We named him silence, shaped as boyA vessel masked in mute decoyAnd filled him with what we dared not hark. Then sent him, barefoot, into the dark, Then off he went, too young to lie No scream, no plea, no sound, no ployTo die with truths we can’t destroy.
Art and layout by Dillon Nguyen/SvelteSnorlax, based off theCAIN ttrpg by Tom Bloom/Chasm. Special thank you to the unofficial CAIN serverfor being here with me on this journey. Do not reproduce without permission, though you may print this expansion for personal use only.Fonts used are Acumin Pro, Cuasigothic, Apex Mk2, Fanzine, and OdachiAll fonts are free for commercial use. All photos used for collage, background, and texture work are public use and were sourced from texture labs, wikicommons, pexelspublic domain, or made by myself. Certain art and logos based off original designs byTom Bloom.BOOGEYMAN//KINGKILLER Illustration on page 72 by the wonderful Vomitlover/Swampyyyy on tumblr @vomitlover-art and Kofi @swampyyymarshAll other art and designs made by me, SvelteSnorlax. Current Version 1.0. If youenjoyed this expansion or have comments, questions, or concerns do not hesitateto leave a comment on the itch page or contact me on discord @sveltesnorlax.LEAVE NOTHING BEHINDBlackcoat’s logo design and art on pages 63 by the talented RowanAMon on bottomless-sarcophagus.itch.io/| 1%
AS WITHIN, SO WITHOUT 5THE UNTEMPERED BLASPHEMIES 7MNEMOSYNE DIVISION 69BOOGEYMAN/KINGKILLER 71Mnemosyne Item Catalogue 74HYSTERIA 9GUILT 11REVULSION 13VALENCE 15ROAR 17WITNESS 19PHYSIC 21SEVERED 23SOMNIA 25EXPIRATION 27PUGILE 29WAVE 31LVL 4 CLEARANCE FILE ERUDITION ENIGMATA 37BLOOM 39HUSK 41CONQUEST 43WAR 45FAMINE 47DEATH 49EXPANDED AGENDAS 51Pararomantic 51Needle 51VIRTUE CORRESPONDENCE 75CHASTITY 77SOBRIETY 79CARDINAL VIRTUOSO 81What the Hell is this? 81Affinity 81Conversation 81Contraband 82Quirks 82Virtue Affinity Charts 83Cardinal Virtuoso Item Catalogue 91BLIND EYE SYNDICATE 97A Short History 97???? 101SIN DOCUMENTATION MEMO 55VII. SPIDER 57VIII. BUTCHER 63Mentor 51Maw 52Persecutor 52Wronged 52Scum 53Ordained 53Mortician 54Zealot 543335CONTENTSSpecial Achievements 93Making your own Profile 91
And when heaven fallsThe meek shall become godsand the wicked become angels
CAIN is an organization built on secrets. Like any bureaucracy, each branch conducts their duties in two ways: The ones that are sanctioned by AUTHORITY, and the one that gets the job done. Every division has its own shadow missions kept quietly from their sister branches through the lie of transparency. This is not corruption: it is innovation; containment; and survival.But now things are changing.The Harpocrates Dossier is one of the many secrets TEMERITY has buried, and now, for the first time, it is being unearthed. Since 1827, this division has run an unsanctioned internal program designed to catalogue, test, and occasionally weaponize unstable innovations across the psychic research field. These subjects include unorthodox agendas, hidden virtue assets, unprecedented sin manifestations, and forbidden blasphemies deemed too dangerous for general training and usage. Research in and of itself is not the reason why TEMERITY kept this project a secret, rather the collecting of assets and subjects that made the Harpocrates program so taboo. Test subjects would consist of captured operatives who had “disappeared” in the field. Salvaged from the minds of execution targets declared dead but quietly relocated. Extracted from adolescents before transfer, marked when they bloomed into something unnatural and not yet recorded. In every case, deaths were faked, paperwork was forged, and oversights were rerouted.The release of the Dossier was not authorized by any central authority, and not even TEMERITY administration is able to trace back to the source of the leak. But in hindsight its reveal was a simple truth of necessity. The rate of sin manifestations across the world has increased exponentially, overwhelming even the most seasoned exorcist squads. AS WITHIN, SO WITHOUT
Traditional doctrines, rigid and slow to adapt, have proven insufficient against phenomena evolving faster than we can categorize them. No formal inquiry has been made into the implications of its contents and no other branch or division has offered to open their ownblack books in response.By disclosing what was once hidden, the Harpocrates Dossier intends not only to equip frontline agents with every tool and weapon available, but to acknowledge a truth no longer deniable: when one secret falls, the rest come tumbling after.When the whole world falls silent, who will usher in a new era?
C:/Users/ADMINSYSTEM>/CHECKING CLEARANCE>_/CLEARANCE APPROVED. WELCOME XXXXX>ENTER PASSWORD>_ XXXXXX> PASSWORD ACCEPTEDTHE UNTEMPERED BLASPHEMIES_The following document is a classified adjunct to CASTLE’s primary doctrine on sanctioned blasphemies and agendas. Unlike the Twelve tempered Blasphemies codified within CASTLE’s operational framework, Blasphemies cataloged here forth remain untempered, their properties and long-term effects are not fully understood, and their utility considered highly experimental.You have been granted access because CASTLE has deemed your Admin profile relevant to the continued study [or if necessary the redaction] of these blasphemies. You are advised to proceed with extreme caution. Every attempt at classification here is provisional.Our information on the following blasphemies within this dossier are incomplete by nature. You will help complete it. Ensure that your Exorcists do what their kind does best. PATTERNS OF MANIFESTATIONOne theory around blasphemy manifestation stems from the ontological properties of trauma as relation to sin manifestation. It is theorized that the nature of emotional trauma or conditions to which a living being goes through determines the shape, location, and properties of their sinseed. Below are the matching characteristics of individuals who manifested the same untempered blasphemies. Be wary of individual who exhibit similar characteristicsWIPE THE STAINFact: 76% of Exorcists with an untempered blasphemy fail out of CASTLE training and are sent back to TEMERITY for reconditioning.C:/HYSTERIA> Personality disorders; Mass psychogenic illness; mania.C:/GUILT> Survivor's guilt; abuse victims; severe low self-esteem.C:/REVULSION> Anti-social personality disorder; agoraphobia.C:/VALENCE> Compulsive need for control; grandiose delusions.C:/WITNESS> Moral OCD, compulsive desire for truth; loved one with degenerative disease.C:/ROAR: Previous Idol hosts; sensory aversions; neglected youth.C:/PHYSIC: Work in the medical field; PTSD; physically ill.C:/SOMNIA: Insomnia; dissociative episodes.C:/SEVERED: Personality disorders; vanishing twin syndrome. C:/EXPIRATION: Work in hospice or funeral service; custodial workers; terminal illness.C:/PUGILE: Severe exposure to Sin; Sin overflow; irregular vitals.C:/WAVE: Manic highs and lows; child of SinSeed bearer; born in CAIN facilities.||| 8%
ATTACK REVEALS INTENT, DEFENSE REVEALS PRIORITY
HYSTERIARelease the madness that lurks in everything. Take offthe mask.Instant, ShortDELIRIUM DDEELLIIRRIIUUMMHARLEQUINCastle Policy 782: Responsibility over exorcists with the hysteria blasphemy may be transferred to Temerity Subdivision-\\|| in the event of ||||||mania manifesting and spreading to other Exorcists at any point . Re-transfer to Castle is not required. Passive: When you use a Hysteria power, youmay instead affect up to a CAT amount ofadditional targets within ½ CAT range of thetarget. When you do however, gain the Apostasy hook before the power resolves.Apostasy: You can gain this hook with yourpassive or from powers. Some of your powersmay interact with this hook. When this hook fills up, gain the agenda item “Do something risky,regardless of the consequences”. If you did not fulfill this agenda at the end of a session, take 1 sin. At the end of a mission roll 1d6. On a 4+ you may remove the agenda item and effect. If you fill this hook again after it has been filled once and not yet removed, you gain the following Affliction:Psychosis: Gain +1D on rolls when they are alsorisky. When the Admin rolls a 2 or lower on the risk dice against your actions, it is always much worse than expected and may trigger severeattacks from the Sin.APOSTASYCurse, CAT range, 1 sceneYou put on a convincing performance or rhetoric, and distort your target’s sense of reality temporarily. Select yourself, another living being, or an object within range to be your Red Herring. Select any number of the following effects: -The target can only pay attention to the Red Herring. -The target drops what they are holding. -The target lets down their guard. -The target moves closer to the Red Herring.For every selection more than an amount equal to ½ CAT, gain the Apostasy hook once.
OUTBURSTINFECTFUGUECurse, Close, 1 scene SEETHEReach into a target’s psyche and rip off their inhibition.They lose control as you take off the mask. That target’s current primary emotion causes them to gointo a frenzy, and for the rest of the scene they gain your choice of up to ½ CAT of the following effects: -They can only choose to harm the closest target to them. -They lose the ability to focus on specific or complicated tasks. -They become painfully hot to the touch. This cannot harm them. -They cannot be incapacitated and do not feel pain. -They begin to dance fervently and uncontrollably.This power may easily effect the parameters of rolls, such as difficulty and risk.Transmute, Touch, Until RestInstill a lingering psychic virus into an object or living being that you can detonate at any moment. While the target you have touched is within CAT+2 range of you, you know where they are and can see what is in its immediate vicinity. If the target touches or is touchedby another potential target, you may spread the infection to them by spending 1 psyche burst.To detonate the virus, select one of your powers with the Curse tag and one with the Transmute tag. You use your power with the Curse tag on all valid living targets and your power with the Transmute tag on all valid objects without spending any additional psyche bursts. The infection then ends.This may easily affect the parameters of rolls, such as difficulty and risk. Using Delirium on this power grants and instantly fills the Apostasy hook. .Charm, Short, Until rest, 1/rest.This does not cost a psyche burst to use. You or a target exorcist lets their roiling emotions flow throughthem. The target then chooses to answer following questions as truthfully as they can: -Who has wronged you? -What do you hate most about humanity? -What do you deserve that was denied to you?If that exorcist directly acts upon any of their answers they may gain 1 psyche burst after doing so, up to onceper answer.After gaining a psyche burst this way, roll PSYCHE.On a failure, the selected target gains the ApostasyHook. You may not use Delirium to boost this power. Curse, CAT Range, 1 scene Pick a target in CAT size or less. Roll PSYCHE if thetarget is unwilling, only spending a psyche burst and taking the effects of Delirium on a success (if used).The target bursts into a cry of uncontrollable emotion. They cannot move faster than a slow crawl from their current location and find it difficult to take deliberate actions without struggle. They also become loud and obvious to anything else that can naturally detect them. (Graceless beings will not hear or see a SIN under this effect). A sin that takes a total of 3 or more slashes to their execution talisman after being targeted by this effect will end it early. Gain +1D when you or an ally take advantage of this power while it is in effect.
