CAIN 1.2 Pages
CAIN 1.2 Pages
Fonts used are Acumin Pro, Cuasigothic, Apex Mk2, Fanzine, and Odachi
All fonts are free for commercial use. All photos used for collage, background, and
texture work are public use and were sourced from Wikimedia commons and several
other sites that use AI Slop now so I don’t recommend or feel the need to credit them..
Poem on the across page by Robert Downing. Sin Illustration on page 100 by the
excellent Francine Bridge/Witnesstheabsurd.
I listened to the albums Frances the Mute by the Mars Volta and To Bathe From
the Throat of Cowardice by Vitriol quite often while making this album. I also
listened a lot to the discography of Barber Beats artists Mabisyo and Opal
Vessel, whose visual aesthetic inspired this game. Give them a listen!
© Tom Bloom 2025
CONTENTS
AS ABOVE, SO BELOW 6 THE TWELVE BLASPHEMIES 29
The Game 10 Taking additional blasphemies 29
Materials 10 Category and Blasphemies 29
PLAY 10 SIN 29
Taking Action 11 Sin overflow 30
The Action Roll 11 Sin Marks 30
Hard 11 The Body 31
Risky 12 Stress 31
Straight rolls 12 Injuries 31
Admin Rolls 12 Instant Death 32
Fate Rolls 13 Dead Exorcists 32
Consequences 14 Afflictions 32
Upsides 15 Hooks 32
IMPROVING a Roll 15 Bargaining 33
Teamwork and Setup 15 Kit 33
Divine Agony 16 THE HUNT 34
Talismans 17 1. Briefing 35
Category 18 2. Arrival 36
Mundane vs supernatural 18 3. Tracking 36
Using Category 18 4a. Investigation 37
THE EXORCIST 20 Traumas 37
SKILLS 22 Countering 37
AGENDA 26 4b. Preparation 37
BLASPHEMIES 26 4c. Rest 38
PSYCHE 26 5a. Tension 39
PSYCHE BURST 27 5b. Pressure 39
BLAST 27 6. Execution 40
Conflict Scenes 42 The Shadow War 98
Making an Exorcist 44 The Legion 98
Increasing in power 45 CAIN 98
Experience 45 SINS 101
Advances 45 TYPE, FORM, and CATEGORY 102
Survival 45 Powers and abilities 104
AGENDAS 46 Domains 104
BLASPHEMIES 52 Palace 104
Tags 53 TENSION MOVES 105
Advancing blasphemies 53 TRAUMAS 106
TENSION 54 The Execution Talisman 107
ARDENCE 56 1. Attacks 107
FLUX 58 2. Complications 107
VECTOR 60 3. Threats 108
GATE 62 4. Severe Attacks 108
SMOTHER 64 Traces 108
WHISPER 66 Making a Sin 109
BIND 70 Fleshing out a sin 109
PALACE 72 Creating an investigation 109
JAUNT 74 I. OGRE 110
SYMPATHY 76 II. IDOL 116
Kit expansion 78 III. HOUND 122
WEAPONS 84 IV. CENTIPEDE 128
SIN MARKS 86 V. TOAD 134
Running 88 VI. LORD 140
CAIN 88 Other Opponents 146
Safety First 89 Writing an opponent 146
Principles and Tips 89 Mundane Opponents 146
Talismans 93 BINDERS 152
Creating Investigations 94
Structuring an investigation 95
AS ABOVE, SO BELOW
There is a secret world, for those with the eyes to Occasionally, through the course of tragedy,
see it. trauma, stress, or extreme circumstances, this
psychic field can go wild. Ballooning like a
The vast majority of humanity blindly swims in a cancerous growth, it escapes the confines of the
potent psychic melange that suffuses us like a human body, and manifests as malevolent
roiling sea of emotion and memory. All humans presence, something that warps and controls
naturally produce this field, though some are more reality around it, and begins to feed on the flesh
sensitive to it than others. They may see ‘auras’, and minds of others. Invisible to the psychically
read emotions, or see supernatural phenomena: dull, these beings can either exist separately to a
ghosts, apparitions, or echoes of things that are human or possess them, warping them into a
not there. monster.
However, for a select few, their connection to this Collectively these beings are called Sins. Their
shadow presence goes deeper. It darkens, continued existence, once they are birthed, will
coalesces, and twists into something tangible and continue to twist and degrade the people and
powerful. These powers feed on the deep psyche, even physical location of an area, creating a
emotion, and mental state of humans, the sunless pocket dimension called a palace, and growing
and subconscious torrent that flows beneath the until they reach a catastrophic apotheosis known
surface of human thought. as a Sin Event. These typically result in mass
psychic veil rupture, an event that is instantly
traumatic and fatal to humans in a broad area.
6
You are a tool, a weapon of the the highly
secretive and supra-governmental organization
CAIN in an official capacity of an exorcist. You
have grace, the ability to perceive sins and
manifest powerful and highly honed psychic
techniques called blasphemies.
9
ThE Game Materials
If playing in person, players will need character
This is an investigative role playing game focused sheets, some paper and pencils for tracking
on chasing rumors or traces of a supernatural information, and a number of 6 sided dice (d6s).
monster, a sin, then tracking down and They may also need small note cards or post it
confronting it in a climactic and violent scene. notes for note taking or tracking effects. The
Admin will need one or two d6s, post it notes or
Player characters, called exorcists, go on a hunt. notecards, and a hunt sheet. You can find these
sheets at the end of this book or in attached
• One player will be the the Administrator files.
(Admin), who will set up the story and location
of the hunts, play all the NPCs, decide the Sometimes this game will ask you to roll 1d3. This
location and set the scenes, and play the is just a d6 with the numbers halved and rounded
antagonist, the Sin. up (1-2: 1, 3-4: 2, 5-6: 3)
• Sins are extremely dangerous and violent
beings easily capable of pulverizing a human
with their numerous supernatural abilities.
PLAY
However, they are born out of human traumas CAIN is played, like many other role playing
and uncovering and unraveling the mysteries games, as a collaborative story told between the
surrounding their birth can help to weaken players: the exorcists and the Admin. The exorcists
them. play the main characters and choose their course
• Exorcists have limited time to locate and of action, while the admin plays and describes the
execute a sin before its growing power causes world, non-player characters (NPCs), and
the situation to spiral out of control adversaries.
• After a session is over, players reflect on the The basic flow of the game should go like this:
session and their characters may gain
experience and improve. • The Admin sets the scene and describes
• After a hunt is over, exorcists (if they survived) details. Then, they turn the action over to the
will get paid and have a chance to increase in players. What do the players do?
rank. • The players describe or role-play their course
of action, answering that question, and
So it goes. moving the story forward.
10
Taking Action Judging a Roll
When a character states their intention with an
To do most things in this game, just do it. Most action roll, the Admin must judge if that action is
actions in this game won’t require rolling dice hard or risky. This is up to the Admin and the
However, if the outcome of a character’s action is character is always able to ‘back out’ of a roll and
risky, contested, or unclear, a character states renegotiate based on the situation.
their intent and makes an action roll.
Hard
The Action Roll
Hard is very simple. If an action is judged to be
To make an action roll, a player rolls a number of hard, a character only scores successes on a 6.
d6s (six sided dice, also written as D, lke +2D),
assembled the following way: The Admin may judge a task to be hard if it the
approach is beyond a character’s typical
• Add up to 3d6 for a character’s skill in an capabilities, if they are under duress or in a bad
action. Skills describe how good a character is situation, or they don’t have the appropriate
in general at a type of activity, like physical resources (tools, information, etc) to tackle a task.
fitness or investigation. They go from 0-3, with
level 3 skills being exceptionally rare. Situations that might be hard:
• Add up to 3d6 for advantages. This could
• trying to fight blind
come from aid from an ally, situational
bonuses, or a character’s abilities • rushing someone with a gun and trying to
disarm them unarmed
• If a dice pool is 0 dice, you instead roll 2d6 and
pick the lowest result instead. Dice pools can’t • jumping an especially large gap between
go below 0 for any reason. buildings
Then roll all dice. Any die rolled of 4+ is a • trying to talk your way out of an active arrest
success. Action rolls with at least one success • sneaking past a security guard in broad
accomplish their goal. You may be able to cash in daylight
extra successes in certain circumstances.
• conducting research on a blood sample
If you don’t get at least one success, you fail, and without appropriate tools
suffer the consequences.
• trying to fight while hanging off the side of a
building
When to Roll ky,
ter’s action is ris Impossible
Only roll if a charac uld be
r. Rolls sho
contested, or unclea
ten se or dramatic moments in The Admin is always able to say a roll is
reserved for
action could take a
the game where the impossible given the circumstances. Players can
ormation could be
turn, important inf always change this by changing these
uation could change
revealed, or the sit of circumstances - using tools, abilities, or resources
come wouldn’t be any
suddenly. If the out mov e the they have available to them. Exorcist capabilities
it, jus t
these, don’t roll for
d. Ult ima tel y, the Admin always are about that of an average well trained human -
story forwar
is necessary. but their powers are not, and can push far
decides when a roll l
erally make one rol beyond what is possible for a person to
Characters should gen emp t the
can’t re- att accomplish.
for most tasks, and t
unl ess the situation or contex
same task
.
changes significantly
11
Risky Straight rolls
An action is risky if the situation is tense and Not all action rolls are risky. If there is no clear
there is some significant and clear and present consequence or danger, there’s no
consequence, complication, or danger that risk involved and the roll is a straight roll without
could result from a character’s action. On a risky the risk die being rolled at all. A player might make
action, the Admin also makes a roll, called the straight rolls when:
risk roll.
• making general tests of ability, knowledge, or
This is a 1d6 roll, made at the same time as the skill
action roll. The Admin makes the risk roll then
checks the result of the risk die, using the result • investigating, surveying, or exploring
to determine the consequences or outcomes • persuading someone who has a receptive
for a character’s actions, with the lower the attitude
result, the worse the outcome, and vice versa.
• working on a project
• On a 4/5, the outcome or consequence is
• taking action where the result is unclear but
about as expected, success or failure, with no
the outcome isn’t necessarily dangerous, like
further complications.
trying to hotwire a car or pick a lock.
• On a 2/3, it’s worse than expected.
Consequences might be a little worse, actions Admin Rolls
a little less effective or more complicated, even
on a success. The Admin almost never rolls in this game -
• On a 6, it’s better than expected - the action is instead they respond to player rolls with
more effective, has lighter consequences, or straightforward outcomes in each situation based
reveals a sudden opportunity. on the players’ actions, approach, and the
situation of the story.
• On a 1, it’s much worse than expected - the
worst thing that could happen happens.
Initiative in CAIN is usually with the players, with
the Admin playing reactively and always turning
Here’s a simple table:
the story back to the players to ask them what
they do next.
• 1: Much Worse
12
Fate Rolls
If the Admin does want to leave something up to
chance, they can make a fate roll, rolling a 1d6.
• 1: Poorest result
• 2-3: Poor result
• 4-5: Good result
• 6: Best result
For example:
And so on.
Circumstances matter
Risk and difficulty, or whether a roll is even
possible, are mostly circumstantial. A roll
that might be hard or impossible might
become much easier, or not even be a roll at
all if characters have a tool, use an
ability, or use teamwork.
• Force the the exorcists to pay a cost: • Start a ticking clock - Set out a talisman (see
pg. 17) with negative consequences, or slash
• in attention (an exorcist is preoccupied for an existing talisman this way.
a while, or misses something important)
• Look to the characters, the Sin, or the hunt.
• effectiveness (someone else needs to Many of them have existing abilities or details
follow up to finish the job, slash a talisman on their sheets that can be used as inspiration
(see pg. 17) one less time) to inflict consequences. Sins even have a
reaction list they can use in conflict scenes that
• gear (tools or weapons break or jam, give explicit outcomes (see Sins starting pg.
supplies or ammo are used up) 100).
• safety (the situation gets more risky)
14
• Hurt the exorcists, as established: Inflict
stress, inflict a hook, see pg. 32. Harming the
IMPROVING a Roll
exorcists should always be established, ie
Generally the dice you roll come from skills.
exorcists should never take harm unless harm
However advantage dice are very useful as they
was already established as a clear and present
are ‘free’ and can most commonly be gained from
consequence. Generally exorcists are only hurt
the following sources:
when an activity is risky or there is clear
danger. The amount of stress an exorcist takes
depends on the situation and what is • Psyche burst: A character can spend a psyche
threatening them. burst, a limited resource, to use their powers
and grant +1D on any roll if they can explain
how they are using their powers in a creative
way to help the situation.
1 of 11
C CASTLE
15
For example: three characters are trying to climb
a wall. One character has 3 in conditioning, and
Divine Agony
another has only 1 in conditioning but owns a There is one final way to improve a roll. Exorcists
grappling hook. The combined dice pool would be naturally accrue pathos, powerful negative energy
3, and the grappling hook could help bring the roll that builds up from failure, regret, and physical
down from a hard roll to a regular roll, or perhaps suffering.
make it so there’s no roll at all!
In any scene, an exorcist gains 1 pathos
Teamwork allows characters to pool their whenever:
resources and make one roll or take one action to
move a large number of people through a situation • they make a roll with no successes
without having each individually roll. However,
• they take an injury or affliction
everyone takes the same consequences from an
action (including stress suffered) which could • they fill out a hook
make teamwork rolls a risky venture.
• another exorcist dies or suffers sin overflow
Setup rolls can be hard or risky as normal. The Erase all pathos at the end of a session.
action must always be taken with the intent and
outcome of setting up another character, and has
no other effect by itself. Characters can still suffer
consequences from it.
• +1D
16
Talismans
Sometimes actions are more complicated and can’t be
solved in one roll. In this case, this game makes use of
talismans, simple trackers that represent these more
5 5
G
complex challenges.
SHUDDERORRINS
SHUDDERING HOR
When rolling on a talisman, make action rolls with the same HORRORS
parameters (dice pool, consequences, risky/hard), but then
cash in all successes, making 1 slash on the talisman for
each success.
• Not all talismans track tasks. Some talismans can fill up You can write talismans any
which way your heart
by rolling, some fill up on their own, some track success desires, even horizontally.
states, and some track failure states. There’s more on You can also write them like
talismans in the Running CAIN section starting on pg. 88 a simple tally, like this
17
Much like natural disasters, both sins and • A handgun versus a bazooka
exorcists are rated by Category, generally
indicating their power, usually written as CAT. As The Admin can use the category of something to
each increase in category, the speed, scale, and figure out whether:
strength of their capabilities increase drastically.
• a roll is hard or risky for a character. A roll is
• Category goes from 0-7, with Category 0 being typically hard or risky if the target of a power is
general human capabilities. Anything higher category. Conversely, a roll can be less
mundane an exorcist does is usually at CAT 0. risky or hard if the target of a power is of a
lower category.
• Exorcists’ themselves are rated from category 1
to 5, but can sometimes push past CAT 5. This • a roll is impossible for a character given their
describes the capabilities of their powers. current capabilities. For example, a character
that can lift objects with their powers and is
Category 4 could easily lift a car (CAT 3), but
Fact: 40% of exorcists do not survive would probably find it impossible to lift a
long enough to be rated category 3. skyscraper (CAT 7). Generally tasks that are
three or more categories higher than an
actor are impossible for them
Anything mundane an exorcist does to try and These capabilities are usually listed out in short
harm or subdue a supernatural force such as a sin form in each power entry.
is hard by default. Their capabilities and
equipment are the general capabilities of a (well
trained) human, usually rated at CAT 0.
However, their supernatural powers are able to You’ll note this means exorcist’s
surpass this limit: an exorcists’s blasphemies basic mundane abilities and gear
increase in category with them. become totally ineffective against
sins of CAT 3+. This can be bypassed
with better gear (an exorcists
weapons can be upgraded, see pg. 84)
or a little creativity. Hitting a
sin with a mundane force is always
hard, but still possible. You could
hit a CAT 4 sin with a train for
18 example, and it would still hurt.
0 1 2 3 4 5 6 7
Many
Thousands of
People One A few Small group Large group A Crowd A huge crowd thousands of
people
people
Heavy
SIZE Human Size Large animal Vehicle Large vehicle Building Large building Skyscraper
Furniture
A whole
AREA Personal A few people Entire Room A few rooms Whole building A city block A whole town
neighborhood
DISTANCE
(0-2 Short) Across the A few blocks Over the
Touch Same Room Down the Block Across town Visual range
(3-4 Long) Street away horizon
(5+ Extreme)
Speed Average human Fast human Fast animal Car Train Maglev Airliner Jet Fighter
Magnitude Small Noticeable Large Very Large Massive Destructive Overwhelming Cataclysmic
XXX0955
8:21am
As above, so below
19
THE EXORCIST
Your exorcist is someone who has been born with Untrained, you have the potential for these powers
a high concentration of grace, a mysterious to run wild and develop into a sin. Therefore,
phenomena that allows humans to manifest perhaps unwillingly, you have come to the
psychic powers, drawing primarily from the well of attention of the intelligence and boarding services
dark, subconscious thoughts and emotions buried of CAIN, who have determined your potential as a
deep in the human psyche. weapon offsets the risk of keeping you alive and
has offered you employment, of a sort.
All humans innately have a small amount of grace,
but in your body, it suffuses your flesh like a potent This is your story.
toxin. Your high levels of grace have given you the
ability to both see sins and manifest
blasphemies, powerful psychic phenomena.
20
8
3
1 9 11
10
2
12
4
13
7
Getting Started
Here’s a quick overview of what’s on the exorcist sheet. 1. Exorcist ID and personal details
You can find a printable version of the sheet at the very
end of this book, so grab it and follow along - it will 2. Execution Talisman
help when going through the next section. 3. Skills
Agendas and blasphemies are kept on their own 4. Health tracker (Injuries, Hooks, Afflictions)
separate page. You can find it with the above sheet.
5. Skill assessment card
You can print and use this sheet during play and mark it 6. Divine Agony/Pathos
with pencil, or alternately use note cards or post-its to
track your powers, afflictions, etc. 7. Advancement tracker
8. Category tracker
9. PSYCHE skill
21
Part by Part SKILLS
Your exorcist is made up of three parts: Your skills give you dice when taking actions that
fall under their purview. Skills are rated from 0-3.
• your skills Characters will have at most two skills at level 3.
Finally, you have a standard kit of things you can You can apply only one skill at a time to an action,
bring with you on missions that you can tweak or but you probably have the choice of multiple skills
modify. for the same situation. For example:
That’s all you get. Let’s discuss each in detail. • you could open a door by forcing it open or
using your coordination to shoot the lock off,
using covert to pick it, or interfacing if the
lock is electronic
Skill Descriptions
22
FORCE CONDITIONING
Apply direct and close force or violence. Smash, fight,
cut, grapple. Get around on foot. Sprint, climb, swim,
balance.
Force is used when deploying strength, not only
melee combat, but also when breaking or smashing Conditioning is used with movement on
something, like a door or someone’s skull. It can foot, when your exorcist is showing off their
describe both trained, controlled approaches, and athleticism or training. If your exorcist is fast,
wild or violent approaches. If your exorcist is notable athletic, or agile, they probably have good
for their strength or skill in hand to combat, they conditioning. You might use it when:
probably have good Force. It’s typically direct and to
the point. You might use it when: • jumping over an electric fence
• climbing the side of a building
• tipping over a burning car
• outrunning the police
• expertly wielding a sword
• carrying a body while sprinting (but force
• tackling a fleeing creature to the ground
could also apply here)
• violently intimidating someone (but authority
might be a better fit)
COORDINATION COVERT
Use your hand-eye coordination. Shoot, throw, Move with stealth and act with sleight of hand.
catch. Sneak, lock pick, steal
• playing sports (but conditioning might also • carefully avoiding alerting the web of
work) fibrous nerve matter on the floor
• hacking into a computer (but interfacing is
probably better)
23
INTERFACING INVESTIGATION
Examine something in detail, or uncover
Use, understand, build, or fix technology, information about it. Research, study, sleuth.
vehicles, or devices. Drive, hack, repair.
Investigation is the counterpart to
Interfacing is used when using technology or surveillance, but rather than a broad sweep,
vehicles. You use it when driving a car or when it concerns itself with detail, research, and
fixing or hot-wiring electronics. If your exorcist decoding the information present. If your
has an affinity with machines or computers, exorcist is erudite, knowledgeable, or well
they probably have good interfacing. You might educated, you probably have good
use it when: Investigation. You might use it when:
• decoding psychically engraved occult
• turning off an execution chair and releasing symbols
the electronic clamps on its occupant • determine the origins and properties of a
• not flipping a car while performing a u-turn mysterious slimy substance
at 50 mph • Calculating the trajectory of a bullet fired
• modifying a firearm to shoot phosphorous as a murder weapon based on blood
bursts spatters and skull fragments
• Searching for information on a computer • Figuring out the speed and direction of a
subnet (but investigation might also work) fleeing vehicle based on its tire tracks
(surveillance might also be a good fit)
SURVEILLANCE NEGOTIATION
Use your power of observation. Survey, track, spot. Rely on your words to influence others. Sway,
lie, bargain.
