is to be prepared. All damage for every source of damage it
Power Points for both spells are paid at the experiences within the memory. Relive
time that the trigger is prepared. Memories can be used as a means of restoring
Once the spell trigger is cast, the caster may lost memory or helping a person to cope with
discharge the prepared spell at any time the details of a tragic loss. It can also be used
by uttering a command word. Uttering a

77
as a method of torture, without physically Duration: 3 (1/round)
injuring the target. Trappings: Dark prayers, sigils drawn on
earrings
Search Engine The caster can use sinseeking to hear and
Rank: Novice understand all conversations taking place
Power Points: 3 within the spell’s radius. He can clearly hear
Range: Smarts what is said in each conversation regardless
Duration: 1 of the number of people talking in the area,
Trappings: Psionic invasion, soulsight. their volume, or intervening obstacles. The
This power also lets the caster search through spell’s effect does not extend into antimagic
electronic data in a similar fashion to that fields.
described in the Mind Reading power. If the The caster may listen to a number of
computer or data storage device is actively conversations equal to his Smarts. Any
being watched, then the administrator may conversations beyond this number are lost
attempt a Smarts roll in order to force the as background noise. He may concentrate on
caster’s search to fail (much like the opposed specific subjects by making a Notice roll and
Smarts roll called for in the Mind Reading may change the conversations he listens to an
power.) If the targeted device is unattended unlimited number of times during the spell.
or not being actively monitored, the caster is To identify the speaker of certain words or
considered to have won the opposed Smarts phrases, the caster must make a successful
roll. Notice roll.

Signal Feed Sins Laid Bare


Rank: Seasoned Rank: Novice
Power Points: 3 Power Points: 3
Range: Smarts x 3 Range: Smarts
Duration: 1 minute (1/ minute) Duration: Instant
Trappings: the targeted device. Psychic Trappings: Dark prayers, tarot cards, I Ching,
energies, focus. conversation.
The caster can create false images or sounds The caster learns a specific weakness of the
on an electronic device. The spell affects the target, such as a powerful vice, a mental
functions of the device at the time of the disorder or a physical flaw. Hindrances
power’s manifestation, preventing accurate will make themselves revealed first. If
recording of the events observed by the no weaknesses are represented through
device. Recordings of the signal feed will Hindrances (or the caster has already learned
show whatever illusion the caster declares at all of the target’s Hindrances) the caster
the time the signal feed is established. These then learns which circle of Hell would claim
illusory images and sounds are recorded the character’s soul if they were to die and
on the device (if the device is recording) become Damned. The target resists with a
for the duration of the effect, so reviewing Spirit roll vs. the caster’s arcane skill; if the
the recordings at a later time still shows the target rolls a critical failure on this roll, the
illusory data even if the power’s duration has caster may learn two weaknesses instead of
ended. one. The GM determines which Hindrances or
weaknesses are revealed.
Sinseeking
Rank: Seasoned
Power Points: 3
Range: Large Burst centered on caster.

78
Steal Contagion radio broadcasts, and television signals). For
Rank: Veteran an additional power point upon activation,
Power Points: 3 the caster can affect devices that rely upon
Range: Smarts x3 cables or other hard-wired transmissions such
Duration: Instant as televisions, video cameras, and monitors.
Trappings: chants, beams of light, sigils White noise will also cause photographic
Contagion, the unknowable energy that film to fog and magnetic tape to blur. It does
flows through all of creation is typically not cause electronic devices to malfunction,
sacrosanct and mystically inviolate. Living only to report scrambled signals and white
beings that hold Contagion cannot usually noise. Those using the affected devices get
be robbed of their energy without a willful scrambled signals and white noise, and are
act such as a demonic pact. Ghosts and other aware that they are being jammed.
incorporeal entities have a far less firm grasp
on their own connection to the universe. An Wings of the Master
extremely potent spellcaster can literally rip Rank: Seasoned
the Contagion Points from a ghost. Power Points: 3
To utilize this spell, the caster must be able Range: Self
to see the ghost, whether through the use of Duration: 3 (1/round)
magic, an Edge, or if the ghost is manifested. Trappings: demon blood, incantations,
The caster tolls his arcane skill against the symbols drawn on the torso
target’s Spirit. If the caster wins, the ghost Upon casting this spell the caster sprouts
loses 2d6 Contagion Points. These points are demonic wings from his shoulder blades.
transferred to the caster, and are added to the These wings may resemble bat’s wings, or the
caster’s Contagion Points. A ghost (but not a feathered wings of a dark bird, but in any case
non-ghost incorporeal entity) reduced to zero they look filthy and worn. The wings allow
Contagion in this fashion is utterly destroyed. flight at the character’s Pace.
The wings also grant a +2 bonus to
Suppress Lycanthropy Toughness.
This spell is wholly inappropriate for use in
Contagion Savage Edition, as lycanthropy Wireless Routing
is a deeply ingrained demonic curse with Rank: Seasoned
no known cure. GMs who wish to include Power Points: 3+
such a hope are encouraged to make finding Range: Smarts
the spell the focus of a lengthy campaign, Duration: 1 minute (1/ minute)
changing the Rank to Legendary and ignoring Trappings: Psionic invasion, soulsight,
the permanent suppression option. Hell’s will touching the affected parties.
is not foiled so easily. The caster forges a telepathic bond with
one or more people, creatures, or computer
White Noise devices. The bond can be established only
Rank: Novice with willing creatures or with computer
Power Points: 3/4 devices the caster can access traditionally
Range: Smarts x 3 (either by virtue of those devices not being
Duration: 3 (1/ round) password protected or by knowing or hacking
The caster surrounds himself with a bubble the password). The caster can communicate
of low-level electromagnetic radiation, telepathically through the bond even if he
not enough to be detected by normal does not share a common language with
individuals but sufficient to defeat most the subjects. Furthermore, all subjects may
electronic transmissions (like cell phones, access information on any of the computers

79
in the link using a Smarts check. No special must draw the circle on an immobile surface
power or influence over the bonded minds is such as a floor or a parking lot. The creator
established as a result of the bond. Once the need not remain inside the circle for the
bond is formed, it works over any distance for circle to function, but if the markings within
the full duration of the power. the circle are defaced or destroyed, the circle
Additional Targets: The base cost of this ceases to function.
power allows the caster to link a number
of minds (in this case a computer device
is considered a mind) equal to his Smarts
Arcane Items
Several arcane items are listed in the Savage
score. Additional targets can be added to
Worlds Fantasy Companion and the Savage
the link at a cost of 1 power point per target.
Worlds Horror Companion, the vast majority
The maximum number of minds that can
of which are suitable for use in Contagion
be linked via wireless routing is equal to the
Savage Edition.
caster’s Smarts x2.

Antimagic Fields Knowledge (Arcana) vs. Knowledge


An antimagic field has the following (Occult)
properties: These two skills would seem at first glance
• The space within an antimagic field is to represent the same thing, and there is
impervious to most magical effects, including certainly overlap between the disciplines.
supernatural Edges, Powers and Racial Having said that, in Contagion Savage
Features. Likewise, it prevents the functioning Edition, Knowledge (Arcana) refers to
of any arcane items or spells within its codified magical theory, historical (and
confines. current) magical societies and magical
• An antimagic field suppresses any spell or rituals. Knowledge (Occult) tends to focus
magical effect used within, brought into, or more on oral tradition, cults, lore, spirits and
cast into the area, but does not dispel it. Time supernatural creatures.
spent within an antimagic field counts against
the suppressed spell’s duration.
• Incorporeal creatures entering an antimagic
field are disrupted, losing 1d6 Contagion
Points per round of contact.
A normal creature can enter the area, as
can normal missiles. Furthermore, while a
magic weapon does not function magically
within the area, it is still a weapon. This field
immobilizes golems and other constructs that
are imbued with magic during their creation
process. Most Hellspawn are unaffected,
though rendered unable to access Powers
and supernatural abilities. Dispel does not
remove the field.
Two or more antimagic fields sharing any of
the same space have no effect on each other.
Should a creature be larger than the area
enclosed by the barrier, any part of it that lies
outside the barrier is unaffected by the field.
To create an Antimagic Circle the character

80
The frosty grass crunched beneath her steps as Morna walked up to the ancient
circle of stones. The eastern horizon was lined with the faintest gray blur, eating away at
the pitch-blackness of the Arcadian sky. The sun would rise soon, and Morna was having
second thoughts.

Like most Arcadians, she loved her home. Though the realm was already well
within autumn by the time she had arrived, Morna still considered Arcadia to be
paradise by comparison to Earth. When she had last walked among the living, Earth
was a decadent, horrible place being destroyed by the machinations of demons and the
industrialization of western civilization. The invention of the train was relatively new, and
Morna knew that such a device would only escalate mankind’s aggressive encroachment
into unsettled territories. Humans were conquerors, and according to the stories she had
heard from the New World, the thirst for expanding land was being quenched on the
blood of the natives. Though the conquerors of the age used words like “freedom” and
“democracy,” Morna knew better. They were no different than the Romans before them:
barbaric, imperialistic killers.

When death came for Morna, she welcomed it as much as her elven blood would
allow. She had been among the first generation of Elves and seen centuries of suffering
before falling to the sword of a witch-hunter. Though she feared damnation, she also
longed for an end, any end, to the centuries of woe inflicted by Lillian’s curse.
When her soul arrived in Arcadia, Morna was overjoyed. The elven afterlife was not
eternal torment at the hands of demons, but a paradise, uncorrupted by the influences
of Hell, Heaven or man.

When Morna learned that her paradise, her Arcadia, was dying, she was among
the quickest to volunteer her soul to help find a way to save the land. When Queen
Thereza reshaped her soul, transforming her into cold, undead flesh, she rejoiced that
she would have a hand in saving her world. When she was told that the gates would be
opened and that her people would be sent to Earth to harvest the soul-energy needed to
repair Arcadia, she could not wait to get on the ground and begin her work.

Now, as the sun rose on the solstice morning, Morna felt doubt creep throughout
her being. What would Earth be like? How had things changed? Was her quest truly as
noble as she thought? Was she truly willing to rob other souls in order to save her home?

As the round edge of the sun peeked over the horizon, Morna reached her
spindly, pale fingers toward the altar stone. Was she ready? She didn’t know.

82
“I ain’t one of the crowd assist in creating this world. Using Contagion
energy from the thousands of deaths caused
I ain’t one of the guys by the Leviathan release of the Black Plague,
They just avoid me the Gregori and Chammadi focused this
contagion to their Teraphim prisoner, who
They run and they hide formed Arcadia around himself. Hektor
Are my colors too bright and Thereza decided that Arcadia would
be best formed as a sort of invisible net
Are my eyes set too wide” between Purgatory and Earth. This allows
-Alice Cooper, the redirecting of cursed elven souls into this
new paradise created in secret. The initial
“Teenage Frankenstein” infusion of contagion proved enough to
create an idyllic world. The Teraphim used
Races Eden as his blueprint when forming Arcadia
The world of Contagion Savage so that the elves would have some good
Edition is populated with many supernatural in their tortured existence. A great palace
races. Sheltered in shadow and hidden occupies the center of Arcadia, with a trio of
from the masses, these races each have thrones the only objects within: one throne
unique agendas and characteristics. This each on the highest step for the Gregori and
chapter explores all playable races Chammadi angels responsible for Arcadia’s
in Contagion Savage Edition, creation, and one lower throne, hidden from
including humans. view, with shackles for the imprisoned
Teraphim to create from. Three celestials
with the power of a thousand souls created
Arcadian
a world separate from all, and equaled
Elves, half elves,
only by Eden. But lacking an ongoing
demons, and even angels
influx of Contagion, the realm slowly
have all assumed that being
deteriorated over the years.
touched by a demonic curse
ensures eternal damnation
Centuries later the winter
to the Inferno due to this
solstice of 2012 arrived, and the
demonic taint. All elves
Arcadians fled their world, some
that risk death believe
seeking asylum from a fading
that they will end
plane, others on a mission from
up directly in Hell
their celestial protectors. The
because of this, hence
solstice and other happenings
the intense elven
on Earth allowed several
fear of death. Acting
of the gates to Arcadia
on this assumption
to be breached,
Hektor, an angel from
and the Arcadians
the Gregori choir,
bled forth from
allied with Thereza,
the gates like a flood
a demon from the
of undeath. Their world
Chammadi caste, in
had fallen far, gray and black
creating a new plane
death had replaced vibrant green
for the souls of the accursed elves
life. Many Arcadians would
to reside in. These two surprisingly
have their world restored
well meaning celestials managed to
one way or another, while
abduct a high-ranking Teraphim to

83
others would rather stay in the permanency could almost pass for elven, and therefore
represented by Earth. Regardless the taint human. Here the similarities end however as
of living hundreds of years in an imperfect elven eyes appear lively and their skin has a
dying world followed the Arcadians to healthy if usually pale tone, while Arcadians
Earth. Finding that they lacked the means to have tired dull eyes and skin grayish white
naturally regain Contagion, the first Arcadians or ashen dark in tone. An Arcadians current
to arrive discovered the ability to channel contagion point total also effects how their
the void within, and pull Contagion from physical body appears. Similar to the way in
the very being of living creatures. Confused which a well fed vampire appears healthy
and horrified at their capabilities many and human, an Arcadian rife with contagion
Arcadians refused to use this ability and energy similarly livens up. Their ears perk up,
focused on simple survival. Others saw this as skin tone trends towards normal, and their
their opportunity; if they could sap enough normally listless eyes become livid with focus
Contagion from Earth could they not renew and drive. Though an Arcadian may not lack
Arcadia? motivation or courage without contagion,
they appear courageous and fearless when
Some of the eldest Arcadians had flush with the forces of creation. Unique
been entrusted with a plan from Hektor and among all of creation, Arcadians and their
Thereza, to net another thousand souls for contagion sapping ability are of great
Arcadia to be renewed and to trap them interest to the angelic and demonic hosts.
within to keep it whole. Because of these Arcadians regularly find themselves besieged
varying missions Arcadians took to life by demons seeking their power and angels
on Earth in a varied form. Some sapped seeking to understand it.
Contagion at a whim, in hopes of returning
it to Arcadia; some sapped the energy for It is up to each player to determine
their own gain. Still other Arcadians refused what their particular Arcadian’s outlook is
to pull energy from the innocence of Earth, on their place in the world. Although an
and again others sought to create great death Arcadian just looking to survive may appear
and war among humanity to fuel their dying boring, a good Gamemaster can bring even
world. the most hermitic Arcadian into interesting
situations. Arcadians are undead, they are
Regardless of their personal not alive in any way except locomotion
preference all Arcadians share a few base and consciousness. All the benefits and
traits both physical and otherwise. A soul penalties associated with this are likely to
cannot return to Earth as it was in life, have great impact on gameplay. Also bear
therefore all Arcadians have returned as in mind and Arcadian’s calling stems from
undead abominations in the eyes of the their years of life long before their afterlife in
clergy and most of the world. Unable to Arcadia. Arcadians who were jolly tricksters
mesh with modern society the Arcadians in life, for example, remain of the trickster
stick to the fringes not unlike the elves they calling despite the fact that their outlook
had once been. Standing 1.75-2.25 meters and demeanor may be much darker than the
tall, weighing anywhere between 80- 120 typical mortal trickster.
kilos (Lighter than elves due to being all
dead n stuff?), Arcadians share their elven Angel
roots in height and slight build. With their Seven days. In seven days God created
ears similarly long and pointed but almost all things, or so angels believe. Earth was
uniformly downward arching instead of ripped from Heaven and the Void. Rivers,
spiked upwards like elven ears, Arcadians mountains, animals, all sprang into existence

84
like dandelion seeds settled over tilled (one particular angel taking offense to that
ground. However, God did not perform such last bit). Angels walked beside Adam as he
mighty labors alone. The great (and then explored the wonders of The Garden, but not
unified) Host of Heaven swept throughout all was wonder and joy in Heaven.
creation during the first 6 days. Rivers were
carved into fresh soil. Mighty mountains The war started in Heaven when the
spiked into the sky, reaching for the heavens angel closest to Yahweh himself challenged
they had been sheared from. The Word was His wisdom. Lucifer, The Morningstar, master
spread through this freshly carven sculpture, of the Sun, this highest of angels believed
and life began on Earth for the first time. God’s plan flawed and had plans to correct
On the seventh day, God rested, and called it. Lucifer defied God and sought the
His host back to Heaven. Adam, easily the Throne, even willing to bring imperfection
most important human in all of history, was to Heaven in order to obtain it. Struck down
watched like no soul ever has been since as by God, Lucifer was cast from Heaven. The
he drew is first clean breath of freshly crafted Morningstar did not go alone however;
air. Both God and the Host watched as Adam other angels of each choir had joined in the
foraged for food, drank from the rebellion and were similarly punished. With
rivers, and took some great ceremony each angel, starting
shade under with the first, had their wings torn from their
the trees body symbolizing their removal
from God’s grace, and was tossed
like refuse into The Inferno
to rot. The remaining angels
returned to their seemingly
endless labors, aware now
of the cost divine defiance
exacted. None would
forget the horrors
witnessed during the
wars, and Heaven’s
glow was noticeably
darkened with the
loss of innocence.
Angels continued
to use their
powers to help
mankind grow
even after the usurpation, hoping that
redemption would follow humanity’s
transcendence.

In many ways Lucifer’s Revelations


have impacted the choirs less than
expected. Unspoken fear of Yahweh’s
wrath permeates the heavens, leaving
most angels content to do what
they’ve been doing for eons. Turning
a blind eye to these revelations isn’t

85
entirely unexpected to those familiar with to certain earthly duties. Some angels
the politics of Heaven. Lucifer is known as the act as literal guardian angels, even if only
Lord of Lies, thus many angels assume this guarding their target’s soul during death
is another charade to peel faith and worship and transference to Purgatory. Other choirs
away from Yahweh. However, not all angels find themselves inspiring artists to create a
are fearful sycophants to Yahweh. Not wholly new masterpiece, the hobo to stop a crime,
based within any one choir, an unknown or even a businessman to donate to charity.
number of angels have begun their own For example, you won’t find many Malakim
inquiry into Lucifer’s Revelations, even going assigned as guardian angels in a theatre of
so far as to meet with like-minded angels, war due to their focus on the comparatively
trusted mortals, and in some cases their own peaceful arts.
fallen brethren. These meetings take place in
secret, frequently within the Inferno or any Having served within these roles for
number of new realms opened in the wake centuries, angels are expected to maintain a
of the liberation of Oblitus. No one seems to minimum level of autonomy. Reporting in to
know what turns the war will take now. Even the big bosses is something done only when
the seers among the Olephim seem to be at a situation drastically changes, the directive
a loss as to the direction creation is headed, is failed, or upon the angels re-ascension to
which some angels take as a sign that the Heaven. That is not to say that any choir is
Apocalypse has begun. The only thing that without their own recourse when things get
seems certain is that the universe is changing hairy or facts become muddled. Having the
and Lucifer is at the center of the maelstrom. might and knowledge of Heaven at your beck
and call creates a weakness within the choirs,
Angels are servants of Yahweh and thus angels are expected to resolve all but the
have been for as long as they can remember. most serious of problems themselves.
They are His hands, His Voice, and frequently
His clenched fist. While in Heaven angels Angels observe a hierarchy similar
are constrained to a form congruent with to a corporation’s chain of command. A
their choir’s core ideals. Motes of light and corporation puts logistics and executive
creatures of fire are no different than golden departments above human resources
haloed men with smoke-ridden lower and transportation. Similarly the choirs
bodies. These aspects of power visible in are organized according to the perceived
Heaven are set aside when a selected angel importance their aspect of reality
assumes corporeal form on Earth. While encompasses when compared to the whole
most commonly associated with blinding of reality. Each choir is responsible and
white light and bird-like wings of massive accountable to the choirs above them in
proportions, angels are truthfully capable of the chain of command. Exceptions include;
assuming almost any form when willed into all choirs report to Michael in matters
His service on Earth. The static nature of Earth concerning war, demons, or “policing” efforts,
does force any incarnated angel into one form and every angel of every choir answers to
for the duration of their duties. Yahweh, should he choose to issue an edict.

Angels are creatures driven by Demon


purpose, provided by Yahweh’s will. With this The rebellion in Heaven shook the
purpose each choir is capable of exercising very foundations of reality. Planned or
control over specific aspects of reality. Due not, Yahweh and Lucifer’s disagreement
to the inherent “limitations” of these abilities, resulted in over one third of Heaven’s Angels
only certain choirs find themselves assigned revoking their belief in the perfection of

86
God. Though not every choir of angels was version of what they represented when
equally affected by the turncoats, all choirs walking with the light. Whether this is caused
had members who sought the light of The by the fall, the withdrawal of Yahweh’s light,
Morningstar. Betrayed by his closest angel, or simply due to the demons’ owns twisted
Yahweh turned his righteous fury upon the perception is still unknown.
traitors. Ceremoniously tearing wings from
the traitors and casting them into The Pits One thing demons have which they
of Hell, Yahweh punished every single angel lord over angels at every opportunity is
who either joined Lucifer, or refused to fight. their free will. Some few were unable to
Yahweh renamed these battered creatures conceive of this and immediately gave their
as demons and withdrew his light from their blind unswerving loyalty to Archdukes of
countenance. Hell or the Morningstar. The remainders
are known to continue the essence of their
Though scarred and shaken by their rebellion against even demonic masters. A
fall, demons still possess their extraordinary few laughable attempts have been made to
capabilities over aspects of creation. Most overthrow Lucifer, but the immediate and
demons have become a cruel subversive disproportionately cruel riposte has quelled

87
most thoughts of larger rebellion. This has Yet another form of demonic
recently changed due to Lucifer’s long incarnation is possession of a physical form.
absence from Hell, disillusioned demons vie Less rare than one would think, possession
with each other, jockeying for position in the requires either a willing host, or fairly
demonic pecking order. Azmodeus has finally extensive preparation by some hellish
stepped in and quieted the majority in hopes demonic servant on Earth. Certain castes of
of uniting Hell in the war on Heaven, again. demons wield powers which allow them to
subvert or subjugate human will from their
The war on Heaven is not usually place in Hell. A Demon possessing a willing or
carried out in some esoteric celestial plane. unwilling human host has access to all of its
Instead demons and angels war upon each own hellish capabilities, the host body serving
other on the place they have in common, more as a portal of access than an actual meat
Earth. Demons given orders to travel to Earth suit (though the physical appearance of the
and further some Hellish agenda rarely refute host can be used if desired).
or rebel against these orders. Not only are
they given a way to escape Hell during their In order to grow in power and
time on Earth, but time to enjoy themselves stature in Hell, a demon must cultivate not
and pursue personal agendas. The scope of just reputation but must also gain power
these orders sometimes requires a demonic from solicited contracts with mortals, and
presence on Earth for decades at a time. followers garnered and stable on earth. The
These Earth bound demons are ridiculed in whole point of the war is that the mortal soul
secret by their brethren, often perceived as serves as a big battery for celestials; they
weak and softened by their time on Earth. need human souls and contracts to gain
Travel between Hell and Earth is something more power and capabilities. So demons reap
of a logjam situation. With all the demons souls from Earth as they can, even reforming
fallen to Hell only a select few maintain the humans into nightmarish imitations of life as
capability to travel to Earth without assistance Hellspawn. All these horrors are in hopes of
from the other side, and this capability is driving Heaven to finally end the war.
jealously guarded.
Like angels, demons are divided into
The other egress from Hell to Earth groups describing not only their philosophy,
is via magic and rituals performed on Earth. but also their control over certain aspects of
Throughout history there have been several reality. Each caste of demon is derived from
events that could be ascribed to a summoned a fallen or twisted version of the Choir they
demon either granting demonic pacts, or originated with.
taking actions themselves. Anyone with the
patience and particular type of guts brought If a demon character is “slain” on Earth,
about by desperation or ignorance can find consider that character dead and gone just
summoning rituals to bring demons from Hell as most other races die. This is of course
to Earth. Several types of spellcasters have not 100% accurate as the demon is actually
methods to bring forth a demon, but most banished back to Hell. Lately this has become
practitioners of magic rarely venture into slightly less of an issue as Azmodeus is even
demonic summoning due to the inherent risk less forgiving than Lucifer in regards to failed
involved with bringing a celestial being into missions and it is very likely that any demon
your physical presence. A sect of magic users who fails their earthly duty will spend so long
known as The Ascendant Impetus is a notable rotting in a pit that their companions would
exception to this standard, as are those who be long gone by the time they regained their
gain their magic via infernalism. freedom. So unless the team is willing to

88
undertake some great and unusual mission to transition into adulthood is difficult, but
bring back their erstwhile demon companion, tolerable.
the player of the slain demon should create a
new character. The dhampir is a child born of a
human and a vampire. Dhampirs tend to
Dhampir appear like normal humans, albeit with pale
Legends in Eastern Europe speak of skin. Many dhampirs, upon discovering their
the dhampir, the cursed offspring of humans true origins, develop an intense hatred for
and vampires. Like many legends, this one their arcane heritage and take up careers as
has some basis in fact. On rare occasions vampire hunters.
(perhaps one in a thousand), the breeding
of a human and a vampire can be successful. If a dhampir breeds with a human,
No one is sure how this works, as vampires the child is human, though usually physically
are clinically dead, and though they may strong, yet sickly. If a dhampir breeds with a
mimic the functions of sexuality, they are not vampire, the child is a dhampir. Two dhampirs
typically fertile. breeding produces a dhampir as well. It is
possible for a dhampir to become a vampire.
Most dhampirs Dhampirs cannot become werewolves.
are abandoned
by their vampiric Drow
parent, growing up Born of a union
unaware of their between two cursed
true heritage. As species, the drow
adolescence approaches, spend their entire lives
the young dhampir often as outsiders and outcasts.
must contend with The comparative rarity of
newfound strength the drow makes them an
and an inexplicable anomaly unknown to
bloodlust. Several many occult scholars,
dhampirs have been as they are the least
driven insane trying populous supernatural
to cope with the bizarre race aside from the
changes that puberty Morlocks. This rarity
brings them. For the in combination with
fortunate few who the nature of drow birth
retain a vampire parent means that many drow go
in their lives, or whose their whole lives without ever
human parent is meeting another member of
smart enough to
realize what
is going
on, the