GUILTYou are used to failure. It is your greatest shame. It is your sharpest blade. ADMINSYSTEM>_ XXXxxXX Password Accepted.RESTRICTED FACT: The Guilt blasphemy manifests in only 0.0||||% of Exorcists who fail their initialtraining, making this blasphemy rare and special. This statistic is not made KNOWN to Guilt users for risk of nullifying, DAMPENING,Or restricting their power. PESSIMISTPassive: Your max Pathos increases by your ½ CAT+1. You also gain Pathos when: an allied Exorcist within CAT range fails a roll after you help them via Set-Up or Teamwork; an ally in the same scene takes an injury. You may no longer activate Divine Agony but insteaduse Pathos for effects on the Contrition table and to enhance your abilities. CONTRITIONSpend the indicated amount of Pathos to activate any of the following effects.(1) Gain +1D on a roll you make.(2) Negate the effects of all Afflictions you have for 3d3 minutes.(3) Regain 1 psyche burst.(6) Take 1d3+1 stress. Inflict slashes on an Execution talisman equal to your ½ CAT+1 You end up covered in blood. No one can tell what blood is yours and what isn’t (1/rest).MARTYROnce a scene, you redirect a threat or complication occurring in CAT range that targets: another Exorcist; bystanders; more than 1 target, to yourself instead, suffering all effects the intended targets would have suffered. Then answer the following questions: - Do you deserve this? - Are you atoning for a previous mistake? - Do you care about the people you are protecting?For every yes, reduce the stress you receive from this threat or complication by 1.You may not trigger this against Severe Attacks.If you make a roll with no successes in the same scene, regain a use of this power.InstanWhen actioneventsyou reWhen your fayou ca - A w - D - D - C wYou mand reInstant, CAT range.
HEAVYTransmute, Close, Until RestYou temporarily increase the weight of an object as if it were +1 CAT larger in size. You may spend 1 pathos when you use this power to increase this by +1 CAT, up to a max of 3 times. You may only target objects equal to your CAT size or lower. Roll PSYCHE for creative uses of this power. Gain +1D when you or an ally next acts to take advantage of this power.This power ends early on all targets if you have 0 pathos at the end of a scene. This power may easily affect the parameters of rolls, such as difficulty and risk.COLLAPSETransmute, 1 SceneYou cause everything to fall apart. In a CAT area around you, select one of the following effects.- Fall: Objects of your choice of CAT size or smaller fall apart into their individual pieces, and cannot be put back together for the rest of the scene, through supernatural means or otherwise.- Cease: Inertia slows to a stop for things of your choice. Cars in motion stop moving, birds drop to the ground, and objects moving through the air stop abruptly when launched or fired.- Still: Living beings of your choice find It hard to find motivation, and often lose their trains of thought. They become lethargic and fatigued.Gain or grant +1D when you or an ally next act to take advantage of this power.If you have 0 pathos during this power, it ends early.FIZZLEInstant, ShortThis power does NOT consume psyche. You cause any action you see within range to “fail”, rolling PSYCHE if targeting a supernatural effect or action and spending 1 Pathos on a success. You may not trigger this power against Severe Attacks.This could cause a SINs attack to miss, a gun to misfire, or a person’s speech to falter in front of a large crowd. This can range anywhere from mundane tasks to complicated actions.You may only use this power if you have at least 3 pathos.BLAMEnt, 1/rest something goes wrong due to someone’s risky ns, you may supernaturally change the order of s so that you are somehow at fault. No one except emembers the original course of events. you do so, explain how the consequences are ault, and gain 1 pathos for each of the questions an answer “yes” to: Are the consequences severe and difficult to deal with?Does the reason why it’s your fault make sense?Do your allies think you are prone to mistakes?Could you have prevented things from going wrong in the first place? may choose to gain +1D to your next action to try ectify your mistake. Do you feel it?The weight in your heart?
REVULSIONAn aura of disgust surrounds you. Push away everyoneand everything.ISOLATECurse, Short, Until RestTemporarily transfer your psychic antipathy to another target. For the duration of this effect,nullify the effects of the Putrid passive. All other living beings perceive the target as disgustingwhile within CAT range of them, and will not listen to or willingly assist them while within thatrange. This may cause Cultists to waver in their faith, Myrmidons to attack the wrong targets, or humans to start ostracizing another individual.Whenever the tension increases, roll PSYCHE. On a failure, this effect ends earlyPUTRIDFACT:: Users of this blasphemy have a low survival rate, usually dying due to risks ordangers associated with being alone in the field. Body retrieval rate of Revulsion useis extremely low Passive: When within personal range of you, all other Exorcists may not use Set-Up or Teamwork to assist you. You are immune to effects that would force you to psychically or physically connect with another being. Supernatural beings in power equal or lower to your CAT-2 will try to avoid your presence if they can. SPEWCurse, Instant, Close, 1/scene. You curdle the mental state of a being who can perceive you. within range to forcibly eject things from within them that theeither physically or mentally. They are said aloud in a forced avomiting, if it is a mental attribute. Select a number of the follo½ CAT: - The contents of their stomach. - A guilty memory or secret. - Worst fear and/or what they find the most disgusting.Gain or grant +1D to the next roll that takes advantage of this
Nr ers Force a target ey cannot stomach, and frantic way, as if owing equal to your power.DESECRATETransmute, CAT range, 1 scene.You ruin the sanctity of a space for living beings, making it feel agonizingly unclean. Select a CAT+1 area within range. Living beings of your choice no longer feel comfortable in that space, hesitant to touch anything, including the floors or walls. This may hinder the movement of a SIN or prevent even humans from wanting to enter certain locations.Gain +1D when you or an ally take advantage of this power while it is in effect.OVERWHELMCAT Range, 1 scene.Assault the senses of a target within range on both a physical and mental level. Pick two of the following: - Sight - Smell - Hearing - Touch - TasteUntil the end of the scene, the target cannot rely on the selected senses, overwhelmed by an influx of adverse sensations. This distorts their senses but does not remove them entirely. Gain +1D when you or any ally take advantage of this power while it is in effect.STENCHTransmute, InstantImbue a mundane CAT-sized or smaller object with an intolerable field of antipathy for just a moment, affecting even other objects in motion. You may do this as a part of another action. This affects everyone except yourself and other Revulsion users. Roll PSYCHE to resolve the effect of this, only expending a psyche burst on a success. This could attempt to do any of the following:- Cause a weapon attack to drive something away from the battle in a rout.- Make everyone run away from or leave behind an object.- Suddenly cause a vehicle to stop in front of an object.- Prevent bullets from being loaded into a gun for a moment.You may gain or grant +1D when you or any ally next acts to take advantage of this power. .
VALENCEControl the bonds between everything and everyone. Passive: When you use a power with the Transmute tagyou may take 2 stress to increase the CAT of that powerby 1. If you do, gain the Hubris hook.ADEPTVALENCE TESTING LOG RESULTS VL283BASE RESULTGOLD -> LEAD ✔ A:8M:2B:4E:5R:7 -> A:1M:9B:0E:1R:2 ✔ SIN HOST: XxxxX -> XXXXXX Hubris: Your passive gives you this hook upon activating it. When this hook fills up, you gain the Hubris affliction. Whenever you use one of your Transmute or Valencepowers the Admin may: 1. Make it select another valid target within range of you. 2. Select a different Transmute or Valence power you possess on your intended target. (You still choose the effects of the newly selected power but may not dismiss it early). 3. Reduce its CAT by 2.After the Admin takes this action, remove the Affliction.FUSETransmute, Curse, Short, 1 Scene Bond any surface to another on a molecular and psychic level. Select 2 targets, which can be either objects or creatures, but must be touching each other when you use this power. Roll PSYCHE when targeting one or more unwilling targets, only consuming a psyche burst on a success.You fuse the point of contact between the two targets. While fused, nothing can remove the surfaces from one another until the end of the scene. This does not render either target indestructible or immune to harm however.Gain or grant +1D to yourself or an ally that takes advantage of this power while it is in effect. ALCTransmute, Touch, 1 scChange the compositioTouch an object that isYou may choose to ch[The copper in en elecmetal of a car, etc.] andat the same temperatu • Gold • Iron • Water • Glass • Oxygen • Mercury • Salt • AluminumThis effect only lasts ugrant +1D to yourself othis power while it is innot on this list to any athe Hubris passive for danger of the materialimmediately slash you
DISSOLVECurse, Until Rest. Disintegrate the bonds between anyone and anything temporarily. Select two targets that have knowledge with each other. One of these targets must be within CAT range of you, while the other one must be within CAT+2 range. Other exorcists, binders, humans, sins, and traces are all valid targets, including dead ones.Until you rest, the two targets forget everything they know and remember about each other, as if they had never met. This temporarily pauses hooks afflicted by sins or traces until they are encountered again, resetslingering psychic phenomena, and makes the target’s faces and voices unfamiliar to one another. This will not affect the manifestation or trauma questions of a sin.After you rest, both target’s memories return to normal and all effects of this power ends.You are a valid target for this power. If you choose yourself as a target, you may not end this effect early.. CHEMYcene.on of anything you can touch. s equal to your CAT size or smaller.hange 1 material of that object ctronic device, water in a cup, the d change it into one of the followingure of the original material:until the end of the scene. Gain or or an ally when taking advantage of n effect. You may choose a material approved by your Admin by activating this ability. Based on the rarity or l you choose the admin may ur Hubris hook by 1, 2, or 3. FISSIONInstant, CAT distance, 1/scene. You reach deep into the building blocks of the universe and cause them to collide, creating a localized devastating explosion. Select any point within CAT distance that you can see. You attempt to make it explode in an area up to your CAT+1, ata minimum of CAT 2. This blast will always reach its maximum area size by default. Roll PSYCHE to successfully contain the blast to any area smaller than CAT 3, spending a psyche burst regardless of success or failure. Deal a number of slashes equal to your ½ CAT + 1. If you or another Exorcist are caught in this blast, they take slashes dealt as stress.The explosion is powerful, bright, and loud. It evaporates most structures and mundane objects, and is instantly fatal to humans. TEMPERTransmute, Curse, 1 Scene. Alter the strength and rigidity of emotions and objects alike. You may choose to target a CAT amount of peoplewithin range or an object equal to your CAT size or smaller. Apply one of the following effects: • Brittle: A creature’s current emotion becomes less intense, more prone to change from external influences, and impacting the decisions of the creature less. An object becomes extremely brittle, and easier to destroy or break, anything thin with any weight on it may suddenly break or shatter. • Harden: A creature’s current emotion becomes more intense, harder to get rid of or change moods from, and impacting the decisions of the creature more heavily. An object becomes dense and durable, much harder to destroy or break, and can withstand more force than it normally would.This power may easily affect the parameters of rolls, such as difficulty and risk.