Surveillance is the skill used when taking stock of a
situation, tracking or tailing a target, or looking for Negotiation is your ability to sway others
hidden clues. It doesn’t necessarily provide additional based on your force of personality and charm
information about its target - for example you could alone, by making appeals to someone
find a file in a cluttered office with Surveillance, but receptive. It’s never forceful and not always
would likely need to use another skill to decode it. If applicable if someone isn’t already at least
your exorcist is observant, sharp, or artistic, you partly on your side. If your exorcist is
probably have good Surveillance. You might use it charming, sociable, or diplomatic, they
when: probably have good negotiation. You might use
it when:
• tracking a sin host through the freezing cold forest • talking down a hostage situation
• looking for safe exits from a burning building • bribing the chief of police with the smallest bribe
possible
• finding the location of a buried femur bone in the
rain-wet earth • convincingly posing as private security at a
secret society gala event
• tailing a man with a suspicious briefcase through
midday traffic (though covert might also apply • talking up a club host to get some juicy
here) information (though connection works too)
24
AUTHORITY
25
AGENDA BLASPHEMIES
Your agenda describes your character’s Your blasphemies are the psychic phenomena
motivations, role in the group, and way they that you have been blessed with (or cursed with,
approach the world. It has a couple roles: depending on your point of view).
• Your agenda allows you to gain experience. At Blasphemy manifestation is spontaneous and
the end of a session, you will check if you follows no real pattern other than tending to
followed the regular agenda items or any appear in late adolescence, but the phenomena
bolded agenda items, which are harder to that manifest can be broadly classified into a
fulfill, then gain experience based on the number of types. They are extremely powerful
answer. supernatural abilities that allow their users to
surpass human limits.
• Your agenda gives you a suite of abilities. You
can gain more abilities from your agenda by
spending experience These powers are created by a high concentration
of grace, an unknown force that causes a sinseed,
• Your agenda may give you a few ways to regain a tiny tumor like growth in the shape of a tiny
resources angel or devil like figure to manifest in the brain
(or rarely, the heart), theorized to be the source of
Between missions you can actually swap these powers.
agendas if you feel like a new agenda would fit
your character. This could be due an experience PSYCHE
within the mission, another character moment, or
just because you feel like your current agenda isn’t An exorcist’s general skill with their psychic
fitting your character. powers is rated by the special PSYCHE skill. This
is a special skill equal to half your total category,
• You can carry over abilities or bolded agenda rounded up (so a CAT 4 exorcist would have 2
items from your old agenda to your new PSYCHE). It does not increase any other way,
agenda. though you can still gain advantage dice on it
through aid, setup, etc.
• If you swap agendas again, you can keep
carrying over abilities gained from any source, Whenever you would do something that requires
though you can’t have more than five agenda rolling with your blasphemies, you roll PSYCHE.
abilities at any given time, and must choose This includes any creative use of your powers that
which to keep and which to discard. are not included in the rules text. The Admin is
free to adjudicate these uses as normal (deeming
Your agenda can also be modified mid hunt, them hard, risky, impossible, effective or
depending on mission parameters. The main way ineffective, etc).
for this to happen is through fighting sins, which
may add agenda items. The Admin is also free to
write new agenda elements and offer them as
rewards or for completing certain story beats.
• You always start a mission with three psyche When your exorcist produces a blast, they
bursts might:
• You can recover them by resting during a hunt
• Imbue a slash of a blade or a shot with a
(see pg. 38) or through the uses of abilities.
ranged weapon with psychic energy
• Shoot an invisible ball of force from their
fingers
• Fire scathing lightning
• Shoot a bead of ghostly, frigid fire.
27
EVERY TOOL A WEAPON, EVERY WEAPON A PROMISE
28
THE TWELVE Category and Blasphemies
BLASPHEMIES Your exorcist is rated by category (1-5) and will
improve in category rating by simply surviving
When you create an exorcist, you’ll pick from one missions.
of the twelve blasphemies available, pick two
powers from that blasphemy and decide how you Category broadly represents your skill in both
first manifested your powers. You can see a list dealing and avoiding harm as well as increasing
of these on pg. 52. the speed, reach, and scale of your blasphemies.
When comparing an exorcist to an opponent, use
• Blasphemies all grant a passive ability and a their category when generally measuring the
number of other abilities that can be trained strength of their powers.
with experience.
There’s broad examples of category scaling on pg.
• When using your blasphemy to take action, you 18.
usually spend a psyche burst, then
immediately gain the blasphemy’s effects.
Sometimes you will roll and only spend a
psyche burst on success, and sometimes you
can spend multiple at once.
SIN
• Blasphemies often grant you advantage dice An exorcist is a limited being. The targets of their
hunts are not. An exorcist’s reserves of power are
Unlike your regular, human abilities, your limited unless they take time to recover their
blasphemy’s abilities also scale up with your strength - a luxury they may not have.
exorcist’s category, allowing you to perform
unbelievable feats of supernatural force. The There are ways to push beyond your limits.
specific way they scale up is listed in each Doing so is not sanctioned by CAIN but is
blasphemy. sometimes necessary during the course of a
mission.
Taking additional blasphemies
Instead of spending a psyche burst, you can gain
1d3 sin. This includes any use of psyche burst,
You start with one primary blasphemy, but can
such as spending psyche burst for +1D on rolls or
acquire extra blasphemies through training. Doing
using a psyche blast. If you’d spend multiple
so is extremely stressful and manifests additional
psyche bursts, roll all these d3s at the same time.
sinseeds, so it is closely monitored by CAIN.
29
Resist
Sin overflow A character that makes this choice must make a
If an exorcist would exceed their sin overflow resistance check.
limit, which is normally 10, they go into sin
overflow at the end of the scene. They lose • They must roll a d6, adding their number of sin
control of the psychic energies in their body, marks (see below). If they have no sin marks,
which start to run wild and begin their they automatically pass this test.
transformation into a new sin. A character in Sin
• If a character has no sin boxes left, they fail this
Overflow has two choices: give up or resist.
test.
C CASTLE 3 of 4
30
The Body 6 EXECUTION
You have a few more things that are (very)
be in a lot of pain.
important to track. An exorcist about to
slashes and take an
They will clear these
injury.
Fact: Taking care of your body is correlated with
high levels of mission success. Therefore CASTLE
encourages you to take advantage of facility If your talisman fills up, clear all slashes and take
health, recrea�on, and rehabilita�on services.
an injury. Any remaining stress ‘rolls over’ and fills
the talisman again.
It is inevitable that exorcists put themselves in Taking stress represents avoiding or mitigating
harm’s way during a mission - not only physical incoming harm. Taking injuries does not.
injury, but also exhaustion, fatigue, illness, or
mental strain. These kinds of challenges usually
would massively impair or incapacitate a regular
Injuries
human.
Injuries represent direct physical or mental harm
to your being, such as:
Fortunately, you are an exorcist and always take
harm by taking stress. When you would take
• a twisted ankle
mental or physical harm, you slash your
exorcists’s execution talisman with stress • a bleeding gunshot
instead.
• poison taking hold of your body
• 1 slash: Pain, strain, tiredness, suffering, minor • deep mental distress
injury
• exhaustion
• 2/3 slashes: Crippling or even fatal to most
humans, injury, exhaustion, bleeding,
Exorcists can fight and act normally through
deprivation, poison, etc.
taking an injury. Taking an injury clears all stress,
• 4+ slashes: Instantly and messily fatal to but then reduces your maximum stress by 1
humans while you have it. This stacks for each injury you
have.
31
Instant Death Afflictions
An exorcist that marks any stress when on the Fighting a sin is mentally and physically taxing,
brink of death is killed instantly and can and often supernaturally corrupting. Many sin
describe in what manner to the Admin. abilities, including those that inflict hooks (see
below), inflict afflictions. An affliction is an
• Other abilities (from sins, etc) may also inflict ongoing, usually negative effect on your exorcist,
instant death. such as an infection or something more
supernatural, such as psychic trauma, corruption,
• If an exorcist would take 7 or more slashes on
or influence. Afflictions are permanent for the
stress from a single event, after reductions,
duration of the hunt once acquired, but can be
they also suffer instant death.
cleared after the mission is over.
• An exorcist that suffers instant death may defy
their fate and suffer sin overflow instead of Each sin has a list of unique afflictions it can
dying. Doing so heals one injury. inflict, or the admin can improvise based on
simple parameters.
Dead Exorcists
CAIN pays out for the cremation of dead exorcists
Hooks
and allows for a grievance period. Recovering the During your missions you will be forced to make
(even partial) remains of a dead exorcist grants hard choices or trade offs, or be exposed to
everyone 1 xp and 1 scrip per recovery after the situations or harm that will come back to bite you
mission is over. later (sometimes literally).
Fact: Instant death is quick and actions, the Admin can choose to give you a hook
preferable to most other forms of instead of immediately applying consequences. A
C expiration. hook is a very simple 3 slash talisman that starts
empty. You track them on your sheet.
32
Whenever you would slash a hook a 3rd time They can only try for these bargains when they or
and fill it up, the Admin may ‘cash it in’ at any one of their allies is taking action, and it’s up to the
time to erase it and apply its consequences, which Admin whether to take them or not, and whether
are always worse than they would be up front. to modify the consequences or severity of the
hook. Either way, the terms of the bargain must be
When you create a hook, write it as its clear before rolling.
consequences, for example:
35
2. Arrival there when injured there to heal and recuperate -
it is impossible to slay it permanently outside. If
slain outside, the Sin retreats into its palace and
After the briefing, the exorcists arrive on the regenerates, and is trapped there until pressure
scene. It is traditional for them to arrive in CAIN increases.
black helicopters or armored cars but public
transit can also make an appearance. If a Sin is fought inside of its palace, however, it
can be fully destroyed and has nowhere to retreat
Exorcists that arrive have a ‘full refresh’ of sorts. to. This forces an execution scene.
They always start with full stress, no injuries, no
hooks, 3 psyche bursts, and all their kit points Exorcists that enter a sin’s palace can forcibly
summon it there if it is outside. All exorcists are
The only burden an exorcist carries from mission able to use the Nail of Abel, a psychic pulse that
to mission is their current level of sin (after halving forces a Sin back into its palace. To use it,
at mission end). however, they need one of the following:
All sins create a warped pocket reality called a • A part of the Sin’s hosts’ body, even deceased.
palace, a kind of lair where the world has twisted
to accommodate it. Tracking the Sin down to its
palace, and tracking down the sin’s host, is one of Otherwise, brave exorcists can confront and fight
the main purposes of the exorcists’ mission. A a sin outside of its palace and force it there.
palace is always nearby where the Sin is most Exorcists that successfully track down a sin’s
active, and is always inside the investigation palace may not want to rush off to fight it however,
area. as unprepared exorcists are usually dead
exorcists.
Exorcists that track a sin might:
36
4a. Then, roll 1d3. Reduce any stress sufffered by all
targets by the amount on the die, and the sin
immediately takes that many slashes on its
Investigation execution clock from the psychic trauma, which
cannot reduce it below 1.
Aside from tracking the sin, exorcists may want to
Exorcists that counter a sin’s reaction may:
take time to gather information. The main purpose
of this is to investigate the sin’s capabilities or its
traumas. • Make appeals to its humanity
37
4c. Rest
Exorcists that rest are recovering and letting time
pass.
38
5a. Tension 5b. Pressure
At the start of the hunt, the Admin will set out a Each sin has a unique way that it affects or warps
tension talisman, visible to everyone. Tension the world around it. This effect gets worse and
increases when: worse the longer time goes on.
• A scene passes At the start of a hunt, the Admin will set out a
pressure talisman, visible to everyone, with a
• A 1 result is rolled on a risk die, but no more capacity of 6. As the talisman fills up, the
than once a scene. situation degrades, in a way unique to each sin.
Not all exorcist activities can take a scene - some Pressure increases by 1 when exorcists rest, and
can be rolled in the background of other scenes, when the tension talisman fills up.
like preparation activities. If a scene is especially
short, the Admin might not count it.
The sin’s execution talisman increass by 1 for
each tick on pressure. Additionally, if the
However, the general rule is whenever a scene pressure talisman fills up completely and would
passes, tension is ticked up. Each time the be notched further, the situation gets out of
tension talisman goes to 3 slashes, empty it. control. The effects of this are noted in each sin’s
Then the Admin increases the pressure talisman pressure description.
(see below) by 1 and picks a tension move to
activate.
3 TENSION
Tension moves often improve a Sin’s position,
impede or harm the exorcists, or have some other
deleterious effect on the world (see pg 104 for a
list of them).
6 PRESSURE
Tension never increases during a conflict scene
(see pg 42) or a briefing scene (see pg 36).
40
EXECUTE When this happens, the host may (bit by bit, part
by part) regain control.
The execution is complete; divine judgement has
been passed, the world was returned to an inert In such a case, the execution is still deemed a
state. failure, but since there is no Sin detected by Cain
in the area, there is no reason to order
Executing a sin makes the mission a success and expurgation. The exorcists are recalled and paid 3
pays out 5 scrip to each exorcist. Executing a sin scrip for hazard pay. They are then debriefed,
is usually not immediately fatal for a living host, questioned, then sent to their next assignment.
but is extremely traumatic, and the host is nearly
always taken under custody of CAIN for Sparing a sin is a judgement call. Can you afford to
monitoring, rehabilitation, or possible recruitment. risk the spread of the stain? Is the mercy in your
heart a weakness?
FAIL
7. Exfiltration
The execution was a failure; the stain was not
wiped away. Hunters are exfiltrated from the area, usually in
CAIN black helicopters, then brought back to the
Failing an execution by perishing as a group, nearest CAIN post or carrier vessel for debriefing.
fleeing the investigation, or refusing to execute a
vulnerable sin, immediately ends the hunt. CAIN • If the execution was successful they are each
will call in total expurgation of the area via orbital paid 5 scrip. If the execution was a failure they
rail drop to prevent a sin event, and advise the are docked 1 scrip. If the sin was spared, they
exorcists to exfiltrate (if they are alive). Surviving gain 3 scrip
exorcists will be appropriately disciplined and also
• They gain 1 xp and 1 scrip for each dead
docked 1 scrip. Necessary coverup, casualties,
exorcist they recover.
and cleanup will be extensive.
• They halve all sin.
Unless.
• They can mark a mission survived and
potentially rank up in category
If at least one trauma question has been
answered and unveiled to the Sin…
They are then allowed a period of rest before they
proceed to their next mission.
SPARE
Conflict scenes have slightly different rules to 2. Establish the scene and set out
regular, freeform play: talismans.
• A conflict scene can be started when the Where are the characters? Where are their
stakes of the scene are high and there are opponents? What is the location and what
two or more sides in opposition. resources are available?
• Conflict scenes are always risky by default. Also set out any talismans you expect to use
Otherwise, they wouldn’t be conflict scenes! during the scene.
42
These talismans should represent important tasks, • Flee: Get out of the conflict scene. The Admin
goals, or parameters for the scene. For a fight with might require a talisman for this if it’s hard to
a Sin, you usually use the Execution talisman, for leave. Once out, a character is out for the rest
example. If you’re just trying to escape it, however, of the scene but is considered safe.
you might use an ‘escape’ talisman representing
your ability to get away. You might set out 4. Characters Act
talismans representing obstacles, opponents, or
time limits.
Characters can act one at a time, in any order.
Characters that are performing teamwork or
3. Players choose actions defending another character don’t trigger a risk
roll from an opponent. Any other action does,
The player characters (the exorcists) always act including those that don’t normally make that roll,
first in a conflict scene. When a player acts, they unless someone has specifically set up that action
can choose one of the following courses of action. to be less risky. When all player characters have
The actions are descriptive, not proscriptive. taken their action, a round passes.
Characters should generally think about what they
want to do in a scene, then try and think about Some effects from abilities rely on rounds and the
what action their activities fall under. Admin might set a round time limit in order to
keep things concise.
• Act: Take direct action against one of the
goals, talismans, or obstacles in a fight. In very
simple terms, this could just be fighting your 5. Opponents React
opponent. It could also be driving a car,
launching a verbal assault, neutralizing poison, Instead of taking their own actions, NPCs or
healing a dying person, or sneaking in through obstacles the Admin controls in the scene will use
a vent. the risk die to inform their reactions. Each time a
player takes an action, such as attack, analyze, or
• Defend: Prepare to defend an ally. Choose an
set up, the Admin uses the risk die and reacts.
ally. The next time that ally takes
These reactions can often be found as a list of
consequences while you are defending them,
roll 1d6. On a 1-3, you reduce stress suffered by suggestions, such as on a sin’s sheet. The Admin
them by 1, but also take 1 stress. On a 4/5 you can only take one reaction at once it they have
don’t take stress, and on a 6 reduce stress multiple to choose from or multiple opponents are
suffered by your target by 2 instead. This effect present.
does not stack from multiple defenders.
These reactions often inflict stress on the
• Set Up or Teamwork: Perform teamwork with
exorcists, change the stakes of the situation with a
an ally in another action, or take a set up
action. These are identical to the activities complication, or threaten them with worse
described on pg. 15-16. consequences. The Admin is always free to not
use a proscribed reaction, but instead to improvise
• Analyze: Gather information during the scene. an outcome as normal based on the die result,
This can progress a talisman, create a new fiction, and circumstances.
talisman, or reveal the capabilities of
opponents. Analyze can be used to change the
parameters of the scene or create an opening Concluding a conflict scene
or opportunity, like a new route in a chase, or a
gap in an opponent’s fighting style. This is a Play continues until one side has accomplished
more permanent change than a set up action their goals or settled the stakes, or other
and is typically more powerful. Talismans parameters such as a time limit have been
created by Analyze can grant advantage dice, reached.
make a situation less hard, or make it less risky.
43
Making an You can share the answers to these questions with
the group if you like.
• Is your sin-seed in your brain or in your heart? • Pick an agenda and one ability from that
agenda.
• What do you hide in the deepest parts of you?
• Pick a blasphemy and two powers from that
• Is your hand your hand? blasphemy
• Do you remember the face of your mother?
You’re done and ready to embark on your first
hunt.
44
Increasing in power Survival
Your exorcist increases in power two ways: by If you survive enough missions, you qualify for an
gaining and spending experience, and by advance in category rating. You only needed to
surviving missions. have participated in a mission and survived - the
experience and training from fieldwork is usually
enough to hone your powers. Each category rating
Experience requires a number of total missions survived.
• Did you follow your first agenda item? Increasing in category ups the general capabilities
of your powers.
• Did you follow at least one bolded agenda
item?
Advances
Any time your experience bar is full (4 segments),
you cash it out for an advance. You can bank
these advances and spend an advance after a
session in the following ways:
• Gain 3 scrip
45
AGENDAS You are able to swap agendas between missions
if you feel like your old agenda no longer fits your
character. Swapping agendas carries over any
Pick an agenda when creating your exorcist, then bolded agenda items and abilities, though doesn’t
pick an ability from that agenda. You can gain a automatically grant you a new ability. You can then
new ability from your active agenda by spending take abilities from your new agenda as normal -
an advance. although you can’t have more than five abilities
total from any agenda (you can swap them out if
Agendas have two agenda items, normal and you feel like replacing one when you spend an
bolded. If you fulfill your normal agenda item, at
advance to gain a new ability).
the end of a session, you get 1 xp. If you fulfill at
least one of your bolded items, you also get 1 xp.
Often these require a different approach than your Agendas broadly describe your character’s
agenda would otherwise encourage. approach to problems rather than being
descriptive of your character as a whole.
BE AS T DOOME D
► Demonstrate your humanity
► Get into a fight
► Demonstrate your distance from humanity
► Hold Back
agenda if you
You may only pick this
your first
have a sin mark. If it's
with a sin mark of
agenda, you may start
1d6 for
your choice (still roll
ability).
46
FIRE B UG
► Solve Problems Creatively
► Take the simple solution
► Oilfinger: You start a mission with 1d3+1 extra ► Let the mask slip
Kit Points.
► Extra Parts: You can mark 1 KP for +1D on any
roll that involves fixing, crafting, breaking, or ► Dust to Dust: Stress no longer rolls
modifying devices or machines. over when you take an injury (excess is
► Weak Spot: When an ally performs violent or lost).
forceful action, you can grant them +1D on their ► Silent Strike: Gain +1D on forceful
action, and +1 slash on any talismans on success. actions taken against targets who are
You have one use of this ability, which resets when unaware of your presence.
you rest, and a roll can only benefit from this once. ► I’ll do it myself: Once a scene,
when someone fails a roll, you can step
in to help them, as long as you are
able. You gain 1d3+1 nonlethal stress,
but roll 1D and add it to the total
GUARDIAN
roll, which could cause it to succeed.
