TEXT: Adventure Edition
  Update
  
  1
  Credits
  Copyright © Melior Via, LLC 2018
  Accursed, Melior Via, and their associated logos are trademarks of Melior Via, LLC in Cleveland, Ohio.
  Contact us: info@meliorvia.com or visit us at www.meliorvia.com
  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.
  Lead Developer
  Ross Watson
  Graphic Design
  Kevin Childress
  Publisher
  John Dunn
  Proofreading
  Adam Loyd
  
  Accursed
  2
  General note: Witchbreeds were originally 
  constructed using Explorer’s Edition rules. All 
  Witchbreed abilities should be replaced with the 
  versions presented here, if using SWADE.
  Page 49 
  Step 2B 12 points for skills instead of 15.
  Receive core skills at d4 as Innate abilities (Athletics, 
  Common Knowledge, Notice, Persuasion, Subterfuge)
  Step 2C Remove Charisma Secondary Statistic
  Page 51 
  Dhampir WitchbreeD package
  Graceful: Attribute Increase Agility (1 die type)
  Keen Senses: Skill Bonus (d6 starting Notice)
  Low Light Vision
  Hindrance: Minor Weakness to Wood 
  	
  (+4	Damage	suffered)
  Blood Hunger: Minor Hindrance Habit
  call the blooD
  Change Requirements to Seasoned, Dhampir, 
  Persuasion d8
  Page  53
  golem WitchbreeD package
  Constructed: Construct
  Deliberate: Attribute Penalty (Agility –2)
  Reduced Pace (–1)
  Hindrance: Outsider (Minor)
  Hindrance: Minor Weakness to Appropriate 
  	
  Substance	(+4	Damage	suffered)
  Page 55
  mongrel WitchbreeD package
  Agonizing Pain: Attribute Penalty (Spirit –2)
  Animal Components: Two Edges, appropriate 
  	
  to	racial	modifications
  Page 57
  mummy WitchbreeD package
  From the Tomb: Immune to Poison & Disease, 
   
  No Vital Organs, Doesn’t Breathe
  Hideous Visage: Hindrance: Major Ugly
  Inveterate Pawn: Attribute Penalty (Spirit –1)
  Sarcophagus: Armor +2, Armored skin attacks 
   
  for Str + d4 damage, Never unarmed
  Hindrance: Minor Weakness to Fire 
  	
  (+4	Damage	suffered)
  royal traDition
  Replace Charisma bonus with Persuasion +2
  Page 59
  ophiDian WitchbreeD package
  Venomous Bite: Bite & Poisonous Touch (Mild)
  Disjointed: Unchanged from Accursed
  Serpent Strike: Edge: First Strike
  Cold-Blooded: Environmental Weakness (Cold)
  Caustic: Attribute Penalty (Vigor –1)
  Racial Enemy: Melusine
  paralyzing Venom (neW!)
  Requirements: Novice, Ophidian
  Adds the option to use Venomous Bite poison as 
  Paralysis. Use at Paralysis causes the hero Fatigue. 
  Ophidian can choose whether poison delivered is 
  Mild or Paralysis.
  Skills
  Academics
  *Notice
  Alchemy
  Occult
  *Athletics
  Performance
  Battle
  *Persuasion
  Boating
  Piloting
  *Common Knowledge
  Repair
  Driving
  Research
  Fighting
  Riding ‡
  Focus
  Shooting
  Gambling
  *Subterfuge †
  Guts
  Survival
  Healing
  Taunt
  Intimidation
  Witchcraft
  * Characters begin with a d4 in Athletics, Common 
  Knowledge, Notice, Persuasion, and Subterfuge.
  † Subterfuge integrates Stealth and Thievery from 
  the Savage Worlds Core Rules.
  ‡ Riding includes the skills relevant to drive any 
  horse-drawn vehicle.
  