Manipulate the vibrations between the air as a ROARconductor commands an orchestra. Passive: You can hear the minute details of everything you focus on up to CAT-1 distance from you, ranging from the pace of a heartbeat to the weight of footsteps. Some of your powers grant you the Tinnitus hook. SENSITIVETUNETransmute, CAT Area, 1 SceneForcibly alter the vibrations of everything around yocentered on yourself. While in this zone you can incthe way objects or sounds interact with the world. following effects to occur during the scene.• Completely silence or increase the volume ofor other effects.• Cause objects moving due to vibrations or aor increase in frequency.• Capture sounds and reverberations in placeGain or grant +1D to yourself or an ally when takwhile it is in effect. If you triggered the effects ofduring the scene, gain the Tinnitus hook.PHASECharm, 1 SceneCause yourself and objects you are holding to vibrate at a frequency that matches that of the world itself. While in this state, you and objects you are carrying may pass through solid objects at will, and you appearblurry for the duration. You may touch an additional number of humans or exorcists equal to your PSYCHE-1 to grant them the same effects while touching them, which cease when you stop touching them. If you or another creature is interrupted during this power you are immediately shunted out to the nearest open area and take 1 stress.This power may easily affect the parameters of rolls, such as difficulty and risk GCeAtSTALE Complaint Log T82:gent HAS to stop making noise past curfew.I woke up with my ears bleeding today despitebeing stationed over 5000 ft away from them.It’s ridiculous.CASTLE Response:Earplugs and Sleeping kit are available for 1scrip from our provisions office.Tinnitus: When this hook fills up, gain the Tinnitus affliction:You become deaf. You cannot use any of your Roar powers and taking actions without teamwork or set-up is always hard. Remove this affliction at the end of the scene.
ou up to a CAT areacrease or decreaseChoose any of the f creatures, machinery,aftershocks halt to a stope, replaying them on loop.king advantage of this powerf this power 3 or more timesRESONATECharm, 1 Scene.cTaepmapboilritarily improve your hearingies and increase the range of yourpassive to CAT+1 for the rest of the scene. You may also select certain phrases, sounds,wiortkheinywthoisrdrsanthat when made or spokenautomaticallyge, you gain the ability tofocus on. You also naturallyecholocate, allowing you to perceive shapes,forms, or dimensions within that range whileusing this passive.You may gain or grant +1D when you or anypaollywneer.xTthaicstms to take advantage of thisay easily affect the parametersof rolls such as difficulty or risk. If you are thetarget of a particularly powerful sound basedattack, you take the Tinnitus hook and endthis power early.RINGTransmute, CAT+1 Distance, 1 Scene. Within this range you can manipulate the way you and your allies' voices travel for the rest of the scene.At will, you may have any vocalizations made by yourself or your allies within CAT+1 range only be heard by creatures of your choice. You may also allow anyone to hear vocalizations that they would not normally be able to hear through distance or physical obstacles otherwise as long as they are within range. This does not work on deafened individuals or those in hermetically sealed locations. You only need to know what a recipient sounds like in order to ring them. Youmay increase the CAT range of this power by +2 by taking the Tinnitus hook.Gain or grant +1D to yourself or an ally when taking advantage of this power while it is in effect.CONCUSSInstant, 1/scene.Create an amplified sound that causes a concussive blasteither centered in a CAT area around yourself OR in aline distance equal to your CAT range. This blast ofsound shatters glass and fragile materials, deafenscreatures that it hits for a few seconds, and is mildlyharmful to structures or buildings. Roll PSYCHE for itseffects, only spending a psyche burst on a success. Thenchoose one of the following on a success:• The blast is particularly harmful to structures,destroying the integrity of buildings and objects inrange.• The blast is particularly debilitating to creatures,who become deaf until the end of the scene.• The blast is particularly harmful to one creaturecaught in the blast, and becomes concussed, unableto take their next reaction. This may also instantly killa mundane human or mundane creature.You may take an additional choice by taking the Tinnitushook.
WITNESSBear witness to everything. Even the things not meant to be seen. Passive: Your memories cannot be erased or manipulatedby effects or powers outside of your own. You accuratelyrecall everything you have seen and heard over the last number of months equal to your CAT.XANTHOUSYELLOW is most likely the first color that the human eye perceives after birth.SInstant, ShortCondense youpsychic sea incentered on a able to perceivthem. This is inevaporating thpower and leatheir skulls.When targetinfor damage. Inroll for every ticountered throsuccesses, yothem from taki You cannot than once inTRUESIGHTCharm, Self, 1 sceneFor the rest of the scene, you see things for what they truly are. This may even allow you to see the faint outline of a Whisper’s Shadow, the opening or entrance to a palace, and hidden compartments or entrances. Additionally, whenyou become aware that someone has told a lie, you may ask one of the following questions which that person must answer truthfully: • Why did you lie? • Who do you trust? • What will it take for you to tell the truth?Gain or grant +1D to yourself or an ally when taking advantage of this power while it is in effect.ACTIVELY MONITOREDeDfufeecttoivthe inability toely decommissionaWmintensetss users throughics, SEER activelyumsoenritors all Witnesss.Are being watchedAre being watchedcan see everythingAre being watchedYou
GLARECharm, Self, 1 sceneYou create a source of ethereal blinding light at any point within range, no larger than your CAT-1 in size. This may be disorienting to living beings that rely on sight, and it appears to the graceless as well. Wherever the light touches, you have the ability to perceive in great detail, from the inside of dark cracks or slits in walls and windows, to the texture of surfaces and skin. You may choose to move the source of light at a pace no faster than your walking speed, and it can be concealed by mundane opaque materials such as within a pocket or under a cup.This power may easily affect the parameters of rolls, such as difficulty and risk. REDACTTransmute, CAT+1 range, Until Rest.Remove one piece of information from the minds of everything and everyone within range temporarily. You may redact: • A name. • A location. • A certain individual’s action. • A death. • Or any other simple piece of information that can be mentioned in one sentence, at the approval of your Admin.Creatures under the effect of this have this piece of information seamlessly blocked in their mind, unable to recall or identify the piece of missing information. Gain or grant +1D to yourself or an ally when taking advantage of this power while it is in effect. This effect ends early if you take an injury. This may temporarily render a traumaanswer useless for the duration.SCATHEur vast and precise perception of the nto a boiling hot pulse of energy, target’s mind. A creature must be ve you in some way for you to target nstantly fatal to humans, heir brains upon triggering this aving nothing but smoke inside of ng supernatural beings, roll PSYCHEn a conflict scene, gain +1D on this ime the Sin’s reaction has been ough trauma questions. If rolling 3+ ou stagger the target preventing king a reaction this turn.t target a creature with this more n the same scene.SANCTIFYTransmute, until rest. You must spend 2 minutes of focused concentration to use this power before it activates. Sanctify an area up to CAT+1 centered on a point you touch. Thiseffect does not move with you. For the duration of the effect you now know: • Who or what is within that area, although not their exact location or specific details. • When something or someone enters or leaves, but not from where within range they leave. • The general location of something you have intimate knowledge of if it is in that area. (An object you have handled frequently, a fellow Exorcist, a SIN you have fought and know all trauma question for, etc.)When you search for someone or something in the area that you do not have intimate knowledge of, roll a risky PSYCHE roll. On a success you know where it is. They discover where you are as well.
