CAIN Exorcist Handbook

PREFACE

If you are reading this, then your psychic powers have made you a candidate for CAIN's Exorcist program. All humans naturally produce an aura of psychic energy via memory and emotion, but you are different. You are part of the select few that have the capacity to manipulate and control this psychic energy (dubbed BLASPHEMY). As such, you have been conscripted into the Exorcist program as a way to learn and control your impossible psychic potential. In doing so, you will act as an extension of CAIN's authority and dispense any SIN that comes your way.

Sins are the failures of mankind made manifest. pook them no quarter, for they deserve none.

Memorize this handbook. It may save what's left of your life.

OVERVIEW

This is a database of the sin archetypes from TTRPG CAIN by Tom Bloom (2004). Entries have been either wholesale copy-pasted or slightly rewritten for clarity. This is ultimately meant to be used for my own table, but if someone else gets use out of it, then I'm happy to help!

The major sins types are:

OGREA sin that feeds off despair and chokes out an area.
IDOLA charming sin that forms a cult around itself.
HOUNDA sin of rage that hunts down those it holds a grudge against.
CENTIPEDEA sin that can infect and change mundane humans.
TOADAn intelligent sin that builds a hoard of what their host could not have.
LORDA nostalgic sin that creates the ideal world after their host has suffered a loss.

I might catalog imagos but who knows.

OGRE

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ABOUT THE OGRE

ogre info

AN OGRE'S PALACE

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AN OGRE'S DOMAINS

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AN OGRE'S EXECUTION

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IDOL

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ABOUT THE IDOL

ogre info

AN IDOL'S PALACE

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AN IDOL'S DOMAINS

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AN IDOL'S EXECUTION

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HOUND

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ABOUT THE HOUND

ogre info

A HOUND'S PALACE

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A HOUND'S DOMAINS

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A HOUND'S EXECUTION

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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. Centipedes are born out of born out people’s desire for escapism through death. They occur when a person has a been pushed into a place where they begin to fantasize a world where a disaster happens that is so bad it saves them from their circumstances. Often this desire is tinged with a deep misanthropy and hatred for society in general.

ABOUT THE CENTIPEDE

COMMON MANIFESTATIONS The root of a centipede cannot be reliably traced. It can manifest in nearly anybody.
PRIMARY EMOTION Hatred
TRAUMA QUESTIONS
  • What are you trying to escape?
  • What do you hate the most about humanity?
  • What do you regret the most?
  • PALACE CHARACTERISTICS hostile, resentful, grotesque, gory, prison-like, chthonic

    Centipedes are manifested catastrophes, born from the darkest images of their hosts psyche. They exist only to cause such horrific violence and death that the hosts’ previous worries evaporate. As their namesake, they typically manifest as insectile abominations, taking on all the characteristics of what a ‘monster’ should be. Their main identifying physical characteristic is their venom, which is inimical to human life and creates a (very) rapidly expanding problem for exorcists.

    Centipedes are hatred manifest. They hate the world, they hate humans, and they hate their host especially for calling them into being with their petty desires and wishes. Everything they do is seeped in spite. They are, however, extremely protective of their hosts - wishing to have them live and witness the horrors that they have unleashed upon the world. Given enough time and space, a centipede will wipe all life from its domain, until only its host remains. It is theorized they would then, unlike other sins, de-manifest on their own. This has never happened, as all centipede sins have a listed 100% execution rate.

    A CENTIPEDE'S PALACE

    A centipede’s palace is usually located in a protected location at the center of horde activity, usually somewhere significant to the host or close to the inciting incident.

    The interior of a centipede’s palace often resembles a prison or a dungeon, built to capture the centipede’s host and force them to remain witness to the horrors they have unwittingly (or otherwise) unleashed. This prison can be sterile, cold, or laboratory-like, or medieval and full of barbed hooks and rusted chains. It often manifests horrors or traps to drive out, capture, or kill invaders.

    Pressure: INFESTATION

    A centipede’s venom, when injected into the human bloodstream, causes a catalyzing psycho-biotic reaction that within the space of about an hour mutates that human into an extremely strong, aggressive, and violent monster, a mindless drone that is under the centipede’s control as a queen controls a colony of ants. These infested are able to produce their own centipede venom that they can inject into bitten humans, creating a catalyzing exponential reaction that rapidly creates a horde of these monsters.