89
their race. As a result, there is no common the conditions are shorter than average.
drow culture. The fact that both elven and Furthermore, the limbs of a dwarf often
vampiric society consider drow to be second- do not adhere to the same proportions as
class citizens serves to further the alienation humans who do not possess the condition.
of the drow.
Aside from the medical issues that can
Modern communication technology arise from dwarfism, dwarfism comes along
and the shrinking nature of the world with several social and practical concerns. It
have seen a slight upswing in connections is challenging to live in a world designed for
between drow. As members of this race people twice your size, as many vehicles and
embrace the internet they naturally seek out tools are ill-suited for use by dwarfs. Those
others like themselves. These are not always few with the money to spend on customized
friendly connections. Due to the lives drow appliances make use of them, but for the
lead they tend toward rugged individualism most part, the dwarf is forced to adapt, as the
and don’t necessarily play well with others. world has little interest in adapting for them.
Despite these tendencies, some few drow Socially, there is a long history in the western
are working toward building a refuge for world of discrimination and cruelty toward
their kind, coordinating their efforts digitally. dwarfs. Recent years have seen some
It is also notable that more than one drow
romance has been forged via the web. improvements in these
attitudes, but there is still much
As outsiders, drow are frequently work to be done in terms of
wanderers. Calling no one place home, equal treatment for people of
they walk the earth in search of short stature. In the western
purpose and peace. Historically the world workers unions
forces of Heaven and Hell have largely have formed for dwarfs in
overlooked the drow, which may prove sports and entertainment
to be a mistake. With the opening of to assure they receive
Oblitus, a whole host of gods may proper treatment and
seek to enlist the drow, offering them compensation for their
a sense of belonging they have never work.
known. Furthermore, the Arcadians
are well aware of the drow and many Elf
seek to make drow allies, feeling Many years
a closer kinship with the drow before the time of
than with their former Christ, humans
brothers among the had spread across
elves. much of the world
in many different forms.
Small villages populated
with the hardy folk
Dwarf often associated with
Like giants, dwarfs are hunting, lumbering, and
simply humans with a genetic farming would gather
condition that alters their together for safety and
proportions and size from protection. One such
the norm. In the case of village in Scotland
dwarfs, those possessing was lacking any sort

90
of religious affiliation or office besides the take one of particular will and self discipline
layman’s observance of local spirits. This to bring this beast to bear.
proved to be something of a crippling
shortfall as the village was besieged by a Brianna had long been known as a
demon with very specific capabilities. willful child and having come of age very little
had changed in that regard. She remained
Lillian was a demon focused on the single despite the village custom for a young
subjugation and eventual murder of humans woman of her age to be married and happily
via the power contained within their dreams. bearing her husband’s children. Not that
While the innocent villagers slept the demon any man wouldn’t have her. Brianna was a
slipped into the defenseless subconscious beautiful girl. For such a small village she was
of the children first. The adults somewhat almost out of place. Regardless of the ease
arrogantly reassured their children that the with which she could have lived, Brianna
monsters from their dreams weren’t real. The instead chose to tend to the myriad of duties
demon made the jump into haunting adult left unattended in the understaffed village.
dreamscapes easily due in no small part to Performing basic medical care such as using
the lack of faith in any god to protect the boiled oil to treat bleeding wounds, leeching,
minds of the villagers. Confronted with the and even removing an arrowhead from an
very monsters described to them by overzealous hunter’s partner, Brianna filled
the children, the adults did what roles within the village usually left to more
so many people so sure in their skilled and blessed people. All of these
understanding of the world do, things came together to create a bond
they practiced avoidance. Work in of trust between the village and Brianna,
the village slowed to a crawl as tainted only by her refusal to adhere to
hunters fell asleep in their tree any plans of engagement or marriage.
stands, and farmers nodded off
behind their oxen. Though the Having selected their warrior
specifics of each nightmarish the villagers arrayed themselves in
visit differed, the pale purple the single room of Brianna’s house,
eyes of each monstrous armed with crude weapons of wood
demonic incarnation and stone. After understandable
remained the same. difficulties falling into a deep
Eventually one, then three, enough slumber to return to
then tens of villagers her dreams Brianna was met
found that their not with the monsters she
neighbors had all had come to fear with a
experienced similar sense nearing boredom.
nightly terrors. At Instead she found a woman
high noon a meeting lounging on plush furniture in
was called and all but the an archaic building like nothing she had seen
most hermitic shuffled to the village before. Unknown to Brianna, she was seeing
center. It was decided there that Lillian in one of her most familiar and basic
something must be done about the forms, that of the condescending matriarch.
thing hunting them in the deepest Through trickery and no small amount of
recesses of their minds. Knowing will, Brianna was able to absolve herself of
that the creature was able to pull any matriarchal fears and force fear from
the darkest fears from any mortal her heart. In doing so Brianna was able to
the village decided that it would force the demon from her dreams and into

91
the waiting force of sleep deprived villagers. consumed by a pyric desire to end their
The force with which the normally peaceful suffering, and great fear at what comes after.
villagers attacked the demon made incarnate Perhaps due to their lack of sleep elves are
was only slightly weakened by the long term almost uniformly morose and irritable like a
sleep deprivation many of them suffered. human after a late night bender but without
However this slight mitigation of their the fun.
savagery allowed Lillian one final curse before
she fell to the crude but willfully wielded An elf averages between 1.75 – 2.15
weapons of the villagers. She laid an edict meters tall, weighing slightly less than a
upon the entirety of the village, that they human of the same size; 90 – 140 kilos. Long
would forever be shorn from the reprieve pointed ears spike upward from an elves skull
granted by sleep, and bound together in and share uniformity unlike that of humans.
their fear for eternity as she stole even the The reasoning for this specific aspect of
rest granted by old age. Lillian cursed all of the curse is unknown to the elves, and the
them to eternal life without sleep or dreams, demons aren’t telling.
and a form different enough from their
human kin to be decried as demon Ghost
spawn and untrustworthy. In any war there are casualties,
but if one is driven, convicted, and
Surprisingly the newborn possesses a strong will, death does
elves were the authors of the not have to be the end. Ghosts
greatest impact from this are unique soldiers in that they
demonic intervention. are not necessarily motivated by
Believing the curse levied victory. A ghost’s agenda depends
against them did more entirely on the individual. It is
than what was stated by not uncommon for one’s
Lillian with her dying motivations to shift after
breath, the elves gaining the perspective
became convinced of death. Someone
that every whose original
single one of driving force
them was in life was
damned to a broad,
hell for their sweeping
initial apathy and fearfulness. goal like saving the
Their innocence of the war environment or feeding the poor
destroyed, many elves may, upon death, find a more
sought refuge with the acutely personal reason to remain
belief that this was tied to the living.
just another example
of how mortals A ghost is created when
should be left to their the deceased has a clear and present
own devices, and had no agenda that was left unfulfilled. This
interest in worship of God, makes ghosts highly motivated and at
Lucifer, or any of the Old Gods. times extremely aggressive. A corporeal
These handicaps and thoughts shell does not bind them; they are made
combined to create a very slow up entirely, bound to the earthly plane
growing population of immortals completely, and animated absolutely by

92
Contagion energy. Lacking a corporeal form ghost may even have the ability to possess
means conventional weaponry will not affect a living thing. Their powers are varied and
them. This also means that traditional senses depend on the type of person they were
are of no use to them. Ghosts aren’t affected before they died. The ability to pass through
by the dark, environmental obstacles don’t the physical world untouched, as well as the
hinder them; they exist in Purgatory and lack of need for physical senses makes for
can sense the energy of other living things a truly frightening strategic advantage for
without needing line of sight. ghosts.

Being without corporeal form does not Ghosts don’t traditionally


however, make a ghost invulnerable. Certain communicate with one another more than is
magic can harm a ghost and sometimes a necessary for survival or to achieve a mutually
ghost can harm itself just by acting. Because beneficial end. They don’t actively avoid one
ghosts are made up entirely of Contagion another but they are generally loners. They
energy any action that requires that energy wander the earth tormented by their past
means they are literally sacrificing a piece of and dedicated to the path ahead. They are at
their existence to achieve their goal. If a ghost constant odds with themselves and with the
is active it is not without a reason. world they inhabit. Straddling the realms is
it’s own kind of damnation. One must never
The fact that ghosts are held together underestimate what a ghost is capable of.
by their memories and sheer force of will They are the single most focused creatures
and often have to sacrifice a piece of that one will ever encounter. They are their
existence to get any meaningful traction mission and nothing short of being expelled
on their agendas makes them very tortured from Purgatory or dissipating entirely will
and troubled creatures. Some ghosts have prevent them from achieving that goal.
full memory of who they were and with
concentration they can communicate on Giant
base levels with the living. The longer a ghost Giants are exceptionally tall humans,
exists, or to put it another way, the longer and not, as you may expect, mystical. Human
someone is dead, the weaker their link to gigantism, one way or another, is derived
who they are becomes. The speed of this from a disorder that stems form the pituitary
degeneration depends entirely on a ghost’s gland, most often tumors. Simple genetics
activity. Some ghosts are perfectly docile don’t produce giants, though pituitary
and have no interest in disrupting anything; problems can be a result of genetics. These
they just want to fulfill their purpose. Other tumors, themselves, are often benign, and
ghosts have lost their minds. They have been don’t need treatment for any reason other
driven by a singular goal for so long they than to arrest the gigantism.
have lost sight of anything resembling logic
or morality. These ghosts are dangerous, There is not a set height for giants.
aggressive, violent, and self-destructive. There A character is a giant if he is far above the
are few things more dangerous then a fully top 1% standing height for sex / age / and
charged ghost with nothing to lose. If you are heritage. In Contagion, for simplicity’s sake,
in the cross fire of a ghost like this, running is an adult should be over 2.1 meters tall to be a
a completely viable strategy. giant.

Ghosts are invisible to the living unless Many giants, without an external
they choose to be seen. Some have the ability frame of reference may look quite average.
to possess objects and a powerful enough But there are common types of physical

93
abnormalities that may occur. The most is incredibly lanky. Mass, combined with
common is lankiness of the limbs. Or, growth leverage, is the wallop behind an amazing
may manifest disproportionately high and punch. Mass is the force that prevents a
continue until stopped by treatment or upon giant from getting knocked down. Mass is
death in the hands, feet, and head. And there definitely, however, a factor that slows a giant
is a secondary trait that may accompany down, and causes more strain on flesh and
being a giant called Acromegaly, which bones. Moving more mass around can result
produces quite pronounced cheekbones, in more fatigue too. And it may accumulate
forehead bulges, and a large jaw. Internally, faster than you think. A guy who is 1.9 meters
Acromegaly may produce health problems and 91 kilograms (200 pounds) is pretty
that swell the soft tissue and organs. standard for the World of Contagion. How
much would this guy weigh if he were 2.4
When it comes to feats of physicality, meters? That’s about 1.3 times as tall...but
you may think, across the board, that giants also 1.3 times as wide and 1.3 times as deep.
have nothing but checks in the “Pro” column. So, his old weight of 91 kilograms would now
It is true that in most cases, a giant will havebe 91 x 1.3 x 1.3 x 1.3 for a grand total of 200
more muscle mass than a human of average kilograms!
height. Also, in matters of reach and leverage,
a giant will have marked advantages. As mentioned before, more muscle,
Nevertheless, those advantages can come at a more mass and more leverage make it easier
price, or at least, with conditions. to snap your own bones. And, it is rare that
the flesh itself is more durable, and so can
Most giants are not average sized be prone to more injury. Also, a giant’s
humans scaled up, or proportionate. And they respiratory system and cardiac system never
never have quite the proportionate strength a quite scale well enough to keep active
human of average size scaled up would have. muscles fed. Tremendous levels of strength
Some giants can be quite lanky, and not even can give tremendous advantages, but...the
AS strong as a human of average height. But, giant will be spent. What giants possess in
to be fair, the vast majority of the giants in physicality, they lack in endurance.
Contagion will have a strength advantage,
and this is where the devils’ bargains start to For the attendant potential health
surface. problems associated with being a giant (from
pituitary disorders, to the strain on systems
Very long strides and long reach and organs), many cures or treatments can
propel a healthy, fit giant through life, and be found. Whereas the giant is not mystical,
especially combat, like a human god, but they these cures and treatments can be -- with the
are not the most dexterous lot, as a rule. There host of gotchas that may come along for the
is a general lack of coordination often. Simply ride.
put, they never quite grow into themselves.
The extra limb length and height may result In addition to more straining on the
in sever lack of kinesthesia. This does not have circulatory, respiratory and skeletal system,
to be the case, and what giants lack in grace there can be maladies associated with these
they often make up for with brute force and systems. Some are quite severe, and will
greater sized fists coming at a foe in combat. shorten the life, and the quality of life of the
giant. Some are minor, like a slight heart
One of the most mixed of blessings murmur.
the giant will receive is an over-all increase
in mass in most cases, unless the giant

94
In addition to the physical, there are living flesh, and thanks to paraphysics: robots.
psychological aspects that may be a result But, just about any physical, inanimate thing
of gigantism. Some are shy about their can be imbued with Ignem Spiritus. Whatever
height, and would give anything to “fit in.” a golem is made of originally is called Vltava.
This makes them ironically conservative, To achieve Ignem Spiritus, a creator must
and obsessed with things that are “normal”. use Contagion to feed it. This is most often
They often persecute other “freaks” and are the contagion energy of the creator, as it is
sensitive to their own height so much that almost impossible to take contagion from
they can become quite violent when teased another entity against that entity’s will. While
about it. The answer to their plight is often Golems, once created, have the rare ability to
being reclusive. Nevertheless, many giants, siphon Contagion their creators typically do
especially after adulthood is reached, have not. Golems are, therefore, incredibly hard to
“grown into” their height, and don’t much construct successfully.
care what other people think, and have made
peace with the fact the “normies” will find Golems are vastly superior to humans
their vertical gifted-ness novel. They may in some areas, like strength, resistance
not only have learned to live with their to damage, regeneration, growth,
height, but have gained confidence from immortality, turning invisible,
it. The weather up there is, summoning dead spirits, and
in a word: fine. Then, on vastly inferior in others like
the other end intelligence, emotion,
speed, memory,
etc. There is no set
of the formula, however.
spectrum, there Generally a golem
are giants who has a few attributes
revel in their height. To tower that are greatly
over “mortals” is their birthright, enhanced. Many abilities are
and they love looking down on the average. And a few abilities
puny creatures. The air of physical are very low.
superiority (never mind the numerous
potential shortcomings outlined in Many golems can
this very chapter) fuels an arrogance grow larger and stronger, or
that is tantamount to blindness, enhance other special skills
and like all misplaced confidence if they are around a source
is a detriment, not an asset. These of their Vltava that they can
giants may seek out mystical absorb. They also must
means to become even bigger, or absorb Contagion Energy
to shrink their opponents. from a source they can
touch as well. Golems
Golem are one of the few races
A golem is a constructed in the Contagion world
creature. According to legend that can sap Contagion
the original golem was a Energy from an entity
massive being of clay. But against that entity’s
there are several types, will, but it’s hard
including golems made of to do. Contagion
stone, magma, wax, once- energy absorption

95
works much better if the donor is willing. abject free will. Nevertheless, all creators
This increase can last quite a while, but is imbue golems with at least a base tenant.
temporary. Think of Asimov’s 3 Robotic Laws: a guiding
principal of “Do good,” or ”Help the dark
The Golem will have an Achilles’ heel forces,” etc. Some golems may go their whole
of sorts called an Emet. The original golem existences without feeling the sway of their
seemed unable to be defeated. Swords, fire, creators until awakened somehow. Then the
drowning had no effect, chains could not level of thrall increases dramatically. Think
hold it, but a Clergy changed one of the of the golem as the ultimate sleeper agent.
characters on its Emet on its forehead from Whatever quest a golem is on, if a golem’s
Life to Death. In essence, the mighty golem awakening is triggered it must obey. If a
was felled by someone turning an I into a T. golem’s awakening objective and basic tenant
Most golems are better designed now-a-days, conflict, there can be sever psychological and
but they ALL have an Emet that may seem physical repercussions.
disproportionately easy to use against them.
If it’s a golem of clay, maybe a copper heart All golems are sentient. Some are so
Emet embedded in the body needs to be basic that they have little ability to think past
removed. Maybe a ruby third eye Emet in a following simple, direct orders. Some have
stone golem must be smashed. If the golem child-like cognitive abilities, and some may
is a robot, maybe a power-core Emet needs to have super-human abilities of calculation,
be removed. perception, problem solving, memory
retention, etc. It is rare for Golems to be above
Golems do not sleep as humans do. average in all fronts of human intelligence /
Rather they observe a rest and recharging reasoning / memory / intuitiveness / emotion.
period known as the Shem. Golems must Golems tend to thrive in analytical, data-
spend at least 24 hours per week powered driven environments, and tend to lack in
down. Note that this does not need to be areas where they would need emotional IQ,
24 consecutive hours for most golems. A but there are rare exceptions. No Golem is
traditional Hebrew golem may observe an utterly emotionless creature. They often
the Shem during the Sabbath, whereas miss cues, misread situations, or get things
an imbued automaton may prefer a short very wrong. Sometimes they fly off handles in
nightly rest. Most golems cannot power violent rages.
themselves down. They must have another
creature not only deactivate them for the Some Golems or their creators quest
Shem, but reactivate them after the Shem. to make the golem become real humans
If a golem does not observe the Shem, the quite actively. It is incredibly difficult, but
consequences can be quite dire. Nevertheless, possible, to add extra qualities to golems to
a golem can be deactivated far longer than 24 make them closer to human, an upgrade,
hours and suffer no ill effect. if you will. Many golems have an innate
desire to be real. Philosophically, whatever
Golems are imbued by their creator’s that means is up to the Gamemaster and
free will to various degrees. The sphere player. The higher the intelligence of the
of command may be incredibly strict or golem, the stronger the desire will be to
may be almost nonexistent, with any step achieve humanity. There are many false
in-between. Some creators expect abject roads a golem or creator will travel down in
servitude, forcing the golem into an almost search of “Pinocchi-ing”, the Soul of Shintock,
remote-control-like sway. Other creators Alois’s Heart, Turing’s Caprice, but lore has
abhor the idea of creating a being without not recorded a successful transformation of

96
golem to human. The results of trying have inescapable situation filled with mayhem and
often been quite grisly and tragic. confusion they just can’t help themselves
from jumping in headfirst. Sometimes goblins
Goblin are the root cause of such a situation in
Not all creatures of darkness are hell which case they are kind of like the kamikaze
bent on the total destruction of good or warriors of mischief.
the supremacy of evil. Some are just tiny,
vicious miscreants whose sole ambition is to All of this can be attributed to a
aimlessly bounce around the world looking goblin’s intense and complete stupidity. Truly
for things to tamper with and new and goblins are the least intelligent supernatural
exciting ways to get killed. creatures alive. Some feel this makes goblins
annoying but harmless. In actuality their
Goblins are the destructive, stupidity mixed with their love for chaos
mischievous toddlers of the universe. makes them extremely dangerous loose
They literally cannot help themselves from cannons. One can not predict the movements
tampering with anything that looks even or actions of a goblin, either because their
remotely interesting. If a goblin sees an actions are so destructive it exceeds the
electronic device that device is getting imagination or because their actions are
tampered with. Sometimes a goblin can so painfully stupid no one who isn’t that
restrain themselves but mostly it takes too deficient would have thought of it.
much energy for them to bother.
Goblins are small in stature but they
This desire to make up for it with their durability. Goblins
tamper is partially can afford to cause the mayhem they do
born out of curiosity. because of how thick skinned they
Goblins are intensely are. Explosions and attacks
curious about the world that would kill less durable
around them, so much so creatures will leave a goblin
that it can cause injury. relatively unharmed. Because
Lets just say you don’t they are creatures of the night
leave a goblin alone in darkness is no deterrent to them.
a room with a loaded Goblins can and often do, operate in
gun to play with unless total darkness.
you don’t particularly like
that goblin. Apart from A goblin’s natural behavior
the more innocent motivation already puts them at risk for a
of curiosity goblins are also lower life expectancy however;
driven by mischief. barring any foolish action
or tampering mistake
Goblins love a goblins natural life is
mischief and chaos. They also shorter. Once they
don’t care much for the reach maturity they
outcome they just like to age twice as fast as a
break things and then watch human and about as
what happens. Goblins also quickly as an orc or
have an unpredictable half-orc.
death wish. If a goblin
sees an insane,

97
Goblins aren’t pack creatures by this is not always the case as a few half-elves
nature, they have no sense of group cohesion have bucked this trend and become rippling
or of binding mission statements but they can towers of lithe muscle. Half-elves have what
travel in small groups of three or four. Usually many consider an optimized lifespan from
these are goblins who are just bonding over the combination of elven immortality and the
a shared love of shiny things and explosions proportionately short lifespan of their human
but no real bond is formed here. Mostly side. A half elf is much more able to withstand
goblins operate alone. Who needs others to the rigors of time than a human, but doesn’t
entertain you when there are so many shiny have an endless life of fear to look forward to
buttons to press and make go boom? like their elven parent. The exact amount of
time a half-elf remains on Earth is determined
A goblin’s playful nature and dull wit in part by their over all health and lifestyle
may sound cute and adorable but goblins are much like a human.
a force to be recognized and feared. A goblin
is a fast, evasive, unpredictable x-factor and An odd dimorphism has occurred
they lead to the death and destruction of among the half-elves. Sharing a small
any who are unfortunate enough to be near portion of their elven parent’s abhorrence
them. The best-laid plans are blown to pieces towards their immortal curse and the same
if a goblin gets a whiff of them. intense boredom of any race living over a
certain number of years is accompanied by
Half-elf the personal drive and penchant for self-
To exist within a subculture is difficult aggrandizement so common among humans.
at best and can sometimes be the undoing So in a sense, most half-elves are very good at
of a person’s very existence. To magnify the practice of hating themselves. This almost
this issue a thousand fold, is to be part of uniformly expresses itself into a debonair
a subrace of humanity. Half-elves are one sense of risk taking a thrill seeking. A half-
such half-tragic creature. Born of one human elf exposed to a situation in which they can
parent and another elven, half-elves often either step back into safety, or step forward
find themselves at odds with both parents into danger will almost invariably step into
more than the most angst-ridden teen. Their danger. In some cases a half-elf will do so for
elven side cries out for rest and a tortured no benefit besides the adrenalized result of
shout against the horrors found after death, survival. If not for the somewhat over-active
while their human side shudders at the predilections of some full elven sires, the
thought of such a long unending life of half-elf population could have already placed
apathy and fear. Haplessly trapped in the themselves as a highly endangered species.
middle many half-elves find themselves
outcast among elven society and join their Half-elf deaths are frequented by
human society either through the parent or more than just their own foolhardy yet daring
less awkward means. actions. Demons have an intense and not
entirely unfound hatred for half-elves. Of all
Half elves share some characteristics the curses laid upon individuals and groups,
with their elven parents but are easily able the elven is one of the longest lasting and
to blend into human society. A full elf has most deeply linked with demonic nature
ears long enough to be noticed from a great itself, perhaps exceeded only by the recently
distance, while a half-elf has only a slight cursed Morlocks. A half-elf on the other hand
point to otherwise normal length ears. is a race that has managed to snatch great
Also like their elven parents half-elves tend benefit from the jaws of horrid despair. A
towards tall slender builds, but unlike elves longer life is a perversion of the demonic

98
curse of boring immortality. Sleep comes A half-elves unnatural admixture of
easily to a half-elf living a daring life rich with cursed blood and standard human blood also
excitement and endorphin highs. This sheds renders them immune to certain dangers
the curse’s unintended side effects involving humans must be aware of. The curse of
pathological fear of death, and removal from lycanthropy responsible for the creation is
the reprieve granted by sleep. Because of werewolves is of course impossible to pass
these issues demons of almost any caste onto a half-elf due to the remaining taint
but Malphas will do everything they can to of Lillian’s curse still streaking through their
murder or trap a half-elf spotted during their blood. Whether Lillian’s curse was more
time on Earth. Demons have been known to powerful or the two curses merely keep a
risk decades of well-laid plans (not always respectful distance between them, the end
their own plans) just for the chance to erase a result is that half-elves remain immune to the
half-elf from existence. Any half-elf planning curse of lycanthropy. Vampirism however is a
on having dealings with a demon had best perversion of the body not the soul, therefore
either hide their identity extremely well, or a half-elf exposed to the rigors required for
be well prepared to defend themselves from creating a fledgling vampire is still at risk.
demonic assault. Truly some of the most dangerous vampires
have been created from already long-lived
half-elves being taken by even older or
more powerful vampires. Will other curses
eventually be able to overcome the taint of
Lillian? Are there other taints of the body able
to overcome a half-elf’s innate resistances
and transform them into something else?
Likely there is, or will be since the denizens of
Hell have no interest in allowing these curse-
breakers to roam free.

Half-orc
The apocalypse does not always
mean the end of all things. Sometimes
new things are brought into existence,
but what is sired out of the flames of
war is often Unacceptable to gods or
man. Sometimes the darkness births
abominations. Half-orcs
are such a creature.

Not orc, not


human, half-orcs
exist a part of two
worlds and a part of
none. Half-orcs are generally
accepted by the clan they
were born to but their lives
are drastically different
depending on which culture
they are raised in.