PHYSICRemove the pain, the wounds, and even the scars REMOCurse, CAT Distance. Until Rest. Remove an aspect of pain or traumThis may seamlessly remove a traare aware of from a human, exorcAlternatively, you may use this poconditions have been met: • The Sin is within range.• The Sin has 1 or more of its talism• You know one Trauma question a reaction yet. • You meet at least 1 requirement When you use this power this wayof Abel, you erase the memory of awas born from. Restore 2 segmentalisman, then select one domain sin may not use abilities or poweruntil you rest. You may no longer uto counter this sin’s reaction until you are on the brink of death. Passive: Within CAT+2 distance, you always know where an allied Exorcist is if they have at least 1 injury. You gain +1D on actions to track enemies with half ormore of their execution talisman slashed. BLOODHOUNDFact: The Physic blasphemy was registered into the Harpocratesdossier due to lack of substantial research for reliable field use.INSEECIDENT:X-87 SMOTHERTESTING LOGCURE Instant, Short, 1/scene.You rearrange and revert the physical traumas on a target in range. Roll for PSYCHE, adding 1d3 to the total number of successes. Remove that number of stress from the target, or ½ that number of sin from the target. If the amount of stress you heal would overheal (reduce the number of slashes below 0), you may remove an injury from the target and continue removing stress as if the talisman was fully slashed. Subtract 1 resting die from the target’s next rest.When targeting a mundane human, you instantly cure them of any psychic phenomenon affecting them, along with physical ailments or injuries. This does not make them immune to experiencing these same effects or injuries later on. When targeting a supernatural non-player creature, add ½ CAT segments to their execution talisman.
MENDTransmute, InstantOVEma from a creature of your choice. aumatic or painful memory that youcist, or creature until rest. ower when all of the following man slashed. that you have not used to counter for the Nail of Abel. y, instead of activating the Nail an intense trauma that the Sin nts on the Sin’s execution that the sin has access too. The rs granted to it by that domain use the trauma question selected l you rest. This effect ends early ifWOUNDInstant, ShortYou repair any broken object that is your CAT size or smaller. You must know what the object looked like before it was destroyed or broken. Mundane humans that have seen this happen are convinced that the object was never broken in the first place, and will not be suspicious of you.You may gain or grant +1D when you or any ally next acts to take advantage of this power.Reverse the flow of your healing abilities and pull on broken threads, creating devastating entropic wounds. This instantly kills mundane humans, leaving them with lesions, cut marks, or any injuries of your choice. When targeting a supernatural creature, roll PSYCHE for damage as you deteriorate and injure a specific section of your target’s physical form.The next ally that takes advantage of this power’s effects gains +1D on that roll for each of the following conditions you can answer “yes” to (max +3D).• This power injured or harmed a vital part of the creature that it struggles to function without.• This ally’s roll is directly harmful to the wounded section of the target.• You have previously healed or used healing abilities on the target.TRIAGEInstant, CAT+2 Range, 1/scene.Select an exorcist in range with at least 1 injury. You immediately travel to their side in a matter of seconds, defying physical or otherwise impossible boundaries. You may then make a PSYCHE roll and relieve a number of stress equal to the amount of successes, then tick all of their hooks down by one. Remove 1 resting die from the target’s next rest.When you appear, this power is considered using Set-Up or Teamwork, and grants them +1D to their next action roll.
SPLITSEVEREDSplit anything into two halves of the same whole. Including yourself. MULTIPLYCAT Range, InstantTouch a mundane object in range that you can hold and carry with one hand. Create a number of copies of that object equal to your CAT. These copies are indistinguishable from the original and maintain all the same properties as the original. When you rest, all additional versions of the object disappear, and you may decide which version is the original copy if you are holding at least one of them.Otherwise the Admin chooses.Gain +1D when you or any ally take advantage of this power while it is in effect. Passive: At any point during a mission you may spend apsyche burst to Split, creating an exact copy of yourself, with all the clothes you are wearing (but not objects you are holding), originating from your body. You may also split as a reaction to taking stress from physical harm that involves cutting, slicing, or slashing, negating that instance of stress taken to 0.While split you may not choose to split again until you become whole. The rules for this are on the bottom left.Fact: High Virtue Charity takes great interestin severed users, seeing the Blasphemy as aquaint homage to the Entwine High Blasphemy.V gh Hi : tcaF r ha C eutri DE a sah yti O NI DA SI D PE Fesu derev se ht gni ees s, r sa r we op e ci tsi oge anaht reht ra noc lufssi lb a ot on i tcen r eh ot nWhile SPLIT, each of the following is true:• While split, you share all of the same statistics and exorcist sheet as yourself. If one of you suffers instant death or overflow, you both do. • You control both bodies which can act independently of each other, each taking their own action in an investigation or conflict scene but receiving all consequences as normal (risk die). All stress you receive during a conflict scene while split is increased by +1. • You always perceive everything from both bodies at once.• Items from KP are shared between both versions of yourself, and it is not a duplicated resource.• Both of you must choose to rest at the same time, and become whole after doing so, waking up in the body of the Admin’s choice if separated.For all intents and purposes. It is you. You are it. Who can tell the difference anyways?
PARADESummon, 1 sceneYou can only activate this power when whole. Create up to ½ CAT+3 less powerful copies of yourself which can only move together and follow basic 1 word commands. They cannot use any of your abilities or powers but can pick up mundane objects. Roll PSYCHE for creative uses of this power. Your parade can take up toyour ½ CAT+3 stress before being destroyed, each copy evaporating in a fine pink mist. Thishappens regardless at the end of the scene.You may consume additional psyche bursts withthis power. For every additional burst add 1 more member to your parade and roll 1d3+1. Your parade can additionally take that amount of stress before it is destroyed. CLEAVESelf, 1 sceneHarmlessly part an object or creature of CAT size or smaller into individual pieces. You may “cleave” a specific portion or part of your target equal up to 1d3 times, which cannot separate it into more than 4 pieces. Roll PSYCHE if targeting an unwilling creature, only spending a psyche burst on a success. Objects divided this way may cease to function properly, but supernaturally maintain their integrity and structure. Creatures divided this way do not feel pain and maintain control and function over their individual parts. This control may be difficult forcreatures caught unaware by this power.Cleaved parts of objects and creatures slowly float back together at the end of a scene unless otherwiseprevented through purposeful separation orotherwise.This power may easily affect the parameter of rolls,such as difficulty and risk. ABELCharm, Instant, 1/scene.When you use this ability while split, instantly kill one version of yourself of choice, not taking any slashes on your talisman and avoiding the resulting death. You may choose how this death manifests whether it is passing out, wounds appearing on the body, or instant combustion, which cannot deal physical harm to other creatures.If you use this ability currently under the effect of cleave or parade while whole, or any other blasphemy ability where you produce a copy of yourself, you may choose to regenerate from one cleaved portion of yourself or one copy by killing the rest of your portions harmlessly.Gain +1D to your next roll that takes advantage of this power. You may not choose to split until after you rest. PASSInstant, 1/scene.This power does NOT consume a psychburst. You must be split to use this power.Once per scene you may immediatelytransfer any object you are holding andcarrying into the hands of your other. Thisignores any distance or otherwiseimpossible obstacles between you andyour other.Gain or grant +1D to the nextroll that takes advantage of this power.
SOMNIAMake your dreams reality. Turn reality into nothing but a dream.SURREALTransmute, CAT Area, 1 scene.Dramatically change the landscape around you into visions of your dreams. Select a space up to your CAT area in size that you can see. The features and landscape within that area changes into one of the following of your choice: • Bliss: Hard surfaces become soft and fluffy when made contact with, lights shine brighter, and supernatural beings may appear less threatening than usual. • Terror: Objects of your choice become angular, solid, and sharp, the sky and area darken, and supernatural beings may appear more threatening than usual. • Incongruence: Hanging objects begin to droop, lights flicker, and visible features of buildings or landscapes warp slightly. At any point during the scene, spend 1 additional psyche burst to make these changes last until rest. These changes do not affect the abilities and statistics of SINs, traces, or other enemies. This may easily affect the parameters of rolls, such as difficulty and risk. Summon, 1 SceneCreate a number of intangible cthat are visible even to those wobjects, small animals, or creatmust be equal to or smaller thahave seen it at least once befordeployment. • You control their movements cannot inflict harm on anythi intangible.• They cannot move farther tha you or else they disappear.• They cannot intelligently voc incomprehensible speech whSpend 1 additional psyche bursmade this way physically tangibe felt and touched by even thointeract with the world around creative uses of this ability. Thetalisman equal to your CAT+1 aamount of stress that exceeds at the end of the scene, but insPassive: You are immune to psychic phenomenawhile you are asleep, and while resting if youchoose to sleep. Afflictions or other effectscannot prevent you from resting or sleeping.HYPNOSWARNING: ATTEMPTS TO KEEP SOMNIA USERSAWAKE FOR LONGER THAN 36 HOURS WILLRESULT IN XXXXXX and PERSONNEL LOSS MANI
HAZECharm, Self, 1 sceneTemporarily alter the state of tangibility of yourself and things you are wearing or carrying. For the duration of the scene you are still visible as normal, but you cannot be harmed or touched through physical means. Objects or creatures move through you with ease, but you interact with walls and objects normally.While in this state you may additionally touch an object or structure that is equal to your CAT sizeor smaller, and cause it to share the same traits as you do, becoming intangible but not invisible. Gain or grant +1D to the next roll that takes advantage of this power.If you take stress from supernatural phenomena, this effect ends early. constructs up to your CAT without Grace. They can be tures whose combined size an your CAT, but you must re your most recent sleep ors and actions, although they ing or anyone due to beingan a long distance away from calize, and make garbled hen attempting to do so. st to make any constructs ible. They may block attacks, ose without Grace, and may them. Roll PSYCHE for ey have a combined executionand disappear if taking a total that. They no longer disappear stead when you rest. SLEEPWALKCharm, Self, 1/restYou force yourself to fall asleep for the rest of the scene, but allow your body to keep moving in response to threats and stimuli. For the duration: • Your passive triggers, granting you immunity to psychic phenomena, but you still take stress from mundane sources such as rubble or weapons, even if produced by a supernatural creature. This does not count as taking a rest. • You can use blasphemy powers freely but roll 0D on actions that would physically exert you with difficulty or effort. • You cannot move faster than a slow walk. • You can catch combatants or hostiles off guard easily. Gain or grant +1D to the first roll that takes advantage of this. You wake up early if you take an injury. LULLTransmute, 1 Scene.You adjust the levels of waking for all creatures of choice within a CAT area centered on yourself. Pick 1 of the following effects which last for the duration: • Sleep: Creatures of your choice become lethargic and tired, barely able to stay awake. Creatures on the brink of death, humans and weaker traces will fall asleep instantly. • Wake: Creatures of your choice become active and energetic, unable to rest. Creatures who are drowsy or fatigued are instantly awakened, and will find it impossible to sleep. This may easily affect the parameter of rolls, such as risk or difficulty. IFEST
EXPIRATIONControl the rate of decomposition and oxidation to devastating effect. APOPTOSISCurse, Long, 1/rest, Until restMark a creature for death by reprogramming the rate of decay in their cells. If targeting a mundane human or creature, you may choose any amount of time in hours and minutes. When that amount of time has passed that target dies from necrosis that starts from the nerves, resulting in a painless quiet death. When targeting a supernatural creature or phenomena with this effect, it slowly deteriorates their physical form, making it easier to kill. The target cannot regain segments on their execution talisman from means other than retreating to it’s palace, and the next source of slashes to the target adds an additional number of slashes equal to your ½ CAT. This power may easily affect the parameter of rollssuch as difficulty or risk. effect ends early if the target takes exorcist-afflicted slashes on its execution talisman. MYCELITransmute, CAT area, 1 scene. FUN FACT: Expiration users have existed in CASTLE and TEMERITY teams for decades, but have historically taken a custodial role in corpse disposal and organization-wide waste management. Further applications of the power have expanded their usage to the field. PALLOR MORTISYou naturally slow down the rate of death for supernatural beings nearby you. You may redirect any stress an adjacent allied exorcist to yourself instead if they are on the brink of death. Sins or other supernatural hostile beings while adjacent to you cannot have the last segment on their execution talisman slashed. If the last segment would be slashed you take 1d3 stress instead. Page 6 of 15Collate and accelerate the growth of fungal sporecentered on yourself, fungi and bacteria increasemundane humans to feel sick and nauseous, killinnot leave the area. This area also has the followin • You may rot or spoil mundane things such a • You can make it difficult for creatures that b • You may cause sturdy mushrooms to grow f sprouting up to your CAT in size. Make a ha shapes they take.This power ends early if you use another power, arolls such as difficulty or risk.