    A human infected with Centipede venom will chrysalize, transform, and mutate within exactly 44 minutes. An exorcist gains the Centipede Bite affliction instead (see Afflictions in A CENTIPEDE'S EXECUTION for more info). There is no cure to Centipede venom, but it can be delayed using doses of Centipede Antivenom that are given to exorcists at the beginning of missions. Exorcists can mark 1 KP to inject the dose into someone in hand's reach; NPCs will have venom suppressed until the exorcists rest and exorcists can erase all segments on their hook.

    The only reliable way to end an infestation is to kill the Centipede. Executing a Centipede cases its venom to lose its transformative effect and evaporate. This saves any infected exorcists and any infected but untransformed victims, who can typically recover in a few weeks. Remaining infested victims are dealt with in cleanup and should be considered deceased.

    Each time pressure increases, 10% of the local population in the affected area is infected and transformed. If the pressure reaches maximum, the Centipede increases in CAT by +1 and this goes up to 90% population loss.

    Trace: INFESTED

    These mutated humans are essentially minor type II sins, who have been affected by the psycho-biotic poison in their bloodstream. They form into large, animalistic, hive swarms that the centipede can mentally control. Though starting off relatively human in appearance, over time they become more and more mutated and insect like. They typically roam around affected areas in large hordes.

    Toadspawn (humans): Execution talisman 1 (solo), 3 (group), 5 (large group), 7 (full horde). Only appear in large group or full horde size at pressure 4+

  • Slow, clumsy, and unintelligent, but extremely numerous and resilient.
  • Powers that can hit a large area gain +1D against groups of infested.
  • REACTIONS:

  • Inflict Stress: Attacks with mutated claws, teeth, mandibles. (1) 3 stress, (2/3) 2 stress, (4+) 1 stress
  • Or create a complication or threat: Eject venomous spines, knock someone down, alert a bigger horde, explode with caustic bile, jump out from somewhere surprising.
  • Or Endless (1): More infested arrive on the scene, adding to the execution talisman by 1d3.
  • Or Infected bite (1): Inflict the Centipede Bite affliction on an exorcist.
  • A CENTIPEDE'S DOMAINS

    A Centipede may have 3 of these domains.

    The Heralds of Venom

    The venom in the Centipede and its horde becomes boiling and pressurized. The horde can spit venom at short range when inflicting stress. The Centipede can spit it at extreme range, like a sniper rifle. Additionally, the Centipede gains a new affliction:
    BLINDING AGUE: Can be inflicted as a threat or from a hook. When filled up, eyes become milky white and exorcist becomes unable to see, making activities that rely on sight hard. At the end of mission, roll 1d6, on a ‘1’ this becomes permanent, but exorcist has time to adjust to disability at the start of next mission and it has no further effect. Blind exorcists are immune to this affliction.

    Crumbling Into the Darkling Womb

    The venom exuded by the centipede becomes an environmental aerosol that starts to degrade everyting in the investigation area.
  • Traversing normally safe structures in the area becomes risky or hard as flors start to fall apart, windows melt, and walls collapse.
  • Any mundane item the exorcists have pulled out from their kit degrades and becomes unusable when they rest.
  • When pressure increases, 10% of the structures in the area are destroyed. If the pressure fills up, 90% of the structures in the area are destroyed.
  • The Knights of Decay

    The horde gains dangerous, armored infested. When the infested appear in a scene, one of these usually appear.

    Juggernaut (sin/human): Execution talisman 3. At 4+ pressure, increase to 5.

  • Practically immune to mundane weapons unless its armor is exposed.
  • Blind and easily distracted.
  • REACTIONS:
  • Inflict Stress: Attacks with armored bulk, spines, mandibles. (1) 3 stress, (2/3) 2 stress, (4+) 1 stress
  • Or create a complication or threat: Grab someone with a mutated claw, charge someone through a wall or floor, knock someone out or daze someone.
  • Or create a complication or threat: Imprison someone in a cage of light, blind with glaring beams, swoop high into the air, summon searing blades, impale with shining spear.
  • A CENTIPEDE'S EXECUTION

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    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. They are born out of deprivation and unfulfilled material needs. Therefore, unlike most other sins, they are extremely goal oriented. Once manifested, their primary need is to acquire as much material wealth as possible for their hosts. They revel in greed, driving their hosts to more spectacular heights of excess.