► Rook: When you successfully set up
an ally, you can take 1 nonlethal
stress to set up another ally of your
choice with the same action.
► Protect your people ► It’s Nothing: You can ignore taking
► Leave nobody behind an injury by saying ‘It’s Nothing’.
Gain a hook ‘It’s Nothing’. This hook
► Iron Wall: When you defend someone close to fills up any time you say ‘It’s Nothing’
you in a conflict scene, you can choose to as well as the normal ways (taking this
divert any consequences taken by your target hook again, time passing, rolling a
on to you instead of its usual effects. The ‘1’). Segments on the hook can’t be
second time or more you use this in the same erased in any way. When the hook fills
scene, you take 1d3 nonlethal stress first. out, you collapse and suffer instant
► The Excessive Agony of Moving Forward: death, which you cannot ignore. If you
Erase 1 stress when the hour passes if you end a mission with this hook, you gain
have more than 3. a permanent cosmetic scar.
► Castle: When any ally takes an injury, you
erase 1 stress and gain +1D on your next
action.
► Centerweight: When resting, allies that
spend resting dice can set the results of
their dice to yours instead.
分
► Painkiller: Your maximum stress is no 解
longer reduced by taking injuries.
47
HARDLINE
► Follow Orders
MACHINE
► Disobey Orders
► Black Suit: Gain +1D on actions to lead, ► Put the work before your own needs
intimidate, or give orders to mundane ► Take a break
humans.
► Mea Culpa: The first time in a hunt you
take an injury or an affliction, relieve
1d3+1 sin. ► The Work: You can choose to gain +1D
► Eliminate the Stain: Gain +1D on all on any roll. If you do, take 1 stress for
actions against sins that have half or less each time you’ve used this ability this
of their execution clock remaining. mission (including this one). You can’t
► Single Minded: You can only be affected use this ability for the remainder of the
by one affliction maximum (you can choose hunt if you rest.
which to discard and keep). ► Brain Burst: When investigating or
► By the Book: Once a hunt, when you researching something, you can take 1
witness or find evidence of a sin’s Domain, nonlethal stress to re-roll one die on
you can force the Admin to show you the your action roll. The re-roll is final.
exact rules text of that Domain. ► Second Wind: The first time pressure
fills up over half, relieve all stress.
► Overtime: You can gain +1D on all
actions to investigate, analyze, or
gather information for the duration of a
scene, but you lose the use of this
ability and all other activities are hard
until you rest.
► Neat Little Universe: Twice a hunt,
you can tick any talisman on your sheet
or an ally’s up or down by 1.
an only
A c h a racter c
◄ if
s agenda
take thi n d truly
e y a r e well a
t h s
u get it
dead. Yo e .
for fre
ability
48
► Uncover hidden or uncomfortable
truths about the world.
E
► Uncover hidden or uncomfortable
truths about yourself.
RAN C
► Psyche Jewel: When you or an ally answers
a Sin’s trauma question, regain 1 psyche
TEMPE
burst, recover 1 sin, and erase 1 stress.
► Alienation: Your sin overflow cap increases ► Put people before the mission
H
► Care: Twice a hunt, you can roll and
taken, a
◄ Once ly swap
r can on
characte da by
► Survive his agen
out of t nces.
two adva
: +1 spending for
► Will to Live ability
. 1 in 6 Get its
max stre ss
ig no ri ng free.
chance of
oll
instant death (r
1d6)
50
B I RD
SONG
MY
► Get someone to do your bidding
► Do something selfless
51
BLASPHEMIES BLAST
Blasphemies are the psychic manifestations of a Spend a psyche burst and roll PSYCHE to
person’s inner turmoil, honed to a razor’s edge. produce a weaponized form of concentrated
Only those with sinseeds, blessed by grace, are psychic energy in melee or short range. The
capable of manifesting them. They draw on a specific look and feel of this basic exorcist skill
wielder’s subconscious, the roiling emotional sea varies between exorcists. The strength of this
underneath the facade of humanity. Therefore, blast scales with CAT.
only those touched by darkness or turmoil are able
to truly wield their full potential. • When your exorcist produces a blast, they
might:
When making your exorcist, pick a blasphemy,
• Imbue a slash of a blade or a shot with a
then pick two powers.
ranged weapon with psychic energy
Your blasphemy can be used in the following • Shoot an invisible ball of force from their
ways: fingers
• Fire scathing lightning
• You gain a passive benefit from (most) • Shoot a bead of ghostly, frigid fire.
blasphemies simply for having them
Unlike your mundane service weapons, blast is a
• You can use your blasphemy creatively any
supernatural weapon and therefore doesn’t
time by activating a psyche burst to give +1D
become hard by default when used against sins.
on a roll, as long as your blasphemy power
would help that roll.
52
V. Gate: Manipulate space as a sculptor works Effect type tags describe advanced effect or
with clay powers you can create with a blasphemy. Effects
with the same tag do not stack with each other -
VI. Smother: Suppress innate properties of the most recently used power replaces the last
things, like friction, sound, or light. one. Not all powers have effect tags.
VII. Whisper: Your shadow talks to you. It knows
the future. • Curse: A power affecting another person,
usually negatively
VIII. Edit: Change yourself , the world, or others
by pulling from different possible realities • Charm: A power affecting yourself or another
person, usually positively
IX. Bind: Bind weak sins to your service and use
them as servants or weapons. • Transmute: An effect that affects or alters the
physical world in some way
X. Jaunt: Separate body and soul, perception
and flesh • Summon: An effect that creates a psychic
construction or entity
XI. Palace: The contents of your mind are a
tangible place you can visit
Advancing blasphemies
XII. Sympathy: Pull on the innate connections to
human tools or objects You may spend an advance to gain an extra
power inside your own blasphemies.
Tags
You can take additional blasphemies outside of
Duration tags describe how long a power lasts the first one chosen. Each one reduces your cap
before its effects expire. for sin overflow by 1 and increases your xp
advancement cap by +1.
• Instant: Lasts only a few moments, then
expires You can only have five powers from any
blasphemies at once, in any combination. You can
• Until rest: Lasts until rest replace a power when taking a new one.
• 1 scene: Lasts until the scene passes.
• All mission: Lasts all hunt
CATEGORY
• Self: Yourself
• Adjacent: Right next to you
• Short: Across the street
• Long: A few blocks away
• Extreme: Half a mile away or more
53
TENSION
Project a spot psychic field of incredible density and
durability. This often takes the form of a metallic
shimmering surface, visible only to the psychically
sensitive.
IRON SOUL
Passive: When you would fill up your
execution talisman and gain an injury, roll
1d6. On a 4+, go to 1 stress under maximum
instead and ignore any excess, then lose the
use of this passive until you rest.
AEGIS STASIS
Instant, Short Curse, 1 scene, Short
Once a scene, when you or a visible ally in With a gesture, you can lock yourself or a CAT
short range of you would mark stress from sized group of humans or exorcists in a tension
external harm, you can intervene by answering cage that covers them like a second skin,
the following questions: paralyzing them. If a human is hostile or unwilling,
roll PSYCHE, and only spend the burst on success.
• Can you reach your target in time?
• Is there any part of the environment you can Once trapped, your target is locked in, unable to
use to shield your target? move or act for the scene, and is immune to all
harm and effects from the outside. The effect only
• Is your heart in this? ends once the scene passes and you cannot end it
earlier. They can be moved around like a (very stiff)
You create a flash tension force of incredible object and are fully sensate while inside, though
strength, blocking damage. For each ‘yes’ they can see as though looking through a thick
answer, roll 1d6. For every 2+ rolled reduce pane of glass and don’t need to breathe.
stress suffered by 1, and for every 6 rolled
reduce it by 2. This could reduce stress suffered
to 0.
54
SEVERANCE MALLEATE
Transmute, Until rest, Adjacent
Instant, Short
You can invert and infuse a tension field to make
You can project a tension force of incredible an area of nonliving matter incredibly pliable and
strength over any edge, as obvious as a soft. The size of this block of matter you can
blade and as subtle as a fingernail, and use it affect is affected by CAT. Choose one of the
as a cutting implement. Roll PSYCHE to cut following effects, then you may gain or grant +1D
an object or opponent up to CAT size with a when you or any ally next acts to take advantage
clean and decisive blow, only spending a of this power:
psyche burst on success.
• Rubber: The matter becomes bouncy and
• Gain +1D if you are striking to protect springy
another person
• Mud: The matter melts into a thick mud. It
• Gain +1D against immobile objects or becomes pliable and sticky and difficult to
opponents move through
FORTRESS
Summon, Until rest, Short
55
ARDENCE
Manipulate potential energy to create flashes of extreme
heat or cold. The most potent, and most dangerous of
blasphemies - to others and its user.
INNER FURNACE
Passive: You can take an Unstable Power hook as part of
using any Ardence power to increase the CAT of the power
up to +2. When the hook fills up, you burn up from the
inside, gaining an injury and ending the hook. If this injury
would kill you, you explode in an area equal to your CAT,
annihilating yourself and everything inside in a massive
explosion. Nothing can survive this.
FURY VOID
Instant, Short
Instant, Long
You create a flash vacuum by burning the air away.
You can create a fierce blast of destructive The void creates a loud thunderclap, affecting an
energy at a location in range with a blast area up to CAT. It affects everyone in the area
area up to CAT. When you use this power, except you. Choose one of the following effects,
roll PSYCHE and answer the following then you may gain or grant +1D when you or any
questions, gaining +1D for each ‘yes’ answer, ally next acts to take advantage of this power:
only spending a Psyche Burst on success.
• Weak: Sucks in loose objects not held, worn, or
• Are you willing to cause indiscriminate bolted down.
harm, not caring what you destroy, burn,
• Medium: All humans and exorcists in the area
or incinerate?
are thrown off their feet and pulled in, excluding
• Are you willing to let your anger control you.
the outcome?
• Strong: Sins and vehicles up to CAT size are
thrown off balance or pulled depending on their
Whatever question you answer ‘yes’ on, it size. Glass is shattered. The thunderclap is
affects the outcome of the action - no matter momentarily deafening.
the roll. In addition, if you answered at least
one ‘yes’, the area is ALWAYS equal to max
This power may effect the parameters of rolls, such
CAT, and allies in the area or in short
as difficulty and risk.
distance to you take 1 stress, which cannot
be ignored.
56
HELL
Transmute, Adjacent, Until Rest
SABRE
Instant , CAT range
You may dump energy into the ground and anything
touching the ground in an area determined by
Release a blast of energy in a highly destructive
CAT+2, choosing hot or cold. Choose one of the
beam. The beam goes in a straight line a range
following effects, which lasts until you rest. You may
equal to CAT, piercing through walls, doors, and
gain or grant +1D when you or any ally next acts to
obstructions effortlessly. It is extremely loud and
take advantage of this power:
bright. Roll PSYCHE for its effects, only spending
a psyche burst on success.
• Simmer: Discomfort for humans, lowered or
raised temperature, hot or cold surfaces, etc.
For every ‘6’ result you roll when using ability, this
• Poach: Major discomfort for humans, who ability inflicts 1 extra slash on a talisman, but you
cannot remain in the area, and discomfort for also take 1 stress, which could kill you or cause
sins and exorcists. Freeze or boil water, pipes, you an injury. This stress cannot be reduced or
crack glass, etc. ignored in any way.
• Boil: Deadly to humans, sins and exorcists take
2 stress if they remain in the area for longer than
a scene. Light fires or freeze the air in rooms,
melt windows or burn doors, or freeze objects.
STORM
Transmute, Extreme, Whole Mission
57
FLUX
Manipulate the direction and flow of time itself.
STEAL TIME
Passive: Once a mission, you can re-
roll all your resting dice for yourself or
an ally, taking the second result as
final.
58
STOP QUICKENING
Transmute, Instant, Self Instant, Adjacent
You spend up to three psyche bursts to stop You can accelerate the natural healing of your
local time in an area around you equal to CAT. body or those of others, giving you the following
Roll 1d6 per psyche burst spent and add them benefits:
together - that is how many seconds you have.
Anything that enters this area is immediately
• Immediately heal 1d3 stress on yourself or
affected (including anything put into or out of
another target.
the area), but time flows normally outside the
area. In this stopped time, you are unaffected • You may heal a CAT sized group of dying or
and: injured humans in short range. Dying humans
are stabilized and no longer in danger of
• you cannot use psychic powers, but neither expiring, but fall unconscious. Otherwise,
can you be affected by them. Any power badly injured humans are healed to the point
currently active from you or affecting you of being able to (slowly) move by themselves.
other than this one dissipates. Minor injuries are fully healed.
• you can perform one activity or course of
Then, gain temporal instability
action that fits in the duration. After you
would make an action roll for anything, the
effect ends no matter what.
SCHISM
Transmute, Instant, 1 scene
STUTTER
You can create a bubble of altered time equal to CAT
area. Inside the bubble, you open a window into one Instant, Short
day in the past or future from the moment the bubble
was created. Gain or grant +1D when you or any ally You can briefly reverse time in order to alter
next acts to take advantage of this power: causality for any event that happened as a
result of an action roll made by you or an ally in
• The state of the area inside the bubble is confined CAT range, instantly after you see the result. Re-
only to the bubble and includes objects or people roll the action roll completely, taking the second
inside. You and allies can enter or exit the bubble at result as final.
will.
• Supernatural beings, including exorcists, in the When you use this power, gain temporal
present timeline caught in the bubble when it is instability. If you use it again before you rest,
created are unaffected. Humans and the ‘present’ gain 1d3 temporal instability instead.
timeline world caught in the bubble are ‘paused’,
cease existing for its duration, and have no memory
of the incident.
• Things removed from the bubble from the past or
future timeline, including living beings, simply
disappear until they move back into the bubble.
BRAKE
Passive: Automatically remove velocity from all
projectiles that would hit you, taking -1 stress from
them.
FLING LIFT
Adjacent, Instant Charm, Self, 1 scene
With a touch, you can imbue velocity into You reverse gravity’s effect on yourself and a CAT
yourself or another object or living being and sized group of other exorcists or humans with a
send it flying. The combined size of the object low but constant Vector effect. For this scene, any
or being and the range you send them must affected gain the following benefits:
equal your CAT+2 or less. Once sent flying, the
direction of your target cannot be changed. • you can run, walk, or climb up vertical surfaces.
• you can slow your fall at will, and you cannot
You can alternately remove all velocity by take harm from falling
touching an object or person of CAT+2 size,
bringing it to a complete stop. • you can glide a distance equal to CAT range.
you must start at height to gain this benefit
Roll PSYCHE for this power’s effects, including
any harm inflicted, and only spend a psyche This power may easily effect the parameters of
burst on at least one success. rolls, such as difficulty and risk.
60
CURRENT BULLET
Transmute, Until rest, CAT+2 range
Instant, CAT+1 range
You create a weaker, but persistent Vector
force in an area that lasts until you rest. It You can imbue strong bursts of velocity into the
creates a line that goes about CAT+2 range air at your fingertips, creating pressurized air
in length and covers about the width of a bullets that hit with extreme force. Roll PSYCHE
street. It pushes constantly in one direction for its effects, only spending a psyche burst on
(including up or down) like a strong wind. success.
Allies moving in that direction gain +1D on
actions to move with the current. Anything • Gain +1D when making shots from a elevated
moving against that direction struggles, and position
anything falling falls slowly. It becomes hard
• Gain +1D when making shots to disarm,
for allies to move against the current, and
distract, or disable
actions taken against anyone trying to
struggle against the current gain +1D. You
can dismiss this effect at will.
FINESSE
Instant, CAT range
61
GATE
Manipulate space as a sculptor works with clay.
POCKET
Passive: You can fit a compressed tear in space into a
piece of clothing that you are wearing.
• You gain +1 KP
• You can stow or retrieve items inside your pocket, which
can hold a combined total of items worth up to 3 KP.
Once inside, the items are stored in an extra
dimensional space and hidden and safe, no matter their
size. The pocket is attached to your clothes and if they
are destroyed, items inside pop out.
PINCH
TEAR Instant, special range
Summon, Until rest You can choose a single living being or object you
can see. The combined size of the object or being
You create a point in CAT range, and another and the distance you attempt to move them must
point within the same range, though you have be CAT+2 or less. Roll PSYCHE if your target is
to be able to see both points when you use this unwilling, only spending a psyche burst on
ability. The two points are connected by a slash success. As long as you can see your target, on at
in the fabric of reality, a portal that can be least one success, you can pinch space between
moved through and connects the two points as the two of you to move your target right next to
though they were right next to each other. you. From the targets perspective, they don’t
Objects, beings, and forces up to ½ CAT in size appear to move at all, but the world smears around
can freely move through the tear for the them. They ignore all physical obstructions
duration, and momentum is preserved. between them and you - as long as you can see
your target, they simply appear next to you.
62
BLOOM MAZE
Summon, Short, 1 scene Transmute, Self, CAT area
By splitting space in creative ways, you create a You rearrange an area equal to CAT around you,
number of controllable duplicates of any of your causing the rearrangement of human built structures
limbs or hands equal to CAT+1 on any surfaces in in the area. Pick any of the following, then gain or
short range from you, emerging from a tear in grant +1D when you or any ally next acts to take
space. They are stuck in place and cannot move. advantage of this power:
Gain or grant +1D when you or any ally next acts
to take advantage of this power: • Create or remove doors and windows, or change
the existing arrangement of doors and windows
• You can control them like your normal limbs, • Add corridors, or rearrange the floor plan of
making action rolls through them and you have rooms
normal sensation with them.
• Change the direction of gravity inside of a room.
• They can be placed on any surface, including For example, you could make a wall the ‘floor’
moving surfaces or living beings.
• make a room larger or smaller
• You take any stress they would take from your
• Arrange or remove the furniture inside a room any
actions made through them.
way you like
63
SMOTHER
Surpress the innate properties of the universe. Lie to God.
ABSENTIA
Passive: You can improve the CAT of any of
your Smother powers by +2 when you use
them, to a max CAT of 7. However, when you
do, gain the Absentia Hook.
64
ABSTRACT SMOOTH
Transmute, Short, 1 scene Transmute, Short, 1 scene
With a gesture, you remove recognizable You temporarily remove almost all friction from a
properties of CAT+1 number of distinct tools, CAT sized group of human or exorcists, or an area up
vehicles, windows, doors, or any other objects to CAT. The area or target(s) become incredibly
that can be held or worn. The chosen objects slippery. If targeting an area, it becomes hard for
can no longer be used for their intended anyone to stand, climb, or move normally in the area,
purpose and no human, sin, or exorcist though people are able to slide around.
(including you!) can recognize them - staring at
them for too long causes extreme discomfort, • Roll PSYCHE to affect hostile targets with this
even for exorcists. For example, weapons can power, only spending a psyche burst on success.
no longer fire, doors can no longer open, or
• You can sculpt this area if you wish to affect just
windows can no longer be looked through.
part of it, or sculpt a path.
You produce a strong field from your body disabling An number of objects or living beings equal to CAT, or
even the simplest human advancements from location of a size up to CAT you touch up ceases
working in CAT area. The effect moves with you. You producing sound, reflecting light, or both for the
can choose up to three of the following to suppress, scene. Gain or grant +1D when you or any ally next
ceasing their operation, then gain or grant +1D when acts to take advantage of this power:
you or any ally next acts to take advantage of this
power: • Targeting a persona allows the effect to move with
them for the scene
• Electricity
• Targeting a location affects an area, removing all
• Internet sound and/or light. You can ‘filter’ this effect by
• Combustion engines allowing light or sound inside the location to
• Running Water operate normally, but not enter or exit the area.
65
WHISPER
Your shadow is animate and hungry. It knows the future.
SHADOW
You harbor a separate being that follows you everywhere,
even when you sleep. The rules for it are in the bottom left of
this sheet.
You may talk to it safely using your abilities, • Pre-roll the risk die before you take the
and it knows the future. The Admin will action. You can decide to back out of the
answer for it. action if you like, but if you follow the same
course of activity in the future, use the pre-
rolled risk die.
66
SHIVER DISSECT
Charm, Self, 1 scene Instant, CAT range
When you are looking for a human, sin, Examine a human or exorcist you can see in
exorcist, location, or object, you can declare ‘I CAT range, roll PSYCHE, and ask your shadow
feel a shiver’. You send a psychic pulse out to one of the following questions, plus one more
CAT range in a radius around you, which per success. They answer truthfully, but can
remains active for this scene. While your target use a maximum of three words to answer
is close enough to be in range, you feel a each.
strong sense of cold and discomfort. You can
home in on this feeling easily. It’s never hard to • Is this person lying?
track your target while this power is active. If
• What is the main emotion this person is
your target is in short range of you, you also
feeling?
gain +1D on any rolls to track or locate them.