  Adventure Edition Update
  3
  DeaDly Venom
  Requirements: Seasoned, Ophidian
  Adds the option to use Venomous Bite poison as 
  Lethal. Use at Lethal causes the hero Fatigue. Ophidian 
  can choose whether poison delivered is Mild or Lethal.
  Page 61
  reVenant WitchbreeD package (SWaDe)
  Undead: Immune to Poison & Disease, No Vital 
   
  Organs, Doesn’t Breathe
  Power of the Crypt: Attribute Increase Vigor 
   
  (1 die type)
  Overriding Goal: Dependency 
   
  (Overriding Goal) 
  Animated Corpse: Hindrance: Major Ugly
  Hindrance: Minor Weakness to Cold Iron 
  	
  (+4	Damage	suffered)
  Page 53
  ShaDe WitchbreeD package (SWaDe)
  Fear: Power (Fear)
  Limited Presence: Attribute Penalty 
   
  (Strength –1)
  Out of Phase: Skill (Subterfuge d6), Parry +1
  Phasing: Treat as Burrowing, though they do 
   
  not leave a tunnel behind and may pass 
   
  through any inanimate object. While Phasing, 
   
  Shades can perceive but not interact with the 
   
  physical world, except for powers and 
   
  their weakness.
  Unnatural Aura: Unchanged from Accursed.
  Hindrance: Minor Weakness to Salt 
  	
  (+4	Damage	suffered,	even	when	Phasing)
  Spectral conStitution
  Remove this Edge. 
  Spectral chill of the graVe
  Treat this as the Power (Damage Field) Edge, using 
  the Shade’s Focus skill and Power Points from the 
  Power (Fear) racial ability.
  Spectral camouflage
  Treat this as the Power (Invisibility) Edge, using 
  the Shade’s Focus skill and Power Points from the 
  Power (Fear) racial ability.
  Page 55
  Vargr WitchbreeD package (SWaDe)
  Insatiable Hunger: Dependency (Raw Meat)
  Bestial Form: Remove “The Vargr’s Charisma 
  	
  suffers	–4”.	Otherwise	unchanged	
   
  from Accursed
  Lupine Senses: Low Light Vision
  Natural Weapons: Bite
  Hindrance: Minor Weakness to Silver 
  	
  (+4	Damage	suffered)
  Page 68
  athleticS
  Disregard this section. Athletics is presented in 
  SWADE.
  Subterfuge
  Subterfuge now combines Stealth and Thievery 
  (instead of Lockpicking). It is a core skill, so characters 
  begin with a d4 in Subterfuge.
  remoVeD SkillS
  Accursed adventures rarely include Boating, 
  Driving, and Piloting. We continue to recommend 
  that GMs discourage players from spending points on 
  these skills for their characters, but it may be worth 
  keeping them.
  knoWleDge SkillS
  The skill list presented previously in this 
  document addresses Knowledge skill replacements in 
  SWADE. There is no Language skill in Accursed.
  Page  69
  JingoiStic
  Replace the last two sentences of the first 
  paragraph as follows:
  A	 character	 taking	 the	 Minor	 version	 suffers	 a	
  –2 to Persuasion checks among individuals of other 
  cultures. The penalty increases to –4 for the Major 
  hindrance.
  obligation
  Replace with the version presented in SWADE.
  
  Accursed
  4
  Weak WilleD
  Replace	 “Tests	 of	 Will”	 with	 “Smarts	 or	 Spirit	
  based	Tests.”
  Page 70
  hinDrance reference liSt
  Add Driven Minor/Major
  Add Hesitant Minor
  Add Impulsive Major
  Add Jealous Minor/Major
  Remove Lame and One Leg 
  Add Ruthless Minor/Major
  Add Secret Minor/Major
  Add Shamed Minor/Major
  Add Slow Minor/Major
  Add Suspicious Minor/Major
  Add Thin Skinned Minor/Major
  Add Tongue Tied Major
  Page 72
  Dirty fighter
  Replace the second paragraph as follows:
  Adds +2 to make Test actions in Combat.
  enochian
  Requirements: Novice, Academics d6+
  Replace the final paragraph as follows:
  An Enochian adds +2 to Persuasion and 
  Intimidation rolls when dealing with the faithful. 
  Page 73
  granD coVen Veteran
  Replace the second paragraph as follows:
  If	 the	 character	 suffers	 a	 Shaken	 result	 due	 to	
  a failed attempt to resist a Test, the character may 
  immediately make a Spirit roll in an attempt to clear 
  the Shaken result without spending a Benny. Note, 
  however, that if the character does achieve a raise 
  on this attempt, he does not immediately gain any 
  further actions.
  knaVe
  Requirements: Seasoned, 
   