    ABOUT THE TOAD

    COMMON MANIFESTATIONS
  • People suffering from major housing, job, or food insecurity.
  • People who are exploited at work.
  • People in crusing financial debt.
  • PRIMARY EMOTION Indulgence
    TRAUMA QUESTIONS
  • What do you deserve that was denied to you?
  • While you were starving, who was feasting?
  • Where do you draw the line?
  • PALACE CHARACTERISTICS Opulent, gaudy, glitzy, spacious, extravagant, luxurious, comfortable

    Toads are bulky but surprisingly fast sins with a great degree of manual dexterity. They often have prehensile tongues or double jointed limbs, and convey these features onto any hosts they are fused with. They are capable of squeezing through tiny spaces and leaping great distances. The gaping mouths of Toads have space extending properties and are capable of storing an unreal amount of physical material - many rooms worth in some cases. All Toads have a strong, not entirely unpleasant odor about them - something between carpet cleaner and expensive cologne.

    Toads are fond of catching exorcists in conversation to gloat or verbally spar. They are cunning, sharp tongued sins with a fondness for speech and tend to be witty or charming, with a good sense of humor. They seem to enjoy what they do and revel in excess as much as their hosts - although they are typically extremely impatient and may be cruel to slow or unwilling hosts.

    A TOAD'S PALACE

    A Toad’s palace represents a monument to wealth, often as envisioned by its host. On the outside it may be located inside a cramped building or in a tiny apartment block, but on the inside it is typically an opulent, sprawling extravaganza.

    Toad palaces typically take the form of summer mansions, luxury residences, resorts, casinos, or 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 the wealth that the Toad accumulates, transforming partly into treasure vaults or galleries to either protect or display their largesse.

    Pressure: HOARD

    A Toad's main driving desire is to acquire as much material wealth as possible. It steams as much as it can by various means based on its host's desires, storing its prizes inside of its mouth and regurgitating them later inside its palace. A Toad's larceny can start small, but as time goes on, its appetites grow to unreal proportions. In theory, a high category Toad could swallow an entire town, given time.

    Each time pressure increases, the Toad's greed increases, allowing it to steal different kinds of things.

  • 0-2: High worth but mundane items
  • Unreal amounts of the above
  • Entire stores, shops, restaurants, yachts, busses, celebrities
  • At 6+ pressure, the Toad's CAT increases by 1 and it gains the ability to steal conceptual or intangible items like stocks in a company, light, artistic skill, or happiness.

    Trace: TOADSPAWN

    These humans follow the Toad or its host through the promise of the incredible wealth that it accumulates. They can range in anything from regular gangsters to privately hired security. They are often oblivious, brainwashed, or simply willfully ignorant of their paymaster’s true nature.

    Toadspawn (humans): Execution talisman 1 (solo), 3 (group), 5 (large group)

  • Mundane weaponry-- no less deadly.
  • Often has access to cars or security vans.
  • REACTIONS:

  • Inflict Stress: Attacks with firearms, close combat techniques. (1) 3 stress, (2/3) 2 stress, (4+) 1 stress
  • Or create a complication or threat: Fire a stun gun, charge an exorcist, get in a martial arts hold, pin down with a barrage of gunfire, get in a vehicle, throw a grenade.
  • Or Threat: call reinforcements (1): Someone gets on the radio or punches an alarm. Add 1d3 to the execution clock if allowed to follow through.
  • A TOAD'S DOMAINS

    A Toad may have 3 of these domains.

    Hotel for One

    The Toad is able to use its powerful lungs to suck people into its maw, where they are shunted into a tiny prison within its gullet.

    As a complication, the Toad can suck in an exorcist it's fighting. The exorcist is trapped in an extradimensional room inside the Toad and takes 1 stress before acting while imprisoned until they can escape (set out a talisman as normal). They are vomitted out when they are able to break out of their cage.

    As a tension move, the Toad can kidnap any NPC the exorcists have met on-screen and imprison them in its oubliette, mostly unharmed. Freeing them requires fighting the Toad and may take a talisman.