• Where has this person just come from?
• Where are they planning to go next?
OMNIPRESENCE
PRECOGNITION Instant, CAT+2 range
67
EDIT
The way things are is not the way they had to be. You can
choose, filtering the threads of possibilities and inviting them
to meld with the real world.
MIMIC
Passive: You can alter minor things about your appearance. You
can change any of the following about yourself when resting,
within a variation of your original body:
• body features such as height and weight
• aesthetics such as facial features, skin color, hair, gender
presentation
• age, down to 13 and up to 88
FILTER
Th is ab ilit y cre n is
ing mundane a perso
state, including anyth ge r ca nn ot gain,
A doppelgän
carrying or wearing. rs an d ro lls just 1d6
psychic powe
ne use, or benefit from
Transmute , Adjacent, 1 sce to do anything.
an
ld affecting all matter in
You produce a strong fie m, wh ich mu st
small roo
area about the size of a
this are a you gain +1D to examine
contain you. In
its contents and:
tter to become
• you can cause any ma
transparent or opaq ue
hting in the room as
• you can change the lig
light source, or snuff
though lit by an invisible
the room
out any light sources in
any objects in the area
• you can move around
and ‘pin’ them to any
without touching them
a, causing them to float
point in space in the are
any loose inanimate
• you can safely dissect
constituent parts or
object or furniture into its
object, providing any
reassemble any broken
parts are present
u
the scene ends, or if yo
This effect expires when 69
son.
leave the area for any rea
BIND
With the will of a wielder, even Sins can be controlled, bound
to specially prepared talismans in spirit form.
SIN BINDING
Passive: You have the forbidden ability to bind Sins. You
have the obedient essence of a minor sin bound to you,
under your control. The rules for it are on the bottom left
of this sheet.
It can follow you around at short distance, You can spend a psyche burst to empower your sin
follow simple orders, and uses your skills to for one scene. The next time it takes action for
do anything. Its general capabilities are CAT traversal or movement, it gains +1D. As part of this
0. action:
If it takes any stress, it is banished for the • You can transform it into the form of a vehicle
remainder of the scene, however you can or rideable creature of up to CAT size for one
psychically absorb all stress taken for it scene. It can go about CAT speed, becomes
instead to prevent this effect. partly visible to humans and has room for ½
CAT number of human or exorcist passengers.
In a conflict scene, you may sacrifice your
ability to act on your turn to allow your sin to • It can glide a short distance while in vehicle
act instead, giving it commands. Otherwise it form, with or without passengers
doesn’t act independently in these scenes.
70
FORBIDDEN SURRENDER
SPIRIT Charm, Self, until rest
Self, Instant You can temporarily fuse your sin to your body. Your
body mutates slightly to accommodate this change,
You can spend a psyche burst to empower your and you lose the use of your bound sin for the
sin for one action. As part of this action: duration. Immediately manifest a temporary sin mark
and roll for the ability, which you gain until you end
• Once this scene, it can ignore any stress this ability early or rest. You may gain 1 sin to re-roll
taken. This effect stacks if this power is used the mark ability, any number of times, any time while
again. this power is active.
PRISON
HUNTER SPIRIT Summon, adjacent, Until Rest
71
PALACE
The contents of your mind are as solid to you as plain reality.
SANCTUM
Passive: You and allies you rest with can enter your psychic
palace while resting. This improves the resting rolls of
yourself and up to one ally of your choice resting with you
by +1.
• The palace is a mental projection, a dream space that takes the
form of a large home, residence, or mansion in a locale of your
choosing. Walking off the premises merely returns to you the
locale, and as a purely psychic phenomena, you can control its
appearance and decor.
• Taking harm in a palace instantly shunts a person out of it,
waking them up, instead of dealing them real harm. Visitors
can leave any time.
• Entering the palace mentally requires only closing your eyes
and concentrating, leaving your outside body defenseless and
insensate. It can be done by you any time, and by your allies
by resting with you, or with your powers
lace
r p o r eal pa by
LIBRARY
C o n
statio
manife s is still
st n
exorci vestigatio
i n
under
ERITY. Instant, Self
by TEM
This power does not take a psyche burst. Your
palace has a library of information from the psychic
gestalt. When you wish to gather information on or
CELLAR investigate any subject, you can gain +1D on the
roll by accessing this library. However, afterwards
the Admin rolls 1d6 for each of the following:
Charm, Infinite range, Instant
• Is the information rare?
You can simulate situations inside your palace
• Is the information forbidden in some way?
before putting them into practice in reality. You
can use this power and roll to set up a number • Is the information pertinent to a powerful
of allies equal to ½ CAT even if you are not group?
physically present. However, you may only set
up a target if you can describe the way in which For each ‘1’, you take 1 nonlethal stress as you read
you trained or prepared with them, or a psychic something disturbing in the library.
copy of them, for the current situation. This
setup can never be risky, but cannot lower risk.
If you fail the setup roll, you may take 1d3
nonlethal stress to re-roll it, taking the second
result as final.
72
FOYER
Summon
When you rest in your bar, you can roll 1d3+1, and do
one of the following, spending charges of the die you
have just rolled per option:
!
‘hollow’ during sleep and leave an empty shell.
This occurrence is very rare but its cause is
unknown and it is 100% fatal.
GHOSTWIRE
Passive: You can join your mind telepathically with a
number of other willing people you touch equal to
CAT. While within long distance of each other, you can
talk telepathically, and sense each other’s ambient
emotional state. This effect lasts until you use it again,
until someone becomes unconscious, or until you or
another person closes the connection.
GEIST
POSSESSION Self, 1 scene
PSYCHOMETRY IS BANNED ON
CAMPUS - CASTLE REF 0094
RESONANCE
Passive: At the start of the mission, roll on the
resonance table. When you make this roll, 1d3, then
1d6, then check the resonance tables after this
blasphemy entry. When you are making an action roll
and you are using an item you are resonant with, you
gain a +1D bonus. You can spend a psyche burst any
time to roll an additional resonance. You can keep up
to three at a time, and only benefit from one at a time.
Amplify
Resonances Summon, Adjacent, 1 scene
Roll 1d3, then 1d6
You can expand the mundane properties of a
11 Phones 21 Balls 31 Ropes regular non-weapon item to extreme levels. You
touch a mundane object up to CAT size. For the
12 Lights 22 Guns 32 Hammers scene, you automatically have resonance with it,
and its properties are enhanced to extreme levels,
13 Knives 23 Mugs 33 Cars as if they were up to your CAT in scale. For
example:
14 Keys 24 Computers 34 Doors
• A car’s speed, handling, and resilience
15 Books 25 Shoes 35 Bags • A light’s brightness and intensity, and the area
it illuminates
16 Baseball Bats 26 Power Tools 36 Gloves • A door’s ability to lock and withstand force
76
Bond Psychometry
Self, 1 scene Instant, Adjacent
For the scene, you can bond incredibly tightly You can touch objects to remotely view their
with an item you are holding in one or both hands. memories. You can view back a number of days
equal to your CAT. Roll PSYCHE, then ask a question
• You are now resonant with that item. It is still plus an additional question per success. Gain +1D
mundane. when next acting on the answers.
• You can now use it as a mundane cutting or
• Where has this object been?
bludgeoning weapon even if it wouldn’t
normally be a weapon. It has about the power • Who has touched this object?
of a CAT 0 bat or sword. • What has this object been used for?
• The item becomes virtually indestructible. • What else is this object connected to?
• You can cause the item to recall to your hand,
flying through the air, from within short Memories of an object are impressionist and and
distance imprecise, and they are only usually ‘aware’ of their
• You can discharge this power to make a strike very immediate surroundings.
with the object, granting it supernatural
destructive power equal to CAT (it gains +1D
on the roll as normal due to resonance). Then
end this effect and destroy the item.
Alliance
Diplomacy Summon, Short, 1 scene
77
Kit expansion
The following section contains items all
• 0: Very small items or personal
Items also have tags:
exorcists are licensed to purchase with
CAIN scrip (S). effects that could fit in a coat
• Consumable: Once used, this item
pocket, like a pen or wallet
is gone forever. Multiple copies of it
Purchased items are permanently • 1: Small item that could fit in a can be bought.
available for an exorcist’s kit during hand
deployment on a mission, and can be • Conspicuous: This item is obvious
pulled out by spending kit points. • 2: Item that requires storage or
• Focus: Using these items requires
both hands, such as a firearm,
focus to use. It can’t be used while
Scrip can only be spent between melee weapon, etc
performing any other activity or if
missions. Unless an item is • 3: Very large item that is heavy, under duress.
consumable, it can only be purchased has to be carried, etc, such as a
once at a time. • Items may also have range tags
full backpack, two handed
(adjacent, short, long, extreme). An
weapon (rifle, sledgehammer, etc),
You can use the following guide when item can only be used within the
portable generator, medical bag,
estimating or improvising the kit cost of listed range.
etc
items or objects:
• 5: Human body
78
79
Availability may affect choices.
80
C CASTLE
See manual for codes. Page 1
81
Page 2
C CASTLE See manual for codes.
82
ED
AL REQUIR
!!APPROV MAY BE
OBJECTS
CURSED!!
Ref 0994
As above, so below
83
WEAPONS
Arsenal of weaponry machined and maintained by CASTLE armory services.
Some improvised in the field.
You may choose the aesthetic of your service weapon. They start at CAT 0. You may upgrade
both of them by +1 CAT by spending 3 scrip, to a max of CAT 3.
All these weapons have been lovingly used to kill sins.
84
85
S I N MARKS • If you have a mark already and roll it again, the mark
evolves, granting it a new ability (re-roll duplicates).
• If you roll a ‘6’ for a mark, you can choose which
one, then roll for the ability as normal
• You increase your resistance rolls and lower your sin
overflow cap by 1 for each sin mark you have.
• Sin marks can affect whether rolls are hard or risky,
and some grant bonus die or special abilities
2. JAW
Typical Appearance or Manifestation: Split or
extended jaw, pharyngeal jaw, fangs, black tongue,
viscous saliva.
5. Automatically erase 1 stress when pressure 2. Once a mission, you may merge any single
increases. mundane weapon or item you could hold into
your flesh, able to conceal or produce it at will.
6. Gain +1D to Conditioning. This could put you
up to 4D. 3. Once a mission, you can dissolve all non-living
matter in a cube about the size of a room into a
black sludge with a touch of your third (ring)
finger.
CAIN
also wish to skim through it, but should avoid the
Sins section if they want to keep certain
information a surprise.
88
Safety First Principles and Tips
CAIN contains numerous references to and Here are some basic principles I think the Admin
implications of abuse, self-harm, trauma, and should try to follow when running a game of CAIN
mental health crises. By default the game is about that will help the game run smoother.
untangling the traumatic events that have led to a
sin’s birth, which requires engagement with that 1. Put the fiction first: CAIN is a story-forward
history. For this reason, CAIN might not be a game. The fiction (do you have a gun or bare,
good fit for your table, you, or your players. broken knuckles? Are you standing in the dark
waiting for an ambush or out in the open?) is
It is critical if you are the Admin and are planning an important part of playing the game and
in including any of these topics in an investigation helps determine the circumstances around
that you handle this with care and specifically rolls. The Admin uses these cues to adjudicate
discuss your intentions with your players rolls, making them hard, risky, or giving them
beforehand, and respect any boundaries or extra dice. Small details like whether you are
requests that your players make of you. There are tired or how you feel about a situation can
numerous safety toolkits available online that can become important!
be helpful for running games like this, but for a
simple start I recommend the following 2. Only roll when necessary: Roll when the
situation is tense, unclear, or contested, and let
• Without discussing specifics, ask your players, the game flow otherwise
based on their comfort level (this can be done
in private), topics that should be omitted from 3. Be a fan of the players: The Admin should
the game. Then respect that boundary. be a fan of the player characters and try to
view the playing of this game as a collaborative
• If a player ever is experiencing discomfort for storytelling experience - not as a competitive
any reason during a game, pull back and one. The players are the main characters of the
pause. Ask the table, without discussing story, and they should get the spotlight and a
specifics, whether they’d like to continue or chance to shine. If a player failed a roll, it’s not
whether they would like to skip past the because they were incompetent -
current sequence of events, no questions circumstances just weren’t on their side. Take
asked. Then respect that boundary. opportunities to let characters shine and show
off.
• Have a tone discussion with your players
before even starting a game. Ask what players 4. Make information available: Make
want out of the game, what topics they are information available to the player characters
interesting in exploring, and what topics they wherever possible, unless hiding it would
are interested in avoiding - these don’t even create interesting tension. If a character hunts
have to be potentially objectionable topics. for certain information that will progress the
story, just give it to them. This is especially
important in an investigative game, where the
References to these topics in game are kept vague
tension comes from connecting the dots and
for a reason. You are free to adjust their
not finding every little piece of the puzzle.
importance and representation here as you like.
Don’t bog down the investigation by hiding
information behind rolls - reward player
curiosity!
89
6. Don’t be afraid to pull things back: Pull If players are still at odds and both still want to
back from in character conversations and have resolve a conflict, they can make a roll off.
them out of character if things feel like they are Importantly, they both must agree to a contest.
getting stuck or a conflict is arising between
players or players and the Admin that needs • Each party names what they want out of the
mediating. Feel out the situation and ask the situation. Then they each roll 1d6, describing
players (and characters) what they want before their characters actions. Exorcists of the same
diving back in. Letting mediation take place category are generally regarded as equally
directly between players can be a more matched in skill. This roll cannot be modified in
comfortable place for a conversation. Often any way.
times things can be done quickly ‘off screen’ or
out of character that aren’t important to play • The winner of the die roll gets what they want
out in game. Don’t feel the need to do out of the situation, the loser must cede it. If
everything in character - there’s no audience there’s a tie, the exorcists clash and pull back
watching! and there is no winner or loser. They must
decide whether to roll again or concede to
7. Put player safety first: Always respect each other.
player safety and never cross a boundary that • Exorcists can never physically harm another
a player has asked to be respected. Set in game terms. An exorcist that gets into a
enforceable and consistent safety rules for fight with another may inflict pain or injury in
your game and make sure they are clear to all the narrative, but it has no effect on an
players. exorcists in game terms, such as stress,
afflictions, or injuries.
Inter-character conflict
Setting, Tone, and Intention
Characters might sometimes get at odds with
each other, especially if their worldviews or belief CAIN was written mostly because I wanted a
systems clash. In such a case, it’s important to first ‘monster of the week’ style investigation game
make sure the conflict is between characters, married with the tone, styling, and pacing of
and not players. Then, pause the game and pull supernatural battle shonen anime and manga.
back, then do the following negotiation:
Here are some of its influences
• Out of character, ask each player what their
character wants out of the situation, and if they
• Anime/Manga: Chainsaw Man, Jujutsu Kaisen,
are willing to compromise once they’ve heard
Bleach, D Gray Man, Akira, Neon Genesis
the other party’s desires. Sometimes hearing
Evangelion, Hellsing, Mob Psycho 100
this can help players realize their characters
are willing to concede or don’t want something • Video Games: The Persona series, XCOM,
as badly as they thought. Silent Hill, Resident Evil
• Take suggestions for offers that would help • Music: Vaporwave/Barber Beats, the music
resolve the situation. videos of Norbert Crowfield
• Then, bring it back in character and play it out. • Movies: Nearly any horror movie
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And here’s some of its quirks: Tone
• CAIN is very investigation/episodic focused - The tone of the game by default is pretty brutal
what can go on between investigations might and oppressive and can be fairly lethal. The Admin
as well (and probably should) be freeform role- by all means doesn’t have to stick to what’s in the
play book. CAIN operates by the following basic tonal
rules:
• I foresee a ‘campaign’ of CAIN lasting probably
ten or less sessions, at least to see a few sins • The exorcists are treated as weapons, not
or uncover some larger plot. People that people. They are as much prisoners as they are
develop a good game might want to push their valuable assets.
exorcists all the way to category 5. It’s certainly • The exorcists all have some kind of internal
not something I see people playing for years. strife that drives them forward
• You will notice that base level exorcists deploy • Agendas will clash with each other, not
in uncomfortable shoes and a cassock, missing everyone will agree on the path forward
even basic necessities such as money or cell
phones. This is by design. • Bodies and minds mutate, change, are twisted
and affected in the course of the work
• By default Exorcists don’t have many uses of
• Confronting trauma in its most literal sense is
their powers, psyche burst being a fairly
the main work of the exorcists
precious resource, and fighting sins hard using
mundane means. They are therefore
You can change these at your table as needed.
incentivized to dip into sin, an uncomfortable
tension that I hope will create drama. If the
Admin finds this tension too much, they can
Filling in the details
increase psyche burst to 4, or adjust sin
Here’s a few useful questions The Admin can ask
overflow cap higher, or make it so sin is fully themselves and players to fill details in in your
cleared after a mission. version of CAIN:
• Exorcists can choose to confront a sin right
away if they find it, without uncovering the sin’s • Who is in charge of handling the exorcists?
What does their deployment look like? Who are
traumas. However, finding traumas both does
their points of contact?
damage to the sin and makes the fight much
easier, so my intention is both investigation and • What is CAIN potentially hiding from the
combat are weighed fairly equally. exorcists?
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Calling for rolls Using Category
CAIN is intended to be played, like many other CAT is a shorthand for the narrative scale of
narrative games, in a style where rolls are only powers and supernatural forces. It serves two
made when the game is in moments of purposes:
uncertainty, elevated stakes, or elevated
tension. • It can be easily referred to when an exorcist
wants an answer to the question ‘Can I do
that?’.
A good rule of thumb is to only roll if you want to
find out what happens next - and don’t roll at all • It can also be a good reference for whether a
if the outcome is already clear. This includes roll should be hard, risky, impossible, or even
things that might normally be tense, like getting required at all. To restate: tasks are usually
into a fight. You can always refer to CAT or the hard if they are higher category, or impossible
exorcists’ abilities to judge this. For example, a if they are three categories higher. The same
CAT 5 exorcist with the Vector power can probably goes for lower (easier if lower category,
probably not a roll at all if three or more).
throw an 18 wheeler truck or a small building
around. You can imagine all kinds of situations that
General mundane capabilities of exorcists are
would not be an issue for someone with that kind
usually CAT 0. CAT is not so strict and has some
of power.
leeway for interpretation. Generally I view it as the
following scale:
When calling for a roll, the Admin doesn’t call for a
specific skill to be used (though they are free to 0: Small/human scale
suggest one). Players choose the skill they are
using and assemble the advantages they want on 1: Above average/exceptional human
the roll. The Admin can adjudicate:
2: Large/room or small group scale
• whether a roll is hard, risky, or impossible
3: Very large/vehicle scale
• whether advantages can apply to a roll
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Talismans The most common talismans are execution
talismans, which track the physical health and
Talismans are this game’s versions of task condition of both the exorcists and their
trackers. You may have seen them in other similar opponents. There is also the tension and pressure
narrative games in the form of clocks. They’re only talismans. Here’s some other ways to use
talismans here because it fits the tone better. talismans:
The general rule is to set out talismans if you want • Set racing talismans out for a degrading
to track a complex task, if you want to track a situation, maybe as a complication in a fight. In
project, or if you want to track the progress of this situation, exorcists are trying to fill up one
something. As a shorthand, set out a talisman if talisman before another one fills up, slashing
you think a task or activity is going to take more the bad one each time they take an action, or
than one roll to accomplish. extra as a consequence for failure. For
example:
Talismans are useful generally because they • the house is falling apart and crumbling off
provide a clear goal and end point of an activity. of the cliff, in a few more minutes it will fall
Exorcists know that when they roll on a talisman, completely into the lake. Can you finish the
they are making concrete progress towards fight in time?
something, therefore talismans should always be
public knowledge, and what they represent should • the survivors are under attack and being
always be resolved by filling up the talisman massacred one by one. Can you rescue
(positive or negative). them in time?
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Getting a feel for using progress trackers like Starting hooks
talismans can really help control the flow and
pacing of a game like CAIN. You can use them at To start writing an investigation, the Admin can
both the very small scale of gameplay (the look to the following:
moment to moment action, like a fight) and the
very large scale (long term projects). First, look to the sins themselves. Since each
investigation centers around the emergence of a
Creating sin, looking at their abilities, themes, behavior, and
origins can help spark an idea. Reading through
Investigations the sin sheet can also provide inspiration for
inciting incidents. Look at the sin’s trauma
CAIN is centered around investigations, where questions and see if they create a story for you, as
the exorcists are dispatched to look into the you’ll have to answer them anyway.
emergence of a sin, unraveling the mystery of its
birth along the way. Each investigation culminates Second, think about something terrible that
in a climactic fight in a warped, extra-dimensional could happen to someone. Sins are always born
space against the sin itself: a supernatural entity from trauma, and can manifest post mortem.
made of rampant psychic power and human Here’s a quick list of easy hooks, and some follow
trauma. up questions:
Writing an investigation is primarily the work of the • The host was murdered (why? by whom?)