  Persusasion d8+, Subterfuge d8+
  Replace Streetwise in the last paragraph 
   
  with Subterfuge.
  Page 74
  knight of the reDhaWkS
  Replace the final paragraph as follows:
  When a Knight of the Redhawks makes an 
  opponent Vulnerable with a successful Test action, 
  actions and attacks against that foe gain a +4 instead 
  of the usual +2.
  officer of the alliance
  Requirements: Seasoned, Battle d8+, 
   
  Intimidation d8+, Guts d8+
  outlanDer
  Replace the final sentence as follows:
  They also receive +2 to Persuasion checks with 
  survivors from the Outlands.
  Page 75
  penitent
  Requirements: Novice, Academics d6+, 
   
  Survival d6+
  Replace the reference to Tracking with Survival in 
  the	final	paragraph.
  Witch hunter
  Requirements: Veteran, Guts d8+, Occult d8+
  Replace the reference to Knowledge (Witches) 
  with	Occult	in	the	final	paragraph.
  
  Adventure Edition Update
  5
  Page 76
  eDgeS reference liSt
  Alertness 
  Counterattack
  Jack-of-All-Trades 
  Reliable
  Always Armed †
  −Imp.	Counterattack
  Killer Instinct 
  Retort
  Ambidextrous 
  Danger Sense
  Knave †
  Scavenger 
  Arcane 
  Background 
  (Alch.,	Gift,	or	Witchcraft)
  Dead Shot
  Knight of 
  the Redhawks †
  Scholar 
  Artificer
  Dirty Fighter †
  Level Headed 
  Sidekick
  Assassin 
  Dodge 
  −Imp.	Level	Headed
  Soldier
  Attractive 
  −Improved	Dodge
  Liquid Courage 
  Soul Drain 
  −Very	Attractive
  Elan
  Luck 
  Steady Hands 
  Beast Bond 
  Enochian †
  −Great	Luck
  Streetwise
  Beast Master 
  Extraction 
  Marksman 
  Strong Willed 
  Berserk 
  −Improved	Extraction
  Menacing
  −Iron	Will
  Block 
  Familiar †
  Mighty Blow 
  Sweep 
  −Improved	Block
  Fanaticism* 
  Natural Leader 
  −Improved	Sweep
  Bolster
  Fast Healer
  Necromancer* 
  Tactician 
  Brave 
  Feint
  –Master Necro.* 
  −Master	Tactician
  Brawler 
  Fervor
  Nerves of Steel
  Take the Hit †
  −Bruiser
  First Strike 
  −Imp.	Nerves	of	Steel
  Thief
  Brawny 
  −Improved	First	Strike
  New Powers
  Tough as Nails 
  Brute
  Fleet-Footed
  No Mercy
  −Tougher	than	Nails
  Calculating
  Followers 
  Officer	of	the	Alliance	†
  Trademark Weapon 
  Charge †
  Free Runner
  Outlander †
  −Imp.	TM	Weapon
  −Improved	Charge	†
  Giant Killer
  Penitent †
  Two-Fisted 
  Charismatic 
  Grand Coven Vet.†
  Power Points 
  Two-Gun Kid
  Chosen Fate †
  Hard to Kill 
  Professional 
  Wealthy †
  Clarity of the Draw †
  −Harder	to	Kill
  −Expert
  Weapon Master 
  Combat	Reflexes	
  Healer 
  −−Master
  −Master	of	Arms
  Command 
  Hold the Line! 
  Provoke
  Witch Hunter †
  Command Presence 
  Humiliate
  Quick
  Woodsman 
  Common Bond 
  Improv. Fighter 
  Quick Draw
  Work the Room
  Concentration
  Inspire 
  Rabble-Rouser
  −Work	the	Crowd
  Connections
  Investigator 
  Rapid Recharge 
  Iron Jaw
  Relentless* 
  * Edge from Savage Worlds Horror Companion
  † Edge from Accursed
  
