All-Out Move
There are times when Heroes need to cover great distances quickly in order to arrive in the nick of time. In this setting, the All Out Move is added as a maneuver. When a player declares this as the Hero’s action in a round, this is the only thing the Hero can do (with one exception, to follow). His Pace is doubled, and then a “Run” die is added. This becomes the total distance the Hero moves on his turn. When performing an All Out Move, the Hero’s Parry is reduced by 4 (to a minimum of 2). Anyone performing a ranged attack against the Hero gains a +1 to their skill roll.
The Hero must move in a relatively straight line; minor adjustments for obstacles and terrain can be made, but there are no major turns or doubling back allowed. The GM is the final arbiter on the path taken. The one action a Hero can take at the end of an All Out Move is a Charge In (if he has that Edge). His Fighting roll is made at -2, but he gains +4 to any damage he does if he hits. He must make an Agility roll at -2 aft er resolving the attack; if he fails, he ends the turn prone.
Note: A mounted Hero can use the All Out Move with a mount; all of the same rules apply. A mounted charge, using this maneuver, will do +8 damage (+4 from the basic Mounted Charge rules and the additional 4 from this option). The Charge In Edge is not required to perform this variant, though the usual rules about fighting from horseback apply.
Desperate Attack
Desperate attacks are frantic efforts to hit a target at the expense of damage. The attacker adds +2 or +4 to any Fighting roll and subtracts a like amount from damage if he hits. This can be determined per attack (before rolling), and can’t be combined with Wild Attack.
Stream Template
Any power or other effect that uses a Cone Template may use the Stream Template instead. This is a straight line 1” (2 yards) wide and 12” (24 yards) long. If you aren’t using miniatures, the GM can generally assume it affects three foes.
High Altitude
Traversing landscapes at high elevations can cause Fatigue-and potentially worse-to those who aren’t used to it. When traveling at altitudes roughly a mile high or higher, a character must make a Vigor roll every four hours. Failure means the hero incurs a Fatigue level. The roll is at -2 for elevation greater than 10,000 feet, and -4 (maximum) for higher than 15,000 feet.
Characters acclimated to these elevations reduce the penalty by 2.
Incapacitation: Incapacitated victims fall unconscious for 2d6 hours.
Recovery: Victims regain one level of Fatigue per hour of rest as usual.
Defeat the Caster, Defeat the Spell
In the Savage Worlds core rules, powers are indicated as having a set initial Duration, after which they may be “maintained.” This can be interpreted to mean powers will continue even after an arcane caster is incapacitated, until the base Duration runs out. In Accursed, even these spells must be maintained by the Witch who cast them. Whenever the character who cast a spell using Arcane Background (Witchcraft) is overcome, the spell dies with him. Note that this restriction does not apply for Arcane Background (Alchemy) or Arcane Background (Mad Tinkerer).
Wound Cap
Use this Setting Rule when you want combat to remain dangerous but reduce the chances of characters (and villains!) dying from a single lucky blow. It can still happen, but it is far more rare. Characters can never suffer more than four Wounds in a single hit and therefore never have to Soak more than four wounds either.
Large Creatures: The Wound Cap applies even to creatures with more than three Wounds (due to their Scale or the Resilient/ Very Resilient Special Ability, both explained in Chapter Six). A Huge creature that can take five Wounds, for example, can’t take more than four from a single attack, so it can’t normally be killed with a single attack.
The GM can always overrule this in specific and obvious situations, of course, such as massive blasts, falling from towering cliffs or mountains, etc.
Difficult Healing
If this Setting Rule is used, a caster only has one chance to heal a particular Wound. A healer can attempt to heal any new Wounds as they occur, but the power doesn’t affect any Wounds it already failed to improve or are over an hour old.