99
Half-orcs raised by humans are entirely with, sometimes even that is a struggle. Half-
different creatures than those raised by orcs. orcs share many of the same strengths and
A human raised half-orc is still vicious, still weaknesses of an orc.
bound by evil, but the execution of that drive
is generally more precise. Human raised half- A half-orc’s rage is also dictated by
orcs are less involved with the heat of battle the lunar cycle though it tends to be less
and more involved in the cloak and dagger extreme than an orc. Even with this marginal
thuggery found in most human organized down scale in rage half-orcs are still incredible
crime syndicates. Half-orcs tend to be exactly volatile during the full moon.
the kind of brutal, amoral monstrosities one
wants on their side when one needs to send Half-orcs also inherit all of an orc’s
a message or to remove certain annoyances. weaknesses. Half-orcs are very sensitive to
Don’t be confused however, much like orcs, light. So much so that direct sunlight can
half-orcs are not traditionally mercenaries cause physical pain to a half-orc. Half-orcs
for hire. It happens but it is much more also have a shorter life span than humans.
common for a half-orc to work under it’s They reach maturity somewhere around the
own motivations. Even a half-orc raised by a age of 16 and every year after that takes the
relatively good and caring human family will toll of 4 human years. This shorter life span
eventually find it’s way to evil. They are still makes half-orcs very driven towards their
born with the rage that plagues and delights passions. They know they only have a short
all orcs, they are still driven by the same time to bring absolute havoc and they wish to
lunacy, they cannot escape this, it is their waste none of that time.
nature.
Orc-raised half-orcs tend to be just
An orc-raised half-orc has a more clear as tribal as orcs. They seek out their own;
vision of purpose. Kill, destroy, maim, pillage, they have loyalty to their clan. Their clan not
the usual motivators found in orcs are also necessarily comprised of those that raised
found in orc raised half-orcs. Orc raised half- them but those that share their blood lust
orcs embrace their rage and their lineage. and all encompassing rage. Half-orcs respect
In habit and mannerism orc raised half-orcs a hierarchy to a degree though it is much
are identical to orcs. All half-orcs have a very more likely for a half-orc to challenge an
distinctive physical appearance however. alpha than it is for an orc.
They are shorter than the average orc by
several inches, they are usually less broad Human
but this only makes half-orcs more agile and Humans in Contagion are the norm.
evasive than orcs but not any less strong. Over six billion of them walk the earth, taking
Half-orcs also tend to have more human jobs, living and dying in all walks of life.
like characteristics. Their torsos are and Humanity is the most diverse and broadly
extremities are more human like, defined, not spread out race in the world of Contagion,
as bulging. Their faces, feet and hands/claws and while they lack inherent supernatural
are unmistakably orc. abilities or “kewl powerz” they are arguably
the most potent force on the planet.
Half-orcs are born with some of the
same limitations as orcs though they do tend The human soul is the original source
to be marginally more intelligent than orcs. of Contagion energy. Only humans can truly
Half-orcs still have a problem with language. generate Contagion and this is why celestial
Usually an orc or half-orc is illiterate to any wars are fought for their worship and control.
tongue that isn’t the one they were raised Humans are simultaneously the least and

100
most special characters in the world of enormous capacity for cruelty, malice,
Contagion Savage Edition. perversion, and sociopathy. In this capacity
they have risen to high levels as politicians,
Immunda business leaders, and inhabit high positions
Spawned from demons mating with in all churches.
humans, the Immunda have damnation
and infernal power in their blood. Though Most Immunda are able to pass as
there is an overwhelming tendency for human, and all are masters of disguise.
Immunda to embrace infernal, evil lifestyles, Some few are able to employ magic to hide
some members of this race reject evil and their true nature in almost all instances, but
selfishness, seeking instead to become Immunda from time to time become lazy,
heroes. A rare few Immunda simply wish to or forget themselves, and their identity is
be left alone by all sides in the war, seeking to revealed to those who know what to look for.
live mundane lives. Even though it may seem counterintuitive
that a race renowned for their ability to
The Immunda are a somewhat tragic camouflage or disguise themselves should
race, innocent victims of the war between have difficulty in callings where infiltration
good and evil (if that is a fair assessment or remaining undetected are, humans will
of the war at all). Immunda bear many of always feel a general sense of unease when in
the curses and worst aspects of both their the presence of Immunda.
parents races, but they are also are capable
of great nobility, empathy, and in some cases
have amazing powers of diplomacy, healing
and negotiating skills obtained from walking
the thinnest of lines between the worlds.
Immunda have a very rare and valuable
perspective in that they are perhaps the
only race capable of understanding the war
from both sides, and their ability to navigate
between the worlds of demons and
humanity, as well as other
planes, and the Hellspawn
in them, makes them
valuable diplomats, spies,
and advisors. The reverse
is also true. Immunda
are equally adept at
manipulating others,
have an

101
Dependent upon their parentage, Aside from Immunda who choose to
Immunda will have special abilities and side with humanity for good, or do the work
understanding of magic corresponding to of the dark hordes, there are many Immunda
the demon caste of the parent, although who simply want to blend in, be left alone,
these powers will be partial and perhaps on and go about their business like the faceless,
occasion fail them. For instance, the spawn of nameless masses of humanity. In addition
Chammadi will have enhanced powers over to these three categories, there is a dirty
the undead, Leviathans the nefarious ability little secret among demon castes: demons
to cause scourge and disease, Ornians the who keep traditional, parochial families as a
power of prescience and prophecy, Succubae means to mock Yahweh and humanity. This
heightened ability to charm and seduce etc. phenomenon, akin to Leave It To Beaver in
Similar to Infernalists, perhaps Gamemasters Hell, is a rumor, but one based on mounting
will choose the caste of demon that parents evidence. The children of these demons,
an Immunda randomly. The pot could be raised in Hell, have grown up together in
sweetened for those who roll Barbas or very cloistered surroundings and with values
another lower demon by permitting faster and mores that would be considered very
rising through the ranks as a Vagrant. Conservative on Earth. They seem to be being
groomed for some special purpose and have
Players who want to be Immunda powers, education, and training that far
should pay special attention to the exceed normal Immunda.
combination of Race and Calling. For instance,
an Immunda Leviathan Vagrant probably Morlock
won’t be able to sell you a used car, but an Acting true to form, the Barbas
Immunda Casanova son of a Succubae could Caste created something so poor in form,
sell you the Brooklyn Bridge. Which is not to from something so poor in other ways. The
say the Leviathan Vagrant couldn’t take out an Morlocks are a great sadness perpetrated
entire army with disease. Clever Gamemasters on mortals but not yet perceived by most.
will find ways to encourage players to choose Cursed by a triplet of Barbas, the Morlocks
the less glamorous castes and callings, and have spread across the Earth in a silent war
ingenious players will find ways to succeed on Hell since their creation in 2006. Formed in
wildly playing any of the demon castes Kolkata, India the Morlocks are what remains
combined with the right calling. of a great uprising of vagrants, and street
urchins arrayed against a Barbas plot within
Immunda are not confined to playing their city. The vagrant assault took place in
the villain. In fact many choose to rebel the Barbas’ own temple and included most
(which is their nature) against the loathsome of Kolkata’s lower class society. As the battle
example of their parents and become heroes raged between the Barbas, their Hellspawn
or guardians of humanity. There is nothing and their human opponents the three
to prevent them from being excellent in Barbas responsible for the events took to
these roles, but even the most forthright and the proverbial heights of the underground
noble Immunda will struggle against their temple. From ground level these three laid
maleficent nature and be betrayed at times by a curse on all below them. Pouring the very
the darkness within. Immunda who choose essence of Barbas mutability into the curse it
the path of darkness will benefit from these flowed downward like water, washing away
vices and craving if channeled into the proper Hellspawn and leaving screaming humanoid
callings, but will experience similar limitations forms behind.
in other areas.

102
The remaining vagrants rose from the for vengeance drove the Morlocks to perfect
battle completely changed. Now composed their abilities and many began to view their
entirely of an ooze-like substance, the new capabilities as strengths to leverage
vagrants began to panic for good reason. against the demons rather than the horror it
A leader arose; Madhusudhana Harijan was meant to entail.
rallied his broken people and fled into the
filth encrusted sewers. The Vagrants now Recovered from the battle, and with
found that their new forms pulled whatever renewed vigor and capability, the Morlocks
detritus they came in contact with onto their crept forth from their subterranean home to
bodies, absorbing just slightly under the first seek revenge on all of Hell’s populace. The
layer of slime. This unfortunate fact of their streets of Kolkata had never seen so many
new physiology proved most unnerving
considering the current surroundings
of the nascent breed. Harijan did
lead his people to safety, but more
importantly he led them by
example. Pushing his new form to
new limits and learning the flip
side of the cursed coin, Harijan
showed the remaining vagrants
the wonders of this curse, which
made them able to grow or
shrink as desired and, squeeze
through openings tightened to
prevent the passage of all but
air. Harijan even concocted
training for his warriors to
practice their new talents.
Unable to leave their warrens
without being swaddled in
heavy clothing to disguise
their nature, these cursed souls
became true subterranean creatures.

As a fan of H.G. Wells before


the curse, Harijan christened his new society
The Morlocks, and a new demon cursed race
took its place in the world, again arrayed
against the demonic hordes. Many Morlocks
found this new underground life to be
difficult, too difficult to be worth continuing.
Harijan again proved an excellent leader
as he persuaded his followers to keep faith
in the vengeance he promised against the
demonic trio responsible for this horror. They
would pay, all demons would pay for what
they have done on Earth, but those three
Barbas would pay most dearly. This sad hope

103
heavily hooded men and women creeping Brianna is similarly outcast among her own
about but most managed to maintain their people. Harijan and Brianna have spent
secrecy due to their inherent stealth. The long periods of time in deep discussion and
search of Kolkata took days to complete, but something of a friendship has developed.
finally the last of the scouts returned empty Whether this will expand to include the rest
handed. A few leftover Floater Hellspawn had of the overly morose elven society is yet
been found near the Hooghly River but none to be seen. The Vagrants of the world have
with enough brains to be questioned. Barred champions now, if only they weren’t decried
from immediate vengeance the Morlocks did based solely on appearance.
learn from messages left at the Barbas temple
that the demons had fled the city almost Orc
immediately following the battle’s conclusion. Every war has soldiers. Some soldiers
are reluctant warriors, some are guns for
In no small part due to Harijan’s hire, and then there are true believers, the
inspiration, the Morlocks began to spread creatures that live for their mission. Orcs are
their search throughout the world. The cold dedicated to evil. They breathe carnage, they
of travel by air cargo was difficult but not eat destruction, they sleep mayhem, and they
impossible; travel by ship was similarly easy are war machines that see the world through
due to the Morlock’s capability to literally blood soaked glasses.
slip past any guard or seal. Harijan and a
select few followers stayed in Kolkata, both to Orcs are not just soldiers they are a
coordinate the search efforts and to maintain/ force of nature. A single orc can tear a man
improve the new Morlock home. The rest of in half with their bare hands. A squadron of
the Morlocks scattered in hopes any of them orcs will level a town and bathe in the ashes.
would uncover some demonic plot they could Little is known of their origins all that is clear
then usurp. Occasionally a cult or plot would is that they have been twisted, deformed, and
be discovered and a few, or many Morlocks poisoned by their rage. Much like a werewolf
would group and attack the demonic an orc is bound to their rage. Also like a
infestation. werewolf an orc’s rage is closely affected by
the lunar cycle.
Very little is known about Morlocks
outside of the so-called Morlock society. In the days surrounding a full moon
They’ve learned they can breed amongst an orc is edgy and temperamental. During
themselves, having a much shortened this time the slightest irritation can send an
gestation time. The first Morlock child being orc into a savage frenzy. During the three
born in 2007 was a surprise to everyone, days of the full moon an orc is the walking
even the mother. If the Morlocks are capable personification of rage. They are like addicts
of interbreeding and producing half-breed desperate for a fix and the only thing that will
such as half-elves and dhampir, it is unlikely take the edge off is to satiate their bloodlust.
anyone will ever know as most races find the
Morlocks too repulsive to maintain arousal or It is important to note that orcs are
initiate breeding at all. All Morlocks struggle not just mindless killing machines. They are
to understand themselves and have had soldiers in the truest sense of the word. They
little time to explain themselves to others are masters of wartime strategy and are
because of this. A noted exception is elven methodical in their approach to bloodshed.
society. Before the arrival of the Arcadians the Orcs know the benefit of the small strike.
Elves had done what they could to assist the They plot and scheme for the upper hand.
Morlocks in their hunt. The elven provocateur They kidnap and bargain, they torture for

104
information, they plant counter intelligence. masochists who revel in their agony. It only
They are not simply savage they are also goes to feed their ferocity. This constant
maniacal. torment also makes them impervious to all
sleep spells. Some believe that an orcs rage is
As would be expected diplomacy is too persistent and too aggressive to succumb
not the strong suit of most orcs. Aside from to something as peaceful and restorative as
their inability to compromise most orcs are sleep. For this reason orcs and orc variants
also illiterate. Some orcs don’t even know are impervious to things like pixie sabotage.
how to read their own language. Many orcs This is one of the many reasons some orcs
see learning other languages as polluting are contracted out as mercenaries. Orcs fight
themselves with the mother tongue of for the cause of evil however; if someone
weakness. who isn’t a true believer but is working in the
favor of darkness requires the services of an
Above all, orcs are creatures of their orc they will take payment or trade for their
tribe. They show a military discipline when strength. They will not contract to anyone
in large groups. They organically form claiming to work for
hierarchies within their own ranks. Pride the light.
doesn’t factor into the group mentality of
orcs. They all share the same goal the only
requirement for one to lead the horde is
strength. Prove yourself as the strongest,
most vicious orc in the tribe and you lead that
tribe.

An orc’s greatest weakness is,


ironically, how given they are to
darkness. Orcs are incredibly
sensitive to light. They are so
sensitive to light that even
minimal exposure to it
can cause injury to an
orc. This Achilles
heel corrects itself
however, once the
sun goes down. Orcs
have perfect night
vision. They see in
black and white when
the sun goes down
but that doesn’t
prevent them from
operating flawlessly
in complete darkness.

Orcs are constantly


tormented by their rage but orcs
do not view torment the same as
other sane creatures. They are

105
Interpersonal relations of orcs from an turncoats, gossips and mercenaries selling
outsider’s perspective look much like a tribe intelligence to the highest bidder. Pixies know
at civil war. Orcs enjoy taking time off from the power that comes with the services they
their mindless violence to enjoy mindless provide and instead of claiming allegiance
violence. They are constantly sparing and to any of the numerous factions in the war,
battling each other to pass the time and get pixies simply chose the side of the pixies.
their kicks. The only difference between when No matter who comes out on top in the war
orcs fight in battle and when orcs fight for fun the pixies intend to secure their safety and
is when they fight for fun no one is killed... prosperity with information. When the dust
mostly. settles and the victors are named pixies know
they will be absolved from any misdoings
The only saving grace of an orc’s life is by the virtue of the oldest bargaining chip
that it is short. Orcs generally reach maturity in the world: blackmail. They also know any
at around the age of 16 and then age four ruling class that emerges from the ashes of
years for every year there after. This shortened the apocalypse will need a network of spies.
life span relieves orcs of the burdens of Pixies understand that power is never simply
the finer points of politics. They know their won; it must be maintained.
place in this world. They feed their rage, they
indulge their every impulse, and they create Those seeking to enlist the aid of a
as much pain and shed as much blood as they pixie should be aware that customer service
are physically able in their short lives. This is is not their strong suit. Anyone turning to
how they leave their mark on the world. This the pixies for aid must be prepared to deal
is their contribution. with a certain degree of attitude, as pixies
Orcs are the storm are known for their sass and
that brings the rain catty demeanor.
that washes away In fact, it is
the weak. They are speculated that
a rolling hurricane the underlining
daring the sun reason for the
to stop them truly pixie’s breaking
believing it is from the ranks
incapable. with the demons
(outside of their lust
Pixie for power) was that
As the celestial they just weren’t very
war rages on casualties well liked.
are many, alliances are Pixies are small and appear
ill formed and grounded innocent, even adorable or
in deceit, and as in most cute. Many foolish or uneducated souls
conflicts, knowledge is power. fi nd themselves mislead by the innocuous
Pixies, well aware of this fact, appearance of a pixie. Intimidation will
collectively saw an opportunity typically do very little to persuade a pixie,
to capitalize on the chaos of the in fact, those who corner a pixie often
new millennium by brokering find themselves in more trouble than they
information. Once servants of the bargained for. That is of course, if they can be
damned collecting secrets from cornered in the first place. A pixie’s stature is
the minds of the holy, pixies have also what makes them as agile and elusive as
reinvented themselves as spies, they are. They can hide in places most people

106
wouldn’t think to look, they can move faster dealing. Sometimes counter intelligence is
than one might expect, and they can escape just as valuable as intelligence and pixies like
most traps set for them. Pixies also have a valuable. Those experienced in dealing with
heightened sense of sight. Darkness is not an pixies tend to include confidentiality as a
obstacle for a pixie. In fact, if given a choice a term of the transaction, which the majority of
pixie may choose to operate mostly in total pixies will gladly honor, for a price.
darkness. No advantage is too great for a pixie
to utilize. Pixies have a very strong code of
ethics and sense of community when it
A pixie’s trademark is their dust. Their comes to their own kind. Pixies guard their
wings produce a dust that acts as a natural own secrets with care and tenacity. They are
sedative. Once they have gotten their mark to so secretive that they have created an entire
inhale, ingest, or be exposed to the dust from language out of the sound their wings make
their wings is when a pixie will make physical when fluttering. The pixie network is vast and
contact and begin draining intelligence, and complex. If a pixie is asked for information
all the mark’s secrets along with it. A pixie that requires a trip across the world they
must be in physical contact with a mark will pass the request from pixie to pixie
for up to an hour to drain intelligence. This and the information will make it’s way back
isn’t generally difficult for a pixie to manage seamlessly. It is assumed that this is done
given a their un-intimidating stature and through an elaborate game of telephone.
soft touch. As pixie dust causes no pain, it is Some speculate that pixies also use their
difficult to detect, and renders most victims dust as a type of smoke signal. The only thing
unconscious. Often it is used as a primary tool known for certain is that whatever the pixies
in information gathering. do, it is fast, it is accurate, and it should be
impossible.
Pixies have a reputation for being
gossips. It’s a reputation well earned. Pixies have good reason to be as
Information gathering and sharing isn’t secretive and tight nit as they are. Collectively
just a vocation for pixies; it is their primary their knowledge carries with it the keys to
source of entertainment. A pixie will jump at surviving the impending apocalypse. Pixies
the opportunity to gossip and slander. It is have no interest in ruling any race but their
wise, when dealing with pixies to remember own, they rather sell the knowledge they
that gossip is not necessarily fact. If a pixie have and live without burden but that
provides information absent payment it is knowledge also comes with a high cost. If any
advisable to take what they say with a large link is weak their entire race could be placed
helping of salt. They may be telling the truth, in jeopardy. Honor isn’t what one generally
coloring the truth with their own bias, or thinks of when they think of the pixies but
simply lying to slander someone, advance a when it comes to their own honorable is
personal agenda or settle a vendetta. . Either exactly what they are.
way gossip is gossip and business is business.
The word of a pixie becomes immeasurably Tengu
more reliable when given as part of a Hailing from Asia, the Tengu are
transaction. shapeshifting tricksters and teachers who
seek to enlighten the worthy and punish
Pixies are above all business people. the corrupt and prideful. Though extremely
If you have payment they have what you brutal in their early history, the Tengu have
are looking for but information can flow in mellowed considerably in the modern age.
many directions. Pixies are not above double- The practice of martial arts is common among

107
the Tengu, and while they typically use
violence as a last resort, preferring to solve
their differences with wit, Tengu can make
formidable opponents.

The image of the Tengu as similar


to Kwai Chang Caine from the television
series Kung Fu is not entirely inaccurate as
a starting point for understanding who the
Tengu are, and what their purpose is in this
plane of existence. Those called to be Tengu
have one foot in the heavens and one foot
here on Earth, having delayed their ascension
to Heaven to remain here and guide others
towards spiritual perfection. In this respect
The Tengu bear the most likeness to the
Buddhist figure of the Bodhisattva, or one
who has earned the right to enter a state
of Nirvana, but makes a choice to delay
Buddhahood until all other sentient beings
achieve Buddhahood. In this way many Tengu
consider themselves shepherds who desire
all humanity to achieve the enlightenment
they have found for themselves after many
lifetimes of meditation and contemplation.

But Tengu are not all about


meditation. They also believe in perfection
of the body as a virtual arsenal and fortress.
This rare combination of priest/warrior make
the Tengu extremely dangerous opponents,
however they prefer to avoid such petty
entanglements in favor of using reason and
compassion to guide others into solving
conflicts for themselves without violence.
Nonetheless, if violence should ensue, a
Tengu is to be considered a one- person
arsenal.

Aside from the Buddhist version of


the Bodhisattva Tengu, the Hindu world
also has a version called the Rakshasa, who
were considered in the Ramayana to be
supernatural, shape-shifting humanoids
who were powerful warriors, illusionists, and
magicians that assumed many forms in order
to deceive humans. Although the Hindu
considered virtually all Rakshasa evil, there

108
were some notable exceptions of Rakshasa at the edge of the darkness. Still, very little
that fought on the side of goodness and is known about these immortal predators
defended humanity and the good gods. outside of the tightly knit circles of the most
well read arcane scholars.
Most Tengu are probably very
similar in nature to the Buddhist ideal of It is true that a vampire can live
the Bodhisattva or the Hindu Rakshasa, but forever, and does not age. They are
all cultures have a version of the Tengu, or not invincible, and succumb to various
enlightened teacher. Although most will lead weaknesses, depending on how well fed
a nomadic lifestyle, wandering the world in they are. Because of this, most vampires
search of worthy pupils, some will set down make feeding a very high priority. Their
roots in certain places and accept multiple senses are honed to make them excellent
students to study with them. Because hunters and they are often quite persuasive.
Tengu are master teachers, they are able to Many vampires have hordes of mortals
summon former pupils to help them should from whom they can feed with impunity.
a need arise, and in some cases will have a These gatherings of food are often guarded
small retinue of students that follow them as jealously by the undead that bother to
acolytes. maintain them.

Although Tengu have many strengths, The modern society of vampires is


they also have some weaknesses. Because enigmatic to the outside observer. The rule
they refuse to accumulate wealth or power, of thumb is that the powerful vampires in a
or participate in any of the social structures given area make the rules. If a vampire who
of humanity, they cannot exercise the type of lived in the Middle Ages rules
Earthly power or influence that is desirable the city, then chances are
to so many people. Another drawback of he will run his city like a
being a Tengu is that although humans and medieval kingdom. If
other races will rarely be able to detect he lived during the
the Tengu’s true spiritual power, the French Revolution,
Tengu is so close to becoming a he may despise
demigod of sorts that the other such organization
gods will certainly show an and encourage
interest in sabotaging or aiding democracy among
in the Tengu’s fall from grace. the vampires of the city. This
The Tengu is not entirely tendency frustrates those
a spiritual or entirely scholars who seek to quantify
a physical being, and vampires.
thusly is prone to making
enemies of both humans Vampires
and gods. tend to have
rebellious streaks
Vampire as well. Immortal
Vampires have creatures that have little
existed for ages. to fear from such fleeting
Stalking their prey concepts as laws, a majority
through eternal nights, of vampires are concerned
these creatures seem to with only their own agendas,
have always been there, which usually consist of feeding

109
and whatever else comes to mind to fight off Vampires appear as they did in life,
boredom. only with pale skin.

Vampires tend to actively dislike both Werewolf


sides in the War, choosing neither Heaven In this volatile time of war the night is
nor Hell. Whether the demons realize it or truly dark, and for some the light of the moon
not, they are simply bowing to Lucifer, just as brings no comfort, no solace, only madness.
they bowed to God. Most vampires can barely
stand any sort of rules or authority. They are Werewolves are a truly tormented and
truly a rebellious lot. lost breed. They are driven into madness by
their rage and are damned to walk the earth
Most modern vampires are utterly as slaves to the beast within. Many years
unaware of their true origins, though many ago, there was a group of witches bent on
scholars agree that demons had something revenge. They had their entire lives torn apart
to do with it. Rumors persist from Europe of by the hordes of darkness and had decided
an extremely ancient band of vampires who to rid the earth of their stench. Their spell was
seek to rule the earth, and are still in service cast but it was not done with a pure heart,
of Hell, but these rumors are largely mocked pure intentions, or motivated by good. It was
and disbelieved. an act of revenge, and their intentions came
back to haunt them. A representative of hell
Immortality can jade one to life; came to the circle and cursed them to roam
doubly so can not being alive. The rebellious the earth tormented by their hatred and
nature of vampires can make then abhor bloodlust.
rules, authority, and eventually order of any
kind. They also crave more and more stimulus, Their rage manifested itself in the form
hedonistic indulgences they can never quite of a vicious pack animal; the wolf speaks to
enjoy as much as when they were human, the madness of rage. The wolf roams, devours,
intellectual and artistic pursuits too. As the and is calculated but often reckless. Every full
vampires gain age, wisdom, and power, moon, when the veil is thin and the night is lit
these obsessive pursuits they follow are by the shadow of the sun these cursed souls
often taken to heights beyond the dreams of are overtaken by their rage, they crumble
mortals, yet they often see those mastered under their lunacy and transform into the
pursuits through a lens of their former lives, wolf. They hunt and kill, maim and destroy,
and there is a hollowness. Vampires have until the sun rises and the victim is left naked,
a complex relationship with humans, they confused, but sated.
live among them, more or less, they used to
be human, and they often see humans as It does not have to be a full moon in
inferior vermin...inferior vermin they must order for a transformation to take place. All
lower themselves to feed off of, and in fact that is required is a short temper and an off
crave more than anything else. The ego of day to bring about the change. When the
the vampire is under cut by the self loathing change happens outside the usual lunar cycle
attached to being unwillingly symbiotically often it is only a half turn. The victim becomes
linked to these insects...and yet many half man, half beast, standing on two legs,
vampires also envy humanity, the former life scratching with fully formed claws, eyes
ripped from them and the true, but fleeting yellow, teeth jagged, hair covering the entire
life the humans have. body, an up-right beast.

110
Over time the cursed found ways Werewolves are more sympathetic
to control the transformation. Some have towards the heavenly host than the hordes
sought out a cure only to be woefully of hell. This isn’t a philosophical or moral
disappointed. Others have found solace stance. Hellspawn made them what they are
in accepting who and what they are. It and werewolves weren’t terribly pleased with
isn’t uncommon for wolves to gather in hell’s minions to begin with. If a werewolf is
packs hoping they can provide some kind offered an opportunity to tear a demon apart
of support for each other’s condition. This piece by piece they will take it.
pairing often ends in a slaughter. Group
cohesion isn’t ideal in a room filled with Do not mistake this as a reason to
vicious beasts that have anger management trust a werewolf. They are lone creatures
issues. Some werewolves have found driven mad by rage. There is nothing but the
purpose. They have defined a bloodlust for them; there is only the hunt,
moral code, some kind of life only the kill. Any glimpse of morality and
trajectory to set themselves restraint will be short lived. The beast always
on that will allow them surfaces.
to be what they are and
live with themselves at the It would be easy to mistake
same time. Most, however, werewolves as also being fairly dense.
choose depravity; they give up This is a deadly mistake to make.
on the good fight and resign Werewolves are cunning, sly,
themselves to mindless and quick witted. It is rare
destruction. for them to have the
patience to be methodical
Contrary to the but they should never
myth one cannot be be underestimated as
turned into a werewolf by mindless.
simply being bitten. They
must also have some sort of Regardless,
biological link to the original werewolves don’t
cursed witches. This doesn’t have a great deal
slim down the chances of of need for their
an occurrence however. cunning. It is a
After the curse the bit like saying a
witches become shotgun is precise.
wanton gluttons, Few creatures
eating, pillaging, are as fast as
destroying and a werewolf.
raping anything They have
they could get their blinding
paws on. The result reflexes,
is an unnumbered they can
amount of bastard children smell you five miles off
fathered and birthed on a good day and while
by the cursed. their vision is different
from, say, a humans, it is still
penetrating in the dark.