NOXIDEInstant, CAT+1 distance. Rapidly degrade exposed metals, oxygen, or flammable materials you have contact with through the air within range, temporarily being able to perceive anything within that range that is connected to you via the air. The effect of this oxidation may reach up to your CAT in size, and you may choose one of the following effects: • Flake: Things you select begin to rust away and flake into red dust, corrode, or age rapidly, becoming irreparably damaged and unusable. • Burn: Rapidly oxidize your selected object or area causing it to ignite instantaneously. This lasts only for a few moments but completely destroys whatever you select.If this were to harm a creature, roll PSYCHE to determine damage. This may easily affect the parameter of rolls such as difficulty or risk.IATEDECOMPOSECharm, Self, 1 scene. Breakdown a corpse or other organic matter that you cantouch into unrecognizability. For the rest of the scene, corpses of any size or organic matter equal to your CAT or smaller that you touch decomposes in a matter of seconds. This breaks it down into its simplest forms such as gases, water, carbons, which resembles a thick unrecognizable dark sludge when you are finished. This substance is extremely flammable.Gain or grant +1D to yourself or an ally when taking advantage of this power while it is in effect. BLOATTransmute, Touch, 1 scene. Fill the area around you with highly volatile and dangerous fumes up to a CAT+1 area, centered on a creature or corpse you can touch. This lasts for 2d3 minutes when targeting a living creature. It lasts until the end of the scene when targeting a corpse. When you activate this power, you canadjust the opacity of the gas ranging from almost invisible to a thick smog, and adjust the smell to overwhelmingly neutral to a noxious heavy scent. These fumes can disguise other strong scents from corpses or even other supernatural phenomena. When this gas is detonated through any source of combustion such as fire, a spark, or concentrated heat, it explodes destroying structures, killing mundane humans at the center of the blast, and dealing a number of slashes equal to a PSYCHE roll.You may gain or grant +1D to the next action that takes advantage of this power. es in the air to great effect. In a CAT area e in activity and growth rates causing all ng them in a matter of minutes if they do ng effects:as food or water.breathe to move through this area.from points in the area you can see, ard PSYCHE roll to control the exact and it may easily affect the parameter of
PUGILEViolently refine your body. Let your hands be stained. STRIKEInstant, Adjacent.When you gain this power, you lose the ability to use Blast and this power does not count against your 5 power maximum. Strike a creature with overwhelming force, imbued with psychic fury. Roll PSYCHE to deal damage. You may gain +1D on this roll for each of the following conditions, up to a max of +2D: • The target has inflicted stress on you during this current scene. • You have at least 2 injuries. • You have 5+ sin abilities. • The current pressure is 5+. This may exceed the +3D maximum, up to +5D. If you roll a 6 on any final dice, take 1 stress for each 6 rolled. FUSILLADEInstant, Close, 1/rest.DISGRACEDPassive: Lower your sin cap by 4. Your sin cap cannot be lowered by sin overflow. Whenever you roll to resist, you arealways considered to have ½ your current number of sin marks.When you have a total of 4+ sin marks and take your last pointof stress or suffer instant death, you overflow and mustimmediately choose to give up.Lo, violence stains the hand, but to strike sin is “righteous toil. Let wrath be just, the hand swift,and the wicked laid low.”Exorcist Father Santori, 1719Target a creature with an immeasurable fury, a flurunstoppable barrage. Start with a pool of [2+½ CAAdmin must answer the following questions as if thtargeted creature, removing a dice for each of the questions they can respond “yes” to: • Have you avoided all conflict with the exorcis up until now? • Are you certain you’ll survive this encounter? • Is there someone or something to block with nearby? • Is the exorcist hindered, distracted, or under duress in some way?Then roll the dice, dealing 1 slash for each die rolleor 2 on any of the dice, you disfigure a specific bodthe target, and it deal -1 stress with that part for thscene. If you roll another 1 or 2 this disfigurement l
ACCELERATECharm, Self, Touch, 1 scene. Enhance your speed to extreme capabilities by dipping into the lingering grace in your body. You may only use this ability if you have at least 2 sin. In addition to any action you take for the rest of the scene, you may physically move up to a short distance within a second. When you take advantage of this speed for the first time in a scene, you can make an action roll without any hostile creatures taking a reaction. You can trigger this effect a second time if you overflow while using it.This may easily affect the parameter of rolls such as difficulty or risk.WARPSTAINTransmute, CAT+2 area, Until RestEYou may trigger this power when you kill a human, exorcist, or supernatural being. The psychic energy of the creature you just killed is violently mutilated as a warning for other supernatural beings. Roll PSYCHE if activating this power on a creature that has a CAT higher than yours, only expending a psyche burst on a success. All beings that can perceive grace within a CAT+2 area become immediately aware that you have killed the target, and all creatures with a CAT equal to or lower than your slain target become apprehensive and devote resources into avoiding conflict with you. Supernatural beings with a CAT higher than your slain target may see this as a threat, challenge, or territorial dispute, and act accordingly. Self, Touch, 1 scene. When you select this power you may gain a sin mark as if rolling a 6 for mark if you do not already have a sin mark. Transform and enhance the abilities of your cursed flesh. Select one sin ability you currently possess. For the rest of the scene, you may select 1 more sin ability that manifests from the same mark as your selected one. It disappears at the end of the scene, melting back into your flesh.It manifests as a pulsing infection, weaponizedgrowth, or a rush of energy which originates from your own personal sins. This may cause humans that can see you to become apprehensive or scared, and you may gain +1D on the next roll that takes advantage of this effect. rry of limbs, an AT]d6. The hey were the following st ?hred. If you roll a 1 dy part of limb of he rest of the lasts until rest.
WAVEControl the ebb and flow of the psychic sea itself. Passive: You have an overflowing reservoir of psychic energy*. You raise your psyche burst max from 3 to 4. Allied exorcists you consent to may consume one of your psych bursts to add +1D to any of their PSYCHE rolls or to increase the duration of a 1 scene power by 1 additional scene [which cannot stack].WELLSPRINGDRAINTransmute, 1 Scene. Temporarily remove the grace from an entity, object, or individual. This only lasts for a number of actionrolls equal to your ½ CAT against living or sentientbeings.Sins, traces, or things made entirely out of grace targeted this way demanifest for it’s duration. Exorcists, binders, hosts, and the other psychically sensitivetemporarily lose their connection to the psychic sea, as if nullified. Mundane attacks against them are still hard by default.Gain or grant +1D to the next roll that takes advantageof this power. This power ends early if you use any other power. SWELLShort, 1 Scene, 1/scene. Concentrate and fill an object or creature with grace that exceeds its current capabilities. Any power currently active from you or affecting you other than this one dissipates. For the rest of the scene, the target: • Surges with grace, and increases in CAT by 1. • Takes -1 stress or slashes from external supernatural attacks, as attacking it through supernatural means feels like trying to cut or bludgeon a body of water. • Finds it hard to move or be moved from their current location. • Takes 2 stress after taking an action that uses their supernatural abilities [players] or 1 slash after using their reaction [NPCs. Max ½ CAT slashes]. This may easily affect the parameter of rolls such as difficulty or risk. This effect ends early if the user uses another blasphemy power or if the target and user get out of short range of one another.Fun Fact: In recent years, Wave users previously located in XxxXx, Bermuda for containment have been distributed for active service in global CASTLE divisions. * EXERCISE EXTREME CAUTION: Drcertain sins may be attracted grace and detect it from a faraway.