  Accursed
  6
  Page 79
  alchemical formulae
  Replace alchemical formulae list as follows:
  alchemical fortitude†, armor, blast, blind, boost/
  lower trait, darkness, darksight, drain years*, electrolytic 
  transferal†, entangle, fear, growth/shrink, intangibility, 
  invisibility, light, liquefy object†, rejuvenating draft†, sloth, 
  slumber, smite, speed, stun, transmute element†, transmute 
  weapon†, wall walker
  Page 81
  charmS anD SpellS
  Replace charms and spells list as follows:
  beast friend, blast, blind, bolt, boost/lower trait, circle 
  of thorns†, confusion, corpse senses*, curse†, damage field, 
  darkness, darksight, disguise, divination, drain power 
  points, drain years*, enhance undead*, entangle, farseeing†, 
  fear, feral form†, fly, grave speak*, growth/shrink, havoc, 
  intangibility, invisibility, mind reading, nightmares*, 
  object reading†, power negation†, probe†, puppet, shape 
  change, sloth, slumber, speed, squall†, steal wounds†, stun, 
  transmogrify†, wall walker, zombie 
  Page 102
  golem Stage 2: acceptance
  Replace the Effect as follows:
  The Golem gains +2 Toughness, but attacks using 
  the	Golem’s	Weakness	inflict	double	damage.
  Page 103
  mongrel Stage 2: acceptance
  Replace the Effect as follows:
  The Mongrel gains the Beast Master Edge, with a 
  pet that corresponds to one of the Accursed’s implants. 
  The Mongrel can no longer increase Spirit beyond its 
  current level.
  ophiDian Stage 1: acceptance
  Replace the Effect as follows:
  The	 Ophidian	 suffers	 a	 –1	 to	 Persuasion	 checks,	
  but gains a +2 bonus to all Fear checks.
  Page 104
  reVenant final Stage: acceptance
  Replace the Effect as follows:
  The Revenant gains Dependency (Human Flesh). 
  The Revenant can now compel any dead creature 
  within 25 feet to answer one question. The answer is 
  limited by the creature’s intelligence and its ability to 
  communicate when it was alive. 
  ShaDe Stage 1: acceptance
  Replace the Effect as follows:
  The Shade receives a +2 bonus to use the fear 
  power.	However,	the	Accursed	suffers	a	–1	penalty	to	
  all Persuasion checks. 
  ShaDe Stage 2: acceptance
  Replace the Effect as follows:
  When Phasing, the Shade may now pass through 
  completely solid objects. 
  ShaDe final Stage: acceptance
  Replace the Effect as follows:
  The Shade’s physical form becomes inherently 
  separated from physical reality and she becomes 
  permanently Ethereal. Her form strengthens such 
  that she receives a +2 to Toughness, and she is so far 
  beyond the concerns of the body that she does not 
  suffer	from	disease	or	poison.	She	must	make	a	Vigor	
  roll (–2) to interact with the physical world, including 
  speaking, except for using powers. When exposed to 
  salt or salt water, the Shade incurs a –2 penalty to all 
  Trait tests and damage-causing powers with a salt 
  Trapping or weapons coated in salt now cause double 
  damage. 
  Page 105
  Vargr Stage 1: acceptance
  Replace the Effect as follows:
  The	Vargr	now	suffers	double	damage	from	attacks	
  inflicted	by	weapons	made	from	silver.	Lupine	Senses	
  now also gives +2 for smell-based Notice checks.
   Page 106
  golem Stage 2: Defiance
  Replace the Effect as follows:
  The	Golem	no	longer	suffers	from	its	Weakness.	
  In addition, the Golem gains +1 bonus Benny at the 
  beginning of each game. 
  