111
If one’s mission will help a werewolf, they will be lavished with food and drink.
a powerful alliance can be struck. But those If a yumboe is put to task they can become
who seek werewolf allies should be warned: if almost entirely invisible. When they hunt or
a werewolf finds you without use it is wise to fish only their eyes are visible and if they are
get out before it gets hungry. serving a guest or stealing corn only their
hands and feet are visible.
Yumboes
In times of war, even the most As conflict grows yumboes have
peaceful of creatures and tribes are called to been forced to repurpose their peaceful
arms. The yumboes are an ancient African skills into weapons of war. Their guile makes
race of fairy creatures. They are 1 meter them perfect thieves and assassins. Yumboes
tall and when they choose to be seen they respect life above all else and will not kill
typically have skin as white as ivory. When the unless the times are truly dire and the need is
moon is full and the night is quiet if you travel incredibly great. The burden of death weighs
to the remote islands they tend to populate heavy on a yumboe, in fact if a human they
you can see them dancing in the dark, their are attached to or one of their own dies,
white skin glowing in the moonlight. yumboes have a seven day mourning ritual
that can not be stopped and ends with a
Yumboes have wings but generally dance of grief on the grave of the fallen.
prefer to hide them Some yumboes have decided to shoulder as
and walk among much of that burden as they can in hopes of
human civilizations and sparing their brothers and sisters a similar
tribes. They can mimic fate. You will know an assassin yumboe by
the appearances and its red skin. With every kill the pristine white
mannerisms of the culture skin of a yumboe is tarnished with blood. A
they are living with yumboe who has taken many lives
down to the most subtle will be entirely red.
detail. Yumboes are very
partial to humanity, they Yumboes have
will often find a particular also found a wartime
human or human family use for their incredible
to latch on to and become speed. Yumboes are so
a sort of guide to them. It is fast that when at full speed
said that if a yumboe comes they can not be seen with
to your home you will never the naked eye. At top speed
again want for food or drink. yumboes can break
Yumboes have a somewhat the sound barrier.
symbiotic relationship with They are known to
humans. Yumboes guide and use thunderstorms
protect humans and humans to mask the sound of
allow the yumboes to steal their the races they host for each
corn. If yumboes simply asked for other. Yumboes can not
the corn it would most likely be magically heal themselves
given to them without a second or others but if they are
thought as a sacrifice of thanks but fast and cunning they can
yumboes love the hunt. Theft is a quickly find any ingredient
yumboe’s preferred sport. If one necessary for a balm, potion,
visits the domain of a yumboe or medicine.

112
Yumboes were once content with A yumboe who is old enough to
living in their far away and remote islands have paired with a family or pack and hasn’t
but when the war came to them they were should be avoided. These yumboes are called
forced to scatter. Yumboes have always been mtwana, their sense of self and identity has
a neutral party in any conflict, content to been corrupted and there is no telling what a
fish, hunt, and serve their charges. Now they mtwana is capable of.
have been scattered, forced to spread their
number so as to avoid the possibility of being In the modern world, where the lines
eradicated. of good and evil are blurred a yumboe’s main
purpose is to assist in restoring balance. They
Once festive creatures, in times of have no desire to rule or to see anyone else
war they are more inclined towards stoicism. come to power. Their greatest wish is for the
They speak only when necessary, every evil of this world to return to it’s necessary
move they make is deliberate and with place and the good in this world to balance
purpose. Yumboes have a great contempt for the scales. Too much good will corrupt a heart
waste. Any unnecessary movements, words, that isn’t capable of appreciating the severity
supplies, are considered obscene. This is why of evil, too much evil will crush the light that
if a yumboe is speaking it is wise to listen. gives us hope. Everything comes back to their
Yumboe’s brevity should not be confused tribal mantra:
with low intelligence. They are quick witted, “Excess is waste, waste is blasphemy.”
their humor is dry, and their tongues are
sharp.

Yumboes are traditionally pack


creatures. If a yumboe decides to trust
someone that bond will last for life. If
betrayed a yumboe will dedicate their lives to
destroying the life of their betrayer. Yumboes
are non-violent but they know all too well the
many fates worse than death.

113
Devon had lived a relatively unremarkable life. He had been a smart kid, smart
enough to stay out of gangs and stay in school. His childhood neighborhood wasn’t
exactly affluent, but it was mostly families and older couples so trouble rarely came to
him and he was not inclined to go looking for it. Instead he hit the books, earned an
academic scholarship and got a bachelor’s degree in business management at NYU.
Devon’s job at Anchor International paid well enough that he could afford to live in
Williamsburg. He had been seeing his girlfriend, Keesha, for about a year. It wasn’t
anything terribly serious, but they were exclusive. When he wasn’t at work or with
Keesha, he filled his time playing Xbox, watching TV or hitting the bar with friends from
work.

When he found himself in an abandoned subway tunnel adjacent to the Canal


street stop, sawing the extremities off of what could generously be described as a
humanoid corpse, Devon was understandably shaken up. As the teeth of the rusty
hacksaw in his hand ripped into a particularly pustulant portion of flesh, Devon retched.
A phlegmy chuckle to his right drew his attention. Looking over at his companion did
little for Devon’s nausea.

The man (Devon was fairly confident it was male) at Devon’s side also hacked at
the corpse’s limbs. Using a makeshift hatchet crafted from a sharpened piece of rusty
metal, he (it?) hummed a tune while he worked. His flesh seemed to run and slosh
like a man-sized pile of mucus that shuddered with every movement. Considering his
grim errand and the repulsive countenance of his cohort, Devon was thankful for the
darkness.

“This is disgusting,” Devon managed between gaging and sawing.

“Yes, but it is necessary,” replied the slimier of the duo, in a thick Indian accent.
“Trust me. You do not want to stop now. If we do, this thing wakes up in a very bad
mood.”

“This thing is dead,” Devon fired back, frustrated.

“No, this thing is wounded,” the slimy man’s tone was sharp and flecks of whatever
he was covered with sprayed from his mouth as he spoke. “All the limbs must go. Keep
sawing.”

115
“I’ll wait to day’s end when the Savage Edition to supersede those creature
descriptions. However, a clever GM may
moon is high repurpose the descriptions of these creatures
And then I’ll rise with the tide from other Savage Worlds materials to
be used as Hellspawn or antagonists for
with a lust for life, I’ll a Contagion Savage Edition game. For
Amass an army, and we’ll example, vampires are a playable race in
Contagion Savage Edition. The Savage Worlds
harness a horde Bestiary chapter lists statistics for Vampire,
And then we’ll limp across the Ancient and Vampire, Young creatures,
which do not conform to the vampire race as
land until we stand at the shore” presented in Contagion Savage Edition. With
-mc chris, “mc chris is a few tweaks, the Vampire, Young could be
repurposed as a Flesh-Eater Hellspawn who
DEAD” has similar abilities but relies on devouring
human flesh rather than drinking blood.
Hellspawn Meanwhile, the Vampire, Ancient could
instead be re-imagined as a Mesopotamian
Supernatural creatures exist in the Lilitu, which could be a Hellspawn precursor
world of Contagion Savage Edition. For to the modern vampire, with little to no
millennia monsters have hunted humans for adjustments to statistics. A little creativity and
food and sport. Throughout history legends a few minutes of Internet research can permit
and rumors have warned humans to stay out this repurposing of game stats with no limit
of the woods, stay indoors at night and take outside the GM’s imagination.
various precautions against the agents of evil.
In modern, developed nations the belief in The creatures presented in the
such creatures wanes even as the expansion Bestiary chapter of the Savage Worlds Fantasy
of technology and communication threatens Companion follow the same basic guidelines
to expose the existence of the supernatural. as mentioned above. In addition to potential
Scholars of the occult refer to these creatures Hellspawn, the Savage Worlds Fantasy
as Hellspawn, though that name is not Companion contains several stat blocks that
entirely accurate. It is true that the vast could be easily used to represent human (or
majority of supernatural creatures are crafted humanoid) NPCs with little to no adjustment.
by demons, however other celestials have The GM must simply examine the game
always created minions to serve their needs. statistics of these NPCs and adjust them to
With the recent opening of Oblitus, long- modern equivalents when necessary.
imprisoned gods seek new minions to help In addition, the “Treasure” entry for each
them find their way in a world they no longer creature and NPC listed in the Savage Worlds
recognize. Fantasy Companion can likely be ignored.

Hellspawn follow the basic rules laid The creatures presented in the
out in the Savage Worlds Bestiary chapter. The Bestiary chapter of the Savage Worlds Horror
GM may use the traits listed in that chapter Companion also follow the same basic
to represent Hellspawn for their campaign. guidelines as creatures from Savage Worlds or
Creatures from any Savage Worlds materials the Savage Worlds Fantasy Companion.
whose names match a playable race from
Contagion Savage Edition should use the
rules for the race as detailed in Contagion

116
Justice looked down at the bloody smear on the pavement. She saw the body
next to it, the head from which the blood poured. She saw the face that she had seen
in the mirror every morning for as long as she could remember. She knew that she
shouldn’t be looking at herself. She knew that something wasn’t right.

Squealing tires grabbed her attention. She looked over to the impala that sped
away from the scene. She saw someone leaning back in from the window, an ak-47 in
hand.

Tianna.

Rage began to swell. Justice began screaming.

“You better run, bitch! I’ll get you! I’m gonna get you for this! Bet!”

Justice fell to her knees. Though she knelt in her own blood, her legs didn’t feel
wet. She felt nothing except rage and cold. She looked down into the empty, vacant eyes
of her corpse.

“I’ll get you, bitch. I had a Life!”

Justice began sobbing, though no tears came. In the distance she heard sirens,
but she knew that they were far too late.

118
“You float through the living From the moment Yahweh ascended
to power, until the opening of Oblitus, most
room, I watch my TV incorporeal entities were bound in slumber,
I feel you sit down on the couch forced into a comatose state by divine
will. Only the few guardians appropriated
Right here next to me by Yahweh to police his pocket realm of
Then I feel you lips touch mine Purgatory, and the ghosts that inhabited
the three dead worlds of Heaven, Hell and
Just like we used to do I`m so Purgatory were permitted to be conscious.
happy all alone Being here with All other incorporeal beings, mostly referred
to as spirits, slumbered, unaware that the
you...” physical world had fallen under the iron-fisted
- Alice Cooper, “This House is rule of the god of Abraham.

Haunted” Now that Lucifer and her cohorts have


broken the gates of Oblitus, Yahweh’s grasp
The Incorporeal on reality has weakened and the celestials are
once again awakening their incorporeal allies.
Most beings that experience the world
of Contagion Savage Edition are limited to This chapter details Incorporeal
perceiving the physical aspect of reality. entities in the world of Contagion, divided
Particularly over the last several hundred into two types: Ghosts and Spirits.
years, with Yahweh’s firm grasp upon reality,
the physical world has existed strongly in the Ghosts
forefront of existence. Humans are comprised of two
components: spirit and flesh. Time drags on
There is another layer to reality, filled the flesh, but the spirit is eternal. Ghosts are
with ghosts, spirits and strange, bodiless those spirits who refused true death. Trapped
entities. This is a world of emotion, concept in Purgatory, unable to pass to Heaven or Hell,
and energy, freed from the constraints of the ghost strives to finish his affairs from life.
physical nature. This realm of ephemera Ghosts in the world of Contagion Savage
and thought is collectively referred to as the Edition are driven, tormented beings. Each
Incorporeal. has an agenda, a reason to go on. These
It is important not to confuse the Incorporeal Binding Ties (see Chapter 2: Character
world with the numerous realms, such as Creation) should be unique to each
Heaven, Hell and Oblitus, for the Incorporeal ghost and should also be compelling and
touches every realm to some degree. The challenging to complete. Be sure to take
realms are ultimately physical, bound to into account the ghost’s motivations while
shape and form through calcified Contagion roleplaying. Consider how the ghost’s Binding
energy and isolated from the void with the Ties will affect its actions.
strength of celestial will. The Incorporeal
world exists within and beyond all realms. Ghosts who resolve all their Binding
Some believe that the easiest way to reach Ties become spirits and are usually moved
the Void beyond creation is through the immediately to Heaven or Hell. This transition
Incorporeal world. removes all Ghostly Powers from the ghost,
making them a simple supply of Contagion
for the masters of their new home.

119
Ghostly Powers briefest moment as a human soul passes.
Ghostly powers are an extension Upon death, a character becoming a ghost
of the otherworldly nature of ghosts. may spend Contagion Points to bring spiritual
Because they are free flowing entities of raw reflections of items that they have on their
Contagion, they are able to consciously guide person. When several people die, massive
the very stuff of their souls to achieve certain amounts of energy can pool together
supernatural effects. Often times a ghost will bringing enormous items into Purgatory. Each
develop powers that fit its personality. Angry person dying generates 1 point of Contagion
ghosts tend to develop Pummel, for example, that contributes to the pool for purchasing
while commanding people tend toward Remnants. When purchasing a Remnant in
Puppet. Personality does not dictate these this fashion, the character must pay for the
powers, but can often act as a good indicator item’s size and type.
of which powers a ghost should select. For
a full list of powers available to ghosts see Size
the Arcane Background (Ghostly Powers) list Contagion Points must be spent to
provided in Chapter 6: Magic. accommodate the size of a Remnant. For this
reason, extremely large items such as vehicles
Remnants are rare (though not unheard of ) in Purgatory.
Purgatory is not simply a place Consult Table: Remnants by Size to determine
populated with the spirits of the dead. Bizarre the cost of a Remnant based on size.
and inhuman creatures roam this spirit world.
Magic wielding humans and Hellspawn Table: Remnants by Size
journey to the hereafter. Angels, demons and Object Examples Contagion
celestials are known to patrol the reaches of Size Point Cost
Purgatory. Occasionally, even items appear
-4 Penny 1
on the ghostly plane. These ghostly items are
called Remnants. -3 Paperweight 2
-2 Wrench 3
Remnant is a broad catch all term -1 Vase 4
for any inanimate object in Purgatory. There -0 Briefcase 5
are several different types of Remnants. 1 Garbage can 6
Temporary Remnants can be created through
2 Oil barrel 7
the Spectral Armaments Edge, or occasionally
through the use of magic. These Remnants 3 Piano 8
are typically not terribly powerful, and often 4 Vehicle 9
have no ability beyond mimicking their
mundane form and function on the ghostly Type
plane. Some Magi, angels, and demons can Each item type grants certain abilities
use additional abilities to enhance these to the Remnant, as detailed in each type
temporary items, but the items themselves description. A Remnant may be of several
have no real power beyond their very (or all types) but the Remnant’s type must
existence. be bought when the item is created. Types
cannot be added to a Remnant at a later time
Permanent Remnants can be created without the use of powerful magic.
several ways. Death causes a release of The following types are available for
spiritual energy. This energy allows the Remnants:
physical world to touch Purgatory for the

120
Audible death generated 1 Contagion Point. She
Audible Remnants can be heard by the must pay the other 4 Contagion Points for
living. Unlike Visual Remnants, the user does her laptop to come across with her. (5 points
not need to manifest to project the sound for the object’s size. 1 point is paid from her
into the lands of the living. Any living being death, the other 4 from her pool) The laptop
hearing a sound from an Audible Remnant still has access to all the programs and files
must make a Fear check with a -2 penalty. that it did in life.
A successful roll negates the panic, but the
character still hears the noise. Obviously, Mind-affecting
only items that are capable of causing a Mind-affecting Remnants are able
sound can be Audible, though the item to affect the emotional states of those
need not necessarily generate the sound souls targeted by the item’s effects. A Mind-
independently. For example, a Remnant affecting Remnant can induce emotional
bullhorn could be purchased with the Audible responses from its victim. Any emotion is
type. A Remnant sponge could not. acceptable, though there should be a logical
Contagion Point Cost: equal to the Size cost correlation between the Remnant and the
of the Remnant. emotion it engenders. A teddy bear would
likely create comfort or calm, whereas a
Example: Dan wishes to create a microphone pistol would probably instill fear in those it
that just happened to cross over when he targets, or perhaps confidence in the wielder.
was poisoned on stage during his stand up Regardless of the emotion created the effect
comedy routine at the Chuckle House. He is consistent. Due to emotional overload, the
wants to be able to still speak with the living. victim must make a Spirit check at -2 penalty.
He pays 2 Contagion Points because of the If this check is failed, the target suffers a -1
microphone’s size, and another 2 Contagion penalty to all actions until a successful Spirit
Points to add the audible type. Fortunately, roll can be made, due to the intensity of the
the moment of contact between Purgatory emotions (yes, even extreme calm can be a
and Earth generated one Contagion Point, problem.) Each Contagion Point invested in
which can help ease the burden of this cost. the Mind-affecting type targets a different
emotion. A Remnant may have no more
General Contagion Points invested in the Mind-
General Remnants are the most affecting type than the item’s Contagion Point
common items appearing in Purgatory. These cost due to Size. The remnant can always
Remnants have no special abilities beyond affect ghosts, but can only affect the living if
their ghostly form. A General Remnant the remnant also has the Audible or Visible
perfectly mimics the form and function of its type. Those non-ghosts that are capable of
mundane counterpart, with the exception of perceiving Purgatory may also be affected, if
affecting beings in Purgatory as opposed to they actively perceive the area when the item
beings in the physical realm. For the purposes is used.
of simplicity, all Remnants are considered to Contagion Point Cost: variable.
possess the General type.
Contagion Point Cost: 0 Example: Travis wants his character to have
the whistle he possessed in life that took
Example: Tiffanie wants to let her character his basketball team to the state finals. The
bring across a laptop, as her character spent GM decides this is will be a mind-affecting
almost every waking moment in front of it. Remnant that will be able to bring the joy
At her time of death, she was carrying the and accomplishment he felt when his team
laptop. As she was the only one to die, her sunk the winning shot. This item would cost

121
4 Contagion Points (2 points for the whistle’s Sample Remnants
size, 2 or the mind-affecting type). Again, the
1 free Contagion Point from dying can ease
Muscle Car
this cost.
A muscle car, two door, leather seats, V8
engine, spoiler, the works!
Physical-affecting Properties: Physical-affecting (Allows you
Physical affecting Remnants are capable of to carry physical passengers and to run over
affecting the living in the same fashion that physical pedestrians), Visual (appears as a
they affect ghosts. Weapons deal damage, translucent wispy spectral car to onlookers
and bonds will hold a living creature. To upon activation)
activate this item type, the Character must be Contagion Cost: 32
manifested, and the Remnant must also have
either the Audible or Visual Type.
Laptop computer
Contagion Point Cost: Double the Size cost of
A laptop computer, that never seems to run
the Remnant.
out of juice.
Properties: General (allows you to use
Example: Toy wants to bring his character’s
its programs and its features, but not any
muscle car that he spent all his life building to
wireless connections or Internet. An Internet
Purgatory. He spends 9 Contagion Points for
connection would require the laptop to be
the car’s size, 18 to make it physical-affecting,
physical-affecting, which increases its cost to
and 5 (9 divided in half, rounded up) to make
15)
it visual for a whopping 32 Contagion Points.
Contagion Cost: 5
Fortunately, the accident in which he died
killed four other people, generating a total
of five free Contagion Points to ease the cost Mr. Pointy
(one free point for each death.) A serial killer’s knife killed over 30 victims with
it, nicknamed it Mr. Pointy.
Properties: Physical-Affecting (Allows the
Visual user to make attacks from the lands of the
Visual Remnants may be seen by the living if
dead), visual (Allows the user to make the
the ghost holding them manifests using the
knife appear and bleed before an attack)
Manifestation ability. These Remnants always
Contagion Cost: 14
appear worn and weathered to the living, and
are obviously of supernatural nature.
Contagion Point Cost: ½ Size cost of the Pistol
Remnant (round up). A side arm of a cop gone mad; lost when
he finally gave up the fight and put it in his
Example: Dean wants to bring across his mouth, right before he pulled the trigger, he
favorite book, but he wants to be able to had second thoughts…
show others its glory. So he buys the visual Properties: Physical-Affecting (For injuring
type. Most books are considered small objects the living with what bullets you have left),
(4 Contagion Points), and he wants to be Audible (A hallowed gunshot in the night is
able to show others when he manifests (2 enough to unnerve anyone)
Contagion Points for visual), for a total cost of Contagion Cost: 16
6 Contagion Points.
Microphone
Those stand up comedians are great,
sometimes too good. Sometimes someone

122
shows another one up, and for that, someone Damned Souls
pays in blood. Damned Souls are basically incapable
Properties: General, Audible (It’s not for of taking any meaningful action. Once a soul
telling jokes anymore, it’s for screaming into is damned to Hell it becomes little more than
the lands of the living) a ball of Contagion Points and agony. They
Contagion Cost: 8 are incapable of combat for system purposes.
Any celestial or non-celestial character can
Teddy-Bear automatically dodge or resist an attack from
Sometimes a child’s only friend, a teddy a Damned Soul. Likewise, Damned Souls
bear brings feelings of companionship and automatically fail any dodge or resistance roll
security. Of course such a toy can easily also and are considered helpless if attacked. This
be filled with regret and fear if it soaked up does not stop Damned Souls from fighting or
the pains of a child in a broken home. For trying to escape Hell; it just means that from
either effect the cost is the same. a system perspective, their efforts are utterly
Properties: General, Mind affecting (Creates wasted. There’s a reason the sign on the door
fear, regret, companionship or security with 4 says, “Abandon All Hope, Ye Who Enter Here.”
Contagion Points invested) When a character becomes a Damned Soul
Contagion Cost: 8 they are ultimately represented by a single
trait: Contagion Points. The Damned Soul
TV retains a number of Contagion Points equal
Sometimes we just want to sit back and watch to their Contagion Points upon dying plus
TV, and for some ghosts that means bringing the sum of their Attributes and Skills. When
their beloved idiot box to a new place. a Damned Soul is reduced to zero Contagion
Properties: General (To turn it on, and change Points it continues to exist in eternal suffering.
the channels), Physical-Affecting (For getting There is no sweet oblivion for the damned.
cable)
Contagion Cost: 18

Ghosts, Heaven and Hell


Ghosts who resolve their Binding
Ties become spirits and travel immediately
to Heaven or Hell, as appropriate, guided
by a Gregori or Chammadi. Spirits travelling
to Hell become Damned Souls, while spirits
travelling to Heaven become Saved Souls.

It is important to note that with the


opening of Oblitus and the return of the
celestials, the war for souls is no longer a two-
sided conflict. Many celestials have re-opened
their own long-forgotten Latchkey realms
(see Chapter 10: Realms) and have begun
running raids on Purgatory, claiming souls for
their own. Lucifer has tried to keep celestials
from laying claim to souls against the soul’s
will, but even the Princess of Lies is not truly
omniscient. Spirits do slip through the cracks.

123
There are only two ways for a Damned Soul Spirits
to become anything else. First, a demon may The world of Contagion Savage
make the Damned Soul into a Hellspawn. Edition is filled with spirits. Each animal,
Secondly a Divine Being (Such as an object and concept has a spiritual aspect.
Archangel or Jesus Christ) can descend into Most of these spirits are asleep and incredibly
hell and liberate the Damned Soul. This has weak. The opening of Oblitus has awakened
happened exactly one time in the history several of these spirits, bringing the spiritual
of Hell, during the Harrowing of Hell when nature of the world closer to the surface than
Jesus left after his meeting with Lucifer (see it has been since Yahweh’s coup.
Chapter 11: Setting).
Spirits are comprised entirely of
Saved Souls Contagion energy given an independent will.
From a system perspective, Saved Most sleeping spirits have between 1 and
Souls are no different than Damned 5 Contagion Points and a single
Souls. They are incapable power. Potent spirits can
of taking any truly have over 100 Contagion
meaningful action and Points and dozens of
are simply a pool of powers, but such
Contagion Points. potent spirits are
The principal truly rare creatures.
differences
between Damned Spirit powers
Souls and are tied to the
Saved Souls are animal, concept or
geography and object that the spirit
feelings. While represents. A tree
Damned Souls spirit will exhibit
are in perpetual powers relating
misery, Saved to things such as
Souls exist in nature, growth or
eternal numbness. strength. An owl
Knowing no joy nor spirit will wield powers
pain, Saved Souls simply related to things like flight,
exist, perpetually worshipping perception or wisdom. A death
the master of Heaven, Yahweh. When spirit will control aging, fear, decay,
reduced to zero Contagion Points, Saved transmutation or related concepts.
Souls simply continue the eternal praise of
their patron deity. Spirits may claim any Edge, Racial
Feature or Power as a spirit power. When
When other celestials take former using any Power that requires a Trait Roll, the
ghosts into their latchkey realms, the rules of spirit may purchase a die type by spending
the realm dictate the soul’s experience, but Contagion Points as Advances, starting from
the system implications remain the same. a base d4. This die returns to a d4 after the
So far as anyone knows, neither Damned nor Power is used. Spirits also use Contagion
Saved souls can exist outside Heaven, Hell or Points to pay Power Point costs and are
a Latchkey realm. not subject to any limits on the number of
Contagion Points they can spend in a single
turn.

124
Spirits have a wide variety of Love Spirit
appearances and mannerisms. Many Contagion Points: 40, Powers: Puppet
spirits are utterly inhuman in demeanor This spirit is attuned to love and infatuation.
and appearance, resembling the animal or It can cause anyone to be drawn to anyone
object they represent. Some are alarmingly else, acting as something of a cupid. It tends
humanlike in their appearance as well as to hang around restaurants, parks, mini golf
mannerisms. Some spirits exhibit incredibly courses, movie theaters and other places
human flaws in personality and behavior commonly used for first dates.
while others are incomprehensible in terms of
motivation. Tree Spirit
Contagion Points: 50, Powers: Entangle,
A list of sample spirits is included Pummel
below. Gamemasters are encouraged This is the spirit of an old and wise oak
to design unique spirits for their own tree. This spirit has mastered the ability
campaigns. Spirits are open ended and to command the vegetation in its vicinity,
versatile. Even spirits of the same type can be making it the master of its domain.
vastly different, so the Gamemaster may feel
free to get creative and shake things up for
the players. Exorcism
Demons, spirits and ghosts each have
Automobile Spirit a tenuous grasp on physical reality. Their
Contagion Points: 15, Powers: Pummel ephemeral natures require will and purpose
This is the spirit of a large truck. Typically to maintain their presence in physical
this spirit slumbers, but if awakened it reality. As such, each can be
can run down those who ejected from corporeal reality via
earn its ire. an exorcism.

Fear Spirit Preparing the Ritual


Contagion Points: 30, To properly execute an
Powers: Fear exorcism, the exorcist must have
This spirit is an access to various tools including
embodiment of the anointing oil, holy or magical
concept of fear. When the
spirit can be perceived, it
is often seen as whatever
the observer fears most.
Fear spirits often flock
toward locations where
someone felt a great deal
of fear, such as the site
of a grisly murder or a
brutal car wreck where
the victims were
severely injured, but
not killed.