TIDETransmute, 1 Scene. Produce a torrent of psychic energy centered on yourself which flows in a certain direction up to a CAT area around you. This affects creatures of your choice with a CAT equal to or lower than yours. Objects with supernatural properties or other grace-affected phenomena are alsoaffected by this if loose or unattached to other objects. Pick one of the effects below: • Flood: Generate a wave of psychic energy that rushes outwards. Attempting to get closer to you feels like trying to push against a waterfall or river. • Recede: Amass a dense concentration of psychic energy on yourself, pulling everything of your choice towards you. Getting further away from you feels like trying to escape powerful riptide or a whirlpool.This may easily affect the parameters of rolls such as difficulty and risk. This effect ends early if you sustain an injury, and attempting to focus on or using other powers becomes hard. BREACHCharm, InstantPart the waves of the psychic sea that others find it hard to move through. You may take a corresponding amount of stress to physically move through, with no issue, complication, or difficulty, any of the following psychic phenomena as apart of any action or for the duration of 1 action roll:1 Stress: Environmental psychic effects; An ogres miasma; A psychic based attack (youstill take stress, hooks, and afflictions as normally); Psychically induced weather etc.2 Stress: Boundaries of psychic domains; An alternate entrance or exit to a sin’s palace (but within a short distance of the original entrance); An gate user’s maze; etc.4 Stress: Normally impenetrable psychicbarriers; A tension user’s stasis; A bind user’s prison; An object made entirely out of grace; etc.You take +1 additional stress as a cost when using this against effects caused by creatures of a higher CAT than you,This may easily effect the parameter of rolls such as difficulty or risk.PATTERNCharm, Until Rest, 1/rest. The phenomena of grace follows a subtle order which you can perceive in greater detail than most. Impose astable and repeating wave-form upon all psychic phenomena in range, making it follow that specific order. You may access the knowledge of one of the following: • The effects the next increase in pressure causes in the investigation area when it would happen, including the type of people it affects, locations, or other relevant details. • The path of movement a supernatural creature would take in the investigation area if undisturbed by the exorcists. Once the exorcists interact with the sin or interrupt this path, this information becomes unreliable and inaccurate. • The nature of the next tension move the sin would take against your team (separate exorcists, involve authorities, use domain, etc.)Gain or grant +1D to the next action that takesadvantage of information gathered this way.rifters or to your r distance
AS ABOVE, SO BELOW, AS WITHIN, SO WITHOUTTHE END HAS MANY BEGINNINGS, YET NONE THAT ENDNOTE> The following blasphemies are dangerous and experimental in nature. Selecting one as apart of your exorcist’s abilities requires approval and discussion with your admin, as they can drastically change the narrative of your game. The blasphemies Erudition and Enigmata are mutually exclusive, meaning if you take powers from one you cannot gain powers from the other. Bloom and husk are also mutually exclusive. The XK blasphemies are stronger than average blasphemy powers._WARNING> Once an XK blasphemy has been gained, that person is the only user of it in the world, and cannot gain any of the other XK abilties. If all of the XK blasphemies exist in the world at any given moment (players, NPCs, or otherwise), the Admin may choose to any any time begin an XK-Scenario, a potentially apocalyptic series of events that not only threaten the structure of CAIN but the state of the world as we know it. The Admin decides how or why this manifests, along with the extent to which the exorcists have to deal with it. Some examples are:“XK-London Bridge”: The seraph has been destroyed. Something has killed the virtues. Fortitude is dead.“XK-Grandfather Clock”: The Spindle is missing. No living being can die, no matter what.“XK-All Tomorrows”: Something has come from space. It can manipulate grace better than we can.
> Restricted AccessOnly authorized personnel may read the following document contents. This document has been laced with cognitohazardous tracking agents. All personnel reading this sentence have been successfully located through TEMERITY PROJECT: XXxXXXxXX.Unauthorized personnel will be dealt with accordingly. ||||||||| 38%
ERUDITIONControl the flow of perceived information. All rivers run towards you. Charm,By mainsecondspossesstrademaresearcGain orthe durasuch asAlternatratings die.Passive: At the end of tthe following: Find out happened. If you did, gagrant exp or scrip if all this hunt. FONT OFDEDInstant, 1/missionPsychically break down infoin this investigation down toa number of objects you pos(A phrase, a statement, a peyour PSYCHE+1.You may ask 1 yes or no queor piece of information. You cost of 2 stress per additionarolls a risk die: (1-2): The Adquestion which may not be amust answer yes or no as truAdmin may answer extremeexpanding upon yes or no inGain or grant +1D to the nexthis power. MINDWALKCharm, Self, 1 scene, 1/scene.Force your way into the mind of another living being. It becomes a physical space you can traverse with your own mind as if the target owned a palace (even on targets without one). Most mundane human brains will resemble a small room or place of comfort for the individual. While within this space your real body is unconscious and vulnerable. Once inside, you gain a number of action rolls equal to your PSYCHE+1 to investigate, probe, or edit things as possible within your capabilities. If you find a memory in the form of a book or piece of paper you may attempt to hide it. If there is a piece of information relevant to the hunt it may emerge in the form of symbols or seemingly random events. Once you finish your final action you are ejected back into your own body. If the target possesses a palace or cathedral, your mindwalk happens within their designated domains with the caveat that you may not be forcibly kicked out of the space once entered.Gain or grant +1D to the next action that takes advantage of information uncovered or actions taken during the mindwalk.AS ABOVEPassive: You always have the ability to see yourself from the third person. This may allow you to perceive points of interest or objects you would not have been able to notice earlier. It is difficult to physically sneak or hide from you while in your presence. Fact: A majority of Erudition users are not exorcists but rather TEMERITY and SEER assets kept onsite to assist in research and data analysis.
OSMOSIS, Close, 1/rest.ntaining eye contact with another individual within range for a few s, you may absorb skills, knowledge, or specialized skills they s. When used on a mundane human, you may absorb certain ark skills or specialized knowledge such as handiwork, years of ch on a particular subject, or certain practical skills. r grant +1D to rolls that match the skills gained from this ability for ation of its effect. This may easily change the parameter of rolls s difficulty or risk.tively you may use this on another exorcist to copy one of their skill for the duration of the scene. This does not grant additional bonus the mission, ask if you completed the real reason why everything ain +1 exp or +1 scrip. It may only 3 trauma questions were answered F KNOWLEDGECONFLUENCEInstant, CAT area, 1/scene. By focusing for a moment, you force individuals of your choice in a CAT area centered on yourself to experience a shared overlay of your understanding of a topic, skill, or knowledge of the situation at hand. This happens instantaneously but can project the full knowledge of the investigation at hand, months of training in a particular skill set, or any wide breadth of knowledge.You may pick and choose details to leave out in order to disguise where the information came from, but still share the knowledge in an accurate and precise way.Gain or grant +1D to the next action that takes advantage of this power. This power may easily affect the parameters of rolls such as difficulty or risk.DUCEormation and objects uncovered o their immutable truths. Select ssess or pieces of information erson, place, or thing) equal to estion about a selected object may ask more questions at the al question. The admin then dmin may refuse to answer 1 asked again. (3-5): The Admin uthfully as possible. (6): The ely cryptically or vaguely, n any way of their choosing.xt roll that takes advantage of CODEXPermanent.This ability does not consume a psyche burstand is considered a permanent passive. You possess a codex of blasphemies, supernatural phenomena, individuals, and other various information stored in your mind. Whenever you encounter a blasphemy power you do not possess (whether upon use from an ally or enemy), you may add it to your codex (a maximum of blasphemy powers equal to your PSYCHE+2). When you write down this blasphemy you may additionally write down, if you know it, the name of the individual that used it, the location, and time of use.Once per rest by citing as much information as you know about a recorded power, you may use it yourself at a CAT rating equal to yours and expending psyche bursts as normal as indicated by the original power. You then remove it from your codex. You then gain 1d3 - 2 sin, which cannot be less than 0.
ENIGMATABecome indecipherable. Endlessly descend into the psychic sea. PALINCharm, Close, 1/rest.Target a creature you can causality, forcing them intothe same place, repeating both their memory and bodtime. While in this state thethan the one they are loopeharm from outside sourcesreactions from an enemy foPSYCHE+1 to which the taquickly after.When used on mundane h“pause” as their physical band backwards, allowing yfrom or actions they have tAfter this ends, a mundanejust happened but instead Gain or grant +1D to the nepower. You gain the Descesupernatural being.RIDDLECharm, Transmute, 1 scene.For the rest of the scene you have the abilityto render information useless, jumbled, andincoherent until rest. Whenever you touchsomething that has information whether it iswritten, recorded, or digitally uploaded, youihmapvoestshieblaebtiolitay to make this informationsource. Psychicccess from the corruptedomnisciencabilities that providesupernaturae or the ability to perceivelly hidden things will not bypassthis.You may make it so that any changes madeduring this scene are permanent by takingthe Descent hook for each instance youcorrupt a source of recorded information.TransYou pbeingyou sithe enfloatinfor the - - - - - WhenlocatiooriginparamSO BELOWPassive: You gain the Sanctum passive from the Palace blasphemy. It no longer grants an extra resting die and is both unnavigable and dangerous to beings that enter it, including you. It contains a hostile tulpa that you do not control, but you decide its shape and appearance. Many of your Enigmata powers give you the “Descent” hook.. DESCENTWhen you gain it roll 1d3 to determine its effects. You only possess 1 version of descent at any time and it cannot be removed or avoided during a mission. You may choose not to remove it at the end of the mission.(1) 1/scene at the Admin’s choice, the admin may trigger one of your enigmata powers without spending a psyche burst. They choose the target and effect.(2) 1/rest for 1 scene of the Admin’s choice, you lose the ability to communicate intelligibly with others. You may bypass this by taking 2 stress each time you attempt to do so.(3) When you finish a rest with the party you wake up in an entirely different location. When you move from scene to scene with the party the admin rolls a risk die. On a 1 you end up in an entirely different location than intended..