    Greasing the Palms

    As a complication or threat, the Toad is able to vomit up a thick, nauseating slime that reeks of expensive perfume. It can be incredibly sticky or incredibly slippery (the Toad chooses), and carpets the area of about a large room.
  • Actions that require concentration, quick movement, or manual dexterity become hard in the area.
  • It becomes incredibly hard to keep your footing in the area. Any action that requires moving around by the exorcists rolls two risk dice and picks the lowest.
  • The Granting of Gifts

    As a reaction (1-3), the Toad can forcibly regurgitate items from its gullet. This can inflict stress, cause a threat, or cause a complication as normal. However, roll randomly for the category of item it produces, which may affect the outcome.
  • Vehicle, drivable
  • Explosives
  • Weapons, ammunition
  • Narcotics
  • Material wealth
  • Alcohol (in liquid or bottle form)
  • Then, roll randomly for the size or volume (1d3). Adjust stress suffered by the amount shown if dealing stress.
  • Comically smaller than expected (-1 stress)
  • Expected
  • Unbelievably larger than expected (+1 stress)
  • Wolf Down the Earth

    The Toad is able to unhinge its jaw to a void-like space and swallow huge chunks of scenery.
  • It can burrow through solid rock when moving around.
  • The Toad inflicts +1 more stress to its target if it is slowed, off balance, immobile, or entangled in some way.
  • Once a scene, as a threat, it can attempt to devour an area close to it, obliterating all inanimate matter. The size of this area depends on the Toad's CAT. One or two exorcists caught in the area take 2d3 stress if the Toad is allowed to execute this threat.
  • Sticky Fingers

    The Toad is artful at lifting items from the exorcists. When an exorcist takes stress from the Toad, they also...
  • tick 1 KP. If they don't have KP to spend, they take +1 more stress.
  • lose a piece of gear instead of taking stress. The HP of the item lost must equal the stress suffered or less.
  • The Artful Dodger

    The Toad is especially careful and crafty, setting up contingency plans. Three times a hunt, when the exorcists take action, the Admin can narrate a flashback of the Toad setting up a contingency plan, fallback, or trap that it is able to spring.

    Roll a 3d6 fortune roll. For every 3+, the Toad may either inflict 1 stress on the exorcist triggering this domain or reduce any stress suffered from the triggering action by 1.

    Keeper of the Ludic Menagerie

    The Toad stores brainwashed humans inside its gullet and pulls them out as needed. Humans stored this way are freed when the Toad is defeated and have no memory of the incident.
  • The Toad can pull out a human to perform any mundane servile task for it. They are completely obedient to the Toad and always come out with something convenient to the current situation.
  • It can pull out a goon as a (1-3) reaction in a conflict scene. This creates a TOADSPAWN trace with an execution talisman of 1, or adds +1 to an existing trace's execution talisman.
  • As a threat in any conflict scene, the Toad can kidnap a mundane human or NPC present, brainwashing them and adding to its collection.
  • The Great Glittering Adversary

    By touching any surface or living matter, the Toad can transform it into gemstone or gold. It can use this as a threat or complication to inflict stress, block the exorcists, or inflict the below affliction.
    MIDAN TOUCH: Inflict this on the exorcists with a threat or a hook. The skin of an arm or leg of the afflicted exorcist slowly becomes turning into gemstone or rock, usually starting from the contact area. Actions that require speed or dexterity from them become hard. When the exorcists finish a rest, they take 3 stress. If this stress would inflict an injury, they instead suffer instant death and turn into a jeweled statue.

    A TOAD'S EXECUTION

    TALISMAN 6+CAT
    ATTACKS Crushing punches and kicks, muscular tongue, pressurized blood spray from eyes (short ranged).

    (1) 3 stress, (2/3): 2 stress, (4+): 1 stress.

    THREATS
  • Summon bodyguards.
  • Steal something from the exorcists
  • Collapse or throw something from the environment.
  • Set off a bomb.
  • Kick someone with powerful legs.
  • Swallow something or someone whole.
  • Inflict a hook.
  • Use a domain.
  • Do something crafty, flashy, or shocking.
  • COMPLICATIONS
  • Leap out of reach on muscular 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
  • Severe Attack: Grand Finesse

    The Sin can use this ability on a ‘1’ on the risk roll. They can only use it once a mission.

    Target an exorcist. Any other exorcist can choose to fly to their aid. If they do not offer aid, they cannot participate.

    Start with a pool of 5d6 and the following questions.

  • Are you accepting of your powers?
  • Are your allies close enough to touch you skin to skin?
  • Are you willing to part with your kit? (Note: If you answer yes, the Toad is distracted by stealing every item of gear that you currently have ticked. They will disappear until the Toad is defeated)
  • Is the Toad hindered, distracted, or under duress in any way?
  • Remove 1d6 for each question answered "yes." If any answer is no, you or someone aiding you can make a single action roll to attempt to rectify the answer. You have a few moments to act and suffer normal consequences if you fail.