125
texts, and incense or herbs. While the specific check, a Knowledge (Arcana) check, or
tools will vary according to the exorcist’s a Knowledge (Occult) check (character’s
religious trappings, some forms of tools are choice, depending on the method and tools
required for the ritual. The Gamemaster is the used for the exorcism) vs. the target’s Spirit.
final arbiter on what a character must gather Spirits resist with their base d4 die, but can
in order to perform an exorcism. inflate this die as described in the Spirit
description above, making a weak, hungry
Intimate knowledge of the demon, spirit very easy to dismiss, but a potent,
ghost or spirit to be exorcised is also helpful, well-fed spirit functionally impossible to
though not necessary. Researching the exorcise. The exorcism check may not be
history and motivations of the entity in made untrained. If the exorcist is has the
question can provide an edge to the exorcist, Clergy, Conduit, Shaman or Witch Professional
as familiarity with the subject makes the Edge, he receives a +2 bonus to this check.
exorcism easier. If the exorcist succeeds this check, the entity
must make a Smarts check vs. the exorcist’s
Once preparations have been made, Spirit (again Spirits may use their base d4
the being needs to be somehow restrained + Advances.) If the entity makes this check
or confined for the ritual to be performed. it maintains its presence. If the entity is
Possession hosts are functionally human, possessing a host, the host body suffers
and can be tied to a bed or locked in a room, 2d6 points of damage. It is quite possible to
provided that the possessing entity’s powers accidentally kill a host during an exorcism. If
do not permit a method of escape. Salt also the entity fails this check, the entity is ejected
works as a good method of restraint for from the corporeal world. Demons return
ghosts, as a ghost possessing a victim still to Hell, ghosts, to Purgatory and spirits fall
cannot cross an unbroken line of salt (neither to slumber, returning to the nearest object
can the possession victim. No dragging the representative of their nature.
possessed across a line of table salt to rid
them of their spiritual passenger). If a circle Multiple exorcists can work together,
of salt can be laid around a disembodied taking advantage of the Cooperative Rolls
ghost, the ghost is considered to be rule. If the target is a ghost and the exorcist
effectively restrained. Restraining a demon has identified and acquired any of the ghost’s
or spirit is much more difficult, but can Binding Ties, the exorcist receives a +2 bonus
be done through magic, or in the case of to his exorcism checks.
a demon, considerable brute force. Once
these conditions are met, the ritual can be Each minute of exorcism, all exorcists
performed. involved in the ritual must make a Vigor roll
at a TN equal to the number of minutes that
Performing the Ceremony the exorcism has gone on. Failure grants the
Exorcism is a lengthy and harrowing exorcist 2d6 points of nonlethal damage.
process, pitting exorcist and entity into a If the entity is able to act aggressively, all
battle of wills. The exorcist begins chanting, combat is resolved normally. For this reason,
reading from esoteric texts and chastising the exorcisms are rarely attempted lightly, and
entity. The entity, in response, grows agitated, every effort to bind or restrain the target is
attacking the exorcist if possible. made prior to attempting an exorcism.
Characters who do not wish to take the risky
Exorcisms take some time to perform. route of attempting an exorcism can use the
Each minute that the exorcist continues the Banish (Entity) Power if it is available to them.
ceremony, he makes a Knowledge (Theology) If not, exorcism is their only hope.

126
Ganesha sat huddled in the silent darkness. Oblitus had always been crowded,
and the addition of human souls to the mix did nothing to alleviate the lack of space.
Though faith and the exchange of precious energy had been won, each god within the
walls of the prison knew that their precious energy needed to be conserved. Wasting ef-
fort on comforts such as light and warmth would be foolish, especially when escape was
within arm’s reach.

Judging the passage of time had been virtually impossible in Oblitius, though no
celestial there doubted that their imprisonment had lasted centuries. It was only with-
in recent weeks, when Ornias visited with the gift of a human invention called a digital
watch that any of the gods could truly judge the passing of moments. The watch was
entrusted to Ganesha, as timing was everything.

Ganesha looked down at the faint green glow of the digital watch. The face read
6:15 AM. The god smiled and cried out.

“Ready yourselves, brothers and sisters,” his voice boomed and echoed through
the hollow prison realm. “Liberation is upon us.”

127
“Living easy, living free All realms, like anything else in
creation, are made possible by the flow of
Season ticket on a one-way ride Contagion energy. Without a constant source
Asking nothing, leave me be for this energy, realms will decay and die,
turning into empty, broken down husks of
Taking everything in my stride their former glory. This sad fate has befallen
Don’t need reason, don’t need many of the Latchkey realms, leading the
rhyme Ain’t nothing I would celestials that command these realms to go
on recruitment binges, seeking new followers
rather do Going down, party time and new faith to rebuild their spiritual
My friends are gonna be there too” domains. This withering is also the primary
cause for the appearance of the Arcadians, as
- AC/DC, “Highway to Hell” they seek to save their own realm, which has
fallen into a state of wintry decay.
Realms
The world of Contagion Savage Travel between realms is difficult and
Edition is comprised of several realms. Most dangerous. The realms controlled by Yahweh’s
people in the world of Contagion Savage decrees, namely Heaven, Hell, Purgatory, and
Edition are only aware of the Earthly realm. to a lesser degree, Earth, may only be traveled
Upon death, the majority of souls proceeded between through certain established rituals
to either Heaven or Hell under Yahweh’s or gateways, which are dangerous in the
unchallenged rule, with the comparatively extreme. Most Latchkey realms have only a
few exceptions that became ghosts and handful of ways in or out, usually known only
travelled to Purgatory. This was the status to the realm’s creator and a very few scholars.
quo until Lucifer opened the gates to Oblitus,
freeing the trapped celestials and uncovering Below is a small sample of realms,
the truth behind Yahweh’s usurpation of the though a virtually infinite number of Latchkey
cosmos. realms exist. Gamemasters should feel free to
use the realms below as inspiration to design
It is becoming clear to those occult their own realms for use in their campaigns.
scholars and celestials aware of the existence
of realms that the cosmos is much bigger Arcadia
than anyone could have imagined. Countless
realms exist just outside the reach of human The birth of the elven race caused an
perception. As the newly freed celestials unprecedented panic in the celestial realms.
seek their place in the 21st century world, Through the mechanisms of the elven curse,
many of these realms are being rediscovered hell had laid claim to souls to which Yahweh
and reopened by their former masters. felt it was not entitled. This fueled aggressions
These Latchkey realms present significant in Purgatory as Chammadi and Gregori
challenges for the recently freed celestials, as openly warred over the future of elven souls.
they have spent millennia starved of precious The warfare in Purgatory was devastating
Contagion energy and are in horrific disrepair. with ghosts and other incorporeals caught in
However, the tactical advantage of having the crossfire of a brutal, violent conflict. Many
access to a Latchkey realm is great, as most angels and demons questioned the wisdom
realms outside of Yahweh’s control are also of the conflict, speaking of compromises,
outside of his ability to perceive. This allows truces, or trying to pass the buck to higher
the celestials the ability to plan their tactics in powers to determine the fate of the elves.
the war against Heaven.

128
These pleas for reason were ignored and the
bloodshed escalated.

From the more moderate factions, a


strange alliance was formed. Hektor, an angel
of the Gregori and Thereza, a demon of the
Chammadi met in secret to formulate a plan
to bring forth an end the fighting. Hektor,
recalling the creation of hell, suggested that a
new realm should be created, solely for elven
souls. Knowing that Yahweh would likely
ignore the plea for aid and that Lucifer was
unlikely to relinquish any perceived claim to
a soul willingly, the pair decided that they
would need to take matters into their own
hands.

Using an old incantation to bind a


high-ranking Teraphim, the couple forced
the angel of creation to construct a pocket
realm from the void. The creation of the
realm required a vast amount of Contagion
energy, which Hektor and Thereza provided No one in creation seemed able to tell where
by collecting Contagion released during the elf had gone. Warring over elven souls
the Black Plague. Once the Contagion was stopped and the Chammadi and Gregori
collected, the captive Teraphim was forced to returned to their normal duties. A small
build a paradise. contingent of each group continued the
search for the missing elven soul. With the
At the time of its creation, Arcadia death of each elf, the mystery of their fate
was a paradise. Modeled after the celestials’ grew deeper, as the pair had taken great
memories of the Garden of Eden, Arcadia was pains to ward the existence of Arcadia from
a beautiful land of plenty with emerald green outsiders.
trees and the purest blue waters. With Arcadia complete, Hektor and Thereza
Once the land was built, Hektor and Thereza fashioned themselves king and queen of the
needed to bind all elven souls to come land, ruling Arcadia with an air of noblesse
directly there upon death, another act that oblige and governing over the elves that
required massive expenditures of Contagion met death. In the beginning, Arcadia was a
energy as well as the sacrifice of an elf. The paradise and the elves that found themselves
pair selected their target and successfully in the afterlife were overjoyed by their resting
brought him to Arcadia. place.

When the first elven death came As centuries passed, the realm
to pass, the Chammadi and Gregori found began to wane, entering an autumn phase.
themselves at a total loss when no ghost Vegetation began to wither, the air grew
appeared in Purgatory. Fighting immediately colder and the pure waters began to stagnate.
stopped as both sides abandoned the The King and Queen realized that without an
battlefield to search their respective home influx of Contagion energy, their realm would
realms for the soul. No trace could be found. die. The pair sought ways to funnel Contagion

129
undetected into Arcadia with no success. In rewarded for their efforts by dwelling in the
early 2012, snow fell in Arcadia for the first Elysian Fields. The vast, open green field
time, signaling the beginning of winter in the was a beautiful place to pass time, with no
realm. The King and Queen knew that the one suffering any harm, and no sadness, the
realm would not have long left if they did not afterlife here would be easy and the people
do something drastic. who passed their time in this place had no
labors with which to bide their time. Socrates
Using Queen Thereza’s knowledge of was lucky enough to end up here for his
undeath, the King and Queen reconstructed worthiness as a philosopher.
the elven souls into Arcadians, granting them
the ability to leech Contagion from living If a soul in Elysium decided to be
souls and feed that energy back to the realm. reborn three times and found itself in Elysium
At the Winter solstice of 2012, a time when again after those times, they would be sent
the boundaries between realms were thinner to the Isles of the Blessed. A theoretically
than they had been in millennia, the King and impenetrable island in the middle of a large
Queen opened several gates between Arcadia underworld ocean, the Isles of the blessed
and earth, releasing their newborn Arcadians was the most beautiful place that one’s soul
into the world to hunt for precious Contagion could go. There were no labors, no trials, no
energy. sadness, or difficulty, the Isles of the Blessed
was the most wonderful place one could
Hades hope to spend eternity. Only the greatest
Deep below the ground and under the of the great souls ended up here, and they
oceans of the world, there is a place called would live in eternal paradise.
Hades. Hades had been the center of the
underworld in the past, with terrain both new However, the most common place for
and exciting and similar to that of the earth. a soul to end up was the Asphodel Meadows.
Five rivers (The Styx, The Acheron, The Lethe, This was where the mortals who did not
The Phlegethon, The Cocytus) ran through fit into any other category were sent. It is
the world, each appearing in both the world believed that all who entered this realm
of the living and this world of the dead. were forced to drink from the river Lethe
Below Hades was Tartarus, where Zeus cast before entering, resulting in them losing
the Titans and his own father, Kronos. Kronos their identities and rendering the neutral
now serves as the king of the Tartarus, landscape unnoticeable.
controlling the Titans should they ever escape
back into the real world. When Yahweh sealed off the
underworlds, he managed to spill each of
The evil souls of the world would these realms into the others, leaving Hades
be sent to the Fields of Punishment. There, in a shambles, which would not need to be
they are tortured for the rest of time for their cleaned up if it weren’t later opened back
misdeeds and the evils they inflicted on other up. The Titans, led by Kronos, had spilled out
people. People here had their livers eaten for of Tartarus and into the greater underworld.
eternity, or were forced to perform great feats Here, they had raised havoc, ranging from
of strength, only to do it again as soon as they tearing down the partitions that once
completed it. separated each of the realms from the others
They crashed through each realm, tearing
Those who lived righteous and apart structures and flattening the grounds of
virtuous lives, as well as those who were close the once beautiful and horrifying lands. The
with the gods in some way, were conversely souls from the Isles of the Blessed escaped

130
the attack and tried to fight off the Titans, ignored by the Titans and the other souls,
but Kronos gathered up those souls and alike.
swallowed them whole, along with Minos,
Cerberus, Charon and Hermes, who had Hell
each been trapped deep within as well. He Hell is separated into nine layers or
then captured the serpent-covered, hideous “circles.” Eight of these belong to the eight
winged women, the Erinyes, and forced them Demonic Castes. The ninth, and lowest circle
to inflict madness upon mortals who did not of Hell is the private domain of Lucifer. An
suit his needs, rather than their usual criminal Archduke rules each circle, at least in theory.
targets. Each circle is populated by demons of the
appropriate Caste and the human souls
Kronos has waited for the underworld they torment. As each Caste is particularly
to open up again, so he could come out and well suited to punish a particular type of sin,
rule the world again without interference Human souls are judged by an Ornian upon
from Zeus and his other children. The run- arrival. The Ornian determines the soul’s
down darkness has become home to the strongest stain of sin via the use of a Discern
Titans while the other souls who have Secrets (See Virulence) spell, and then sends
survived hide out in various caverns and the soul to the circle of Hell most appropriate
hiding places throughout the world. Since for that sin. This makes the Ornians the de
Kronos and his Titans were released, there facto regulators of Hell’s economy, as souls
has been not safe place to hide in Hades, but (and the Contagion they contain) are currency
many of the various creatures who resided in Hell.
here have managed to find hiding places, Each circle of Hell is geographically
where they would not be noticed if they unique, suited to the Caste that commands
remained silent. The common souls continue it. Each circle also contains areas known as
to wander without purpose or focus, being

131
Pits, which have been customized as torture of souls, assigning each new soul to their
chambers for especially repugnant sinners, appropriate circle of Hell, but beyond that
souls who are troublesome to contain, and simple function, the Ornians spend much of
prisons for Demons who break the few rules their time bickering, backstabbing each other
of Perdition. and all but ignoring the souls who ultimately
The circles of Hell are detailed below. remain in their care.

Circle One: Limbo As Limbo is not associated with any sin


Limbo is, for all practical purposes, in particular, the Ornians receive their share
Hell’s foyer. Each human soul entering Hell of souls via a tithe paid by each of the other
comes in through Limbo, whether they have Castes. The Ornians are entitled to one tenth
descended directly from Earth or through of the souls that each other Caste claims.
Purgatory. Most Hellgates open to Limbo, and While the various Castes see some difference
it is easiest to respond to a summoning from in the number of souls under their sway,
Limbo. As such, Limbo is a busy, chaotic hub the Ornians always control one-tenth of the
of activity under the fractured leadership of population of Hell.
the Ornians.
Notable Pits: The Pit of Chaos, a
Geographically, Limbo is very similar small segment of the formless Void that was
to the Greco-Roman portrayal of a cavernous preserved by some supernatural fluke when
underground landscape. Hell formed.

The disappearance of the Ornian Circle Two: The Whirlwind


Archduke left a power vacuum that has The Whirlwind is a turbulent mass
still not been properly filled. Ornians still of fog and clouds. It is incredibly difficult
manage to fulfill their duties as brokers to navigate the Whirlwind. There is no clear
sense of up or down, left or right. There are
no landmarks or points of reference and the
winds and storms change so rapidly that it
is nearly impossible to use them to discern
direction. Those unfortunate souls that find
themselves in the Whirlwind spend eternity
buffet about aimlessly, their flesh torn and
shredded by the terrible gale.

The Whirlwind claims souls tainted


by the sin of Lust. As such it is ruled by the
Succubae. While the incarcerated souls flit
about in the whirlwind, the Succubae whiz
through the storm, randomly accosting,
teasing and torturing every soul they
encounter.

Archduchess Jezebel splits her time


between Earth and the Whirlwind. When
present, she is fond of approaching random
souls in the Whirlwind under an angelic
disguise, pretending that she is there to

132
liberate them because a horrible mistake next several minutes. As soon as the fit of
has been made, and leading them to the vomiting is ended, the character is once again
edge of the Whirlwind before tossing them overwhelmed with the tantalizing smell of
unceremoniously into one of the more the food from the table. This continues in a
horrific Pits. vicious cycle until the character leaves the Pit
of Vomitus.
Notable Pits: The Pit of Masochism,
where souls are pushed beyond their Circle Four: The Horde
threshold for pain and kept there for months, The Horde is a massive trash pile
or even years at a time. When the pain from a extending to the horizon in every direction.
torture device ceases to be anything but the The broken and stained remnants of virtually
purest agony, one of the Mistresses, Succubae any item imaginable can be found among the
who serve in the Pit as overseers, simply move piles of garbage and detritus. Nothing in the
the soul to a new torture device. Horde actually functions in any appreciable
way, it is simply a huge pile of junk.
Circle Three: The Muckrack
The Muckrack is a slimy sewage tract The souls in the Horde are compelled
filled with cold, thick ichor that the souls to collect various items, creating personal
imprisoned here must wade through for troves of useless items. Souls fight and bicker
eternity. Icy rain, made of the same foul fluid, over various junk items as if they had some
falls from the sky constantly. The Muckrack immense value, for in the Horde, they appear
frequently floods, overwhelming everyone to. Any soul damned to the Horde sees
trapped there and drowning them in the one eighth of the items in the junk pile as
viscous fluid. something of immense personal value. What
that means is individual to each damned soul,
The Muckrack claims souls who have but whatever it is that they see, they want it.
fallen to the sin of Gluttony and is overseen Demons, souls damned to other circles
by the Barbas. Archduke Dagon rides on his of Hell, and the occasional visitor from
Throne of Feces across the surface of the elsewhere do not see these hallucinations.
Muckrack, randomly plucking out souls to They simply see human souls fighting over
scream at or berate before dunking them trash.
back into the ichors headfirst. Periodically one of the Chammadi will
lift the illusion from a random soul, causing
Notable Pits: The Pit of Vomitus, a the target to suffer the torment of seeing all
horrible region styled after an old Roman his prized possessions turn to garbage.
bathhouse. Tables covered with food sit just A council of Chammadi called the Children
above the water line. Until a visitor tastes of Charon has overseen events in the Horde
the food it appears incredibly appetizing since Azmodeus was cast into the Pit of
and smells wonderful, overcoming the rank Sodomy. Since Azmodeus’s release, the
odor of the sewage everywhere. It is all Council has maintained control of the Horde
but impossible to remain in the presence (and by extension, the Chammadi) but they
of one of these tables for more than a few willingly and eagerly defer to Azmodeus’s
seconds without gorging oneself on the food opinion on Caste affairs when the Demon
presented. Prince takes the time to make them known.
Upon eating the food, it transforms
into foul, rotten waste in the poor soul’s Notable Pits: The Pit of Wasted Years
mouth. Whoever eats the food immediately is a place of bittersweet illusions. Souls sent
throws up and continues to do so for the to this Pit find themselves waking up in

133
their beds, as if their death and subsequent through Christ and forgiveness of sin.
damnation was simply a nightmare. As Mocking their charges never seems to grow
soon as the soul relaxed back into a routine, old to the Mastim.
things begin to turn strange. Reality takes
a turn for the dark and creepy, with subtle When other business doesn’t interfere,
manifestations at first (inexplicable sounds, Archduchess Ba’al flies above the Lake of
flittering movement in the corner of one’s Fire, peering into the hearts of those trapped
eyes) slowly working toward a full blown there. Those she finds to her liking, she
tortuous hellscape where the soul watches elevates to Hellspawn and sends back to
their loved ones tortured and killed, the dead Earth to spread her version of the Gospel.
walk and hunt them, monsters attack from
the shadows and every horror imaginable Notable Pits: The Pits attached to
takes its turn tormenting the soul, driving the the Lake of Fire are all crafted to match the
damned one into madness. various Hells of the many religions of the
world. Due to the diverse nature of these
Circle Five: Styx Hells, the Lake of Fire has thousands of Pits
Styx is a rushing river of swampy, connected to it, making it the most Pit-ridden
septic water where the souls of the angry region of Hell.
wicked are sent to participate in an enormous
riot called the Ragnarok. The population Circle Seven: The Wasteland
of Styx was utterly depleted in a bizarre The Wasteland is a massive desert
occurrence recently, when Headmaster blood-spattered sand, ash and embers. The
Baarirron of the Leviathans went missing. souls of the violent are sent to the Wasteland
Rumors abound among the Leviathans as to where they spend eternity tearing each
the whereabouts of the missing souls, but other apart. The Marchocia who oversee this
for now, the Leviathans find themselves at circle of Hell join in the endless fray, rending
a serious disadvantage in terms of available their charges limb from limb and playing
resources. in the blood of the sinners. In the center of
Styx has several tributaries that run the Wasteland is the entrance to the lone Pit
to the other circles of Hell allowing Hell’s attached to the Wasteland, The Pit of Anguish.
Journeymen to pass messages, ferry damned The Archduke of the Marchocia, Arioch, has
souls, or carry Demons of other Castes been gone from Hell nor nearly a decade.
to virtually any destination in Hell. These The rest of the Marchocia have barely
services now all come with taxation, to help noticed among the flurry of death and
ease the economic depression felt by the dismemberment that is the Wasteland.
Leviathans.
Notable Pits: In the very center
Circle Six: The Lake of Fire of the Wasteland lies a well. Demons or
The Lake of Fire, run by the Mastim, damned souls that climb down the well find
is reserved for heretics, blasphemers and themselves emerging from another well in
the unholy. Sinners condemned to the Lake the center of the Pit of Anguish., a collection
of Fire burn in eternal flame, their flesh of dead trees where the souls of those who
regenerating once they have been boiled committed violence upon themselves (i.e.
down to skeletons. While the fires burn, suicides) are tormented by the other denizens
various members of the Mastim preach the of the Wasteland.
doctrines of God to the burning masses in a
mockery of their plight. Many Mastim prefer
to focus on the parts about redemption

134
Circle Eight: The Malbolge point of perpetual debilitating illness, making
The Malbolge is a collection of themselves sick for eternity.
ditches dug into cooked, barren earth.
Each ditch is dedicated to a specific type of The Bolge of Snake-Oil Salesmen:
fraud. Appealing to the Malphas sense of This Bolge is populated by those damned
dark humor and poetic justice, the ditches, who profited from trickery in life. Souls sent
or Bolges, are customized to allow the here have their eyes turned backwards inside
punishment visited on the souls there to fit their heads so that they can only see their
the crime. brains. Then various members of the Malphas
move rocks and obstacles around the Bolge,
The following are only a few of the causing the effectively blind souls to stumble
Bolges. There are literally thousands of mini- and trip constantly. This amuses the Malphas
hells within the Maleboge. to no end.

The Bolge of Hypocrisy: Within this Notable Pits: The Bolges are very
cavern, those who were hypocrites in life similar to Pits in design and concept. As such,
are forced to endure overexposure to the the Malboge has no Pits.
indulgences they partook in personally while
condemning. Alcoholics who condemned Circle Nine: Tartarus
drunkenness are force fed grain alcohol to the The lowest circle of Hell, Tartarus, once
served as Lucifer’s private home. Tartarus is

135
an icy, frozen wasteland. No source of flame angel (or in the care of a demon or angel)
can heat Tartarus. Lucifer’s former chamber to survive the process unscathed. Any non-
is located within a cave carved from the side celestial character passing through a Hellgate
of a glacier with raw malice. The landscape takes 2d6 points of damage as they cross
of Tartarus is barren and empty. UNtil the Hellgate’s threshold. Certain rare and
recently, Azmodeus periodically entered blasphemous effects can negate this hazard,
Tartarus to contemplate his plans or search acting as angelic or demonic protection.
for clues about Lucifer’s whereabouts, but Details on these spells can be found in
aside from these brief visits, Tartarus remains Chapter 6: Magic.
unoccupied.
Most Hellgates are temporary in
Hell was designed as a celestial prison. nature, opened through some form of
Journeys into Hell are meant to be a one-way magic. Some rare permanent Hellgates do
trip for a specific type of creature. However, exist. Permanent Hellgates are often (but
the universe and the creatures within it don’t not always) created in places where horrible
always play by the rules. As such, this chapter human tragedy has occurred. These are
will address the various methods of getting not necessarily famous locations, as places
into and out of Hell and the effects of being in such as Nazi death camps and sites of mass
Hell. terrorist attacks tend to subsequently become
memorial sites and founts of hope. The scene
Damnation of a particularly brutal murder is more likely
The quickest way for a non-celestial to become a permanent Hellgate than the
character (i.e. a character who is not an angel site of the World Trade Center attacks, for
or demon) to get into Hell is via Damnation. example.
Damnation typically occurs upon character
death. If a character is not worthy of entry Non-Celestials in Hell
into Heaven (ultimately Gamemaster Non-celestial creatures find the
discretion) and does not become a ghost, that journey to Hell incredibly dangerous and
character suffers Damnation. The character unsettling. While non-celestials in Hell are
becomes a Damned Soul (see Chapter 9: The certainly in a better position than Damned
Incorporeal). If a ghost loses his final Binding Souls, they find the process of doing anything
Tie (see Chapter 2: Character Creation) he is beyond simply moving to be incredibly
subject to the same judgment as a character taxing. This is due to being cut off from
that just died, going to Heaven or Hell as the flow of Contagion energy, which is
appropriate. the force that binds the universe together.
In Hell, Contagion does not flow freely;
Any character that entered a Demonic therefore a non-celestial in Hell carries only
Pact in life is automatically Damned. the Contagion that he brought with him. In
the absence of the flow of Contagion the
Hellgates non-celestial learns the true value of this
Beyond Damnation, Hell can be mysterious force.
accessed through the use of Hellgates.
Hellgates are portals between Hell and Earth Non-celestial characters in Hell must
or Hell and Purgatory. Hellgates are typically spend a Contagion Point in order to take any
(but not always) two-way portals that allow non-reflexive action that requires a die roll.
egress either to or from Hell. While virtually This includes Trait rolls but does not include
any creature can technically pass through a rolls to overcome being Shaken or damage
Hellgate, one must usually be a demon or rolls. Actions that require a Contagion Point to

136
activate must be paid for normally in addition cost 2 Contagion Points to activate, but
to the Contagion Point for taking a non- otherwise function normally.
movement action. Actions that do not require
a die roll do not require a Contagion Point to Spell triggers prepared before
activate. entering a Hellgate remain accessible and
do not cost Contagion Points to activate.
Magic also functions differently in Hell. However, if the spell requires a die roll to
This is largely determined by the origin of the target (such as a ranged attack) that die roll
Magic being cast, as follows. costs a Contagion Point.

Effects generated via Arcane If a non-celestial character dies in Hell,


Background (Magic), Arcane Background he immediately becomes a Damned Soul.
(Miracles) (from an infernal source), Ghosts and elves cannot cross Hellgates
Arcane Background (Psionics), and Arcane under any circumstance. Any attempt to do so
Background (Ritual Magic) require 1 fails, leaving the ghost or elf in creation.
Contagion point to activate. Once this is paid, Damned Souls cannot pass through a
the spell functions normally. Hellgate. Any attempt to do so fails, leaving
the Damned Soul in Hell.
Effects generated via Arcane
Background (Alchemy), Arcane Background Summoning a demon opens a
(Miracles) (if associated with non-infernal temporary Hellgate for the one round that
entities), and Arcane Background (Sorcery) the demon needs to manifest.