You cause a number of living being’s memories within rangeequal to your CAT to rapidly fail and cascade in front of you.They become insensate for exactly 11 seconds and forgeteverything they've heard or seen in the last 66 seconds. Thenyour admin rolls a risk die.(1) Mundane humans die of brain injuries at any point after the scene ends at a moment of the admin’s choosing. Supernaturalbeings regain their memory when the scene ends but take 1slash on their execution talisman when the scene ends.(2) All beings regain their memories after you take a rest.(3) Your brain bleeds from the overexertion caused by thisability. Take 1d3 non-lethal stress and when you take the Descent hook from this power tick it up by 1 as well.Take the Descent hook. Gain or grant +1D to the nextroll that takes advantage of this power.NDROME see in range. You remove a target’s o a loop where they begin and end in the same action they have last taken, dy moving forwards and backwards in e target cannot do any other action ped but do not take any damage or s. This may temporarily pause or a number of actions equal to your arget transitions to plausible causality humans this puts their minds on body and mental state play forwards you to see where they may have come taken in the past if you follow the loop. e human will have no memory of what suffer extreme deja vu.ext action that takes advantage of this ent hook if using this on a MNEMOSTransmute, Close, 1/scene.SINKsmute, CAT area, 1 scene, 1/mission. peel back the assumed state of reality for you and every other g of your choice up to a CAT area centered on yourself. All of ink, moving into a layer of reality beneath your current one. At nd of the scene every being returns to the original world, ng back up. In this layer of reality, everything is similar except e following key differences: Every supernatural being that has sunken has a temporary execution talisman of 3. When a creature would die they instead float back to the original world. Exorcists can hurt one another. There are no living things present except for beings who have sunken. Certain drifters or sins of the admin’s choice may be able to follow you here. Changes made in this world do not affect the original world. Tension and pressure do not increase while sunken.n you float, you reappear in the investigation zone in a safe on of the Admin’s choice within a far distance from the nal location where you sank. This power may easily affect the meter of rolls such as difficulty or risk. CIPHERInstant, 1/scene, 1 scene.You create a cognito hazardous glyph on any surface that is smaller than the palm of your hand, and may be placed on anything such as an object, piece of clothing, or on thesurface of your body. Its psychic properties last until the end of the scene and it stops triggering upon creatures that see it after it has affected a number of them equal to your CAT. You determine its effect from the following:Latching: The cognitohazard is not particularly dangerous but lingers in the mind of anyone who sees it. Gain or grant +1D to track, follow, or ascertain the nature of living beings that have looked at the glyph.Disturbing: All living beings will actively avoid looking at this symbol and subconsciously and have intense migraines upon forcing themselves to do so. Harmful: The cognitohazard causes damage to the brain of anyone who perceives it. This critically injures mundanehumans and is painful to supernatural beings. Enemies who look at it for the first time take damage equal to aPSYCHE roll.You may take the Descent hook to make this glyph Lethalinstead, giving mundane human irreparable brain damageand dealing damage equal to your ½ CAT to enemies wholook at it for the first time.
Unfold potential and form like petals in spring. BLOOMLeave change in your wake. METASTASIZInstant, Touch, 1/scene. Transmute the form of a living being into its nstate. When targeting an exorcist you may grthem a new sin mark or “transform” one of thexisting sinmarks, removing one ability of chthat mark and rolling per usual to determine one. The selected exorcist may gain 1d3+1 sinthis transformation to select location first.If selecting a mundane human you may causeto suffer degenerative disorders or suffer intebleeding. If the target is psychically sensitivealso make a hard PSYCHE roll. On a success manifest a drifter or trace of the admin’s chodemanifests at the end of the scene.This may easily affect the parameter of rolls sdifficulty or risk. Passive: You possess untapped potential. Whenever you gain sin you relieve the same amount of stress. Whenever you gain a sin mark you may choose to evolve it for free. This may stack with other abilities. It is never painful when you sin overflow. AS WITHINFact: Project XT-271 aims to find a way to preserve the mindstate of imagoed Bloom users before they lose control over their forms.* Research pending..INSEECIDENT:X-65 PUGILETESTING LOGFLITCharm, 1 scene, 1/rest. You pass through attention like the wind. For the rest of the scene, up to a number times equal to your ½ CAT, you may make it so that any action you take does not trigger the attention or notice of any other being for the duration of that action. This may allow it so that reactions from enemies cannot inflict stress on specifically you during your action, humans do not notice your presence, or any other creative uses that may require a PSYCHE roll. You do not become invisible, only unimportant for a breath.
SCIONCharm, Close, 1 scene. ZEnext rant heir hoice on the new n during e them ernal e, you they oice that such as POLLENCharm, 1 scene.Imprint your psychic signature onto the soul of another willing exorcist. Select one of your blasphemy powers or sin marks. You grant an ally in range your selected option for the duration of the scene. If granting a blasphemy power you also temporarily grant any passive required for the power to function to your targets. For palaces and bound sins, you share your own palace or bound sin instead of generating entirely new ones. You may choose to grant an additional choice of blasphemy power or sin mark by gaining 1 sin, up to a max of 2 times.This may easily affect the parameter of rolls such as difficulty or risk. Summon scales, petals, particulates, or small flying insects from any part of your body which you control for the duration. You decide the appearance and shape of your pollen but it is always small enough to get through small cracks or crevices. The total size of the cloud is no larger than your CAT in size, but you may control its shape and form at will, even choosing to separate it into smaller clouds. These clouds can manipulate objects as if they were your own hands, using your skill checks when required for rolls, and can travel up to a far distance away from you. Your cloud can be used to obscure or hide, to distract other creatures, or offensively. Roll PSYCHE for creative uses of this power. BLOSSOMInstant, CAT area, 1/rest. Cause organic matter of your choice to violently grow up to a CAT area centered on yourself. Plant life and vegetation may grow to extremely large sizes which can change the scene drastically. Mundane living beings of your choice inside of this area quickly develop massive tumors that burst open, age a few years, and change in physically traumatic ways. Roll PSYCHE for creative uses of this power.Gain or grant +1D to the next roll that takes advantage of this power. This may easily affect the parameter or rolls such as difficulty or risk. *When you imago, you retain full control over your new form and are not hostile to the exos by default until the end of the mission, the admin then takes control.
HUSKShed presence, and intent like dead skin. Leave shells in your wake. Passive: You are empty. You do not bleed and are resistant to mundane pain. You do not need to breathe. You lack a psychic presence through the perception of other beings and cannot have your mind read or entered. Whenever you gain sin marks they are never visible and when you imago you become a Shell instead. SO WITHOUTInstantMolt freverythability or morSheddafflictiolimbs aafflictescars aremoveRoll PSfollowiimportremovGain oadvantCHAFFSummon, Close.Leave behind psychic husks that are even visible to the mundane. Select yourself or any other sentient being that you can touch. You create a number of near-identical duplicates of your target equal to your ½ CAT. You can place them anywhere within range and move them as you please, but they cannot move on their own and cannot emote or speak. They can however be placed in a way that defies gravity such as on ceilings or walls without difficulty. When a creature other than you interacts with them, the duplicate is revealed to be hollow and paper thin before it crinkles away.Once per scene at any moment when you would take stress and a husk is still intact, you may negate that instance of stress and reveal that a husk has been attacked instead of you, while your real body is elsewhere. You cannot trigger this against severe attacks.This may easily affect the parameter of rolls such as difficulty or risk. Fact: Shells birthed from Husk users are a subject of major interest to TEMERITY as their fragility has made them nigh impossible to transport or conduct further research on.XX:XX: RESEARCH PENDING- XXXXXXX TEMERITY HEADSHELLSomething once alive, now empty.Shell(sin): Execution Talisman 1Shells do not move from the location they were birthed and will crumble at attempts to move them.They take on a form of the exorcist’s choice, but are almost always paper thin and empty regardless of size.Reactions:Gentle Repose(1-6): One exorcist may observe the Shell and relive a memory they had with the exorcist that birthed the Shell. If they do, they gain 1 stress.
SEALSummon, CAT Area, 1 scene.Create a thin psychic barrier which wraps around structures or objects and completely removes the air from up to a CAT area centered on yourself. This kills mundane humans in a matter of minutes and makes it difficult for creatures that rely on breathing to function or focus performed while in this area. This will instantly snuff out fire and other sources of combustion are impossible to ignite in a vacuumed closed space. The seal has an execution talisman equal to your 3 + CAT, takes double the stress from sharp or piercing sources of stress, and will end the effect early if destroyed. Roll PSYCHE for creative uses of this power.Allied exorcists will take 1 stress after resolving an action roll if they rely on breathing if trapped in the area of this ability.MOLTt, 1/mission.rom your own skin, leaving behind hing you once were. When you use this you must do so as a reaction to taking 3 re stress at once OR by taking 2 stress. ding your skin allows you to remove one on of choice on yourself and also restores and removes scars that have been ed on previous missions (limbs loss or afflicted on the current mission will not be ed.)SYCHE. On a failure, you must answer the ing question truthfully: What is an tant memory you have? The admin ves that memory from you.or grant +1D on the next action that takes tage of this power.DISEMBOWELTransmute, Close, 1/scene. Pull everything meaningful out of something or someone. Select a mundane human being or an object with internal components up to your CAT+1 in size. For a human target you may pull out either: - A vital organ of choice which teleports into your hand, causing them to die of injuries if relevant. - One important memory or feeling of the admin’s choice which you can analyze. This leaves the target insensate, motionless, and emotionless until you return it or when they are no longer in range. They may return disoriented, confused, and scared.For an object you pull out a vital component of it such as the engine of a car or the sim card inside of a cell phone. You may specify what you target when you use this ability and the Admin determines the final results. Gain or grant +1D to the next roll that takes advantage of this power.DREADCurse, CAT distance, 1 scene.Select a target within range that you can see. For as long as you can maintain line of sight with the target, both of you become unable to see, perceive, or communicate with any other living beings except for each other. This may cause mundane humans to feel confused, scared, or a deep sense of dread. In a conflict scene your target may target you more or create complications and threats focused around you.Gain or grant +1D to the roll that takes advantage of this power. This power may easily affect the parameter of rolls such as difficulty or risk. This effect ends early if you take an injury and have 2 or more injuries as a result.