  Adventure Edition Update
  7
  Page 107
  mummy Stage 1: Defiance
  Replace the Effect as follows:
  The Mummy loses the Hideous Visage power. The 
  mummy becomes vulnerable to called shots.
  ophiDian Stage 1: Defiance
  Replace the Effect as follows:
  The Ophidian loses its Venomous Bite and its 
  Cold-Blooded racial traits.
  ophiDian final Stage: Defiance
  Replace the Effect as follows:
  The Ophidian acquires the ability to use the beast 
  friend power at will against any snakes the Accursed 
  encounters. The character uses Spirit to make the test, 
  per the No Power Points setting rule. The Ophidian 
  also gains +1 bonus Benny at the beginning of each 
  game. 
  reVenant Stage 1: Defiance
  Replace the Effect as follows:
  The Revenant loses its Overriding Goal racial trait.
  Page 108
  reVenant Stage 2: Defiance
  Replace the Effect as follows:
  The Revenant loses the Minor Weakness to Cold 
  Iron and its No Vital Organs traits. The Revenant 
  gains +1 bonus Benny at the start of every game.
  ShaDe Stage 1: Defiance
  Replace the Effect as follows:
  The Shade loses the +1 Parry from the Out of Phase 
  trait	but	may	turn	off	the	Unnatural	Aura	racial	trait	
  at will.
  ShaDe Stage 2: Defiance
  Replace the Effect as follows:
  The Shade loses the Minor Weakness to Salt and 
  the Power (Fear) racial traits.
  Vargr Stage 1: Defiance
  Replace the Effect as follows:
  The Vargr loses the Natural Weapon, but may now 
  go two days between servings of raw meat, per the 
  Insatiable Hunger dependency.
  Page 115
  gorge Wolf
  Replace Tracking d10 with Survival d10
  Page 115
  leech-men
  Replace Skills as follows: Athletics d6, Fighting 
  d8, Notice d8, Subterfuge d8
  Page 118
  Vampire, morDen
  Under Weakness (Blood): replace Throwing 
  with Athletics
  Page 127
  noumenon
  Remove Weakness (Banish)
  night’S maStiff
  Replace Tracking d12 with Survival d12
  Page 130
  zalazaDe
  Replace	Knowledge	(Witchcraft)	d12	with	
   
  Occult d12
  Replace the Witchcraft entry as follows:
  Zalazade has 40 Power Points, and knows the 
  following spells: bolt, boost/lower trait, curse, darkness, 
  darksight, divination, drain years, farseeing, growth/shrink, 
  intangibility, invisibility, sloth, speed, stun, transmogrify.
  Page 141
  First full paragraph:
  Replace the Tracking roll, with a Survival roll.
  Page 142
  Fifth full paragraph
  If none of the characters initially succeed at the 
  Notice check, they may repeat it without penalty, 
  until at least one character succeeds.
  
  Accursed
  8
  Page 149
  amelia D’ortelle
  Replace Skills as follows:
  Academics d8, Athletics d6, Common Knowledge 
  d8, Fighting d8, Focus d10, Guts d12, Intimidation 
  d6+2, Notice d10, Occult d10, Persuasion d12+2, 
  Research	d6,	Subterfuge	d10,	Taunt	d6+2,	Witchcraft	
  d12
  Remove Charisma
  Replace Fear, Out of Phase, Phasing, Unnatural 
  Aura, and Vulnerability Salt with the relevant Shade 
  abilities from this document (see page 3).
  Page 150
  Darcy iSabella marquiS-Vinci
  Replace Skills as follows:
  Academics d10, Fighting d10, Guts d12, Healing d6, 
  Intimidation d6, Notice d10, Occult d10, Persuasion 
  d12+2, Subterfuge d10, Survival d8, Taunt d4
  Remove Charisma
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Accursed/SWADE - Accursed - SWADE Update.pdf