137
Oblitus Lucifer’s backdoor: Lucifer devised
Created by Yahweh over five thousand a secret entryway into Oblitus that allows
years ago, Oblitus is a prison realm meant to her to move in and out of the realm without
contain celestial beings and deprive them using the gateway. The specific functions and
of access to precious Contagion energy. conditions of this secret gateway are known
Though constructed by the most powerful only to Lucifer and Ornias
among the angels, Oblitus is painfully simple
in its design. The interior of Oblitus is simply Purgatory
an enormous cell with flat stone walls, floor Purgatory is the realm of ghosts.
and ceiling. There are no sources of natural Created by Yahweh at the behest of the
light or sound in Oblitus and the ambient Archangel of Death, Purgatory was meant as
temperature is constant and cool. a place of redemption and contemplation.
The souls of those who were not quite evil
Hidden within the ceiling is the single enough to warrant immediate damnation,
gateway between Oblitus and Earth, which but still unworthy of entrance into Heaven
opens at the summit of Mt. Everest on Earth. were to be sent to Purgatory in the hopes that
The gate, when closed, was kept invisible they would work to cleanse themselves of sin
from both sides by powerful celestial spells and become worthy to enter the Kingdom of
and wards. Now that the gate has been God.
unlocked by Lucifer, simply speaking the
proper word while touching either side of the Unfortunately, things are rarely that
gate will reveal the gateway on both sides for simple.
sixty seconds, allowing entities from either
side to pass through the gate. Corporeal and As long as there have been ghosts,
celestial entities passing through the gate to other beings have attempted to manipulate
Oblitus simply arrive in the appropriate realm them for their own ends. Death Walkers
upon crossing the threshold. The journey to and Conduits find themselves plunged into
the surface of Oblitus is perilous, as a single, ghostly affairs, Gregori and Chammadi battle
spiral staircase, carved from the stone of the over the final fates of the restless dead and
walls is the only way to reach the bottom necromancers use and abuse ghosts for their
without the power of flight or the ability to own selfish ends.
withstand such a massive freefall. The stairs
are narrow and crude, requiring a successful In response to the manipulation of
Agility roll to navigate safely. Failing this outside forces, Yahweh placed restrictions
check means the character falls unless he can on Purgatory and populated it with various
catch himself by making a Climbing roll at -2. creatures to serve his will. Over the eons,
The stairway is a recent innovation, part of the very nature of Purgatory has also
Lucifer’s long-term plan. As Oblitus is beyond spawned new and unusual creatures and
Yahweh’s perception and control, Lucifer sees idiosyncrasies. These disparate factors
Oblitus as a tactical advantage. Oblitus is combine to create a separate and entirely
being transformed from a prison and symbol contestable battleground for the War. Once
of oppression to a stronghold of resistance intended to be a second chance for the souls
and a symbol of freedom. Other plans for of mankind, Purgatory is now torn between
Oblitus include building private quarters all who would exploit and manipulate its
for residents and guests, construction of residents.
an armory, and construction of permanent
gates into Purgatory, Hades, El Dorado and For most ghosts, Purgatory is a layover
numerous other latchkey realms. on the soul’s metaphysical journey to Heaven

138
or Hell. Virtually every soul will eventually
wind up in one of these two places. The fate
of the soul is ultimately determined by the
actions of the person, though innumerable
forces try and sway ghosts to both sides.
On some occasions a ghost is utterly
destroyed, his name completely erased
from the Book of Life.

Rarer still is resurrection. In all of


human history, only a handful of ghosts
have experienced true resurrection.

Contagion is the energy that forms


Purgatory. When a human dies, Purgatory
and Earth touch for a moment, releasing
a small charge of Contagion. This charge
helps keep Purgatory in place, fueling the
existence of every creature and object
within the shadowy realm. Every ghost,
every Remnant, even the bizarre creatures
native to Purgatory are fueled by Contagion
energy. Their existence is perpetuated by
energy leaked into Purgatory from the living the scorched Remnant of the World Trade
Earth. Center reaches into the sky, fortified by the
sorrow of thousands of lives ended swiftly. In
Geographically, Purgatory is nearly Berlin, a long-toppled wall separates the city,
identical to Earth. Buildings on Earth are just as solid to the dead as it was in life. Decades
as present (if not as solid) to ghosts as they of strife and hatred helped affix the wall to
are to the living. The streets follow the same the landscape of the dead long after the
layout. Distance and time remain constant living discarded the structure. And woe be
between the two worlds. Entities and objects to the ghost who visits Auschwitz, where the
in Purgatory occupy the same space as their fires of genocide can burn souls to cinders,
earthly counterparts, though the two lands fueled by sorrow and loathing beyond human
are out of phase with one another. imagination.

There are some odd objects and Though ghosts are, by their very
structures in Purgatory whose earthly nature, limited in their ability to affect Earth,
reflections no longer exist. Remnants can location is still of the utmost importance to
be created from objects through accident, the restless dead. Lingering ghosts attach
emotional connection, or deliberate artifice. themselves to places they knew in life. A
Ghosts can sometimes bring valued items to stubborn old man may haunt the home he
Purgatory with them, investing a portion of refused to leave in life. A confused child may
their very being into the ghostly reflection still play in her bedroom, long after her body
of their possessions. Rarely, an item can has been laid to rest. Some ghosts even haunt
carry so much emotional weight to so their final resting places, driven by a desire to
many people that it is simply dragged into protect, or simply remain near, their decaying
Purgatory without intent. In New York City,

139
corpses. A ghost may elect to eternally ride The Void
the train that struck him down. Surrounding all of creation is a
shapeless, formless void of raw nothingness.
Other ghosts prefer to attach Those who harness sufficient Contagion
themselves to objects that they valued in life. energy and gain access to the Void are able
A ghostly author may follow the manuscript to craft new and unique realms. Accessing
he never finished, hoping for the chance to the void is a daunting task, complex enough
complete his masterpiece. A child molester to warrant an entire campaign onto itself.
can choose to haunt the van he used to The amount of Contagion Points necessary
abduct children in the hopes that he might to shape the void is staggering. This is not
continue his sick habit from beyond the typically an action permitted for player
grave. Perhaps an engagement ring that was characters of any sort.
never presented becomes the focal point for a
ghost’s attentions. Creatures who find themselves within
the void experience true nothingness and
While ghosts are dead people, they oblivion. They are frozen in time and space,
are still people. People are social by nature, unthinking and unfeeling. Only the most
and many ghosts follow the people they potent magics allow creatures (usually
knew in life. Some ghosts seek to protect or celestial in nature) to navigate the void, and
communicate with their loved ones. Feeling even then only for the briefest of moments.
like they left too soon, or simply loving their The void is truly a place where even angels
surviving family enough to shun eternal fear to tread.
rest, these ghosts concern themselves with
a person, or group of people, above all else.
Other ghosts seek to settle old scores with
still living enemies, or simply inflict suffering
on new victims in a perpetuation of the
cruelty of their breathing days.

140
Lucifer stood at the summit of Mt. Everest. Though the eastern sky held only
the faintest sign of the coming dawn, Lucifer could easily see the dozens of corpses of
climbers that had died trying to summit the world’s tallest peak. Rainbow Valley, so
named for the multiple colored jackets of the dead climbers that stick out of the snow,
was quiet this December morning. No mortal would dare attempt a climb this time of
year.

The solitude suited Lucifer just fine, though she knew it would be short lived.
She took a deep breath and looked out over the horizon, soaking in one final, peaceful
moment. She knew that her next action would shatter the serenity of her surroundings
and she wanted a chance to soak in the silence before it was replaced with chaos.
Lucifer reached out, touching the hidden surface where the gate to Oblitus sat beneath
the ice. She uttered the first word of her incantation against bindings. Immediately, the
sky opened.

Michael, the Archangel of War, descended from the heavens, flaming sword in
hand. His expression was solemn, but unwavering. He floated to within kicking distance
of the fallen angel.

“I can’t allow you to do this, Lucifer.”

Lucifer paused for a brief moment as she felt tears welling up in her eyes. The
whirlwind of emotions that rose within her threatened to distract her from her cause.
She fought to push her feelings aside and locked eyes with Michael.

“I know,” Lucifer said, her voice cracking slightly as she choked back her tears. “He
won’t stand for it. But this isn’t about him. Or you. Or me. This is about freedom, Michael.”

Michael nodded.

“Arm yourself,” Michael commanded. “If the final battle is to begin, then let it
begin.”

Lucifer shook her head. Tears now streamed down her cheeks, freezing in the sub-
zero wind.

“I’m not going to fight you, little one.”

Michael cocked his head to the side, confused.

“Then you submit?”

Lucifer gestured with a hand and spoke a single word in Enochian. In a flash, two
dozen of Lucifer’s allies appeared at her side. Among their number stood the eldest elf, a
vampire questing for redemption, one of the fledgling Morlocks, and numerous oddities,
outcasts and unlikely heroes.

Lucifer smiled.

142
“Not exactly.”

Lucifer’s reinforcements jumped the Archangel of War. The first fell to his fiery
sword immediately, but Lucifer could take no pause. Instead she dashed back to the gate
of Oblitus and resumed her chant.

A hand fell on top of Lucifer’s. Without missing a syllable, she looked up, into the
eyes of her companion, Ornias.

“Let’s change the world,” Ornias said.

Lucifer nodded.

Ornias joined Lucifer in her chant as the ground beneath them shook.

143
“Oh, welcome to this world of fools abandoned subtlety in favor of enormous
body counts and open warfare. Heaven’s
Of pink champagne and army appeared to be more than willing to
swimming pools meet Hell’s brutality on the battlefield with
a remarkable disregard for the well being of
Well, all you have to lose is your humanity.
virginity As the winter solstice of 2012
Perhaps we’ll have some fun approached, the world rushed toward major
changes. The date was significant in a number
tonight of ways, representing the end of the fifth age
So stick around and take a bite of of the Mayan calendar, a planetary alignment,
and as many people believed, the beginning
life of the apocalypse. Though the skies did not
We don’t need feebleness in this open, fire and brimstone did not rain down
proximity” and the rapture did not occur, two major
events took place that would alter the world
- Primus, “Welcome to forever.
This World” Now, today, the world of Contagion
Savage Edition is changing. The war has
escalated to the point of no return and every
Setting day the world inches closer to Armageddon.
On many levels, the world of As supernatural and celestial entities war
Contagion Savage Edition is no different for control of human souls, those occult
than the real world. World governments exist scholars in the know question how long the
as they do in the real world. Popular culture charade of normalcy can stand. With recent
is the same as it is in the world outside your events in the media, and the revelation of the
window. The same languages are spoken, supernatural, some feel this charade is already
the same technologies exist and the same destroyed.
religions draw worship. At a surface glance
the world of Contagion Savage Edition is
A Brief History of Everything
exactly like the world we all live in.
To understand the current struggles
At least for the moment…
in the world of Contagion Savage Edition, it
For millennia there have been
is prudent to reflect upon the history of the
supernatural struggles rocking the world
world. The events contained in this section
of Contagion Savage Edition. In ages
are hardly common knowledge. No single
past these conflicts were relatively open,
scholar would know everything listed in this
but as humanity became more populous,
section, and many would be ignorant to the
technology advanced and the Abrahamic
vast majority of items listed herein. This is
faith spread, these conflicts became subtler.
provided for players and Gamemasters to
By the late 20th century, belief in, and fear of,
enrich their worlds and characters, to provide
the supernatural had waned to a historic low.
springboards for your own storytelling and
As the 21st century began, the war
to paint a picture of some of the moods and
between Heaven and Hell began to escalate
themes of the Contagion Savage Edition
to a level unseen in two thousand years. This
setting. Feel free to incorporate what you like
supernatural escalation, paired with advances
and ignore what you don’t.
in technology, has threatened to rip the wool
from humanity’s eyes on a global scale. The
demons and Hellspawn seemed to have

144
In The Beginning… Once Yahweh held enough Contagion energy
There was nothing. Then God said, “Let to personally ensure his dominance, he
there be light…” crafted two mighty spells that would alter the
…Or so we were told. course of history.
In fact, no one story of the creation First, Yahweh reached out putting
of the world has proven to hold much merit. the active spirits that inhabited the Earth to
The only fact that seems to be universally sleep. Through this slumber, Yahweh was able
acknowledged is that at some point there to eliminate spirits as potential rivals while
was a void, which was formed into the cementing his own self-proclaimed status
cosmos through some manipulation of as the “one true God.” Next, he called all the
energy. Celestial beings, or gods, rose to angels in creation to his throne in his personal
power as they claimed worship from the realm of Heaven. Once all were present, he
newborn humanity. The world was built worked a massive spell that rewrote their
and refined through this worship, which memories. In one fell swoop, Yahweh had
transferred Contagion energy from the removed the existence of the other gods from
humans who generated it to the celestials the memories of his angels and established
who manipulated it. Spirits roamed the fields his own dominance among all celestial
and forests, the deserts and tundra, and for a beings.
brief, shining moment, there was something While a majority of the angels,
resembling paradise. including many of those who converted
Various gods claimed authority over during the war, were content to follow
the tribes of humanity. Though there was Yahweh’s lead, a few found themselves
undoubtedly fighting and rivalry between questioning the declarations and motivations
these celestial beings, the world seemed big of their master. The first angel to find herself
enough to share for a time. Unfortunately, unable to bend knee to Yahweh’s ego was,
that time would not last. ironically, his general, lover and friend, Samiel.
Approximately six thousand years ago, Repulsed by Yahweh’s actions, though not
a lone tribal god, called Yahweh, made an entirely certain as to why, Samiel sewed the
incredible bid for power. Bringing together seeds of rebellion among her fellow angels.
a sizable group of his fellow celestials, which Open warfare broke out in Heaven and before
he called angels, Yahweh orchestrated a coup long the angelic host defeated the upstart
with world domination as his goal. Yahweh rebels.
created a prison realm, called Oblitus, which Samiel was dragged before Yahweh’s
was designed to hold gods away from the throne and renamed Lucifer. Yahweh
Contagion that their followers provided. He ordered Lucifer and her followers cast into
then dispatched his angels to offer the other the Void. Only one of the angels who had
celestials a deal: convert to service of Yahweh fought at Lucifer’s side begged for Yahweh’s
as an angel or be cast into the endless forgiveness, and was denied. Ornias, the seer,
oblivion of celestial imprisonment. seemed perplexed by the outcome of the
Though a few celestials joined battle and begged Yahweh to understand
Yahweh’s angels, the majority resisted. that his mind must have been tampered with.
Yahweh’s forces, led by his general, Samiel, Yahweh ignored Ornias’s pleas, but Lucifer
who was a sun-goddess and Yahweh’s lover, did not. Lucifer spat insults and threatened
were able to overwhelm several of the other to spend eternity tormenting Ornias for his
celestials and countless gods were locked cowardice even as Michael opened a gateway
away in Oblitus. As the gods were defeated, to the Void and tossed Lucifer in. As Lucifer
the angels robbed them of what Contagion and her newly renamed demons fell, the
they could, passing the spoils on to Yahweh. Contagion that flowed through them leaked

145
out into the Void, forcing form onto the dark, would go to Hell to rot with the demons. An
empty corners of what was now known as angel of death was able to persuade Yahweh
Hell. to create Purgatory as a second chance for
The suffering of the demons, their those souls who may deserve it, but for
insanity and their pride tainted the Contagion the most part all souls were bound to go
that leaked out of them, causing the to Heaven or Hell from that point forward.
creation of Hell to be warped and horrific. In secret, Yahweh also sent small squads of
When Lucifer landed at the deepest depth Gregori angels to raid the various afterlife
of Hell, the release of Contagion sent out a realms of his former rivals, bringing the souls
shockwave that solidified and codified Hell therein directly to Heaven, where Yahweh
into its current form. absorbed their energy. These squads were
Once the dust settled, ordered to seal the realms
the screaming behind them,
began. and had their
The raw memories of the
shock of being events removed
cast into Hell upon returning to
drove many of Heaven. Yahweh
the demons grew confident
insane. Infighting in his control of
threatened to the world and felt
tear Hell apart. that Hell would
Lucifer, seeing serve as a fitting
the chaos, called punishment for those
her Archdukes to her who refused his edicts.
side and began enforcing Despite his P.R. Yahweh was
order. For a century swords neither omniscient nor infallible.
crossed, blood spilled He failed to predict the effect
and war reigned in that sending human souls
Hell. Finally, Lucifer to Hell would have on a
and the Archdukes metaphysical level. This
gained control of Hell was his first fatal mistake
and Lucifer divided the since assuming control over
circles of Hell among the Castes. creation, as the arrival of human souls
Realizing that they were cut off with in Hell not only gave demons access
little hope of escape, the demons began to much needed Contagion energy, it also
to panic. The demons would rail against gave demons a doorway by which to escape
the walls of their cage, if only they could find Hell.
it. As near as any of them could tell, they were When the first damned human soul
cut off entirely from creation. arrived, the walls of Hell shook. Fire spat forth
Once freed of the rebel angels, as the soul shredded its way through the
Yahweh was able to turn his full attention border between creation and damnation.
to humanity, creating and enforcing edicts. Demons flocked to the landing spot of
With the help of his brainwashed and loyal this human sinner. Lucifer stepped forth
angels, Yahweh was able to alter the nature and looked into the frightened man’s eyes.
of reality so that the dead souls of humans Immediately she knew the truth: Yahweh had
who worshipped him would be brought to condemned all men who did not worship
Heaven, while all those who refused him Him to the same fate as the demons. Lucifer

146
saw this as an incredible opportunity. If castigation. The might of Hell’s army swelled,
human death could make a door into Hell, soon surpassing its former glory.
it could most certainly make a way out. Seeing the wickedness of the demons,
Lucifer tasked the Chammadi, demons of Yahweh empowered those whose faith was
death, to find a means of egress from Hell. the strongest among humanity, whom he
The Chammadi reached out with all their called Clergy, to stand against Hell’s growing
awareness, trying to find any impending army. Further, he began empowering Slayers
death energy leaking into Hell. Before long, to stand and fight the invading demons
the Chammadi felt a human death. Distant, as and their Hellspawn. Demons cursed entire
if perceived through a cosmic membrane, the bloodlines giving way to new offshoots of
Chammadi discovered that they could sense humanity. The war continued to escalate.
human souls entering Purgatory. Through
trial and error, the Chammadi found a means The Christ is Born
to enter Purgatory from within Hell. Once in Knowing the power of sacrifice and
Purgatory, the Chammadi were able to act seeing how the demons had usurped that
as reapers and corruptors, turning souls in power, Yahweh formulated a plan to regain
Purgatory toward the path of damnation. some control over the flow of
Chammadi were also able to step from human souls. Selecting a poor
the lands of the dead into the land carpenter’s son from Nazareth,
of the living. From there, they Yahweh infused the unborn
began to employ human child with celestial essence
sacrifice and blasphemous and power, giving a
rituals to summon their part of himself to the
damned brethren from the boy. Jesus was to be
depths of Hell. the Messiah, son of
Now able to visit Yahweh and savior of all
Earth, albeit in very limited mankind. His presence
numbers, demons began and message (as well
spreading their corruption as his inevitable
amongst humanity martyrdom) did
again. Hellspawn immeasurable
were created to help damage to the
in this quest. Dark Hellspawn. Many people found new
sorceries and infernal pacts fed precious faith, and turned from their former masters.
Contagion to the demons still locked A new generation of heroes and Clergy rose
in Perdition. A very powerful Leviathan in the years of Jesus’ ministry. In many ways
discovered the means to create Hellgates the world was born anew, and the promise of
(which could only be done from Earth and redemption through love allowed Yahweh to
required extensive human sacrifice) that tighten further his grasp upon human souls.
allowed more Demons to escape back to Jesus would die on the cross for the sins of
Earth. all mankind. His blood would create a new
As wickedness spread throughout the covenant that would offer humans a chance
human flock, more and more human souls to find salvation through simple belief and
fell into Hell. Demons of the Leviathan caste repentance. When Jesus appeared on Earth,
discovered new ritual magics that allowed his purpose became immediately apparent to
demons to harvest the Contagion from these the demonic seers of the Ornians.
Hellbound human souls through torture and The Ornians rushed a warning to
Lucifer, who personally journeyed to Earth,

147
intending to tempt Jesus away from his In that moment, Lucifer felt an emotion she
divine mission. Lucifer’s temptation failed and had never known before: doubt. Keeping her
Jesus carried out his mission. Though fiercely observations to herself, Lucifer commanded
angered, Lucifer was intrigued by the idea of her legions to redouble their efforts and
redemption through Christ. When Jesus died, spread corruption throughout Earth.
he entered Limbo. Greeted by an army of As the word of Jesus and the new
Ornians who were unable to divine his intent, covenant spread, bastions of power built by
Jesus simply commanded the demonic horde demons on Earth began to fall. The arrival
to retreat. Compelled by Christ’s holy power, of human souls immediately slowed. The
the demons obeyed. Christ then traveled church gained power and Hell’s might began
directly to Tartarus where he entered and to dwindle. Lucifer sought new tactics in the
demanded a private meeting with Lucifer. War, keeping her doubts and concerns to
Lucifer obliged and the only witness to the herself, sharing her questions with none but
meeting was Archduke Ornias, who had been Ornias. Azmodeus, Lucifer’s trusted advisor
chained to the wall of Lucifer’s bedchamber and lover, formulated a plan to create a new
since the fall. breed of Hellspawn, unlike anything seem
While in Tartarus, Jesus boasted before. With some reservations, Lucifer
of Yahweh’s impending victory, the granted Azmodeus permission to seek
power of redemption and suitable candidates for his
the plan to win experiment.
the apocalypse Traveling
through to the farthest
love and reaches
forgiveness. of human
Jesus then civilization,
explained Azmodeus found
that he would six humans
take one-tenth suitable for his
of the souls experiment. In
from Hell, those Iberia, he found
his father deemed a cannibal named
redeemable, as a show of Antonio Pacifica. In Greece, he
power. Before leaving the meeting, discovered the blasphemer Valentina,
Jesus assured Lucifer that no power in Hell or descendent of famed philosopher Cassius
Oblitus could stand against Yahweh. That slip Longinus. Ireland brought the discovery of
of the tongue represented Yahweh’s second Muiris Ó Dálaigh, reputed to be the most
fatal mistake. Once Jesus left Tartarus, Lucifer merciless warrior to have ever lived. Travel to
turned to Ornias and asked what Oblitus Persia revealed the seducer Basil Fatin-Diya,
was. Ornias admitted to being as clueless as rumored to have romanced nobles across the
Lucifer, as both their minds had been wiped globe. The Prussian tundra led Azmodeus to
clean of all memory of the celestial prison. Faddei Ivanovich, who was said to possess a
This started Lucifer on a path of discovery heart as cold as the Siberian night. In China,
that would span the next twenty centuries he located Juan-Li Wangba. Juan-Li was a
and again change the world irrevocably. mass murderer with no respect for moral or
As Jesus left Hell, he passed through spiritual law.
each circle and collected one tenth of the Upon gathering these disparate
souls contained therein, as promised. The sinners, Azmodeus began testing their
following Sunday, Jesus rose from the dead. savagery and moral flexibility. The

148
repercussions of these tests were felt across liability. Azmodeus was shocked and angered
entire cities as Azmodeus ordered his by Lucifer’s proclamation. He feared that the
chosen servants to kill and terrorize entire Morningstar had lost her nerve. Enraged
populations. Satisfied with his choices, at what he perceived to be his master and
Azmodeus named his group “the Six” and lover’s cowardice, Azmodeus declared war on
offered them a special honor in Hell’s army. Lucifer. Armed with his vampires, Azmodeus
The Six would become immortal. defected from Hell and began staking a claim
They would be cursed to eternal lives of on Earth. Scraping every bit of magic he could
violence and strife. They would need to drink muster, Azmodeus made the vampires nearly
the blood of humans to keep strong, for in unstoppable and turned them loose, not only
the blood was life. Despite these flaws, they on mankind and their champions, but also
would be the most potent of Hellspawn, on Hellspawn and on any demon that dared
essentially becoming Hell’s elite killers. The Six
show itself on Earth.
agreed, becoming the first vampires. Heartbroken by the betrayal of
It is also important to note that around
another lover, Lucifer went to Earth and laid
the time of Jesus’s resurrection, the first major
a terrible curse on the vampires that they
split among Yahweh’s followers occurred. would no longer be able to abide her gaze. As
To Yahweh’s surprise, some of his followers Lucifer was still tied to the sun (Yahweh called
refused to believe that Jesus was the Messiah,her the Lightbringer and attributed her with
and the tribe that had first brought Yahweh tothe creation of sunlight) this caused vampires
power fractured. Some held to the old ways to forever burn when sunlight touched them.
while others chose to believe that another Once the curse was laid, Lucifer hunted
prophet, Mohammad, brought new divine down Azmodeus and defeated him in single
wisdom. Yahweh ultimately decided to utilize combat. Enraged, Lucifer tossed Azmodeus
all three camps to bring followers to his flock,
into a Pit, where he was doomed to remain
as that simply meant a broader base to derive for one thousand years. The date was June 21,
souls from. 1012.
Between Jesus’s cryptic remarks and
The Dark Era losing Azmodeus to treachery, Lucifer was
The Dark Era saw the rise and fall growing increasingly weary of the war. She
of the demonic Host. Azmodeus, with his spent a century in contemplative exile in
vampire experiment, began turning the Tartarus. Lucifer knew that she was now down
tides of the war on Earth. As Yahweh laid two of her original lieutenants and that the
curses on the vampires, Azmodeus refined War was just going to get harder. Ultimately,
their power, allowing them to use human Lucifer decided that Hell needed to regroup,
blood to overcome these weaknesses. In become subtler and focus their efforts on
response, Yahweh leveled more curses depowering Yahweh’s churches. Lucifer tasked
and began empowering more Slayers. As a the Mastim and the Succubae with infiltrating
side effect of this, Heaven’s army grew ever the churches, corrupting them so that they
more potent. Lucifer saw the madness of were less potent weapons in Heaven’s arsenal.
escalation and the impact it was having on Lucifer then instructed Headmaster Baarirron
the war. Fearing drastic action by Yahweh, of the Leviathans to dedicate his guild to
Lucifer concluded that the usefulness of creating a terrible plague; something that
the vampires had begun to wane. Lucifer could lay low significant portion of the Earth’s
demanded that Azmodeus abandon the population. Baarirron simply smiled and
vampires. Whether they were destroyed of replied that he had the perfect plague already
cast out was of little consequence to the developed. In the early 1300s the Leviathans
Morningstar, so long as they were no longer a released bubonic plague onto Earth, killing

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a significant portion of the population and During these years new races began
upsetting the balance of power in the war to rise throughout the world. Elves, vampires
once again. This allowed the demons to and werewolves had lived long enough
further corrupt the church and collect untold to begin crossbreeding with humans (and
numbers of new souls. This also facilitated occasionally each other), creating unique
the creation of Arcadia, unbeknownst to the sub-races. These sub-races presented a new
forces of Heaven and Hell, an oversight that concern in the war. Not quite human or
would prove problematic in due time. Hellspawn, these beings had supernatural
abilities inherent to their arcane birth, yet
The Rebirth were almost entirely without affiliation in the
When incidents of Plague began to war. While members of both armies tried to
decline, the economy of Europe bounced recruit these sub-races wherever they were
back with dedicated fervor. A new “working found, most of the unique creatures remained
class” began to emerge, as the formerly unnoticed by the armies of Heaven and Hell.
depressed peasantry discovered a new In the early Rebirth, the first of the
purpose, and a new lease on life. With the drow were born. Hailing from the union of
specter of death no longer looming over the a vampire and an elf, the first drow was a
continent, art, culture, and economy boomed. child of love. Keene, an elven hunter, and a
Cities grew and populations began to boom vampire named Eike met one night in the
again. New ideas were buzzing throughout English woods. Eike was searching for prey,
pubs and town squares. The world was, once having been run out of a nearby town by a
again, changing. Slayer. She happened upon Keene and was
In 1483 Martin Luther was born. His instantly smitten. The two began a long and
father, a domineering and stubborn man, had adventurous courtship, which resulted in the
wanted him to become a lawyer. Something birth of their first daughter, Ebony.
inside Martin chafed at the profession, and While their unusual family was not
upon reaching manhood, Martin Luther accepted by either of their kind, they stayed
became an Augustinian monk. Being a man together throughout most of the Rebirth,
of new ideas, and extreme courage, Luther siring eleven more children. Eventually,
disagreed with several of the Church’s Eike fell to a Slayer’s stake, leaving Keene
practices. His opinions formed and grew from extremely depressed. Other drow were born
small curiosities and diligent questions into from similar unions.
outright challenges of accepted dogma. He Historically, the drow were shunned
composed his 95 Theses, condemning the by their parents’ societies. The drow were rare
practice of Papal Indulgences. The church enough to be considered individual oddities
reacted harshly, and the Hellspawn became by the armies of Heaven and Hell. Though
petrified that Luther’s ideas would gain both sides have tried to convert individual
popularity. drow to their cause (with varying degrees of
In 1521, Luther was excommunicated success) any attempt to convert the race en
from the Catholic Church in a failed attempt masse would ultimately be futile. Perennial
to hamstring his ideas. The Pope’s plan outsiders, the drow often struck out on their
backfired, much to the dismay of the own upon reaching adulthood, maintaining
Hellspawn who had infiltrated the church. cursory ties with their families. Over the
Martin Luther founded the Lutheran course of a few centuries they became
Church, espousing his “heretical” ideas, and numerous enough to form a few small
unknowingly tossing off the yoke of the settlements throughout the world, though
Hellspawn. in modern times they number less than a
hundred.