    Roll the remaining dice. The exorcist and anyone aiding them take 1 stress for every die rolled, no matter the result.

    If at least one 1 comes up, the Toad steals the abiity to use psychic powers from the exorcist. These coalesce into a psychic shadow, which runs off. It is a sin with an execution talisman of 3 that uses reactions to attempt to flee. If it is destroyed, captured, or the scene ends, it fuses with its host again, ending this effect. If multiple 1s are rolled, the execution talisman is 5 instead of 3.

    Afflictions

    ABSENT MINDED Whenever you roll a ‘1’ on risk, erase 1 KP.
    WASTING SICKNESS Reduce max stress by 1 each time you rest. If reduced to 0, you suffer instant death.
    STARVATIONAll actions are hard until you or an ally mark 1 KP and allow you to eat something. This effect resets and you must eat again after you rest.
    ITCHY FINGERSOnce a scene, stealing something (anything) gives you 1 psyche burst and 1d3 sin. Permanently add to your agenda: steal.
    DREAMING DESIREWhen pressure increases, spend 1 psyche burst to daydream about things you want or take 2 stress.
    THE WANTPermanently add to your agenda take more than you need.
    Or, IMPROVISE Make a skill hard or risky.

    LORD

    Lords are righteous and moralistic sins driven by a deep and irrational sense of purpose and moral injury. They are born out of a profound sense of loss. This often occurs when someone’s life is irreversibly altered by tragedy or misfortune - such as illness, death, or accident. The Lord is the manifested desire to rewind time and return to the world as it was before the tragedy. They construct a kingdom, an elaborate prison dimension, where reality inside alters to to hosts’ whims, often returning them to a time or place before the tragedy occurred, but eventually driving them to greater acts of paranoia and cruelty to those trapped inside in an effort to never allow their life to change again.

    ABOUT THE LORD

    COMMON MANIFESTATIONS
  • People who have lost loved ones due to illness or accident.
  • People whose fortunes and stations in live have drastically changed
  • People who have been personally impacted and permanently changed by illness, injury, or accident.
  • PRIMARY EMOTION Fear
    TRAUMA QUESTIONS
  • What did you lose?
  • What is the main thing you would fix about the world?
  • Who did you regret leaving behind when you ascended to your Kingdom?
  • PALACE CHARACTERISTICS Imposing, grandiose, august, monumental, stony, hallow

    Lords are powerful, imposing figures that present an archetypal ‘guardian’ figure to their hosts, either as authority figures or divinity. They have extremely tough armor and are excellent combatants, able to fight off any perceived threats to the new order they impose with ease.

    Lords are righteous and moralistic to the extreme. Unlike other sins, justifying their own behavior is important to them. To the Lord, their kingdom is a better and more just version of reality, and their construction of it is a gift to its new inhabitants. They may couch their behavior and the rules of the new kingdom in the language of religion or law, as seen fit by their hosts. They are usually measured, polite and refined in their manner and speech and regard their hosts as the rightful liege of master of the new kingdom, and any intruders as a nuisance.

    In the case of an unwilling host, they often ‘graciously’ accept the role of regent and govern in their hosts’ place.

    A LORD'S PALACE

    A Lord’s palace is always nestled in the center of their kingdom, and therefore always requires traversing the kingdom itself to reach. More often than not, it resembles an actual palace in size and form - or something similarly important and imposing, such as a high rise skyscraper, corporate headquarters, government office, or temple.

    The palace of a Lord is typically a bustling place full of servants or subsidiaries going about their business - minor sins, figments of the host’s imagination, or captive humans that have been absorbed into the narrative of the kingdom.

    Pressure: KINGDOM

    A Lord's kingdom is an alternate reality growing from its palace that overlaps with our own. It can be accessed freely by the Lord and its host, and can be hidden in impossible spaces. Eventually, it will bleed over and pull the real world into it, consuming space and any humans inside. From the outside, humans cannot see the kingdom even as it consumes the real world, and may pass unwittingly into an alternate reality. Inside the Kingdom, the world may appear in any number of ways, though is always idealized to some degree. In this world, all that the host has lost is returned to them. This new reality is more convenient and fulfilling to the host than reality; it conforms to their beliefs and supports them in a way that the real world cannot. Any failure is ignored or celepated, and the host (or reagent Lord) rules absolute. The rules of reality can change in such a way that even exorcists must obey them.