Admin. An investigation can be tricky to run, unlike
other role playing games, since they are typically • The host lost someone close to them (through
more open rather than linear, and players are sickness, accident, or something worse?)
chasing clues and information that must be spread • The host has been suffering at the hands of
out and kept secret to maintain tension, but also another (a boss? a classmate? a partner?)
has to be relatively available to players to move
the story forward. • The host experienced a crushing loss (failing
out of school, losing a home, getting fired,
Here are some basic tools for writing your own being romantically rejected, all the above?)
investigation that will help keep things moving at a
• The host suffered a catastrophe (illness or
core level, and let you structure investigations in a
accident, and what?)
way that is clear and productive.
• The host was forced to give up on a dream
(who or what?)
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Here’s some more specific example hooks for you was sleeping.
to use or modify as a starting point using the
above: • The host dreamed of becoming a DJ and music
producer, but never made much money. When
their overbearing and controlling partner
• The sin host was a boring but doting father
landed a prestigious and well paying job, they
who had just bought concert tickets for his
were forced to stay home and become a
daughter. He missed a train from the city and
homemaker instead of ‘wasting’ time and
decided to walk to the next station, was robbed
money at auditions. They manifested and fused
and shot when he refused to give up his wallet
with an Idol sin that allowed them to slip away
with the tickets. The perpetrators panicked and
at night, become a legend of the local
dumped his corpse in a drainage canal, where
nightclub scene, and gaining a cult.
it manifested a Hound sin, hellbent on hunting
its killers (and random passers by).
Structuring an investigation
• The sin host, a successful financier, lost his
wife to cancer when she was only 30 years old. Here’s a quick and simple way to structure an
She wanted children with him but he wanted to investigation. You’ll need a sheet of paper or a set
wait on his career, and feels immense guilt at of note cards and something to write with.
delaying her decision. His grief manifested a
Lord that created a kingdom at his workplace,
First, assemble your critical information. This is
transforming a 30 story skyscraper into a
the following:
palatial tower where his many figment-children
are overseen by a cadre of monstrous and
overbearing nursemaids. • The basic hook or inciting incident. What drew
CAIN’s attention? Who or what called the
• The host is an animator at an indie video game exorcists here?
studio who is suffering from crushing amounts
of work, regularly working 100+ hour work • The sin’s host, their status and identity
weeks and sleeping at the office. She began to • The sin itself
dream about an accident so terrible it would
save her from her brutal workload, and • The answers to the sin’s three trauma
manifested a Centipede sin that caused an questions
outbreak of monsters, causing a catastrophe
that immediately killed dozens of people and • Where the sin’s palace is located
created a five block quarantine zone in a
downtown shopping district. Then, assemble your secondary information. This
is any person, place, or thing that is connected to
• The host went to a prestigious college, but a piece of critical information. You don’t have to go
failed mid-way through the first year as she in great detail here, just write out the basic
was distracted by partying. Unable to bring this connections or details. Write in people, locations,
news back to her distant, strict, and wealthy evidence, objects, recent events, interlopers or
parents, she remained in her friend’s college foes, potential obstacles, etc.
dorm feigning attendance, spiraling into a deep
depression, and manifesting an Ogre. Then, you can connect any of these pieces of
• The host was in a random car accident that left information as you see fit. Draw in the direction
them paralyzed below the waist, in a of information. You can draw this out with note
wheelchair, and in a long and painful process cards or on a piece of paper if it helps and draw
of recovery. Their only refuge during this long actual physical connections between them. I like
ordeal was online window shopping - looking to visualize it like a map. You can even make an
at things they could not afford due to the heavy actual map of the investigation area, drawing in
medical bills. They manifested a Toad sin locations as you go.
masquerading as a delivery driver who began
to gather the things they desired while the host
95
Track the path of information that exorcists would abandoned rail car a the edge of town and has
have to follow to find the sin’s host, find the been marked as a missing person. Giving them
palace, find all three trauma question answers, this critical information immediately might defuse
and confront the sin. This is the critical path the tension, so instead the Admin looks at their
exorcists will always follow if they’re trying to secondary information and decides to tell the
complete the investigation, so following it now will exorcists (through an NPC or an info packet) the
make sure it is obvious where players should go location of the host’s best friend, who knows
when they collect any piece of information. where the host is. When the exorcists arrive, the
Admin decides the police have also arrived at the
Sustaining tension comes from putting obstacles best friend’s apartment to interrogate them as a
or challenges in the path of the exorcists and suspect about their friend’s disappearance. This
not from hiding the information away. Exorcists creates a tense scene where the parameters and
should always know where they need to go or goals are clear.
who they need to talk to. If exorcists fail to make
an uncooperative person talk, dig through some The exorcists, in this case, fail to stop the friend
important files, or sneak into the police station from being arrested. The Admin can either offer a
morgue, then make sure to always offer them new challenge to break into the police station and
another path forward. rescue them, or give another piece of secondary
information to move the story forward.
For example: exorcists are trying to track down an
Ogre sin’s host, who has hidden themselves in an
96
start THE HOOK
ie
fin
g
br
The desert gambling city of Las THE WITNESS THE OTHER WITNESS
Peligras has had numerous
disappearances centered around the
Silver Star Casino. CAIN has picked A late night partygoer Two sewer workers have
up SIN readings of an Ogre. saw the Ogre and passed gone missing. One sewer
out, finding herself in the worker has quit from
cistern. She’s being held stress - he’s seen things
by the mob at an offsite he’d rather not describe.
briefing briefing garage for questioning.
g saw
in he
at ar Heard frequently
r og d and investigated.
er
nt saw Friends lost their
g
i
in
THE MOB lives because of
at
him
ig
THE JAILOR
st
(OGRE) THE HOST
ve
Large, powerful In
criminal enterprise, Have seen, and Huge, hulking, bound
runs the casino. Has a want it gone.
in iron chains. Frank Matsuda is a wife guy, a latent
large force of enforcers Bloated flesh. Sees psychic, and gambling addict who bit
and security systems, its duty to keep off more than he can chew, hiding his
including in the tunnels Frank imprisoned. debts from his wife and frequently
pro
underneath the city tec visting the mob-run Silver Star Casino.
where they often move tin
g His debts caught up with him, and
illicit goods. THE PALACE e nd unable to return home, his shame
catalyzed into an Ogre that manifested
The Ogre’s palace has manifested and trapped him in the tunnels under
in an old storm cistern in the the casino. Now he’s stuck there,
T
ex ry sewers once used by the mob to barely surviving, and trying to escape,
Mob bribes
police, t in dump bodies. The mob keeps it while the Ogre’s miasma filters up
ki ort g through the casino and the city.
police dn a to under lock and key.
pressure ap nd
mob
Can tell all -
providing he is alive.
THE POLICE Unwilling without
TRAUMAS assurances
ing,
tigat
Beleaguered. Under funded. Inves eartedly
h a l f h
Corrupt. Maybe one cop here What pushed you in this hole? My gambling addiction.
who actually wants to solve What’s keeping you from going over the edge? I love
the case and will point the my wife too much, even though I’ve been bad to her.
exorcists in the right direction in What are you most ashamed of? I never owned up to
ve
st my wife about my behavior, and hid it from her. I think
ig
at she knows.
in
g
FRANK’S WIFE
It can be very helpful to try to have more than one Moving Forward
connection between pieces of information so that
d the rest of the
exorcists feel like there isn’t just one path forward. The following section (an
and the Sins
When you draw out connections between pieces book) deals with CAIN
sheets and the
of information at the start, try and make as many themselves. Use the sin
a tool during
as possible. Draw in relationships, locations, references provided as
s along. When in
objects - things that all these clues have in gameplay to speed thing
a cue or
common that connect them. Imagine it like a doubt, look to a sheet for
simple maze that exorcists must navigate, from the inspiration!
edge to the center.
97
CAIN
CAIN is the global supranational organization for
the execution and disposal of supernatural
Officially, the organization’s goal is to eradicate all
sins. Unofficially, it has many of its own goals and
phenomena. Buried in a dozen massive agendas, which often clash internally. Astute
subterranean facilities worldwide, it’s behemoth observers might note that its goal is not a long
machinery exists for one purpose: to wipe out the term solution, something the organization is aware
stain of humanity’s sins. Without the of, but dogmatically denies.
organization, humanity would eventually collapse
under the weight of its own evil.
The Legion
Exorcists are the tools of CAIN, high potential CAIN’s human staff number in the tens of
psychic individuals who can exercise the thousands and are highly trained and inducted
necessary self-control to use their powers as a under oath. The entire organization is broadly split
weapon. CAIN is responsible for their recruitment into four sub-organizations, each of which
and monitoring, as well as their training, upkeep, sometimes finds itself at odds with the other.
and education, and takes this as its secondary
driving purpose.
World elites and leaders are typically aware of its The board is made up of eight elders chosen by
existence, but may scramble to grasp the true succession and a secret vote. Their real identities
meaning of its activities. CAIN tightly regulates its are kept a secret even to the organization itself
research into the phenomena of grace, and and they are only referred to by their titles. They
therefore mundane governments are always one rarely meet in person, and in practice while there
step behind CAIN, which has not only its is a ranking (upper four and lower four), none of
technological edge, but a trained cadre of high them are in charge. The lower four are rumored to
level psychics at its disposal. all be extremely powerful exorcists of Category 5-7
but this is unsubstantiated.
98
Cain’s intelligence service, responsible for tracking Cain’s boarding organization, responsible for the
sin emergences, exorcist recruitment, and the upkeep, education, maintenance, and well being of
monitoring of rogue psychics. Utilizing CAIN’s exorcists, as well as their deployment to the field.
orbital surveillance platform SERAPH and the Many psychics manifest powers in adolescence,
Heaven Eyes, a group of specialized precognitive therefore there is an extensive schooling, exercise,
exorcists, they are able to not only track sin and nutrition program to keep them in good
activity across the globe but also predict future mental and physical shape. Exorcists are the
activity with a small degree of variance. organization’s highest value assets - they are well
taken care of, providing they prove their worth.
They are also responsible for, in extreme
circumstances, deploying ‘veil’ blanket memory In a sense, CASTLE is both father and mother to
modification, as well as the defrosting and launch the exorcists and is their closest point of contact
of extremely powerful reserve exorcists (deemed: to the organization. Most people they interact with
Virtues) to critical situations. in their day to day will be CASTLE staff. Exorcists
are not allowed to reside outside of approved
facilities though allowances can be made for
outside trips or excursions for well being and
leisure. During such trips they are tightly
monitored.
99
100
SINS
Sins are the failures of mankind made
manifest. They typically appear when
someone with naturally high levels of
grace suffers a traumatic event, the
influx of emotion rapidly expanding their
psychic potential to levels that their
body and mind cannot handle, as their
powers warp or even rip free of their
body.
101
Manifestation Type
The appearance of a sin is only predictable insofar Sins each have a type. As exorcists are defined by
as they appear after trauma, emotional intensity, their agendas and blasphemies, sins are defined
or great suffering. Otherwise, it is highly random. by their type. CAIN assigns and names these types
They can appear even in individuals with no based on broad criteria. A Sin’s type determines
previous apparent psychic potential, or even post not only the kind of opponent exorcists will be
mortem after the death of their host (a common facing and its various abilities and details but also
sin manifestation event is after someone is the tone of the story that the hunt tells.
murdered).
The six types of sins are:
Sins feed off the intense psychic experiences of
their hosts and grow stronger the more intense • Ogre: A massive sin that feeds off despair and
these feelings are, whether pain, joy or pleasure. summons a choking miasma to cloak and
Over time they catalyze and begin to metabolize smother the area
this energy faster and faster, eventually leading to
a sin event. • Idol: A charismatic sin that manipulates and
pulls strings from behind the scenes, forming a
Sin Events cult around itself.
Sin Events always cause traumatic psychic veil • Hound: The embodiment of rage, a hound
rupture in a broad spectrum radius, which is usually manifests post-mortem - forming a
instantly fatal to all humans and nearly all grudge against a specific group of people and
exorcists, and may be antithetical to reality as we hunting them down violently.
understand it. The sin at the center will undergo
apotheosis, and typically undergo an evolution of • Centipede: A vile sin drawing its power from
some kind, prompting this cycle to repeat, with hatred and escapism that is widely feared for
stronger and stronger sin events each time. its ability to infect and transform hordes of
mundane humans.
TYPE, FORM, and CATEGORY • Lord: Appearing after their host suffers a
calamity or tragedy, a lord appeals to their
Sins have a broad range of appearances, from the sense of nostalgia and loss, restoring them to
monstrous, to the animalistic, to the their former glory and creating a parasitic
incomprehensible. Some even appear human, or pocket reality called a kingdom that slowly
can inhabit or fuse with the bodies of their hosts,
consumes the real world.
passing for human in some circumstances.
There are other beings that can also be classified
Sins are classified with the following: type, form,
as sins such as imagos, nascent sins formed from
and category.
exorcists that have suffered sin overflow, or traces,
weaker monsters that are are product of a major
sin’s manifestation and infest an area after its
appearance.
102
Form Category
Sins take one of three forms. The form of a Sin has Like exorcists, sins are rated on a category system,
no impact on its in-game capabilities. from 0-7. Category 0 sins are weak comparatively,
but still as strong as an average human. Category
• Form I/Severed: The most common type, a 1 and 2 sins are easily capable of overwhelming
severed sin is free acting to its host, a psychic and killing a human.
being made manifest and acting with its own
needs and desires. This form still has an innate Fighting a higher category sin may be hard,
risky, or impossible depending on the category
connection to its host. It may not necessarily
differences.
require its host to be alive (especially if it
manifested post mortem), and may be either
Category determines the scale and power of a
malicious or helpful to its host.
sin’s abilities. A CAT 2 sin can produce an effect
• Form II/Fused: A fused sin has fused to its that can suffuse an entire room. A CAT 5 sin can
human hosts’ body or corpse, forming an produce an effect that suffuses an entire building.
amalgam being. The sin is typically but not
always the dominant being in this Mundane Weaponry
arrangement. Form II sins vary in appearance,
and can look very humanlike. Humans may Fighting a sin with mundane abilities or tools, such
sense something ‘off’ about the person even if as human capabilities or the swords and sidearms
of exorcists, is always hard. It may even be even
they look normal.
completely ineffective if the sin is many categories
higher. To have a good shot at harming a sin,
PERCEIVING A FORM II SIN THAT is
exorcists will need to use their blasphemies,
not humanlike will cause
upgrade their service weapons, or get creative.
! unconsciousness or rapid
onset cranial hemmorrhage in
graceless humans
DO NOT MAINTAIN EYE CONTACT
• Form III/Bound: A rare form that occurs when
a human or exorcist is able to control and
command a type I or II sin. This sin may
! WITH A SIN FOR LONGER THAN
THREE SECONDS
103
Powers and abilities
Sins are formed of pure psychic energy, a
coalesced knot of dark emotions made flesh. Their
existence is anathema to established reality, and
their powers can warp and bend it at will. Their
very presence degrades and eats away at the
world for as long as they exist. It is therefore
important that exorcists proceed with haste.
104
TENSION MOVES 3. Involve authorities
The Admin tracks the general passage of time and CAIN is a clandestine organization that must
the tension of the hunt with the tension talisman. operate below official notice. Whether through the
It fills up at 3 slashes. actions of the exorcists themselves attracting
attention or through intervention by the Sin or its
Tension increases when: forces, get the authorities involved - alert police or
security, or even the military (if the scale is high
• A scene passes enough).
105
11. Introduce a new obstacle
O N
DETONATI
PRESSURE
2 Pressure is the counterpart to tension. It
represents the overall degrading situation, in a
way unique to each sin. The nature of each sin’s
pressure mechanic informs the tone of the game,
8. Start or progress a ticking clock and makes it so that exorcists must choose how to
spend their time wisely.
Write a talisman for what it represents: air left in
the room, time until the poison takes hold, number
Pressure increases when the tension talisman is
of innocents left alive, time until the bomb goes
full and is slashed again.. It goes from 0-6. Sins
off. Write a talisman with 2/3 segments for short,
automatically add ticks on the pressure
4+ for long, the shorter the harder. Then fill it up,
talisman to their execution talisman.
slashing it ether each time pressure increases (for
Additionally, at 6+, pressure goes out of control.
a bigger situation) or each time a scene passes
The sin gains +1 CAT, increasing its power and
(for a smaller situation) or each time an action is
strength and likely making most actions harder
taken by the exorcists (for an immediate situation).
against it. Each sin has a specific, secondary effect
It happens if the talisman is full and would be
of the situation going out of control. This doesn’t
slashed again. Exorcists should be able to take
prevent the exorcists from fighting the sin, but
action to ameliorate the situation, perhaps by
makes it much harder.
filling up a competing talisman, or removing
slashes on the current one.
The Admin can always refer to the pressure
talisman for the general state of emergency in the
9. Use a domain investigation. A situation at 2 pressure looks very
different from a situation at 5.
Many sins have domains that give them specific
tension moves, and can be easily referred to.
TRAUMAS
10. Threaten or twist an NPC Finally, each sin has 3 trauma questions that
precipitated its birth. The questions are different
Put crosshairs on an NPC, and pull the trigger if
for each sin type, but generally relate to the
the exorcists don’t react. Sins are supernatural
traumatic event that created the current situation.
forces with tremendous reach, and exorcists
Admins can use those provided or write their
strange, ill-socialized, and secretive investigators
own.
that are easy to dislike. Threaten to kill, steal, or
warp an NPC. Change their attitude or show the
effect of some corruption or supernatural force on Exorcists will be looking for these questions, since
them. Threaten to have them consumed by the they can be used once to deal and reduce harm.
forces beyond their control. The investigation will be formed around these
three questions, so the Admin should make their
answers information that is available within the
investigation itself (perhaps with some legwork)
and has tangible answers.
106
A
2 3
See pg 161
107
When using a complication, a sin might, for • Afflict an exorcist, or
example:
• Cause collateral damage, or
• start moving incredibly fast, making it hard to • Massively change the parameters of the fight
harm without immobilizing it or pinning it down
• Create a cloud of choking smog, dealing 1 For example, a sin can threaten to:
stress a round to all exorcists
• Crush an exorcist in claws (stress)
• Create a thickened carapace (take 1 less slash
until dealt with) • Psychically afflict an exorcist
• Spew thick black sludge over an exorcist, • Collapse a building (change the fight, cause
dealing +1 stress to them until dealt with collateral damage, deal stress to all exorcists)
• move the fight into a crowd of mundane • trap an exorcist behind a psychic wall
humans (separate an exorcist)
• hurl an exorcist into traffic (stress, separate
Complications can represent a slowly worsening exorcist)
situation, in which case set out a talisman of either
2 (short) or 4 (long) length and slash it every
As always, the admin can refer to the risk die for
round, with some outcome if it isn’t dealt with. Get
the severity of these outcomes.
rid of the talisman if the complication is dealt with.
108
Like sins themselves, traces don’t have an action • How does it speak?
and only act in reaction to player rolls. If fought
• What is it’s relationship like with its host?
alonside a sin, once a round, they can take a free
reaction after a player acts, rolling their own • What does it enjoy or go out of its way to
reaction die. Otherwise, the admin must choose experience?
to take a reaction with either the sin or its traces - • What does it avoid or hate? What thing will
not both. send it into a rage if mentioned?
• How does it treat the exorcists: as a nuisance,
Making a Sin foes, or with pity?
Making a sin is a pretty straightforward process. Sins all have a basic level of theming and were
always created with strong negative emotions. An
1. The Admin picks the sin’s type from the six Admin can use these as a jumping off point.
available
2. The Admin chooses the form of the sin (1, 2, Creating an investigation
or 3). This is purely for theme.
Working off the details of the sin the admin should
3. The Admin picks a category for the sin, from create an investigation (see pg. 94 for details) for
0-7. Typically exorcists are dispatched to fight the exorcists. The key points of the investigation
sins of equal or lesser category, and are rarely are:
dispatched to fight higher category sins unless
the situation is dire.
• The inciting incident where the sin was
4. Figure out who the sin’s host is, what the created
basic hook for the investigation is, and answer • The basic situation at present
the sin’s three trauma questions or write your
own. • The sin’s host and their state and location
5. Figure out the location and appearance of • The location of the sin’s palace
the sin’s palace. It should always be in the
investigation area and accessible to exorcists. • The sin’s three trauma questions
In essence, the exorcists are looking for these
to end the hunt - it is their primary goal. Fighting multiple sins
6. Pick three domains for the sin.
The Admin may want to make an investigation
7. Review the sins’ abilities and name the sin. where multiple sins are present. Normally one sin
is complicated enough to run, but an Admin can
For all these steps, the Admin can refer to the hunt run an investigation with two sins if they are
sheet and the info sheet for each sin, where there feeling like adding a twist. If they do, do the
are numerous suggestions and thematic details. following:
109
I. OGRE
Enormous, misshapen, and hideously powerful, ogres
are a common sin type that is nonetheless quite
dangerous compared to others.