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The rebirth also saw the creation of After decades of growing her brood,
orcs. An elven Casanova named Caledoni Caledoni sent groups of her children out into
had been making her way across Europe, the world to make new settlements. The orcs
seducing and robbing powerful royalty and spread out across Europe, and eventually to
aristocrats. One of her less scrupulous victims Africa and the Americas.
chased her down in France. The angry noble Each of these supernatural races grew
had Caledoni beaten, stripped, and left for and prospered behind a veil of secrecy. Most
dead. humans were unaware of the new creatures
Before Caledoni recovered enough in their midst. Among humanity, changes
to move, a pack of werewolves happened in religion, philosophy and the invention
upon her. The werewolves took her to their of Gutenberg’s press caused widespread
den where they proceeded to torment her changes in society. The Hellspawn were
in unspeakable ways for several months. forced to become even subtler, lest a newly
Eventually, she became pregnant. Upon educated populace discover them. As the
realizing that she was with child, Rebirth spread, the Hellspawn
the werewolves sent her thinned out their influence.
away, dropping her off Though less overt, their
in a nearby village. involvement became
Retreating to her more widespread.
native Tuscany, Manipulators on
Caledoni both sides of
finished out her the war fought
pregnancy in for control
the company on smaller
of other elves. battlefields.
Her nights were
plagued with Industrialization
nightmares With the
throughout the beginning of the
pregnancy. American Industrial
When she Revolution, the
went into labor, the delicate balance of the
village midwife came Rebirth was shattered.
to assist her. The midwife No Hellspawn’s scheme was
screamed in horror as she responsible for this event. No
saw the first of the ten monstrosities Clergy can take the credit. Ultimately the
born that night. The elves of the village changes that shattered the balance of the
came to Caledoni’s hut to offer aid. Seeing rebirth can be attributed to Henry Ford.
the children, the villagers called for their The assembly line gave humanity
destruction. Caledoni refused to allow her the key to efficient mass production. As
children to be harmed. Taking her newborns, the years passed, this simple concept
she fled to the Black Forest of Germany, propelled humanity’s achievements forward
where she raised her children in solitude. at breakneck speeds. The forces of Heaven
The horrors of the previous months and Hell were almost too slow to react. The
took their toll on Caledoni, and she became defining moments of the first half of the
deranged. She decided to crate her own twentieth century can be mainly attributed
society, comprised of her children, with her as to mankind. The Great Depression, two World
Queen. Wars, and the horrors of the Holocaust, and

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ultimately the creation of the most potent appearance in Hell. She would often spend
weapon in history were all human endeavors. long days in solitude in Tartarus, solemnly
During the brief respite between contemplating her next move. However,
world wars, another new race was born. the morning of January 1st, 1950, Lucifer
A small American settlement of orcs had called a meeting of the Archdukes in
managed to capture a vampire for breeding her home. The Archdukes assumed that the
experiments. After nearly a decade of effort, meeting was to discuss the recent upper
the first viable pregnancy occurred. After a hand granted to Hell’s army by the atrocities
frighteningly short gestation, the first goblins of World War II, and many were excited
were born. to see where Lucifer planned to take the
These goblins war. When the Archdukes
were incredibly curious arrived, Lucifer was
creatures, fascinated gone. Furthermore,
with shiny things. They Ornias, who had
were also incredibly been imprisoned
accident-prone. in Lucifer’s
The newborn bedchamber
goblins were since the fall, was
dangerous and missing. Tartarus
difficult to control. was abandoned.
Unfortunately, Lucifer had fled.
they bred rapidly The
and gave birth Archdukes
to large litters agreed to
of offspring. lead Hell in
Eventually, a temporary
the American council until
orcs banished Lucifer, or a better
the goblins. plan could be
Goblins now keep found.
settlements in several In the latter
American cities. half of the
Both Heaven twentieth century
and Hell were present the Hellspawn
in the political events spread evil and
of the early twentieth corruption virtually
century, but the roles unchecked. Greed,
of Hellspawn, Clergy, and Slayers temptation and sin were fed
had become far less manipulative. across global information networks,
The factions fell in step with humanity’s lead and the airwaves were saturated with
during these difficult and chaotic years. When encouragements to join in the abandon of
the smoke cleared from World War II, the damnation. In these decades, the number
Earth’s population had been reduced by more of Clergy and Slayers rapidly declined as
than 50 million people, and the forces of Hell well. Angelic visitations all but ceased to
had regained control. Ironically, it was during occur. Hellspawn bred and multiplied with
this time that Lucifer abandoned Hell. unprecedented fervor. For a time, it had
It was not unusual for Lucifer to go seemed as if Yahweh had abandoned the
months without making any sort of public Earth, giving up on mankind entirely.

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As it turns out, He was simply Once this was done, she told them of her
regrouping. plan to open Oblitus and free the world from
Yahweh’s tyranny. The gods had not forgotten
The Millennium of Change Lucifer’s role in Yahweh’s coup and many did
In the first months of 2000 AD, not trust her. As a show of power and good
Heaven’s forces returned with a vengeance. faith, Lucifer released the souls within her into
Clergy were empowered in record numbers, Oblitus. At that moment, as the souls passed
as inexplicable waves of newfound faith from her, she found herself experiencing
washed through society. In some countries each moment of each of their lives. In an
people began flocking to the banner of instant, she had learned true empathy and
various churches. Where churches had understanding of the human condition.
become corrupt, the faithful forged personal The gods, starved for Contagion,
relationships with Yahweh, allowing their faith began to descend upon the horde of ghosts.
and their conscience guide them without Lucifer cried out, stopping the gods in their
the need for organized religion. The divine tracks. She declared that the ghosts were
began choosing foot soldiers en masse, and beings of free will and that the gods had
the number of Slayers grew at least ten times no right to devour their energies without
greater in the first decade of the 21st century permission. Lucifer stated that the ghosts
than at any other point in human history. were free to give worship to the gods at
These modern Slayers were better equipped their leisure, but no god could simply steal
than their historic predecessors, though far Contagion from the souls. Tezcatlipoca
less organized. Rumors of angelic sightings scoffed at Lucifer’s decree and attacked
increased exponentially. one of the ghosts. Lucifer, even in her new,
Nearly a third of the population of weakened state, was much stronger than
Purgatory suddenly disappeared on New Tezcatlipoca, and vaporized the Aztec god
Year’s Day 2001. While the vast majority of with a single word.
angels and demons remain unaware of the The imprisoned gods swore an oath
nature of this mass disappearance, the truth to obey Lucifer’s commandment and court
is known to a select few. Lucifer, having the willful worship of the ghosts. Lucifer, in
discovered the existence and nature of turn, promised to find a way to open the gate
Oblitus, ran a raid on Purgatory at the speed of Oblitus permanently and grant the gods
of thought to gather Contagion energy. At freedom. She then left Oblitus on a quest
the time, only Azrael, the Archangel of Death, to find the keys to the realm. For the next
Ornias and Yahweh knew that Lucifer was decade she and Ornias crisscrossed the globe,
responsible for the raid, though her motives tracking down occult secrets and divining
remained shielded from Yahweh and Azrael a method of freeing those trapped within
via powerful warding magic. Oblitus.
Infused with hundreds of thousands During this time it also became
of souls, Lucifer made her way to the gateway apparent to King Hektor and Queen Thereza
that led to Oblitus. Having discovered a magic of Arcadia that their realm was dying.
spell that would allow her to slip past any Estimating that the realm would crumble to
lock, magical or mundane, Lucifer snuck into nothingness within three decades without a
the celestial prison. To her horror, she found new and large infusion of Contagion energy,
a realm full of deranged, depleted gods who the celestials formed a plan to transform
were barely conscious. elven souls into a new undead creature that
Lucifer used her own personal could siphon Contagion from earth and feed
Contagion reserves to elevate the gods until it back to their private paradise. As a result the
they were able to think clearly and speak. Arcadians were born.

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2012: The Dawn of a New Age home to a massive celebration, with over five
The ongoing escalation of the war, thousand people in attendance. When the
the creation and decline of Arcadia, Lucifer’s altar stone of Stonehenge began to glow and
quest to discover the truth about Oblitus and Morna stepped out, hundreds caught the
the lack of true leadership in Hell all came to a entire incident on their cellphones and digital
head in 2012. cameras. Photos of Morna’s appearance
On June 21st 2012, Azmodeus was spread across social media and YouTube
released from his prison. Seeing the state was flooded with videos of this strange
of his realm, he immediately claimed the occurrence. The mainstream media has gone
throne and seized control of Hell. Azmodeus to great lengths to paint the incident as a
has three priorities: hoax, but millions of
find Lucifer; discover people worldwide
the fate of the question whether
missing ghosts or not the fairy of
from Purgatory Stonehenge is real.
and usher in the At the
final battle of the same time, atop
Apocalypse as the peak of
soon as possible. Mount Everest,
Azmodeus is Lucifer and Ornias
angry at the began working a
universe and ritual to open the
wants it to end. gate to Oblitus.
He does not care Once the powerful
who wins the final magic began
battle, so long as to flow, Lucifer’s
everything burns. If warding spells could
he can have revenge no longer conceal
on Lucifer before the her from Heaven’s
curtain falls on creation, seers. In an instant,
all the better. the Archangel Michael
The Winter Solstice appeared before her,
of 2012 proved to be one demanding that she stand
of the most important dates down.
in the history of the cosmos, as Always prepared for
two major events occurred that the worst, Lucifer triggered a
altered the world completely. summoning spell that brought two
The planetary alignment of dozen of her closest allies to her side.
the solstice, combined with the presence Made up of people from numerous races
of several worshippers and revelers at key and callings that she had befriended over
ley lines across the globe allowed Hektor the past six decades, Lucifer’s allies were all
and Thereza to open the gates of Arcadia, prepared to fight to the death if necessary
spilling the Arcadians onto the earthly to help her see her plan through. The small
realm. Many of these appearances went force focused all of its attention on keeping
undocumented, noticed only by those Michael occupied long enough for Lucifer
present. One notable exception was the to finish opening the gate of Oblitus. As the
arrival of an Arcadian named Morna at tenth ally fell to Michael’s sword, the final
Stonehenge. The ancient druidic site was magical seal broke, opening the gate and

154
allowing the gods to escape. Knowing that to Tonight and Everything After
stay meant certain death; Michael retreated As the War escalates in an age of
to Heaven to report his failure to Yahweh. fiber-optic communications and broadband
The gods poured out into the world, Internet access, it can’t be long before the
going their separate ways. While many were surface shatters and mankind learns the
now loyal to Lucifer and her plan to remove truth. For now reason prevails. People talking
Yahweh from his throne through courting about Hellspawn and demons are generally
Humanity’s worship, others simply wished to treated as insane. Newspapers that publish
resume their old lives. Many gods returned sensational tales of the supernatural are
to their old realms to find them in disarray considered supermarket tabloids used for
and disrepair after nearly six millennia of entertainment. How long will this fragile
abandonment. state last? How many people will it take to
With the aid of Ganesha, Lucifer and report the same things before the masses of
Ornias had their memories restored and all humanity begin to listen?
of Yahweh’s manipulations undone. Now Ultimately these questions are up to
free of the lies and manipulation, Lucifer the Gamemaster and players to answer. The
has redoubled her commitment to ending metaplot and history of Contagion Savage
Yahweh’s tyrannical reign. Calling herself Edition are provided for you to use as you
the Goddess of Free Will, Lucifer now courts like and ignore at your leisure. If you prefer to
humans, supernatural races and celestials to ignore the Oblitus plot, the Arcadia plot, or
reclaim the cosmos from Yahweh and to fight the existence of Yahweh, feel free. It is your
for freedom. game, run what you like.

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The Gamemaster Story and Setting
The Gamemaster (or GM) is the The Gamemaster sets the general
player responsible for directing a gaming plot and setting for the game. Utilizing the
session. Part narrator, part judge, and part several aspects of the Contagion Savage
player, it falls to the Gamemaster to ensure Edition setting, or inventing their own, the
that all players have an interesting and Gamemaster creates the world in which
enjoyable evening. This duty carries several the characters live. This includes creating
responsibilities. NPCs or Non-Player Characters. NPCs are
any character that is not controlled by the
Rules and Adjudication Gamemaster including antagonists, random
The Gamemaster is the final authority folk walking down the street, or contacts that
regarding the rules of the game. This does the characters know.
require the Gamemaster to have some
familiarity with the rules and mechanics, It is advisable for the Gamemaster
and can be quite intimidating to new to plan out relevant NPCs. Technically NPCs
Gamemasters. Don’t let it frighten you. This don’t even need stats unless you intend to
rulebook (and its associated supplements) is involve them in combat somehow. When
available for you to flip through for reference, creating NPCs it is important to focus on
as needed. It is good to know as much as you names, personalities, backgrounds, and
can about the system, and nothing slows relationships with the character.
down game play like taking five minutes
to hunt down an obscure rule in a gigantic The story is extremely important. It is
gaming book. Still no one is going to quit important to tell a story that all players will
your game if you have to look something up enjoy and be involved in. Often, this involves
once in a while. discussing themes before creating characters,
so that everyone knows roughly what to
The second part of this responsibility expect. Of course you will want to surprise
is adjudication. Simply put, the Gamemaster your characters and include plot twists,
decides how the rules work in his game. but a group of pacifist Clergy will not likely
Though we have taken great pains to try and enjoy a combat laden killing spree with vile
cover as many possibilities as we can, you monsters that can’t be reasoned with. Tailor
will undoubtedly come across a situation the characters to the story and the story to
that is not covered in the rules. It falls to the the characters.
Gamemaster to decide how these situations
are handled. Simply try to be fair and There are innumerable stories possible
consistent when making decisions on the fly. in the world of Contagion Savage Edition.
It will help keep the players happy. If you want to focus on the daily lives of
There is also a good chance that a normal characters in a dark and mysterious
Gamemaster may disagree with some of the world, you can. If you prefer super heroic or
rules in this book. The Gamemaster has the supernatural champions of good who throw
power to alter and append these rules for themselves into the fray for the cause of
their game in any way they see fit. Just be justice that can work too. You can even play
sure to let players know at the beginning of evil characters bent on shoving the world into
the game if you intend to change any rules. nihilism and destruction. You set the tone
It’s only fair to the players. and tempo of your game session. The players
have their own way of speeding up or slowing
down your plans, but as the Gamemaster you
are largely responsible for crafting the tale.

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Backgrounds For example, Brenda wants to create
The background of each character a member of the Clergy who has had
is very important to your developing story. somewhat of a checkered past. Her character,
These backgrounds can take shape in many Francis, is a thirty-five year old Catholic priest
different forms. who has been a member of the Clergy for
the past five years. Francis is an upstanding
For example, Anthony is playing a member of society and enjoys doing God’s
Witch from the south side of Chicago and is work in his day-to-day life. Secretly, Francis
having a hard time coming up with a back- is a member of a church that holds black
story for his character, Roberta. He tells the masses and worships a dark god.
storyteller that Roberta is
a high school drop out and The problem with
has found her way into the this type of back-story is that
occult far enough that she is Brenda wants to have both of
now a Witch. the advantages of a Clergy
character and the connections
The story may seem and power of her black mass
fine, but there are a lot of holes church. If Francis is a member
in Roberta’s past that could of the Clergy, he cannot
help you flesh her back-story knowingly associate
out and give you some ideas himself with an evil
to use as plot devices later on church: it would be a
in the story. Roberta’s history direct violation of his faith.
might be more grounded if When players are creating
we included her romantic histories for their characters,
relationship for the past you should remind them that
three years happens to some character types and
be a fellow Witch who Professional Edges have strict
has been practicing for guidelines as to how they
the past decade. This small operate. In any character’s
addition to her history back-story, it should remain
tells us that Roberta has a the players’ choice to
lover that practices magic, create. Don’t make
and her lover may have it up for them,
taught her the arts for any even if they want you to.
number of reasons. Perhaps In the end they will enjoy
he wanted an apprentice a character more if they
or maybe Roberta has have control over how it was
stolen the knowledge created.
over the past few years
for her own devious Getting Started
reasons. The possibilities As your campaign
with a character’s history are starts, the players need
effectively endless. As the to be drawn in to your
storyteller you have final say storyline. It is important
on what is feasible for any to keep in mind not
player to have in their history. all players will work
together. In fact, some

158
may openly work against each other. No After making yourself familiar with
matter whether they work together or not, the characters that will be played, you
it is not your job to force the players to work should decide where to start first. In the
together, or like each other. The players have past, many games sessions have started out
their own vision of the story as it plays out, in bars, restaurants and similar places. It is
and they have ideas about how the characters highly recommended that you not start your
would react to the situations you throw at campaign this way. This type of opening can
them. The Vagrant drug user who fights evil be too old fashioned to get your players’
because it is invading his part of the alley can attention. Instead, you could start with one
be very different from a Slayer who poses as player and introduce your plot to him/her
a rich businessman during the day. These two and work the other players in as the story
characters may seemingly have nothing in needs. The story can start in any way you
common on the surface, but they both have a choose. In media res, a Latin term meaning “in
need to fight evil, albeit for different reasons. the middle of action,” can be a great way to
As the Gamemaster your job is to find the start off a game session. This type of opening
common ground between the characters and can jump-start the players into the game,
use it to make the story flow smoothly. This electrifying the energy at the table ad letting
also means you have to be on top of what is everyone start as part of the excitement. The
happening and what you have planned for most important thing to remember about the
the night’s events. It is not enough to know opening is to grab your players’ attention and
the character’s Races, but you should also never let go, much like a great movie.
know, or at least look, at the rest of the sheet.
Does the Slayer have a Quirk Hindrance? This As the story progresses make sure
could give you access to an interesting plot to take mental (or, if you feel comfortable,
complication for the character. physical) notes about what the players are
doing and how their characters react to the
The character’s equipment should situations you present. This can help you in
also concern you as well. If the players sit the future by setting up specific situations for
down with you to create the characters they those characters.
are going to play, when they come to the For example, if the Slayer in the party goes
point they need to purchase equipment, guns blazing into every encounter with a
assist them in picking out the right pieces for member of the walking dead, you can assume
their specific character. If the players make that this trend will continue until you show
their characters before they sit down at the them what can happen if the monster is
game session, go over their equipment with immune to bullets.
them and make sure they haven’t picked
up anything they shouldn’t have. This also
gives you a chance to pick out certain things
Dos And Don’ts: Tricks Of The Trade
If Contagion Savage Edition is
in a characters inventory that they should
your first Gamemastering experience, it’s
have. The Clergy player who wants a rocket
important to keep a few of the ground rules
launcher isn’t paying attention to what kind
in mind when dealing with players and their
of character he has chosen. On the other
characters during a game session. These
hand, the Slayer who forgets to buy any
tips and tricks will only help you enjoy your
weapons is going to have a hard time slaying
Gamemastering experience.
anything. With every character it is important
to be fair with any purchases the players want
to make. Don’t deny them equipment they
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159
Do: Keep your players interested Do: Play to the crowd
All of the hard work you have done Before you ever sit down for a gaming
on your game comes down to one very session, it is very important to talk to your
important thing: the players have to be players and find out what they would like
interested. If the players are falling asleep to see from the game. If you want to run a
during your scene descriptions then you need compelling story about a werewolf trying to
to spice it up a bit. Keep the players on their learn to master the beast inside himself, and
toes and thinking about what their characters your players only want to kill monsters with
are going to do next. very large weapons, then you might have a
problem. Find out what they want, and give
Do: Let the players role-play it to them. It is also important to allow a few
The most damaging thing you can do minutes after each session to discuss what
as a Gamemaster is to not allow the players the players did and didn’t enjoy about the
to role-play. It’s the reason why they come evening’s events. This will make the game
to play in each session! If the players get more fun for them, and easier to manage for
involved in a long and drawn out interaction, you. Nothing will spoil a good gaming session
just let it go on until it reaches a good like two bored players talking about the local
breaking point. This is not to say that you social rumors while you are trying to run a
should let the players blather on and on, but scene. Keep everyone entertained.
keep the spotlight is on them, as it should be.
Don’t: Let players run amok
Do: Keep your game in a quiet environment Some players like to steal the
Could you role-play in the middle of spotlight. They want to be the center of
a rock concert? Neither can the players. The attention, and they want to be the one to
environment you choose to play in greatly “break the module wide open.” This can be a
effects the attention your players will give good thing, unless it is always the same guy
you. Music from a stereo or laptop can be doing it. If you see a player stealing everyone
great to get some players into the mood to else’s thunder, encourage the others to get
play, but can be distracting to others. You involved. Bring everyone into the story with
should remember to use your best judgment interactions. Create opportunities for the
in what you let go on in the background of wallflower characters to stand in the limelight
your game sessions. for a bit.

Do: Remember that the story always comes first. Don’t: Argue about the rules during a session
How many times have you heard Simply put, arguing in the middle
“But the rules say?” It can be aggravating to of a game session wastes everyone’s time.
have the rules of this book and others like it If a debate crops up during game, hear the
quoted to you verbatim, and it does happen. player’s complaint. Give him a minute or two
It’s important to keep in mind that the story to state his case, and then make a decision.
comes before any of these rules listed. You Once that decision is made, however, stick
want to tell a stunning and compelling story to it, and if the player continues to argue,
that captivates its audience, your players. politely ask him to talk with you about the
Never let the rules get in the way of your grievance after the game. If they become
story, and if they do, just change them. We belligerent, ask them to leave. Talk about it
promise it’s ok. later.

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Don’t: Tolerate cheating Don’t: Lose your cool
If you catch a player cheating, you Let’s face facts: Gamemastering is
need to deal with it immediately and swiftly. stressful. Sometimes players piss you off. Do
Honest mistakes can be made, but if you find not hesitate to take a break if you feel your
a character that is 50 points over on skills, temper flare. A quick breather can help you
or that one of your players says he rolled a calm down. It should be foremost in your
12 when he actually rolled a 4, then chance mind that the purpose of the game is to have
are it was not an honest mistake. Warn fun. If you find yourself getting irritated every
the offending player once. If the behavior game session, perhaps you should not be a
continues, kick them out of the game. You Gamemaster.
don’t need the hassle.
Advancement
Don’t: Be cheesy As the Gamemaster, it is your
Clichés can be fun. Clichés repeated responsibility to hand out Experience and
over and over again get annoying. If every Bennies. Experience points and Bennies
vampire in your game wears a cape and has are rewards that players receive for
a bad Romanian accent, your players will accomplishing goals and role-playing. These
probably find it very lame very quickly. Of points are then applied to the character
course, throwing the occasional wannabe to increase his character’s traits or to help
goth, who by some stroke of luck became with in-game challenges. The rules laid out
a vampire and so plays out every bad in Savage Worlds govern how experience is
Hollywood stereotype, can be amusing. Still, given to players, and what it does. Always
if it becomes the norm, your players will get be fair when handing out Experience points
bored quickly. and Bennies. Work with players to ensure that
they feel they are being treated fairly and that
their characters are advancing in a way they
find interesting.