    A kingdom collapses when the host or Lord is defeated, ejecting anything pought into it.

    Each time pressure increases, the Kingdom expands to a new area of the real world. If pressure is 6+, the kingdom consumes the whole investigation area, and the Lord's CAT increases by +1.

    Trace: GUARDS

    A Kingdom must have guards to attend to it. A Lord's guards are sins that take the form of authority figures or soldiers. They are completely subservient to the Lord and their appearance and behavior is shaped by their whim.

    Guards (sins): Execution talisman 2 (solo), 4 (squad), 6 (small army)

  • Armed with cruel weaponry and outstanding senses.
  • Incapable of existing outside the kingdom
  • REACTIONS:

  • Inflict Stress: Attacks with weaponry, fists and kicks. (1) 3 stress, (2/3) 2 stress, (4+) 1 stress
  • Or create a complication or threat: Trap an exorcist and pile on, pull an exorcist away in chains, disable an exorcist with a painful strike, threaten bystanders as collaborators, call in a prison vehicle, produce a heavy weapon
  • Or Sound the Alarm (threat, 1-2): Alert the Lord or any other nearby guards to the exorcists' current position. If more guards show up, refresh the execution talisman by 1d3.
  • A LORD'S DOMAINS

    A Lord may have 3 of the following strictures.

    Stricture of Manifestation

    The Lord or its host gain the following powers that can be used as threats or complications.
  • Cause any object up to the size of a small building to coalesce and appear in a few moments.
  • Invert or choose the direction and strength of gravity, or make space curved
  • Change the weather or change the biome of an area, such as from sunny to snowy
  • Rearrange the interiors and layouts of buildings, streets, or corridors
  • In addition, as a threat or a tension move, the Lord can dismiss any psychic power caused by the exorcists that has a sustained effect (like a summon or curse). This only works inside the kingdom.

    Stricture of Superiority

    The Lord fights more fiercely the less exorcists play by the rules of the Kingdom. At the start of the round in a conflict scene, the Lord can take one of the following stances. Exorcists that don’t fulfill the requirements are punished. It must switch to a different stance each round.
  • Honorable Fighting: Exorcists that participate in teamwork or setup take 1 stress.
  • Grand Melee: Exorcists acting without benefiting from teamwork or setup find it hard.
  • Duel: The Lord chooses an exorcist. That exorcist deals +2 more slashes on the Lord’s execution talisman, but all other exorcists deal 1 less slash to the Lord this round.
  • Stricture of Banishment

    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:
    BANISHED: Starting to fade from reality, with the following effects:
  • Interacting with the physical world inside the kingdom without using psychic powers becomes hard. However, can also slip through walls and objects like a ghost.
  • When pressure increases, take 1 stress. If this stress inflicts an injury, suffer instant death instead and disappear completely.
  • Stricture of Control

    The Lord’s power is intense and bleeds out over the investigation area like an iron net. On this mission, the Admin, choosing for the Lord can forbid three items from the following list:
  • Swearing
  • Speaking the name of the Lord or its host (in vain or otherwise)
  • Uncovering skin between the ankles, wrists, and neck in view of the opposite sex
  • Drinking, eating, or smoking anything not blessed by the Lord
  • Touching another person skin to skin without consent of the Lord
  • Entering the palace of the Lord without praying first
  • These rules become known instantly to anyone upon entering the kingdom. Once a scene, when an exorcist would peak one of these rules, they take 1d3 stress. If the Admin misses an occurrence of one of these rules being poken but an exorcist reminds them, that exorcist can gain 1 xp. This can only trigger once a session per exorcist.

    Stricture of Memory

    The Lord's power is regressive and nostalgic. Inside its Kingdom, it returns everything to a previous era desireable to its host. Weapons, gear, and technology that would not exist in that era are converted into similar equivalents inside the Kingdom, or simply do not exist while inside the Kingdom. If the Admin judges this would affect a roll, they can make it hard. All clothing, hairstyles, etc also changes to fit. They revert upon exiting.

    Stricture of Narrative

    The Lord and its host gain control over reality to the point of being able to reverse causality.

    Three times a hunt, when an exorcist rolls an action roll and sees the final result, the Lord or its host can declare that events did not actually play out that way, as though they were narrating a story. This completely un-does the outcome of the roll.

    The targeted exorcist gains 1 psyche burst. They can then either re-roll the action, taking the second result as final, or lose the outcome and gain an additional 1d3 psyche burst.