110
ARCHIVE OGRES
Possessed subject O76, post Subject O33, Type II, fused with CAT Subject O167, Type I, semi-rural
mortem, type III. O76 worked at 4 ogre after release from her job for region in XXX. Exorcists called after
major financial firm XXXXX and had numerous workplace tardiness murders of three high schoolers
been suffering from workplace infractions due to extreme morning with supernatural cause suspected.
hazing culture and harassment for commute. Continued to roam Subject had failed to enter
five years and seven months. Upon highways, family called in subject of university, engage in employment,
manifestation the company building concern and exorcists XXX, XXXX, or attract any romantic relationships
was converted into XXXXX trapping and XXX sent. Section of highway and had concealed these facts from
153 humans inside, hunters were XXX 3 miles in diameter became his family out of shame for multiple
able to execute and exfiltrate with miasma zone and was put under years. Manifestation eliminated but
only a 30% casualty rate. quarantine, exorcists were able to no execution recorded, subject MIA.
locate palace inside of parked car Exorcists were disciplined.
and execute around 0200, 30 hours
after infiltration. 155 civilian
casualties, no exorcists KIA, mission
deemed largely successful.
TRAUMAS
The Admin, as the ogre, answers the following questions (or writes their own), then establishes a trauma
based on the truthful answers.
For every question the exorcists answer, they can counter a sin’s reaction, rolling 1d3 after the sin acts. Reduce any stress
sufffered by all targets by the amount on the die, and the sin immediately takes that many slashes on its execution clock from
the psychic trauma, which cannot reduce it below 1.
111
PALACE • a thick white mold begins to grow over
surfaces
Tracking an ogre down is often a matter of finding • technology, phone lines, electricity, and internet
its host, or where its host is currently residing. stop working reliably, and eventually stops
Once influenced by an ogre, a host usually working all together
withdraws from society and cuts off its
• architecture stops conforming to sense and
connections, making this harder than it would
becomes maze-like or nonsensical
usually be.
• Humans spending time inside the miasmatic
An ogre’s palace typically resembles a mirror of a area begin to share in the ogre’s outlook and
space significant to the ogre’s host, but long become more and more hostile
decayed and significantly expanded in size into a
warren or maze-like space. Interspersed in the When the exorcists arrive, the miasma should
area is garbage, junk, and things the ogre has cover only part of the area the exorcists are trying
collected. The ogre typically barely fits inside and to investigate, like a few blocks. Each time
may have to painfully squeeze or crouch to move pressure increases, the miasma spreads to a
around, although this doesn’t seem to slow it new area. When pressure fills up completely, the
down at all. situation gets out of control. The Ogre increases
in CAT by +1, and the miasma covers the entire
Typical palaces resemble: area of the investigation - no matter where the
exorcists go, the miasma follows them for the
• Abandoned or derelict buildings duration of the mission - even if they leave the
investigation area.
• Filthy high rise apartments
PRESSURE: MIASMA Stumblers are bulbous and misshapen humanoids formed from the
shame and guilt of the ogre and drawn to sources of warmth, such
as humans. They start to appear in greater and greater numbers
The very presence of an ogre begins to infect an inside the miasma area and are partly visible to graceless humans,
area with a dark Miasma. When an ogre appears, who can be driven catatonic by merely looking at one for longer
the weather will typically sour in the local area than a glance. Though they don’t need to eat, they will rip apart
over the next few days and remain that way until living beings they come across and devour them.
the ogre reaches critical mass and undergoes a
sin event or is executed. This miasma typically
Stumblers (sins): Execution talisman 2 (solo), 4 (group), 6
manifests the following way:
(massive group). The have the following features:
• buildings, objects, roads, and other • Disintegrate rapidly outside of the miasma.
constructions in the area begin to degrade as • Slow and uncoordinated. Actions that can take advantage of
though they have suffered from poor this roll +1D against them.
maintenance for years • Take -1 slash from physical harm
• clouds shroud the sun and fog rolls in. Over Reactions:
time, the fog becomes thicker and thicker and
eventually acquires a sour smell Inflict stress. Attacks with: misshapen body, rusted metal, spurts
of fluid. (1) 4 stress, (2/3): 3 stress, (4+): 2 stress.
• Is another person aiding you? They can 4. Black Lungs: Speaking spews out black
describe how. sludge. All communication that requires
speaking is hard
• Can you grab on to something nearby?
5. Rotting: Black rot has taken in the body.
• Do you have a source of bright light or heat? Take 1 stress each time pressure fills up. If this
inflicts an injury, it inflicts instant death.
• Is the ogre distracted, hindered, or under
duress in some way? 6. The Weight: Permanently add to your
agenda: die.
• Then roll the dice.
Or improvise: make a skill or activity hard or risky
The exorcist and any aiding them take 1 stress for
every die rolled, no matter the result. If at least one
‘1’ comes up, the targeted exorcist immediately
takes an injury and the mangled limbs affliction:
all physical activity is hard unless set up by an ally
or participating in teamwork.
DOMAINS
Choose three.
The ogre can force exorcists to experience some
of the crushing trauma that caused its birth.As a
tension move, the ogre can pick an exorcist. That
exorcist is afflicted by the Despair affliction.
1. Hostile Door Patterns DESPAIR: This special affliction can only affect
one exorcist at once. They permanently gain the
The world itself begins to turn against the agenda item push people away even if losing this
exorcists. As a complication or a tension move, affliction.
the ogre supernaturally erases entrances, exits,
roads, vehicles, or light sources in an area of about Ask that exorcist the question who in this group
CAT+2. These return when the scene passes or if will let you down? Any time the chosen person
the complication is dealt with. fails an action roll, the afflicted exorcist gains 1
nonlethal stress. However, if this triggered at least
Once a hunt, as a tension move, if an exorcist once during a session, at the end of that session
opens any door, the entire group suddenly finds also gain 1 xp.
themself in an area of twisting corridors, pitch
black darkness, and distant but troubling noises.
The area is both dangerous and hostile to them.
Finding an exit and escaping will require playing
out a scene or two, and the Admin can set out
4. That Awful Flesh
talismans as needed.
The ogre can regenerate rapidly from injuries.
The miasma becomes permeated with an deep, • The ogre takes -1 slash on its execution
cloying dark. The ogre is invisible in darkness. It talisman unless damage by fire, acid, or some
becomes hard to do anything to the ogre unless it other strong chemical or solvent in the same
is brightly lit or an action doesn’t rely on sight. scene.
As a tension move, all electric lights not held by 5. The Inevitable Place of
an exorcist sputter out and cease functioning until Meat
pressure increases again. The Admin immediately
picks an exorcist and asks them ‘What do you see The ogre can temporarily cause the miasma to
in the dark?’. They must answer truthfully and gain accelerate its effects.
1d3 nonlethal stress after answering.
• The touch of the ogre can rapidly rot and decay
objects, plant matter, and constructions,
destroying them and dissolving them into mud
and slime.
• Exorcists inside the miasma start to
superficially rot if they spend scenes there -
hair falling out, sunken skin, dead skin cells,
nails falling out, etc. They recover from this
damage after the mission.
• As a tension move the ogre can cause an
exorcist inside the miasma to start decaying.
They gain the Rotting affliction (see afflictions).
114
7. Where You Belong
6. The Lash Calls you Brother The ogre can control mud, water, and ambient
temperature to killing effect.
At the start of a mission, the Ogre chooses an
exorcist and creates a creature formed from the The ogre can sink into any sufficiently large pool of
guilt and shame of that exorcist. The Admin mud and reappear in short distance as part of any
secretly asks the targeted exorcist the following reaction it takes.
questions:
Whenever pressure increases, the ogre can
• Which ally are you embarrassed to be around? change the weather in a CAT+2 area until the
remainder of the mission, making it extremely
• What's the worst thing you ever did? hostile (freezing cold, rain, etc). It becomes hard
• What do you hate the most about yourself? or risky (or both) to perform any activity outside in
the area that requires concentration, focus, or
manual dexterity without sufficient protection from
The creature takes a form that plays off these
the weather.
answers. It is a trace with the following execution
talisman.
8. The Agony
At the start of the mission, the ogre can pick an
CRUSHER exorcist. That exorcist gains the Sunken affliction
for the rest of the mission.
Execution talisman 6+CAT. If defeated, is destroyed
permanently. It has the following features:
115
II. IDOL
Serene and charming, idols radiate an otherworldly
beauty and poise. Unlike other sins, they possess
the unique ability to appear visible to the graceless,
and often take humanlike form.
116
ARCHIVE IDOLS
Type I, manifested to subject I887, Type II, fused to failed middle age Type III manifestation, controlled by
formerly popular idol group member businessman XXxxxxxXX. Subject binder XXxxxXX (deceased, ex. in
XXxxxxXX. Sidelined by her talent recently divorced and estranged captivity under the doctrine of John
agency, (later substantiated) from adult children. Started the Redeemer: record e3094).
allegations of abuse and stalking by populous cult Church of Family Popular online cult following would
management. Online speculation as promising close family connections vote on targets for ‘prank’ video
to her disappearance substantiated and revival through community production posting on dark web,
investigation by SEER into cabaret events. Flourished for many years often choosing individuals of
club XXXxxxxxxxxX. Further records through XXxXX to XXxXX as a large prestige and power including
erased. and prosperous organization until celebrities XxxxxXX and XXxxxxX.
detected by SEER after multiple Located by seer after kidnapping of
kidnapping cases. Time to execution XXxxxxxxXX and death of well
3 hrs 35 minutes, 52 casualties. known actor XxxxxxXX. Palace
Deprogramming extensive. located attached to laptop of subject
and executed after 9 hours.
TRAUMAS
The Admin, as the idol, answers the following questions (or writes their own), then establishes a trauma
based on the truthful answers.
For every question the exorcists answer, they can counter a sin’s reaction, rolling 1d3 after the sin acts. Reduce any stress
sufffered by all targets by the amount on the die, and the sin immediately takes that many slashes on its execution clock from
the psychic trauma, which cannot reduce it below 1.
117
PALACE The NPC now follow the psychic commands and
directives of the idol and abandon their former
priorities and loyalties.
Idols tend to manifest their palace where their cult
is located, typically in populated locations. They When pressure fills up, the situation goes out of
may have a front operation that covers the control. The Idol gains +1 Category and adds
entrance to their palace and their cult in general - every single NPC in the mission area to its cult,
a news or internet program, a band, a concert hall, including any NPCs the exorcists encounter in
a religious gathering, etc. The true headquarters of the future.
their cult is typically more concealed and harder to
access. At the center is usually an entrance to
their palace, which the idol may invite select cult
TRACES
members in to visit in order to win them over. May take a free reaction 1/round if fought
alongside a sin.
Depending on the aspiration of the sin, the interior
of typical palaces is usually a monument to self-
obsession and resembles:
CULTISTS
• Palatial estates
Cultists are mundane humans pulled under the
• Nightclubs or concert halls supernatural influence of the Idol. They can behave
normally when required but are functionally puppets,
• Beautiful high rise penthouse apartments having their feeble will suppressed by the extremely
powerful Grace of the sin. The idol will often deploy
• Religious halls or places of worship
them for missions of importance or to infiltrate groups.
Idol palaces are typically: Luxurious, gilded, airy,
Defeating the idol will pull any cultists out of their
captivating, impressive, gaudy, holy
brainwashing. They have no memory of their time
when brainwashed.
Pressure: CULT Cultists (humans): Execution talisman 2 (solo), 4
(group), 6 (large group)
Idols gather cults around them, adding steadily to
them over time. This varies from mundane
admirers of the idol to people totally pulled under Reactions:
their spell. A lower category idol tends to pull
people into a cult of a few dozen people, whereas Inflict stress. Attacks with: Bare hands, improvised
a higher category one can pull in a cult that melee weaponry. (1) 4 stress, (2/3): 3 stress, (4+): 2
numbers in the hundreds or thousands. stress.
While the idol still lives, cultists are completely Or: create a complication or threat: Draw unwanted
and unflinchingly loyal to them and their host, attention, choke someone out, pull out a gun, draw in
and will follow the commands and inclinations of bystanders, making a shocking reveal.
their higher-ups in the cult without questioning.
118
ATTACKS WITH: Well honed blades, mundane
EXECUTION
firearms, thin and flexible claws, psychic voice
7+PRESSURE+CAT
THREATS: Summon cultists. Cause crippling pain.
Overwhelm the senses. Force exorcists to sarifice
commands. (1) 5 stress, (2/3): 3 stress, (4+): 2 stress. something. Expose a weakness. Enthrall an exorcist.
Take captives. Inflict a hook. Use a domain. Do
COMPLICATIONS: Rile up a crowd, enthrall something emotionally crushing, manipulative, or
someone, blind with glory, overwhelm with emotion, shocking.
force out secrets, disarm someone, spew out
hallucinations, add a bystander, use a domain.
Severe Attack: Marriage The exorcist and any aiding them take 1 stress for
every die rolled, no matter the result.
An idol can use this ability on a ‘1’ on the risk roll. • If at least one ‘1’ comes up, the targeted
They can only use it once a mission. exorcist must answer the question: Who in
among their allies do they desire the most?
Target an exorcist. Any other exorcists nearby This answer could be platonic, and the idol
must decide to fly to their aid. Any that don’t offer may give them a chance to reconsider.
aid cannot participate.
• If the answer is ‘nobody’ or ‘myself’, the idol
Start with a pool of 6d6. Then remove one dice for instantly inflicts an injury and knocks the
each of the following questions you answer ‘yes’ targeted exorcist unconscious for the
to. If an answer is ‘no’, you or someone aiding you remainder of the scene. If the answer is
can immediately make a single action roll to another ally, the idol forcibly fuses the flesh of
attempt rectify the answer, with only a few the two together. This has no immediate
moments to act, suffering consequences as adverse effects, but the two victims can only
normal if they fail. act with teamwork with each other while
fused. After the exorcists rest, they can remain
fused or forcibly separate themselves. This
• Are you far from the idol?
inflicts an injury on each of them. It otherwise
• Do you have love in your life? ends after the hunt as CAIN is able to safely
separate them.
• Does someone aiding you care about you?
They can describe how. • If two or more ‘1’s come up, this effect instead
lasts until the rest of the hunt, and can’t be
• Is the idol hindered, distracted, or under duress ended early.
in some way?
• After two fused exorcists are un-fused
Then roll the dice. (whichever way), they each take an agenda
item from the other’s agenda as a bold item.
1. Infatuated: Pick an ally. If you act 5. Narcissi: Powers that target only
without their setup or teamwork, you yourself gain +1 CAT. Powers that
take 1 stress. target at least one ally get -1 CAT.
DOMAINS
Pick three.
The idol cultivates a special, insidious bond to its
cult members.
APOSTLE
5. Slumbering, I Saw a Shape
Apostle (Sin). Execution talisman 2+CAT. in the Door
Armed with supernatural strength and mutated
blades. The idol can enter the minds of the exorcists when
they let their guard down.
Reactions:
• Whenever the exorcists rest, each makes a 1d6
Inflict stress. Attacks with: Mutated body,
fortune roll. On a 1, they immediately gain an
mundane firearms or blades. (1) 4 stress, (2/3):
idol affliction.
3 stress, (4+):2 stress.
• Once a hunt, as a tension move, the idol may
Or: create a complication or threat: Create a
immediately force the exorcists to rest for the
fleshy clone of itself, unleash a flurry of attacks,
next scene. This doesn’t tick tension, cannot
mutate further, move impossibly fast
progress pressure past 4, and the results of all
Or: Exort (1-3): An ally of the apostle heals their resting rolls are ‘1’ no matter what. During
slashes on their execution clock depending on their rest they have disturbing daydreams. One
the risk die (1: 2 ticks, 2-3: 1 tick). The next time exorcist must describe these to the group and
that ally inflicts stress on an exorcist, they gains 1d3 nonlethal stress.
inflict +1 stress.
120
6. Taking the Ears 8. The Strong Scented Lips of
a Whispering God
The idol’s voice and psychic presence is
overwhelming, like an ocean battering down a The idol has major connections with the human
rickety door. world: fans, businessmen, or politicians. This
presents an expanding problem for CAIN cleanup.
• As a threat or a tension move, the Idol can
speak to to a group of mundane humans. If Cultists are now armed with short ranged firearms
successful, they are immediately added to the and body armor, dealing +1 stress with reactions.
cult and become a group of cultists. If cultists Increase their execution talisman by +1.
are already present, increase their execution
talisman by 2 instead. • Set out an exposure talisman, of 10 length.
• Once a scene, as a threat, the idol can begin to Whenever the exorcists engage in a conflict
speak an unspeakable word. If the threat is scene, tick it up by 1d3. If the exorcists do
successful, one exorcist that hears it takes 2d3 something else loud, violent, or with high
stress and the deafened affliction for the rest exposure, tick it up by 1, but no more than once
of the mission (can’t hear, may make activities a scene.
reliant on hearing hard or impossible). • If the talisman is 3 or more, local authorities will
Characters that are already deaf are immune to start to attempt to arrest the exorcists. If it’s 6
this. At the end of the mission, roll a 1d6 or more, the response becomes more severe in
fortune. On a 1 or 2, the character is scale.
permanently deafened but has time to adjust
before the next mission, making it have no
Exorcists can attempt to untick this talisman with
further deleterious effects.
their actions. If the talisman fills up before the idol
is dealt with, cleanup becomes catastrophic as the
news spreads beyond CAIN control. The exorcists
will receive no scrip pay for the mission.
7. The Glory
The idol is capable of taking a form that
overwhelms the senses.
121
III. HOUND
Ferocious and violent, hounds are enormously
dangerous, wild sins that are rage personified.
• Murder victims
122
ARCHIVE HOUNDS
Type II, possessing decapitated Type I, CAT 3, manifested after Type I, CAT I, manifested in
corpse of subject H09, subject H198 reached catastrophic adolescent subject H19 (recruited,
whistleblower for major arms levels of medical debt due to their see record r9833) after suffering
manufacturing company chronic XXxxxxX. Subject traveled to repeated schoolyard harassment.
XXXxxxXXX. First, second, and third conference center XXxxxxX in Repeated reports of ‘haunted’
teams sent KIA. Advanced to CAT 5, XXXxxxxxxxX specifically to release closed factory building after dark
deemed high priority and Virtues sin in order to exact revenge, center drew interest from local teenagers
were defrosted and dispatched via locked down for 48 hours due to and triggered standard SEER
orbital rail. Time to execution 22 incident, executed with 25 protocols. Executed after lengthy
minutes, 2279 casualties. City casualties, one exorcist KIA. hunt, CASTLE team 23 KIA but no
XXXXX required 3 months of exorcist casualties.
reconstruction and reprogramming.
TRAUMAS
The Admin, as the hound, answers the following questions (or writes their own), then establishes a trauma
based on the truthful answers.
For every question the exorcists answer, they can counter a sin’s reaction, rolling 1d3 after the sin acts. Reduce any stress
sufffered by all targets by the amount on the die, and the sin immediately takes that many slashes on its execution clock from
the psychic trauma, which cannot reduce it below 1.
123
PALACE TRACES
A hound’s palace is usually an extremely simple, May take a free reaction 1/round if fought
barely coherent and indistinct landscape of alongside a sin.
whipping winds, boiling rain, unreal heat, and
licking flames.
MYRMIDONS
Unlike other palaces, it can often change locations
as the hound moves around on its hunt. The Some Hounds produce echoes of themselves,
entrance is usually located somewhere derelict or violent creatures arising from the dripping bodily
wild like in abandoned buildings, drainage canals, fluids of the Hound or its vic�ms. They shudder
junk yards, burnt out cars, or in tree hollows. uncontrollably and give off a bloody acidic steam
when enraged, making them incredibly tough
Hound palaces are typically: Hellish, gory, barren, opponents. Fortunately, they are short lived,
inhospitable, ferocious, chaotic. disintegra�ng in just a few hours.
124
EXECUTION
ATTACKS WITH: Needle like teeth, razor claws,
7+PRESSURE+CAT
THREATS: Cause massive collateral damage.
bone spurs, sickle-like blades, blood soaked Attempt to tear someone in half. Rip apart humans.
weaponry. (1) 5 stress, (2/3): 3 stress, (4+): 2 stress. Spit torrents of boiling blood. Hurl someone through a
roof or wall. Cut everything into ribbons. Inflict a hook.
COMPLICATIONS: Move faster than the eye can Use a domain. Do something violent, obliterating, or
see, set everything on fire, give off massive steam or manic.
heat, become enraged, expand with additional
blades, increase in size and strength, add a
bystander, use a domain.