CONQUESTTake control. It’s what your kind does.Passive: During a mission, small objects you have ownership over or things you are holding in your hand cannot be taken away from you by any means. WHITE HORSEANCHORTransmute, Close, 1 scene.Create a zone of overwhelming preequal to your CAT in size centeredpoint within range. While within thcreatures of your choice find it hardfreely as pressure pushes down onAlso while this effect is active, no cincluding yourself may leave the zoinstead either taking 1d3+1 stress ttaking a number of slashes equal t1+ ½ CAT to leave. This effect endyou use another blasphemy powerGain or grant +1D to the next roll thadvantage of this power.COMMANDCurse, Far, 1 scene.Issue a command to a number of mundane humans in range equal to your CAT or a single supernatural being that can hear you. If this being has a higher CAT thanyou, take 1d3+1 stress for each CAT higher than you. Youmay select one of the following commands when you use this ability:Freeze: They stop what they are doing completely, and become unable to move for a few moments until moved or harmed by another living being.Drop: They abruptly drop everything they are holding.Approach: They approach you as quickly as possible.Flee: They attempt to escape from you as quickly as possible.Gain or grant +1D to the next action that takes advantage of this happening. This may easily affect the parametersof rolls such as difficulty and risk.Fact: Conquest appears to be an archaic version of the bind blasphemy, predating the act of binding itself with something much older and unknown.
TAMECurse, Close, 1 scene.You may select a number of traces whose combined execution talisman is less than or equal to your CAT+1, a drifter whose CAT is lower than or equal to yours, or any number of mundane animals within range. They now treat you as if you were an ally or friend and may follow or listen to simple commands. This control breaks if you or an ally directly harm the tamed creature(s).This may easily affect the parameter of rolls such as difficulty or risk.Ressure d on a his zone d to move n them. creatures one freely, to exit or to your ds early if r.hat takes PESTILENCECurse, CAT+2 area, 1/mission.Control the duplication of harmful pathogens on the surface of the target’s skin, giving them a severe disease which rapidly spreads to all mundane humans within a CAT+2 area by the end of the scene. When the scene transpires the diseases granted are considered mundane. While sickened these humans may grow weak, desperate, or potentially die if not treated within an appropriate mindframe. Gain or grant +1D to the next action that takes advantage of this happening. This may easily affect the parameters of rolls such as difficulty and risk. TERRITORYCAT Range, 1 scene, 1/rest.Designate an area equal to your CAT+1 as your “territory” for the rest of the scene. Supernatural creatures instinctively know that this area “belongs” to you for the duration. Mundane humans may act in deference to you instinctively or innately believe you possess ownership of buildings or structures within this area unless outright knowing otherwise.Gain or grant +1D to the next roll that takes advantage of this power. This may easily affect the parameters of rolls such as difficulty and risk.
WARWage war with overwhelming violence.It’s what your kind does.WEAPONTransmute, Touch, 1 Scene.Turn any mundane object into a weapon of your chodecide its shape, form, and size, but it always has a Cto yours. It has an execution talisman of your ½ CAT+it is destroyed, may be targeted by enemies separatetakes 1 stress every time it is used for an attack. It is considered supernatural but does not gain bonus dicset up and teamwork or outside abilities other than dagony. Roll PSYCHE when choosing to attack with it+1D bonus dice for each of the following question yoanswer yes to: - Is this object important to someone else? - Is this object important to you? - Is this object traditionally dangerous, powerful, oThe object is gone forever once the weapon is destrPassive: All weapons you are wielding are considered to have a +1 bonus to their current CAT score. You can telekinetically pull loose weapons not being stored, held, or affixed to a surface within a close distance to your hands. RED HORSESPEARInstant, 1/scene.Become a weapon of mass destruction and propel yourself at mach speed up to a CATdistance. You break through walls, objects, structures, and damage all creatures you launch yourself into or through this way. You do not take any physical damage while using this power. Roll PSYCHE to determine damage, and you may damage multiple creatures at once this way.Gain or grant +1D to the next roll that takes advantage of this power.War, the red rider, comes not with prayer but “with steel, an exorcist of destruction, casting outpeace like a demon, declaring that sins be laidbare in blood”Exorcist Father Santori
DETONATECharm, 1 Scene, 1/rest.oice. You CAT equal T+2 before ely, and it ce from divinet. It gains ou can or of note?royed. TACTICUSCharm, 1/scene.Concentrate the essence of destruction into your body. For the rest of the scene, all actions you make to hurt, kill, or destroy something are empowered by explosive blasts emerging from your feet, hands, or limbs. These explosions are loud and flashy, and may cause collateral damage. This may easily change the parameter of rolls such as difficulty or risk.Upon any 6 on a final roll to hurt, kill, or destroy something, you may add +1D bonus die by taking 1 stress (up to a max of +3D). Wage a simulacrum of war within your mind of the current battle that lets you predict your opponent’s next move. Select a number of combatants in the same scene as you. You ask your Admin a question which they must answer truthfully: - Can I win this fight?If the answer is a yes, gain +1D on the first action you take this scene to inflict violence or harm. Regardless of the answer, you roll the risk die alongside the Admin when you take your turn up to a number of times equal to your ½ CAT and take the lower number, having seen all possibilities. BELLUMCAT+1 Area, 1 scene, 1/rest.Fill living beings around you within a CAT+1 area with extreme anger and the urge to commit violence. All creatures of your choice within range are filled with this roiling emotion and may use it to attack each other, finding it difficult to differentiate friend from foe. For the duration all creatures under the effect of this rage also have their physical CAT increased by 1, even if they are mundane in nature.This may easily affect the parameter of rolls, such as difficulty or risk.
FAMINEStarve the world of everything meaningful.It’s what your kind does. Passive: By maintaining eye contact with someone for a few moments, you may instinctively know what it is they desire most. Gain +1D on your next roll to take advantage of this knowledge. BLACK HORSEDESICCATEInstant, CAT Area+1.Completely dry out an area of its vitality equal to your CAT+1 centered on yourself. This does not affect supernatural beings, but this may kill plant life, remove all traces of water, or turn mundane creatures into dried out husks. This will leave humans barely alive.Gain or grant +1D to the next action that takes advantage of this happening. This may easily affect the parameters of rolls such as difficulty and risk.SCARCITYTransmute, CAT+2 area, until rest, 1/mission.Completely drain the world of resources around you. Guns may run out of ammunition or find themselves running “low” on weaponry and supplies. Shelves may seem emptier and things once plentiful are now mysteriously under stocked. Basic necessities such as food, water, and electricity also mysteriously disappear or become harder to find in small subtle amounts bit by bit while this effect is active.Whenever the pressure increases, the impact of this power becomes more noticeable and drastic, which may cause unrest or panic among the mundane population within the area of effect. As the effect moves with you, parts of the investigation zone that are not within the area of effect slowly recover their resources over time.This may easily affect the parameter of rolls such as difficulty or risk.WARNING: Spared toad hosts manifesting due to food or housing insecurity are to be heavily monitored by seer program EOD for possible Famine manifestation...
EMPTYCurse, Short, Until rest.Cause any number of living beings equal to your CAT in range to experience extreme anhedonia, a lack of ability to experience pleasure, joy, or satisfaction. This easily alters their state of mind and causes individuals to overexert, overindulge, or even give up on most actions they would have otherwise taken. While emptied, living beings become more susceptible to the influence of others. They may also break or render ineffective abilities and supernatural phenomena that manipulate emotions.Gain or grant +1D to the next action that takes advantage of this powerAMICIDECurse, 1scene, 1/rest.Induce uncontrollable cannibalism and starvation on a group of creatures within range, causing them to devour each other almost immediately as this power is used. Traces may turn on one another or mundane humans may be driven to consume each other as well. This may help neutralize a conflict scene with minor enemies or provide a flashy and violent distraction.Gain or grant +1D to the next action that takes advantage of this happening. This may easily affect the parameters of rolls such as difficulty and risk. FLOCKSummon, CAT distance, Instant.Select a target within range and call upon mundane living beings of choice from the surrounding area such as crows, rats, foxes, insects, or other creatures of your selection.Closed chambers that have been purposefully cleared of all animal life or other similar contained spaces will render this power unusable.These mundane creatures will proceed to devour your target, ripping off flesh, skin, or other pieces of consumable organic material until they have reached bone. Roll PSYCHE if using this power creatively. They flee shortly after.Gain +1D on the roll for each question you can answer yes to: - Are you outside and near nature? - Is your target wounded or bleeding?This may easily affect the parameters of rolls such as difficulty and risk.
DEATHShed presence, and intent like dead skin. Leave shells in your wake. Passive: Once per rest, you can mildly control the life force of a mundane human within a close range. You can allow a human on the brink of death to survive for much longer than normal, or instantly kill a human that you can touch. PALE HORSEETransmuRapidlymundanthings wThis cauas if timor objecdie quicand muor potenor get incurrentGain ortakes adFATEInstant, Close, 1/mission.You may trigger this power as a reaction whenever you or an ally in range fails their resist roll or suffers instant death. Spend all of your remaining psyche bursts (min 1). The Admin must offer a deal that would allow the target to succeed their resist roll or avoid suffering instant death. If your target agrees to the deal, it cannot be broken. If they reject the deal, refund all psyche bursts spent and gain +1D to your next roll.Some examples of deals that could be made are: (Your name and face becomes known and unforgettable to the wrong people. You are beset with a permanent and debilitating affliction. Your body becomes weak and frail. The next time you die will be brutal, painful, and unavoidable, regardless of this power.)If the deal is taken, you allow the scene to play out as if the target succeeded their resist roll or did not take their last source of stress, remove 1 injury from them and clear all stress on their current talisman, and gain 1d3 sin.Theory EOD6: The existence of a Death user in the current world would explain the unexplained phenomena that allows exorcists to defy fate.XX:XX: RESEARCH PENDING- XXXXXXX MNEMOSYNE HEAD