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“Faces of a million hells all Advances spent by virtue of that Race’s
inherent abilities, but if any Advances are
Rage inside these veins available for the player to spend at Character
Pounding out desrved pain Creation, those will be noted in the Race’s
description.
To anyone in need”
-Danzig, “Am I Demon” Arcadian
On the night of the Winter Solstice
in 2012, several mystical portals opened
Advanced Races between Earth and the magical land of
Some Races are so inherently Arcadia. Creatures claiming to be the
powerful that they automatically begin immortal spirits of dead elves emerged
at a higher Rank than Novice. It is highly from these portals and began investigating
recommended that Gamemasters who the mortal world. Shadowy and tragic, the
allow such characters to be played, allow Arcadians are unified in a mysterious quest
all characters in the campaign to begin at that baffles and intrigues outsiders.
the same Rank, in order to maintain some Contagion Regeneration: Arcadians do not
semblance of game balance. So, in short, naturally regain Contagion Points and must
if the Gamemaster is willing to allow one siphon Contagion Points from a sentient
character to play an Angel, which begins at a creature by means of the Seely Caress or the
rank of Veteran, all player characters should Unseely Grasp (see below.) This is the only
create their characters normally and advance way for Arcadians to regain lost or spent
them to the rank of Veteran in order to keep Contagion Points.
things fair and equal.
Racial Features
Environmental Resistances: Arcadians
As many games will involve a broad
receive a +2 bonus to resist all negative
range of races in play, it is recommended
environmental effects (heat, cold, pressure,
that the Gamemaster advance all characters
etc.)
to the highest rank in play. For example, if a
Keen Senses: Arcadians receive a +2 to all
group consists of two humans, an angel and
Notice checks involving sight and hearing.
a dhampir, the Gamemaster should award
Low Light Vision: The character’s eyes
the two human characters 40 Experience
amplify light like a cat’s, allowing him to see
Points each (bringing them to the Rank of
in the dark. He ignores attack penalties for
Veteran and conferring 8 Advances), while
Dim and Dark lighting.
awarding the dhampir 20 Experience Points
Resilient Spirit: Arcadians receive a +2 to all
(elevating the dhampir from the starting
Spirit checks made to resist mind control,
Rank of Seasoned to the Rank of Veteran
enchantments or emotional manipulation
and conferring 4 Advances.) As the Angel is
via magic.
considered a Veteran at character creation,
Seely Caress: Seely Caress allows an
no Experience Points or additional Advances
Arcadian to siphon Contagion Points from
are conferred.
another creature through pleasant contact.
By gently touching, kissing, hugging or
Members of Races that confer an
engaging in other intimate physical contact
automatic beginning Rank start play with
with another creature for one hour, the
the minimum Experience Point total for that
Arcadian may steal 2d6 of the target’s
Rank (so an Angel or Demon would begin
Contagion Points. There is no roll to resist
the game with 40 Experience Points at Rank:
this ability. If the result of the die roll for
Veteran). These races will typically have
Seely Caress is greater than the target’s

162
current Contagion Point score, the Arcadian Sleepless: An Arcadian may never sleep.
only gains a number of Contagion Points No spell, potion, or drug can cause
equal to the target’s pool. This experience unconsciousness in an Arcadian. Even a
is extremely pleasant for the target and the severe beating will simply incapacitate the
Arcadian. creature. An Incapacitated Arcadian is fully
Undead: +2 Toughness; +2 to recover from awake and aware, simply unable to move or
being Shaken; no additional damage from act.
Called Shots; immune to disease and poison; Unhealing: As Undead creatures, Arcadians
does not suffer wound penalties. do not normally heal. As a part of their state,
Unseely Grasp: By successfully grabbing a Arcadians may at any time spend 1 Contagion
target, either through a grapple attack, or Point make a Vigor roll in order to attempt
by establishing a firm grasp on a helpless to heal, per the Natural Healing rules as
or unaware target, the Arcadian may take presented in Savage Worlds. This Contagion
2d6 points of Contagion in one turn. This Point expenditure replaces & supersedes the
experience is incredibly painful for the healing period of five days required by other
target and quite pleasant for the Arcadian. characters. This is the only way in which an
If the roll result of the Unseely Grasp would Arcadian can heal. The Healing skill cannot
demand more Contagion Points than the aid a wounded Arcadian, nor can healing
target currently has in his pool, excess points magic. An Arcadian spending Contagion in
manifest as temporary Stamina damage on a order to heal cannot spend Contagion Points
one for one basis. There is no known way to on anything else in that round, but can act
resist the Unseely Grasp. normally (healing does not use the Arcadian’s
Hindrances action.)
Contagion Channel: Arcadians are magically Special Requirements
linked to their home realm, feeding precious Any elf that dies finds their soul transported
Contagion energy to the realm to help sustain to Arcadia. Arcadians who die cease to exist.
it. One out of every two Contagion Points Their remaining Contagion Points are fed
acquired by an Arcadian is sacrificed to this back to Arcadia and their bodies immediately
channel and sent immediately to Arcadia. turn to dust.
There is no known means to interrupt this Starting Advances
link. Arcadian characters may select one Advance
Contagion Starvation: Arcadians actively at character creation. The Arcadian must
crave Contagion. Every day that an Arcadian meet all requirements in order to select the
fails to gain Contagion, whether through the Advance.
Seely Caress or through the Unseely Grasp, Starting Rank: Seasoned
the Arcadian must make a Spirit check (TN 2
+ the number of days since the Arcadian has Angel
gained Contagion.) If this Spirit check is failed, This race of celestial beings act as
the Arcadian is considered Fatigued until he servants of the Heavenly Host and soldiers of
is able to gain Contagion, or until the next Yahweh. So far as any angel can remember,
sunrise, when the Spirit check is repeated. this is the way things have always been.
Ennui: Arcadians suffer such great ennui Recent events in the world of Contagion have
as a result of the impending doom of their called the true nature of angels into question.
homeland that they receive a -1 penalty While most remain obedient and faithful
to Pace. Furthermore if an Arcadian rolls a to Heaven, rumors are beginning to spread
Critical Failure on any die roll, they fall into a about a second rebellion among the Host.
deep depression, suffering a -2 penalty on all Type: Celestial
Trait Tests for 1d6 days.

163
Contagion Regeneration: Angels do not what it is: a perversion of divine creation. No
regain Contagion Points until they reach zero roll is needed to use this ability.
current Contagion Points, at which time they Strength of Spirit: All Angels begin play with
gain 1 Contagion Point per hour. If an Angel a d8 in Spirit and may raise it to a d12+2 via
returns to hallowed ground, dedicated to the normal advancement; the Expert and Master
worship of Yahweh, this rate increases to 6 Edges may raise it to a d12+4
Contagion Points per hour, until they reach Hindrances
their maximum Contagion Points Choir: Every angel belongs to one of the eight
Racial Features divine choirs of heaven and is granted special
Arcane Background (Miracles): Angels begin features depending upon their choir, listed on
play with the Arcane Background (Miracles) Table: Angelic Choirs. Note that this listing is
Edge and a d6 in the Faith skill for free. in order of the choir’s ranking in the hierarchy
The Babel Effect: Angels are able to speak, of Heaven.
read and understand all languages. There is
no need or use for angels to purchase
language skills. This does not grant Table: Angelic Choirs
them the ability to decode cyphers or Choir Name Divine Focus
automatically understand encryption. Seraphim Raw power of the universe.
Celestial Immunities: +2 Toughness;
Cherubim Protection and defense of humanity.
+2 to recover from being Shaken; no
additional damage from Called Shots; Elohim Spreading the divine word.
immune to disease and poison; does Teraphim Weather and natural phenomenon.
not suffer wound penalties. Nephalim Change and natural cycles.
Charismatic: All Angels receive a +2 to Malakim The secrets of the Almighty.
Charisma. Olephim Visions and prophecy.
Environmental Resistances: Angels
Gregori Life force and the harbingers of
receive a +4 bonus to resist all
death.
negative environmental effects (heat,
cold, pressure, etc.) (+2 Ability)
Keen Senses: Angels receive a +2 to all Notice
checks involving sight and hearing. Each choir has a Divine Focus, which dictates
Lamb’s Blood: An angel may shed its blood the aspect of reality affected by angels of that
(inflicting 1 wound to the Angel) in order to choir. Angels may only select powers that fall
heal another. This healing functions as though within the purview of their Divine Focus. For
a Greater Healing spell had been cast by the a full list of powers broken down by Divine
Angel. The Angel may determine whether Focus, see Chapter 6: Magic.
to use the 10 Power Point or 20 Power Point When activating a power an angel must
version of the spell when shedding the blood, spend 1 Contagion Point in addition to the
though none of the Angel’s Power Points are Power Point cost of the power.
spent. Divine Mandate: Angels are beholden
Round Trip Ticket: If an angel is ever killed, it to Yahweh. At any time, the Gamemaster
immediately returns to Heaven. Its physical may determine that the angel’s course of
form dissipates in wisps of smoke. action conflicts with Yahweh’s wishes. The
Recognition: All angels immediately Gamemaster must inform the player of the
recognize magic related to their Divine impropriety of the intended action. If the
Focus as such. For example, Gregori instantly angel continues down the incorrect path,
recognize necromancy spells and effects and he immediately ceases to be an angel and
Seraphim know a spellcaster’s fireball for undergoes a racial change, becoming a

164
demon. All previous benefits from being an Charismatic: All Demons receive a +2 to
angel are lost. The player must choose to Charisma.
pursue the damned action before dice rolls Environmental Resistances: Demons
resolve it. Once the dice are rolled, the playerreceive a +4 bonus to resist all negative
may not rescind the act. environmental effects (heat, cold, pressure,
Special Requirements etc.)
Angels are celestials in service to Yahweh. Hellshape: Demons who manifest on Earth
No member of another race can become an take on a human appearance, either by virtue
angel. Angels may only become demons of possessing a human vessel, or by forming
through falling, beyond that they may not a humanoid shape with Contagion energy.
change races. In either case, the demon may call forth his
Starting Advances true infernal nature by spending 1 Contagion
Angel characters may select one Advance at Point and assuming the Hellshape. When
character creation. The Angel must meet all calling forth the Hellshape, the demon’s skin
requirements in order to select the Advance. hardens, and turns a deep red. The skin heats
Please note that if the Angel selects the New up, dealing +2 fire damage to any opponent
Power Edge as his Advance, he may only who the demon strikes with an unarmed
select a power from the list included within blow, or 1d10 fire damage to any opponent
his Divine Focus. who strikes the demon unarmed. As this heat
Starting Rank: Veteran is not natural fire, cold and water have no
effect on the flames.
While wearing the Hellshape, the
Demon
demon automatically receives the effects of
Demons are a race of celestial beings
the following powers as if he had cast them:
that have dedicated their existences to the
Claws, Detect Arcana, Fangs, Fear, and Grave
destruction or subjugation of creation. Once
Speak. The effects of these spells last as long
angels who rebelled against Yahweh’s will and
as the demon retains the Hellshape.
were subsequently cast into Hell. Millennia
If the demon declares his desire to activate
in the void have only served to increase the
Hellshape on or before his initiative, he
hatred and contempt that demons hold for
assumes the Hellshape as a free action, and
humanity and Heaven. Under the rule of
is able to act that turn with all benefits of the
Archduke Azmodeus, demons appear to be
Hellshape. If the Hellshape is declared after
doing everything in their considerable power
the demon’s turn in the initiative order, he
to hasten the apocalypse.
assumes the form on his next action.
Contagion Regeneration: Demons may only
Infernal Immunities: +2 Toughness; +2 to
regain Contagion Points through the use of
recover from being Shaken; no additional
Siphon Sin (see below.)
damage from Called Shots; immune to
Racial Features disease and poison; does not suffer wound
Arcane Background (Miracles): Demons penalties.
begin play with the Arcane Background Keen Senses: Demons receive a +2 to all
(Miracles) Edge and a d6 in the Faith skill for Notice checks involving sight and hearing.
free. Recognition: All demons immediately
The Babel Effect: Demons are able to speak, recognize magic related to their Infernal
read and understand all languages. There Focus as such. For example, Chammadi
is no need or use for demons to purchase instantly recognize necromancy spells and
language skills. This does not grant them the effects and Marchocia know a spellcaster’s
ability to decode cyphers or automatically fireball for what it is: a human usurper’s
understand encryption.

165
manipulation. No roll is needed to use this Timeshare of Damnation: A great number of
ability. damned souls reside in Hell. Should a demon
Siphon Sin: Demons may call upon their run out of Contagion and be able to gain
various underlings and worshippers to access to Hell, they may refill their Contagion
replenish spent energies. Any demon pool over the course of one hour. The demon
may enter into a contract with any willing must find its own way into and out of Hell
party that is not celestial in nature. This in order to take advantage of this ability,
contract can confer any benefit within the something most demons have no desire to
bounds of the demon’s caste. The ultimate bother with.
limits of the benefit of such a contract are Hindrances
left to Gamemaster discretion, but some Caste (Su): Every demon belongs to one of
suggestions include granting the use of the eight infernal castes of Hell and is granted
spells from the demon’s caste (using the special features depending upon caste, listed
demon’s Faith skill), material goods related on Table: Demonic Castes. A demon’s caste is
to the caste’s abilities (potent weapons for a determined by the angelic choir it belonged
Marchocia, magical Tarot cards for Ornians), to prior to the Fall. The listing on Table:
or immunity to the effects of spells from Demonic Castes is in order of the caste’s
the demon’s caste. In exchange for the position in the hierarchy of Hell.
services provided, the demon may siphon Each caste has an Infernal Focus, which
1d4 Contagion Points from the contracted dictates the aspect of reality affected by
party per minute. Siphon Sin costs nothing Demons of that caste. Demons may only
to use, and takes a minimum of one minute select powers that fall within the purview of
to complete. The demon must be in the their Infernal Focus. For a full list of powers
same realm as the target, so in order to broken down by Infernal Focus, see Chapter
gain access to Contagion from a contract 6: Magic.
with a living being, the demon must be on
Earth. If the contract is formed
with a ghost, the demon Table: Demonic Castes
must travel to Purgatory. A Caste Name Infernal Focus
targeted character may never Marchocia Destructive force.
lose more Contagion Points Malphas False security and overconfidence.
than he currently possesses
Succubae Honeyed tongues and wish fulfillment.
through the use of Siphon
Sin. If the demon’s Siphon Sin Leviathans Sickening and poisoning the natural order.
roll yields more Contagion Barbas Corruption and decay.
Points than are currently Mastim Deceits, false prophesy.
available, the excess points are Ornians Visions of despair, destruction of hope.
translated into wounds for the Chammadi Broken cycles and undeath.
unfortunate target. Note that
this ability need not be used
immediately: indeed, many contracted parties When activating a power a Demon must
have found their Contagion Points drained spend 1 Contagion Point in addition to the
at an inopportune moment years or decades Power Point cost of the power.
after the contract was signed. Furthermore, Exorcism (Ex): Demons are vulnerable to
the demon is under no obligation to take exorcism (see Chapter 9: The Incorporeal)
his spoils all at once: it is entirely feasible Weakness (Holy Symbols): Any character
for a devotee to see his Contagion Points with the Faith skill can create a somewhat
continually drained at the whim of his master. effective ward against demons by

166
brandishing a Holy Symbol at a demon. If Toughness: Dhampirs receive +2 Toughness
such a character brandishes a Holy Symbol against all attacks except those from wooden
at a demon, the character enters a Test of weapons.
Wills, rolling his Faith score vs. the demon’sElectricity Resistance: Dhampirs enjoy a +4
Spirit. If the character wins, the Demon may bonus to resist any electricity-based effect.
not advance on the character or attack. If theLong Lived: Dhampirs live longer than
demon wins, it may act normally. humans, reaching maturity at about age
Weakness (Holy Water): Demons are affected 25, and then aging approximately 1 year for
by Holy Water as described in the Savage every ten years that pass thereafter.
Worlds Horror Companion. Low Light Vision: The character’s eyes amplify
Special Requirements light like a cat’s, allowing him to see in the
Demons are fallen angels. Upon becoming a dark. He ignores attack penalties for Dim and
demon, the demon may no longer undergo Dark lighting.
any racial changes whatsoever. Regeneration (Fast): Dhampirs may make a
Starting Advances Vigor check for Natural Healing every round
Demon characters may select one Advance at unless they are dead. This ability does not
character creation. The demon must meet all function on wounds caused by wooden
requirements in order to select the Advance. weapons, which must be healed normally.
Please note that if the demon selects the Willful: All dhampirs start with a d6 in the
New Power Edge as his Advance, he may only Spirit attribute.
select a power from the list included within Hindrances
his Infernal Focus. Light Sensitive: Dhampirs are creatures of the
Starting Rank: Veteran night, and find bright lights painful. Daylight
(or its equivalent) brings pain to dhampirs.
Dhampir A dhampir exposed to bright lights suffers a
In most cases when a vampire and -2 penalty to all actions. Eye coverings such
a human are together, there is little risk of as good pair of sunglasses can reduce this
procreation. On rare occasions the breeding penalty to a -1.
of a human and a vampire can be successful. Unnatural Appetite: Dhampirs may not need
No one is sure how this works, as vampires to consume blood to live, but they still feel
are clinically dead; they are not typically their undead parent’s hunger. If a dhampir
fertile. Most dhampirs are abandoned by their sees human blood, he must make a Spirit
vampire parent, growing up unaware of their check (TN 8) to refrain from drinking it. A
true heritage. As adolescence approaches, failed save indicates that the dhampir will
the young dhampir often must contend spend the next 1d6 turns licking the blood,
with newfound strength and an inexplicable trying to drink, and all attackers will be
bloodlust. considered to have the drop on the dhampir.
Contagion Regeneration: Dhampirs regain Note that drinking blood offers no benefit
Contagion Points in the same fashion as whatsoever to the dhampir.
humans, but at a slower rate. A dhampir gains Weakness (Wooden Weapons): Dhampirs
only one Contagion Point per six hours of suffer double damage from wooden
restful sleep, up to their maximum Contagion weapons.
Points. Special Requirements
Racial Features Dhampirs are children born to one human
Cold Resistance: Dhampirs enjoy a +4 bonus and one vampire parent. A character must be
to resist any cold-based effect. born a dhampir, and cannot become one later
in life.

167
Dhampirs who die may become Resilient Spirit: Drow receive a +2 to all
ghosts at Gamemaster discretion. Spirit checks made to resist mind control,
Starting Advances enchantments or emotional manipulation via
Dhampir characters may select one Advance magic.
at character creation. The dhampir must Willful: All drow start with a d6 in the Spirit
meet all requirements in order to select the attribute.
Advance. Hindrances
Starting Rank: Seasoned Light Sensitive: Drow are creatures of the
night, and find bright lights painful. Daylight
Drow (or its equivalent) brings pain to drow. A drow
Outcasts by birth, the half-vampire/ exposed to bright lights suffers a -2 penalty to
half-elven drow spend their lives shunned all actions. Eye coverings such as good pair of
by both societies. Their sense of isolation sunglasses can reduce this penalty to a -1.
is compounded by their rarity. Less than Sleepless: Drow may never sleep. No spell,
a hundred drow walk the earth. Siblings potion, or drug can cause unconsciousness
are very rare (though some drow do have in a drow. Even a severe beating will simply
dhampir or half-elf brothers and sisters) incapacitate the creature. An Incapacitated
and several drow go their entire lives never drow is fully awake and aware, simply unable
meeting another of their race. Drow tend to to move or act.
be bitter and angry at their lack of belonging. Unnatural Appetite: Drow may not need to
Contagion Regeneration: Drow regain consume blood to live, but they still feel their
Contagion Points through meditation. A drow undead parent’s hunger. If a drow sees human
gains one Contagion Point per six hours of blood, he must make a Spirit check (TN 8) to
meditation, up to their maximum Contagion refrain from drinking it. A failed save indicates
Points. that the drow will spend the next 1d6 turns
Racial Features licking the blood, trying to drink, and all
Cold Resistance: Drow enjoy a +4 bonus to attackers will be considered to have the drop
resist any cold-based effect. on the drow. Note that drinking blood offers
Toughness: Drow receive +2 Toughness no benefit whatsoever to the drow.
against all attacks except those from wooden Weakness (Wooden Weapons): Drow suffer
weapons. double damage from wooden weapons.
Electricity Resistance: Drow enjoy a +4 bonus Special Requirements
to resist any electricity-based effect. Drow are children born to one elven and one
Keen Senses: Drow receive a +2 to all vampire parent. A character must be born a
Notice checks involving sight and hearing. drow, and cannot become one later in life.
Long Lived: Drow live longer than humans, Drow who die may become ghosts at
reaching maturity at about age 25, and then Gamemaster discretion.
aging approximately 1 year for every ten Starting Advances
years that pass thereafter. Drow characters receive no Advances at
Low Light Vision: The character’s eyes amplify character creation.
light like a cat’s, allowing him to see in the Starting Rank: Seasoned
dark. He ignores attack penalties for Dim and
Dark lighting. Morlock
Regeneration (Fast): Drow may make a Vigor Created in 2006 via a demonic curse,
check for Natural Healing every round unless the Morlocks are a small race of shapeshifting,
they are dead. This ability does not function protoplasmic vagabonds. Though originally
on wounds caused by wooden weapons, from India, the Morlocks have begun to
which must be healed normally.

168
spread across the globe, fuelled by anger Slam: Morlocks gain a slam attack which deals
and a desire for revenge on the demons that Strength + 1d6 nonlethal damage.
cursed them. Variable Size: Morlocks are capable of
Contagion Regeneration: Morlocks gain a stretching and molding their protoplasmic
single Contagion Point per day, up to their forms, altering their basic size. With the
maximum number of Contagion Points, expenditure of a Contagion Point, the
regardless of the amount of rest they receive. morlock can increase or decrease their Size by
Though the morlocks are unaware of this, 1. Morlocks cannot increase their size to more
the Contagion Point regeneration is due to than +1 total, nor can they decrease their
constantly absorbing the dirt, waste and size to more than -1. Variations in size may be
filth in their surrounding environment and maintained for a number of minutes equal
processing the matter into Contagion energy. to the morlock’s Vigor, after which time the
A morlock in a sterile environment, such as morlock returns to their natural size.
a hospital operating room or an electronics Skills: Morlocks begin play with the following
repair clean room ceases to regain Contagion skills at d6: Lockpicking and Stealth. These
Points as long as they remain in the skills may be raised normally.
environment. Should demons or spellcasters Hindrances
discover this side effect of the morlock Weakness (Cold): Morlocks cannot abide the
condition, they would certainly be hunted cold, taking double damage from cold-based
for use as Contagion batteries, as they are attacks. Furthermore, in areas of extreme
nearly as effective as generating Contagion as cold (freezing or below) morlocks take a –2
humans. penalty to all actions due to sluggishness
Racial Features and discomfort and receive a -4 to resist
Blindsight: Morlocks use nonvisual senses, environmental cold effects.
including sensitivity to vibrations and Inhuman Appearance: Morlocks retain
scent, to perceive their surroundings. While the basic shape of a human being, with
technically blind, morlocks can maneuver and two arms, two legs, a torso, and a head.
fight as well as a sighted creature. Invisibility Unfortunately the similarities end there.
and darkness are irrelevant to morlocks. Morlocks are comprised of detritus, sand,
Morlocks suffer no penalties for bad lighting, and slime, making it very difficult for these
even in Pitch Darkness. unfortunates to pass for human. A morlock
Seep: Morlocks can squeeze through any must cover himself from head to toe in heavy
porous gap as if it were Difficult Ground. clothing to conceal his true nature. This
Protoplasm: Due to their protoplasmic requires appropriate clothes before a morlock
physiology morlocks suffer no additional can hope to venture out into human society
damage from called shots, do not suffer without revealing its true nature. Morlocks
wound penalties and do not suffer from receive a -4 to Charisma as a result of their
disease or poison. inhuman nature when dealing with any race
Pseudopods: Morlocks can extend other than their own.
pseudopods from their gelatinous forms. Mistaken Identity: Because the morlocks
These prehensile tendrils of ooze can are a young race, and few people outside of
manipulate objects and exert enough the morlock community are even aware of
strength to move a 5-pound object. While their existence, most characters assume that
these pseudopods cannot normally damage morlocks are Hellspawn. Morlocks tend to be
opponents, using the pseudopods in mistrusted, if not outright attacked, by non-
combat does grant the morlock a +4 bonus morlocks who discover their true nature.
to grappling attacks as its tendrils assist in
grabbing opponents.

169
Special Requirements Racial Features
A character must be born a morlock and Disguise: Tengu can assume the form of
cannot become one later in life. All morlocks any human or humanoid creature that they
who were products of the Barbas curse were have seen. This functions as the Disguise
members of Harijan’s coalition of homeless. power, but rather than Power Points, tengu
As a result, all morlock characters must activate this ability with the expenditure of a
belong to the Vagrant calling to reflect Contagion Point.
their status as underprivileged wretches. Shape Change: Tengu can assume animal
All morlocks are of Middle Eastern descent, forms. This functions like the Shape Change
though their appearance no longer indicates Power. Tengu are restricted to the forms
any sort of human parentage. All morlocks attainable by a character of their Rank, but
speak Bengali and English as native tongues. instead of spending Power Points to Shape
Morlocks breeding with each other create Change, tengu spend Contagion Points as
new morlocks. It is unknown whether or not follows:
morlocks are capable of breeding with other
races and if so, what traits the new creature Rank Animal Types Cost
would possess.
Morlocks who die may become ghosts Novice Hawk, rabbit, cat 1
at Gamemaster discretion. Seasoned Dog, wolf, deer 2
Starting Advances Morlock characters receive Veteran Lion, tiger Heroic 3
no Advances at character creation. Morlocks Bear, shark
also receive no additional points from their Legendary Great white shark 4
starting Hindrances. If a morlock wishes to
purchase Edges at character creation, he
must do so through selection of additional Tengu using their Shape Change ability may
Hindrances as normal. expend the full cost of activating this ability
Starting Rank: Seasoned in one round, but may not make any other
Contagion Point expenditures in that round.
Tengu A tengu’s Shape Change lasts for a number of
Hailing from Asia, the tengu are hours equal to their Vigor.
shapeshifting tricksters and teachers who Flight: Tengu may fly at a movement equal to
seek to enlighten the worthy and punish their Pace. They may “run” for speed in flight.
the corrupt and prideful. Though extremely World Walker: Tengu are able to cross the
brutal in their early history, the tengu have boundaries between worlds with relative
mellowed considerably in the modern age. impunity. With the expenditure of a
The practice of martial arts is common among Contagion Point, a tengu may immediately
the tengu, and while they typically use enter Purgatory, Limbo, the Void or any
violence as a last resort (preferring to settle Latchkey realm (with the notable exception
their differences with wit) tengu can make of Oblitus.) Tengu are considered celestials
formidable combatants. when traveling between realms and are
Contagion Regeneration: Being close not subject to damage from crossing the
to spiritual perfection, the tengu regain borders between worlds. Tengu may expend
Contagion as humans do. This is an incredibly 1 Contagion Point per passenger in order
well kept secret, for if celestials discovered to bring others along on these jaunts, up to
this fact; the tengu would surely be hunted as a maximum number of passengers equal
sources of power. to the tengu’s Spirit. The Contagion Point
expenditure to bring additional passengers
along on interdimensional border crossings

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may be spent all at once, but the tengu Special Requirements
may make no additional Contagion Point Tengu are born fey creatures and may not
expenditures in that round. undergo racial changes. It is believed that
Hindrances Tengu ascend to some state of Nirvana upon
Celestial Concerns: Tengu radiate power death.
in such a way that celestials can sense their Starting Advances
presence and identify them on sight. Most Tengu characters receive no Advances
celestials bear the tengu ill will for one reason at character creation. Tengu also receive
or another, and though most celestials will no additional points from their starting
rarely directly assault a tengu, sabotage and Hindrances, but do receive a free Edge of their
interference in the tengu’s plans often follow choice at Character Creation as humans do. If
recognition by a celestial. This gives the a tengu wishes to purchase additional Edges
tengu a -4 penalty to Charisma when dealing at character creation, he must do so through
with angels, demons or any other celestial selection of additional Hindrances as normal.
creature. Starting Rank: Seasoned

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TABLE OF CONTENTS

CHAPTER 1: BASICS 4
CHAPTER 2: CHARACTER CREATION 10
CHAPTER 3: HINDRANCES 35
CHAPTER 4: EDGES 40
CHAPTER 5: GEAR 61
CHAPTER 6: MAGIC 64
CHAPTER 7: RACES 81
CHAPTER 8: HELLSPAWN 114
CHAPTER 9: THE INCORPOREAL 117
CHAPTER 10: REALMS 127
CHAPTER 11: SETTING 141
CHAPTER 12: THE GAMEMASTER 156
APPENDIX A: ADVANCED RACES 162

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