FLAYED SKIN
Severe Attack: Apoplexy
A hound can use this ability on a ‘1’ on the risk roll. 1. Face, or ears 4. Legs
They can only use it once a mission. 2. Scalp 5. Chest
• Do you have a sword (or something like it) ? 2. Bleeding Eyes: While afflicted, the
exorcist may gain a psyche burst by taking
• Are you calm, collected, and focused? 1d3 stress.
• Do you have a shield (or something like it)?
3. Ganglia Fever: Afflicted exorcists are
• Is the hound hindered, distracted, or under feverish, hot, and roll one less resting die.
duress in some way?
4. Boiling Resentment: At the end of the
mission, if you inflicted physical violence
Then roll the dice, one at a time.
on a human, you may erase 2d3 sin. If you
do, permanently add to your agenda: make
The hound immediately separates the chosen a human pay for their crimes.
exorcist from the group (hurled into a pocket
dimension, smashed through a wall, flung off a 5. Blood Scent: When any exorcist suffers
freeway,) then also begins attacking them with an injury, you may gain a psyche burst. If
immeasurable fury, with each dice roll you did this at least once during a mission,
representing an attack. permanently add to your agenda: taste
blood.
• For every die rolled, the exorcist and anyone
6. The Urge: Permanently add to your
aiding them gains 1 stress, no matter what.
agenda: kill
• For every ‘1’ rolled the targeted exorcist suffers
2 additional stress and has a piece of skin cut Or improvise: make something hard or risky
away, causing permanent scarring (roll).
125
3. The Catching of the Doe
Domains
Pick three
The hound suppresses its nature and becomes a
stealthy hunter, able to stalk its prey.
126
5. The Fattening of Rage 7. The Measured Weight of
Death
The hound feeds on the power of its Grudge,
strengthening it. The hound gains a supernatural resilience that can
only be bypassed by specific methods.
• Once a scene, if the hound slays any mundane
human as part of a reaction, it can heal 1 Often this draws on the superstitions of its host,
segment on its execution talisman. often along mythological lines, and doesn’t have to
conform to any real logic.
• If the hound has slain at least one of its grudge
targets, it increases its execution clock by +2
segments. • The hound takes -1 slash on its execution
talisman.
• If the hound has slain all its original grudge
targets, it also inflicts +1 stress with all • This effect can be removed for a scene by the
reactions. exorcists taking action to expose the hound to
a specific weakness. Often this must be
discovered. The Admin can choose or roll from
the list below:
6. Rile Against Heaven 1. Silver 4. Extreme Cold
The mere presence of the hound exacerbates the 2. Iron 5. Water
rifts between human and exorcist alike.
3. Extreme Heat 6. Sunlight
Humans during this mission never start friendly
to the exorcists and are often outwardly hostile.
The Admin may make a fortune roll if they like
(hostile on a 1-2, indifferent or annoyed otherwise).
They may still become friendly through the 8. Bloodying the Steel
exorcist’s actions.
The rage of the Hound is infectious and can drive
its victims into a vicious obsessive cycle.
Any two exorcists that have a disagreement, no
matter how minor, may declare it has boiled over
into a fight. For the remainder of the hunt they The hound gains the Infectious Grudge affliction.
cannot participate in teamwork with other and
cannot set each other up. Any feuding exorcists
regain a psyche burst if the other takes an injury
or affliction, and both gain +1 xp at the end of the
mission. Infectious Grudge: While afflicted, the
exorcist gains +1D on all actions that
inflict physical violence, but also takes +1
stress when they take stress from an
external source.
127
IV. CENTIPEDE
Centipede sins have such a horrific and putrid
reputation they are avoided when possible by most
senior exorcists. Most infamously, they have
extremely high potential to cause a mass death event
even before a sin event happens.
128
ARCHIVE CENTIPEDES
Type I, manifested in subject C284 Type II. Notable in CAIN archives for Type I, manifested in subject C155
(ic: c576, awaiting indoctrination) the XXxxxxxxxX incident in 20XX. after failures, building debts, and
after losing his housing and Manifested and fused with subject rival gang activity in his narcotic
employment for the third time. C623 (partly deceased and in distribution business. Warehouses
Tunnels of XxxxxxXX quarantined TEMERITY custody, see note in district XxxxxxXX of city XXxxxX
after disappearances and disturbing XXXxxxx). Subject lost court battle quarantined, trapping approximately
reports of ‘monsters’ by locals. to her patent rights for potential 120 humans, including bystanders,
Exorcists dispatched to investigate broad spectrum cancer fighting armed warehouse guards, police
and were able to locate palace in drug XXxxxxxxX after announcing officers, and gang members for 30
sewer and execute after 1 day 13 her intention to make it free. 10 hours. Exorcists XXxxxxxxX and
hours with acceptable civilian exorcist teams including Virtues XxxXX KIA. Executed.
casualties. Traumatic reconditioning dispatched, 11,000 approx.
necessary for all team members. casualties. Time to execution 2 days
6 hours 35 minutes. Required
(previously) unprecedented
deployment of broad spectrum
SERAPH memory modification.
TRAUMAS
The Admin, as the centipede, answers the following questions (or writes their own), then establishes a
trauma based on the truthful answers.
129
PALACE
Delaying Centipede Venom
A centipede’s palace is usually located in a
protected location at the center of horde activity, Exorcists that are dispatched to Centipede missions are
usually somewhere significant to the host or close each automatically given one dose of Centipede Anti-
to the inciting incident. venom. An exorcist can mark 1 KP to pull out their dose
and inject it into someone in hand’s reach.
The interior of a centipede’s palace often
resembles a prison or a dungeon, built to capture • NPCS have their venom suppressed until the
the centipede’s host and force them to remain exorcists rest, at which time they will need another
witness to the horrors they have unwittingly (or dose.
otherwise) unleashed. This prison can be sterile,
cold, or laboratory-like, or medieval and full of • Exorcists, if they have the Centipede Bite hook, can
barbed hooks and rusted chains. It often manifests erase all segments on it. This doesn’t remove the
horrors or traps to drive out, capture, or kill hook, as normal.
invaders.
DOMAINS
Choose three:
Darkling Womb
The venom exuded by the centipede becomes an
environmental aerosol that starts to degrade
everything in the investigation area.
BLINDING AGUE: Can be inflicted as a Inflict stress. Attacks with: Armored bulk,
threat or from a hook. When filled up, spines, mandibles. (1) 4 stress, (2/3): 3 stress,
eyes become milky white and exorcist (4+) 2 stress.
becomes unable to see, making
activities that rely on sight hard. At the
Or: create a complication or threat: Grab
end of mission, roll 1d6, on a ‘1-2’ this
someone with a mutated claw, charge someone
becomes permanent, but exorcist has
through a wall or floor, knock someone out or
time to adjust to disability at the start of
daze someone.
next mission and it has no further effect.
Blind exorcists are immune to this
affliction. Or: Hive shroud (1/2): Complication: Start
releasing acidic clouds that obscure and burn.
All its allies take -1 slash on execution talismans
until the Juggernaut is dealt with. Does not
stack.
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4. Gently Rolling Down the Slope 6. At the Core, My Rot Unfurls
of the Abyss
The Centipede is so fueled by spite it refuses to die and
The Centipede’s venom is so potent and fast spreading instead takes a momentarily more powerful form.
that it begins to cause catastrophic spread.
When the centipede’s execution clock is filled up, it
• Double the casualties per pressure (to 20%). At full instead reduces by 4. The centipede then takes on a
segments (6), the spread begins to go outside of the terrifying final form.
quarantine zone, requiring cleanup from CAIN and
docking the exorcists 2 scrip. • End the current round and start a new round
• When the players meet an NPC, the Admin makes a • In this form, roll the risk die twice and choose the
1d6 fortune roll. On a ‘1-3’, they have already been lower result, the centipede takes -1 slash on its
bitten but are trying to hide it. talisman and deals +1 stress with all its actions.
• As a tension move, the Admin can choose an • However, this form is extremely unstable. At the end
uninfected exorcist or NPC who has fought the of the round, after all exorcists have acted, no
infested at least once this mission. The Admin matter what, the centipede’s form destabilizes,
reveals they have been bitten, giving them a instantly defeating it and allowing the exorcists the
Centipede Bite. opportunity to finish it off.
STALKERS As a tension move, the Admin can declare that for the
next scene, the exorcists are about to enter a trapped
Stalkers: Sin/human. Appear as a pair. Execution area (even if they have already explored it). Moving
talisman 3 in a scene between the two of them. At through the area becomes risky by default. Traps can:
3+ pressure, increase by CAT. inflict 1 stress to one or two exorcists, make an area
dangerous or hard to move through, afflict an exorcist,
• Deal +1 stress to exorcists who are alone or inflict a hook. In addition, in any conflict scene with
afraid
the Centipede, on a ‘1’ risk result a trap also goes off,
• Focus on one target to the exclusion of all with the above effects, in addition to any other
others reactions.
Reactions:
8. Making Friends With the
• Inflict stress. Attacks with: Scythe claws, Abattoir
venomous spines. (1) 4 stress, (2/3): 3 stress,
(4+) 2 stress. The Centipede gains power from spite, gaining the
following benefits:
• Or: create a complication or threat: Kidnap
someone, drag someone into darkness, start • Once a scene, when it or its minions is able to
jumping or flying on locust-like wings slaughter an innocent person or bystander in view
of the exorcists, permanently increase the
• Or: Chameleonic Scales (1/2): Becomes
centipede’s execution clock by 1, to a maximum of
nearly invisible, making it hard to fight or find
four times total.
them when relying on sight. Next reaction
deals +1 stress and ends this effect. • Once a hunt, as a tension move, the centipede can
reveal a group of human survivors under threat
from its forces. If the exorcists rest without aiding
the survivors, they are slaughtered and the
centipede permanently adds +3 segments to its
execution clock.
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V. TOAD
Toads are crafty and avaricious sins with a very
unique behavior pattern. They are by far the most
intelligent sins, and present puzzling opponents to
most exorcists.
134
ARCHIVE TOADS
Type I, CAT I. Manifested in rare Type III, CAT III. Variant form of type Type II. Manifested in host T777
cooperative arrangement by host III that bound itself to its owner (see (deceased, see note: XXX) after he
XxxxxxxxxXX acting as ‘lone wolf’ TEMERITY record XXX), host T493, experienced extreme gambling loss
cat burglar after his repeated in unwilling marriage to well known and was evicted from his residence
conflicts with repossession billionaire XXxxxxxxX (deceased, see in XxxxxXX. Over three months host
companies and repeat incarceration. record XXX). Gradually formed XxxxxxxxXX formed criminal
Accumulated treasure hoard of advanced palace and treasure vault syndicate that attained complete
estimated worth of XXXX million in in XXxxxxxX’s penthouse apartment control over the XxxxxXX casino in
eight days, including thirty five building and took over operations of XXxxxX, XxxxxXX and pulled power
luxury vehicles, mostly kept inside his holdings including hiring of a from its operations. Attained
palace located in the garage of host private mercenary company. category IV before execution. Time
XXXxxx’s apartment residence in Executed. Time to execution 2 days to execution: 6 hrs 55 minutes,
XXxxxxxX. No record of execution, 34 minutes, no losses, 25 casualties. exorcist XxxxxXX, XxxxxXX, and
manifestation was dispersed. Notable: net losses from company XXXxxx KIA.
Exorcists XXxxxX and XxxxxxXX XXxxxxxxxxX led to minor stock
disciplined. market drop in XXXxX.
TRAUMAS
The Admin, as the toad, answers the following questions (or writes their own), then establishes a trauma
based on the truthful answers.
For every question the exorcists answer, they can counter a sin’s reaction, rolling 1d3 after the sin acts.
Reduce any stress sufffered by all targets by the amount on the die, and the sin immediately takes
that many slashes on its execution clock from the psychic trauma, which cannot reduce it below 1.
135
• 0-2: High worth but mundane items. Money,
PALACE cars, guns, medicine, food, fashion, high art.
A toad’s palace represents a monument to wealth, • 3-4: Unreal amounts of the above.
often as envisioned by its host. On the outside it • 5+: Entire stores, shops, restaurants, yachts,
may be located inside a cramped building or in a buses, celebrities.
tiny apartment block, but on the inside it is
typically an opulent, sprawling extravaganza.
At 6+, the toad’s CAT increase by 1 and it gains the
ability to steal conceptual or intangible items like
Toad palaces typically take the form of summer abstract wealth, stocks in a company, light,
mansions, luxury residences, resorts, casinos, or artistic skill, or happiness.
other places that mix pleasure and commerce. The
host may reside at least part time inside the
palace due to its space and comfort. Over time the
space becomes crammed almost to bursting with
TRACES
the wealth that the toad accumulates,
May take a free reaction 1/round if fought
transforming partly into treasure vaults or galleries
alongside a sin.
to either protect or display their largesse.
136
EXECUTION
ATTACKS WITH: Crushing punches and kicks,
muscular tongue, pressurized blood spray from eyes
7+PRESSURE+CAT
THREATS: Summon bodyguards. Steal something
from the exorcists, collapse or throw something from
(short ranged). (1) 5 stress, (2/3): 3 stress, (4+): 2 the environment. Set off a bomb. Kick someone with
stress. powerful legs. Swallow something or someone whole.
Inflict a hook. Use a domain. Do something crafty,
COMPLICATIONS: Leap out of reach on muscular flashy, or shocking.
legs or squeeze into a tight space. Entangle in traps.
Reveal hidden explosives. Trigger security, or alarms.
Vomit slime or disgorge stomach contents. Add a
bystander, use a domain.
• Is the Toad hindered, distracted, or under Or improvise: make a something hard or risky
duress in some way?
DOMAINS
Pick three:
The toad is an especially powerful hoarder, and
keeps quantitites of strange items to regurgitate in
an emergency. As a reaction (1-3), the Toad can
forcibly regurgitate items from its gullet up to a
combined CAT+1 in size. This can inflict stress,
1. Hotel for One cause a threat or cause a complication as normal.
However, roll randomly for the category of item it
The toad is able to use its powerful lungs to suck produces, which may affect the outcome:
people into its maw, where they are shunted into a
tiny prison-space inside its gullet. 1. Vehicle, drivable.
2. Explosives
As a complication the Toad can suck in an
exorcist it is fighting. That exorcist is trapped 3. Weapons, ammunition
inside a tiny cage-like extra-dimensional room
inside the toad and takes 1 stress before acting 4. Narcotics
while imprisoned until they can escape or their
5. Material wealth (gold bars, jewels, etc)
allies can help them escape (set out a talisman for
the complication as normal). They are vomited out 6. Alcohol (in liquid or bottle form)
when they are able to break out of their cage.
Then roll randomly for the size or volume (1d3).
As a tension move, the Toad can kidnap any NPC Adjust stress suffered by the amount shown if
the exorcists have met off-screen and imprison dealing stress.
them in its oubliette, mostly unharmed. Freeing
them requires fighting the Toad and may take a 1. Comically smaller than expected (-1 stress)
talisman.
2. Expected
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5. Sticky Fingers 8. The Great Glittering
Adversary
The Toad is artful at lifting items from the
exorcists. When an exorcist takes stress from the The Toad is able to transform matter into material
Toad, they also (the Toad chooses 1): wealth, such as precious gemstones or gold.
• tick 1 KP. If they don’t have KP to spend, they By touching any surface or living matter, it can
take +1 more stress transform it into gemstone or gold. It can use this
as a threat or complication to inflict stress, block
• lose a piece of already ticked gear instead of
the exorcists, or inflict the below affliction.
ticking KP for the remainder of the hunt.
139
VI. LORD
Lords are righteous and moralistic sins driven by a
deep and irrational sense of purpose and moral injury.
140
ARCHIVE LORDS
Type I. Manifested in host L99 after Manifested from Host L545 who Manifested and fused with host L44
his discharge from the military of was then able to bind it as a type III. who had retreated into a world of
XXXxxxxX, subsequent to multiple Took the form of a basset hound. video game playing after a sports
diagnoses of XXXxxxxX disorder Kingdom manifested as a typical injury left her without the use of her
following campaigns XXXxxxxX and 1930s city noir narrative where the legs. Kingdom manifested as a
XXxxxXX. Kingdom manifested as a host was a hardboiled detected in typical pseudo-medieval video
perfect recreation of childhood search of his missing wife. In reality, game fantasy world based on
hometown in the XXxxxxxxxxxX host’s wife had been deceased for 6 property XXxxxxxxxxxxxxxxxxX,
mountains where L99 was a beloved months due to advanced bone which consumed up to 60% of city
member of the church and cancer. Executed. TTE: 2 days, 2 hrs, XXxxxxxX before dispersal by the
community who had never went to 34 mins. L545 taken under dispatched team. 3 exorcists KIA,
war. Executed (TTE: approx 500 observation (see Temerity record reinforcements sent by helicopter.
mins, 50 casualties) XXxxxXX). Executed. TTE 9 hours 54 minutes.
TRAUMAS
The Admin, as the lord, answers the following questions (or writes their own), then establishes a trauma
based on the truthful answers.
• What is the main thing you would fix about the world?
• Who did you regret leaving behind when you ascended to your Kingdom?
For every question the exorcists answer, they can counter a sin’s reaction, rolling 1d3 after the sin acts. Reduce any stress
sufffered by all targets by the amount on the die, and the sin immediately takes that many slashes on its execution clock
from the psychic trauma, which cannot reduce it below 1.
141
PALACE In this world, the host is the absolute ruler (or the
Lord as their regent if they are unwilling) and may
change the laws of reality as they wish. These
A lord’s palace is always nestled in the center of strictures completely consume mundane humans
their kingdom, and therefore always requires and are strong enough to even effect exorcists.
traversing the kingdom itself to reach. More often
than not, it resembles an actual palace in size and Each time pressure increases, the kingdom
form - or something similarly important and expands to a new area of the real world,
imposing, such as a high rise skyscraper, increasingly rapidly in size. Humans consumed by
corporate headquarters, government office, or it are unaware of the change. If pressure is 6+, the
temple. kingdom consumes the whole investigation
area, and the Lord’s CAT increases by +1.
The palace of a lord is typically a bustling place full
of servants or subsidiaries going about their A kingdom collapses when the host or the Lord is
business - minor sins, figments of the host’s defeated, ejecting anything brought into it,
imagination, or captive humans that have been including humans - who typically have no memory
of their time inside.
absorbed into the narrative of the kingdom.
Pressure: Kingdom
Guards
The archetypical Lord creates a Kingdom, an
alternate parasite reality growing outward from its A lord’s kingdom always has guards patrolling it.
palace that overlaps our own. The kingdom can be These guards are sins that typically take the form of
accessed freely by the lord and its host, and can authority figures or soldiers. They are completely
be squirreled away in impossible spaces - subservient to the Lord and their appearance and
accessible through closet doors, hallways, behavior is shaped at their whim. Some kingdoms
restaurant back alleys, etc. Eventually it starts to may have guards that are imposing human soldiers
bleed over and pull parts of the real world into it, with their face shaded under security caps or helms,
consuming space and the unwitting humans while others may have beast-like demons wielding
inside. From the outside, humans cannot see the medieval weaponry that punish unbelievers.
kingdom even as it consumes the real world, and
may merely walk down a street and unwittingly Guards (sins): Execution talisman 2 (solo), 4
pass into an alternate reality. (squad), 6 (platoon), 10 (small army)
Inside the Kingdom, the world may appear as the • Armed with cruel weaponry and outstanding
world currently does, or a historical or even senses.
fantastical version of the world, such as a futuristic • Incapable of existing outside the kingdom
city, a glittering heaven, or a medieval castle -
Reactions:
dependent on the latent desires of the host. In this
world, all that the host has lost is returned to them Inflict stress. Attacks with: Cruel close combat
and more. It presents an alternate reality that is weaponry, fists and kicks. (1) 4 stress, (2/3): 3 stress,
both more convenient and fulfilling to the host and (4+): 2 stress.
also conforms to their beliefs and outlook,
coddling and supporting them. Or: create a complication or threat: Trap an
exorcist and pile on, pull an exorcist away in chains,
Events, history, and even humans may be altered disable an exorcist with a painful strike, threaten
drastically inside. Therefore humans that on the bystanders as collaborators, call in a prison vehicle,
outside of the kingdom may be hostile to the host produce a heavy weapon
might be their friends inside, mistakes the host
has made in the past or their own failings might be Or: Sound the Alarm (threat, 1-2): Alert the Lord or
papered over or made whole - or even celebrated. any other nearby guards to the exorcists’ current
position. If more guards show up, refresh the
execution talisman by 1d3.
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ATTACKS WITH: Shimmering blades, armored
EXECUTION
gauntlets, shining medieval weaponry, beams of fire
7+PRESSURE+CAT
• Is the lord hindered, distracted, or under duress Or improvise: make a skill hard or risky.
in any way?