    Stricture of Allignment

    As a tension move, the Lord can give a randomly rolled role affliction to one of the exorcists inside its kingdom as the kingdom atempts to absorb them. A role, once given, gives a new (temporary) agenda item to the afflicted exorcist until the end of the mission. Roles also give forbidden activities, which become hard. An exorcist can only have one role at once.
    Role Agenda Forbidden
    Peasant Act in extreme deference to others. Acting in defiance of an order.
    Priest Obey the Lord. Lying, Cheating, taking the Lord’s name in vain.
    Bandit Steal something. Setup actions or teamwork.
    Sage Demonstrate your erudition and knowledge. Any physically demanding activity.
    Knight Protect the residents of the kingdom. Striking a woman. Lying, cheating, or dirty fighting.
    Noble Humiliate your inferiors. Deferring to an inferior. Dirtying your hands.

    Stricture of the Flaming Sword

    The Lord has a Guardian, a sin-construct that patrols the kingdom with a careful eye and an iron fist. If destroyed, it reforms in the Lord's palace when pressure increases.

    Guardian (sin): Execution talisman 3+CAT

  • Heavily armored and immune to mundane weaponry.
  • The guardian can move around rapidly while inside the kingdom. It can’t exist outside the kingdom.
  • The guardian is axiomatic and is incapable of deceit or lying. It always know when someone is lying in its presence.
  • REACTIONS:

  • Inflict Stress: Attacks with long ranged weapon (extreme range), putal melee strikes. (1) 3 stress, (2/3) 2 stress, (4+) 1 stress
  • Or create a complication or threat: Imprison someone in a cage of light, blind with glaring beams, swoop high into the air, summon searing blades, impale with shining spear.
  • A LORD'S EXECUTION

    TALISMAN 6+CAT
    ATTACKS Shimmering blades, armored gauntlets, shining medieval weaponry, beams of fire (long range).

    (1) 3 stress, (2/3): 2 stress, (4+): 1 stress.

    THREATS
  • Smite with fire
  • Pass judgement from the heavens
  • Hurl into a psychic prison
  • Force an exorcist to confront their own crimes
  • Grasp with an armored fist
  • Impale with holy spikes
  • Inflict a hook
  • Use a domain
  • Do something righteous, scathing, or dominating.
  • COMPLICATIONS
  • Twist the world or landscape
  • Extend the Kingdom
  • Throw false accusations
  • Bind an exorcist in chains
  • Blind with scorching light
  • Extend shining armor plating
  • Raise a glittering shield
  • Add a bystander
  • Use a domain
  • Severe Attack: Judgement

    The Sin can use this ability on a ‘1’ on the risk roll. They can only use it once a scene.

    Target an exorcist. Any other exorcist can choose to fly to their aid. If they do not offer aid, they cannot participate. The Lord binds the exorcist and begins a summary trial.

    Start with a pool of 5d6 and the following questions.

  • Are you innocent of crimes?
  • Are you a liar or a cheat?
  • Have you lived a life by your ideals?
  • Is the Lord hindered, distracted, or under duress in any way?
  • Remove 1d6 for each question answered "yes." If an answer is no, you or someone aiding you can make a single action roll to attempt to rectify the answer. You have a few moments to act and suffer normal consequences if you fail. This may take the form of a verbal argument from any aiding exorcist.

    Roll the remaining dice as the Lord passes judgement, smiting the chosen exorcist with fire.

    The exorcist and anyone aiding them take 1 stress for every die rolled, no matter the result. For every 1 that is rolled, the targeted exorcist gains 1d6 sin. This can occur multiple times.

    Afflictions

    REALITY CONTROL Must spend 1 stress to spend any amount of KP in the kingdom
    PAIN OF LOSS Forced to psychically experience the same catastrophe as the Lord’s host. When the Lord or its host is harmed, also take 1 stress. Ends if exorcist takes an injury.
    KINGDOM INFECTIONMark off 1 KP when pressure increases, then manifest something comforting and small for your exorcist, like a treat or book
    HITCHHIKERAlways count as in the Kingdom for the purposes of the Lord’s powers
    WELCOME HOMEGain +1 max psyche burst in the kingdom, regain max psyche burst when resting in the kingdom, but become unable to use blasphemies outside.
    JUSTICIARPermanently add to your agenda punish wickedness.
    Or, IMPROVISE Make a skill hard or risky.