143
3. Stricture of Banishment
DOMAINS
Pick three
The lord can banish exorcists, making them
gradually phase out of reality while inside the
kingdom. As a tension move or a threat, the Lord
can give an exorcist the following affliction:
• Grand Melee: Exorcists acting without These rules become known instantly to anyone
benefiting from teamwork or setup find it hard. upon entering the kingdom. Once a scene, when
an exorcist would break one of these rules through
• Duel: The Lord chooses an exorcist. That their actions, they take 2d3 stress. If the Admin
exorcist deals +1 more slashes on the Lord’s misses an occurrence of one of these rules being
execution talisman, but all other exorcists deal broken but an exorcist reminds them, that exorcist
1 less slash to the Lord this round. can gain 1 xp. This can only trigger once a session
per exorcist.
144
5. Stricture of Memory 6. Stricture of Narrative
The lord’s power is regressive and nostalgic. The lord and its host gain control over reality to
Inside its Kingdom, it returns everything to a the point of being able to reverse causality.
previous era (real or imagined) desirable to its
host, such as the European middle ages, Edo • Three times a hunt, when an exorcist rolls an
Japan, 1950s America, or 1st century Judea. action roll and sees the final result, the lord or
Weapons, gear, and technology that would not its host can declare that events did not actually
exist in that era are converted into similar play out that way, as though they were
equivalents inside the Kingdom, or simply do not narrating a story. This completely un-does the
exist while inside the Kingdom. For example outcome of the roll.
firearms becoming crossbows, or a GPS system
becoming a hand drawn map. If the Admin judges • The targeted exorcist gains 1 psyche burst.
this would affect a roll, they can make it hard. All They can then either re-roll the action, taking
clothing, hairstyles, etc also changes to fit. They the second result as final, or lose the outcome
revert upon exiting. and gain an additional 1d3 psyche burst.
145
Other Optional: write a unique threat or a unique
affliction that the opponent can inflict. Gate this
with the reaction die to a 1-2.
Opponents Here’s an example of some opponents:
Sins are not the only oppositional force that
exorcists can be expected to encounter during a
hunt.
Writing an opponent
Opponents (and sins) are simply storytelling Mundane Opponents
shorthand that is available for easy reference. It’s
better not to think about them as a ‘stat block’ but Exorcists are often in the position of crossing
rather quick reference material for conflict scenes. law enforcement due to the time sensitive
and clandestine nature of their activities.
In a conflict scene, opponents can inflict stress, Aside from this, however, they often tangle
threaten exorcists, or cause a complication. The with high level, deeply entrenched forces
Admin can use the following steps to write any beyond public knowledge: secret societies,
opponent: shadow governments, private military
companies and the like. Sins themselves and
1. Write down a name and description their hosts are also able to hire mundane
humans to do their bidding, especially Toads.
2. Determine if the opponent is a sin, human, or
exorcist. This determines what kinds of powers • Most mundane humans, individually:
can be used on them. Foes can also be
mechanical (like an unmanned drone), or an • are incapacitated by any amount of stress
anomaly (an untyped or mysterious and are usually instantly killed by 4+
supernatural force). stress
3. Determine category. Use the CAT table on • go catatonic if they directly witness a sin
pg. 19. In general, humans are CAT 0, groups of
• The humans listed here are made of
humans, vehicles, and supernatural forces are
tougher stuff.
higher. Category is an easy shorthand for how
effective exorcist powers are.
6. Write reactions:
146
Security Mercenaries Illuminati
Humans. Execution talisman: 2 Human. Execution talisman: 2 (solo), Humans. Execution talisman: 1 (solo),
(solo), 4 (group), 6 (large group.) 5 (squad), 8 (platoon) 3 (group), (5) large group.
These graceless humans are Graceless human mercenaries, highly Brainwashed or fanatical humans
blissfully unaware of the world of skilled and sometimes hired by sin formed around the manipulation and
psychic phenomena around them. hosts or world governments for worship of sins, often formed and
They are often dispatched to deal defense or wetwork. puppeted by shadowy organizations
with disturbances or guard facilities. or a sin themselves.
• Well armed and compensated
• General human capabilities • Often hide their faces under
• Armored well against small arms
masks
• Usually alert and can raise some and has thermal and night vision.
kind of alarm
Reactions: Reactions:
Reactions:
Inflict stress. Attacks with: Inflict stress. Overwhelming but
Disciplined gunfire (long range). (1) 4 crude attacks. (1) 4 stress, (2/3): 3
Inflict stress. Attacks with: Batons, stress, (4+): 2 stress.
close quarters combat techniques. stress, (2/3): 3 stress, (4+): 2
(1) 4 stress, (2/3): 3 stress, (4+): 2 stress.
Or: create a complication or threat:
stress.
Or: create a complication or threat: Corner an exorcist, attack with fervor
Throw a stun grenade, take heavy (+1 stress), start chanting ominously (-
Or: create a complication or threat: 1 slash taken)
Fire a stun gun, punch an alarm, pull cover, throw down a barrage of
out a firearm, pin down an exorcist suppressing fire.
Or: Complication (1-2): Sacrifice: Pin
Or: Threat (1-2): Flechette Shot: Take down an exorcist, who finds it hard to
Or: Threat (1-2): Beatdown: Inflict do anything, can’t move, and takes
Broken Arm or Broken Leg affliction a disabling shot at an exorcist. If
enacted, deal 3 stress and that +1 stress. Set out a 3 talisman to end
(activities using the affected limb are this grab, and a 3 ‘sacrifice’ talisman
hard). exorcist gains the shredded
affliction: take 1 stress on any 1-2 risk that fills after every exorcist action.
roll where physical activity is When the sacrifice talisman fills, the
involved. targeted exorcist suffers 6 stress and
this effect ends.
147
Pseudo Sins
Not all sins are created by natural,
spontaneous events. Some are caused by
Sin Events through the steady buildup of
negative energy in exorcists themselves,
called Imago. Still others are created in
secret processes by world governments
seeking to unlock their potential as
weapons of war or control.
Reactions:
Sin. CAT 0-4, depending on strength Or: Threat (1-2): Berserk: Break the control unit
and go berserk, dripping ichor, dealing +1 stress
Execution talisman: 3 (solo), 5 (group), 7 (large and +1 sin with reactions for the rest of combat.
group) Can only be used once.
A weak sin, produced through unspeakable Artificial Sins sometimes have typing, giving them
methods by shadowy private military companies or additional abilities:
secret world government projects, sometimes from
human stock. • Type A: Shock troop. Fighting them in close
combat is hard. Able to easily smash through
• Barely intelligent, but armed with brute strength buildings and materials.
• Has a control unit implanted in it. Destroying it • Type B: Infiltration. Can go invisible as a
usually makes the sin berserk (see the threat complication, making actions relying on sight
below) hard until complication is ended.
148
Or: Threat (1-2): Flee: Flee the scene to pupate
Imago and become a full sin, perpetuating the cycle and
the stain. Imagos have a basic type which the
transformed exorcist can choose based on their
Sin. CAT 1-5, based on exorcist
personality This gives them some basic cues as to
their appearance, behavior, and abilities when
Execution talisman: 6+CAT choosing attacks, complications, or threats.
A nascent true sin, created when an exorcist • Ogre Type: Appearance: huge, swollen,
suffers sin overflow and chooses to give up (see twisted, waterlogged. Abilities: Spewing sludge,
pg. 30). Imagos are neither type I, II, or III sins, but freezing cold, brute strength, regeneration
a worse type created from an exorcist
transforming directly. The sins they create are • Idol Type: Appearance: Enhanced, coldly
always more intelligent, spiteful, and vengeful beautiful, graceful. Abilities: Vocal control,
based on their past are hunted with extreme superhuman agility, flesh melding
prejudice by CAIN.
• Hound Type: Appearance: Warped, enraged,
blistering with spines. Abilities: Berserk rage,
• Acts based on the worst impulses of the
animalistic speed, spitting blood
exorcist it was created from
• Centipede Type: Appearance: Insectile, alien,
• Controlling player decides their reactions.
carapace. Abilities: Dripping with venom, create
• Nearly always has a strong instinct to flee and minions from nearby humans, dissolve with acid
become stronger, where it will mature into a
• Toad Type: Appearance: Double jointed, long
true sin and begin creating a palace, triggering
limbed, jester-like. Abilities: Incredible feats of
a new hunt. Will usually fight to run away.
dexterity or agility, long powerful tongue,
exuding slime
Reactions:
• Lord Type: Appearance: Armored, imposing,
Inflict stress. Attacks with: Claws, teeth, dripping angelic. Abilities: Warping the world to their
appendages, psychic powers. (1) 5 stress +2 sin, liking, fiery shining weaponry, heavy armor
(2/3): 3 stress +1 sin, (4+): 2 stress.
Nobody in (recorded) archival CAIN history has
Or: create a complication or threat: Make recovered from becoming an Imago, but it might
appeals to the exorcists’ humanity, show a little of be possible depending on the tone of your game.
their former self, demonstrate a new surprising
ability, outpace the exorcists
149
Drifter
The forces created by blasphemies and sin
events are (still) largely beyond human
comprehension. Occasionally these forces break
the psychic veil in a way that breaches
mundane reality, allowing other beings
momentary entry. These beings cannot be
classified as sins but defy any classification as
life. Their attachment to our reality is fleeting
and they typically move on after a few hours -
hence the moniker - but they are no less
dangerous to human life.
Pest Poltergeist
Anomaly. Execution talisman: 3
Anomaly. Execution talisman: 2 (solo), 5 (group)
Inflict stress. Attacks with: Whipping tendrils, extreme Or: create a complication or threat: Speak something
forces. (1) 4 stress, (2/3): 3 stress, (4+): 2 stress. into someone’s ear, emerge suddenly from darkness,
disappear completely
Or: create a complication or threat: Kill all the lights,
impale with strands, warp space in some way, suck the Or: Threat (1-2): Feed: Deal 1d6 stress, but also reduce
oxygen out of a room target’s sin by the same amount. Once per scene only.
150
Titan Pale Man Gatherer
Anomaly. Execution talisman: 10 Anomaly. Execution talisman: 5 Anomaly. Execution talisman: 2 (solo), 5
(group), 7 (horde)
An incredibly large drifter, usually thirty to Intelligent drifter that seems interested in the
forty meters or larger at the shoulder. psychically sensitive and is drawn to them Bulbous humanoid that exhibits the unusual
Sometimes anthropomorphic, sometimes like an insect to flame. Prefers to observe behavior of collecting and enveloping
animalistic in form. Has a tenuous relation to from a distance. Completely peaceful if left humans alive to carry them off to parts
reality and may occasionally phase through alone. Fights like an animal if provoked or unknown. Sometimes appear in groups
matte. Large enough to cause shocking approached in any way, with no regard for its
destruction. own safety. • Has a fleshy, saclike structure it will store
fresh humans in, carrying them off.
• So large it is immune to small arms fire • Watches at a distance
and doesn’t seem to regard humans • Capable of communicating subsonically.
much at all. • Don’t look at it for too long.
Reactions:
• Barely intelligent. Lumbers along slowly Reactions:
with little regard for obstacles.
Inflict stress. Attacks with: Extended spines,
Inflict stress. Attacks with: Bone cracking acid spray, subsonic vibrations. (1) 4 stress,
Reactions: limbs, terrifying jaws. (1) 4 stress, (2/3): 3 (2/3): 3 stress, (4+): 2 stress.
stress, (4+): 2 stress.
Inflict stress. Attacks with: Casual swats of Or: create a complication or threat:
an appendage, an unintentional footstep (1) Or: create a complication or threat: Retreat Disgorge stomach contents, impale with arm
2d3+1 stress, (2/3): 1d3+1 stress, (4+): 2 into darkness, wail loud enough to shatter blades, vomit acidic bile
stress. glass, lick exorcist with numbing tongue.
Or: Kidnap (1): Complication: Grab an
Or: create a complication or threat: Speed Or: Shrieking Rage. (1): Deal +1 more slash exorcist and shove them into its fleshy
up, suddenly notice the exorcists, become and take +1 more slash on talismans for the interior. That exorcist finds it hard to do
irate or enraged, cause massive collateral rest of combat. This effect stacks. anything and is practically immobilized. They
damage. go comatose and suffers an injury if the
Gatherer is not defeated or they are not
Or: Threat (1-2): Swat insect: The titan freed at the end of 3 rounds (counting this
attempts a slow but real blow against the one).
last exorcist to deal stress to it, dealing 3d3
stress. If inflicts an injury, inflicts instant
death.
151
BINDERS UNDER//HEAVEN
It is possible to bind lesser sins or their traces into Amongst those employed by CAIN and amidst
servitude, an art that was officially banned by the field reports, there are rumors of another
Doctrine of Katherine the Meek in 1736 and is clandestine organization - one that does not
punishable by instant execution. Binding sins, seek to wipe out sins, but rather to control them,
especially powerful ones, provides an incredible as weapons and a source of power, or even to
boost in ability to an exorcist, as they can use cultivate them. They even instigate the creation of
them as servants, attack dogs, and living wells of sins- sometimes through artificial means, as a way
psychic power. Exorcists that manifest this of furthering their goals. The doctrine of this
blasphemy are kept under strict observation and organization, as far as it has supposedly been
granted a stay of execution as long as they are encountered, is that individuals with grace, such
employed by CAIN. as exorcists, are naturally superior to graceless
humans, presenting a next step in evolution. This
The term ‘binder’ has since become a catchall evolution should both be cultivated and those that
term for all rogue exorcists. It is occasionally are ‘dead ends’ (base humans) should be left
recorded that CAIN encounters outside individuals behind - or worse, culled.
manifesting blasphemies that are external to
official CAIN employment or record. These Officially, Under//Heaven does not exist. At
individuals have been able to tap into and control minimum, any organized exorcist group outside of
their powers without CAIN conditioning, CAIN’s control would present an extreme threat
something that the organization deems extremely to the world order. The organization’s ranks (if it
dangerous - as they still present a significant exists) are mostly made up of mundane mercenary
degradation risk of sin overflow. groups and illuminati, mass produced sins (see
pg.148), and Binders at the top.
152
Or Fuse (1-2) Threat: Fuse with a sin or another
BINDER allied Binder into a gestalt being if the threat is
successful. Destroy the target but then increase
Exorcist. CAT 0-6, depending on strength this binder’s execution clock by 2. They deal +1
stress with all actions and increase in CAT by 1 for
Execution talisman: 1+CAT (rank and file), 4+CAT the rest of the scene. This can only be used once.
(Upper rank), 7+CAT (Elites)
When creating theming for the abilities for the
A rogue exorcist, either self taught or organized. binders, the Admin can look to the base twelve
Manifests blasphemies that are typically more wild, blasphemies.
creative, and sometimes more powerful than more
restrictive CAIN training provides. CAIN doctrine 1. Tension: Slice, trap, or create force fields
demands they be immediately subdued and that
they submit to authority on pain of execution. 2. Ardence: Blast with fire or cold, create
massive destruction
• Uses blasphemies that mirror those of the
3. Flux: Reverse or speed up the flow of time to
exorcists, but stranger and wilder
heal or hinder
• May work in formation with other binders or
4. Vector: Fly, hurl objects, move with
control a mass produced sin.
unnatural speed
154
It was hot.
I sat outside and listened to the cicadas.
Their noise was deafening.
I though to myself,
“For 17 years they are dormant.
Nobody thinks anything of them.
Then, and only then,
their glory is enough
it outshines God himself.”
FORCE
CONDITIONING
COORDINATION
COVERT
INTERFACING
INVESTIGATION
SURVEILLANCE
NEGOTIATION
Improvements:
INJURIES:
Each gives -1 stress.
Suffer an injury when execution fills up.
Clear all stress when gaining an injury, then
remainder rolls over.
When suffering instant death, may suffer Sin
Overflow instead and erase 1 injury.
AFFLICTIONS:
Record afflictions here.
Debrief after mission for decontamination. DIVINE AGONY
• When you take no successes on a roll,
gain an affliction, fil out a hook, gain an
injury, or an exorcist dies or suffers sin
overflow, store a pathos.
• Once a session, and once a scene for the
whole group, you may burn away all
pathos to add one extra die to a roll per
PATHOS
pathos burned, stacking with all bonuses. Clear after session end
XP:
ADVANCES:
At the end of each session, answer each question,
then mark xp. Cash an advance each time this fills.
DOCREF XX0011
As above, so below
CAT
CATEGORY RATING SYSTEM
Please circle clearly
I II III IV V
CATEGORY AFFECTS THE
PARAMETERS AND
EFFECTIVENESS OF POWERS
MISSIONS SURVIVED: 0 1 2 4 7
B
PSYCHE
½ CAT, rounded up.
Use for your powers
U
R
S
T USE YOUR POWERS OR GAIN +1D. THEN
MARK ONE, OR GAIN 1D3 SIN INSTEAD
REGISTERED KIT
KIT
POINTS:
Spend KP to pull out the following items any time:
Description
! !!SIN OVERFLOW!!
Give up or make a resistance check.
Resistance: Roll 1d6 and add 1 for each sin mark. Gain
a sin mark on a total result of 7 or lower and keep
control. A result of 1 always suceeds. On success, clear
all sin, gain a sin mark then permanently cross out
two boxes. Otherwise, give up.
SIN MARK
-S - SCRIP:
Paid out per mission (5: success, 3: spare, -1: failure, +3 advance) Evolve with an advance
DOCREF XX0018
Evolve with an advance
Evolve with an advance As above, so below
CAIN REGISTERED ABILITIES
AGENDA ITEMS
PASSIVE
OBSERVED POWER
OBSERVED POWER
OBSERVED POWER
OBSERVED POWER
158
DOCREF XX0012
FIRMLY AFFIX ALL STICKERS As above, so below
159
DOCREF XX0015
REFER TO DOCTRINE TM451 IN CASE OF CATEGORY 5+ EVENT As above, so below
ATTACH MISSION FLOW MATRIX
FIND THE
THE HUNT
Exorcists are dispatched when signs of a
1.
2.
3.
4.
5.
BRIEFING
ARRIVAL
TRACK
INVESTIGATE
PREPARE
PALACE
A sin creates a parasitic
pocket dimension. It
cannot be slain outside.
Enter the palace and
sin appear, and must investigate. They 6. CONFRONT execute it.
know only its type and trauma questions. 7. EXECUTE
They must locate its lair and execute it
before catastrophe strikes.
Return for debrief.
RNR allowances.
Just think, you’re all ready to slaughter to your heart’s content.
AFFIX TALISMANS FIRMLY
Slash when a scene passes, or a ‘1’ is rolled on risk (once per scene only)l.
Increase pressure by 1, then clear tension. Then:
Send minions/Ambush the exorcists/Involve authorities/
Separate someone/Force a difficult choice/
3 TENSION FILL> Escalate the situation/Afflict the Exorcists/Start or
progress a ticking clock/Use a domain/Threaten or twist
an NPC/Introduce a new obstacle
Slash when tension fills out, degrading the situation.
160
DOCREF XX0124
As above, so below
SIN
VITAL INFORMATION CARD
1.
FACT: Traumas can be used to
counter a sin’s reaction, reducing
2. stress suffered by all targets by 1d3
and inflicting 1d3 slashes on the sin.
3.
Add a twist to the fight. Complications can: Threaten a worse consequence, once a
Attack with: round. An exorcist must immediately make
• make something hard an action toll to try and counter the threat.
Threats can, if executed:
• deal 1 stress a round to all exorcists
• make the sin take 1 less slash on its • Inflict stress: (1): 1 injury, (2-3): 5
stress. (4-6): 3 stress
Inflicts stress: (1) 5 stress, talisman under certain circumstances
(2/3): 3 stress, (4+) 2 stress • Separate an exorcist completely, or
• make the sin deal 1 more stress under
• Afflict an exorcist, or
Adjust up or down by +1 certain circumstances
depending on situation. • Cause collateral damage, or
• change the parameters of the fight
• Massively change the parameters of
The same effect cannot stack with itself. the fight
SEVERE ATTACK Complications are worse and take more effort to
! Only usable on a 1, once a
deal with the worse the reaction die (4-6): 2
scene. Check sin sheet for
details. action, (2-3): 4 talisman. (1): 6 talisman. Add a Or improvise: (1) Strongest reaction, (2/3)
strong reaction, (4/5) Weaker reaction, (6)
complication up to three times per conflict Weakest reaction.
scene total.
161
DOCREF XX0121
FIRMLY AFFIX ALL STICKERS As above, so below
CAIN
Humanity is cursed, host to a roiling psychic sea barely
understood or controlled, a phenomenon arising purely from
the darkest portions of the human soul. While most humans
are blissfully unaware of its presence, others are more
sensitive. When it grows wild in these hosts, SINS appear,
terrifying supernatural monsters that are anathema to reality
itself.