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Published by Luca Chevis, 2025-12-09 12:09:17

Harpocrates Dossier 1.0

Harpocrates Dossier 1.0

SAPInstant, Close.Reach for the psychic life force of a living being and siphon it into yourself. Roll PSYCHE to deal damage to any target within range, removing a combined total number of stress from yourself or allies equal to the amount of slashes inflicted+1. Gain +1D bonus die each question you can answer yes to (max of +3D): - Is your target severely injured? - Is the target scared, apprehensive, or fearful? - Are you severely injured?Energy drained this way can also be funneled into mundane humans instead, healing them of injuries or afflictions. This may easily affect the parameters of rolls such as difficulty and risk.ENTROPYute, CAT range, 1 scene.y accelerate the flow of time for all ne objects and mundane living within a CAT range around you. uses this to rapidly age and decay me was passing, and alters materials cts accordingly. Small animals may ckly as a result of the rapid aging undane humans will reach old age ntially die. Injuries may heal quickly nfected and rot depending on its t state.r grant +1D to the next action that dvantage of this happening.OBLITERATIONInstant, CAT distance, 1/Scene. Remove a chunk of living organic matter from existence of a size equal to your CAT within range. This completely erases mass and matter as if it had never existed in the first place. If this would deal damage, roll PSYCHE to determine how many slashes are dealt. This may automatically kill mundane living things or severely damage supernatural beings.Gain or grant +1D to the next roll that takes advantage of this power. SNUFFInstant, CAT+1 area, 1/scene. Completely remove energy, light, and heat from non-living things in an area equal to your CAT+1centered on you. This also fills all living beings with an immeasurable sense of dread and intense fear of death instead. This happens instantaneously and does not prevent further instances of energy, light, or heat from filling up the area again.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.


Needle► Complete a task with finesse and precision. ► Do something messy out of desperation. ► Surgical Precision: You roll +1D on actionsthat require fine motor skills or high mental acuity.► Ockham's Broadsword: Once per mission you may ask the Admin exactly where to go next to get new or vital information pertaining to the current investigation. ► Clean Exit: You may always pick one when planning to leave a location to leave: without a trace; without being detected; with what you came for.► Mise en Place: When you inflict slashes on an enemy’s talisman, you may reduce it by 1 slash to grant +2D to an ally.► The Thread: At the start of a mission select an ally. Once during the mission when you succeed on a roll they may immediately make an action roll and share risks or consequences with you. This does not take up their turn. ► Guide an ally to success. ► Pass the torch to someone new. ► Over the Shoulder: Allied exorcists of your choice gain +1D to lead, intimidate, or give orders to anyone if you are standing adjacent to them. ► Experienced: Once per mission if you tell someone how to do something and they succeed in doing it, they gain 1 exp. ► Measured Hand: Once per rest you use Set-Up or Teamwork on an ally and they succeed, both of you relieve 1d3+1 stress.► The Long Game: Once per mission you may delay an ally’s hook from filling up. It becomes fully slashed after you both rest. If the Admin forgets to do this and you remind them, you and your ally gain 1 exp. ► Second Opinion: Once per rest when an ally of choice fails a roll, they may reroll with +1D but still suffer previous consequences or risks. MENTORec► aswa► sere► eaobeaexyo► coac► swyotithst11ThabpaPARAROMANTIC► Get intimate with the supernatural. ► Turn away a chance to breach the veil. ► 6th Sense: You always know when someone or something is observing you. When alerted by the Admin of this, you may roll PSYCHE to determine whether or not it is supernatural on a success.► Paramour: You always deal -1 slash to the supernatural and always take -1 stress from the supernatural. ► Twisted Psyche: Once per rest after you have encountered the sin or a drifter, a power you use that targets objects may be used on mundane humans.► Oddity: Supernatural beings that can perceive you will never target you in the first round of a conflict scene. ► Inverted Clarity: When you have 2 or more injuries and are in the same scene as the sin, you may ask the Admin the answer to one of the trauma questions. The Admin may only connect the dots on information you already possess, but cannot conjure information you have not learned.Just one touch wouldn’t hurt. Right?EXPANDED AGENDASSEER has noticed a startling rise in more unique and innovative methods that CASTLE exorcists take towards hunting down sins. After thorough study within TEMERITY through the AGNX-271 program, 6 new agendas have been added to CAIN’s registered list ready to be identified among an ever changing collection of exorcists.Every exorcist is different. Every problem is different. As new exorcists enter the field and conduct executions, keep in mind the differences between you and your comrades. That is your strength. But more than that remember;Sometimes the best hunter is the one with a few screws loose.???


PERSECUTOR► Prosecute with extreme prejudice. ► Challenge your beliefs.► I, Witchfinder: You always know when something directly in front of you is supernatural or mundane. ► Jury, Executioner: If you reduce an execution talisman to 1, you can take 2 stress to inflict +1 slash which cannot be reduced in any way.► Exhibit A: You gain +2D on rolls to convince another individual of something if you have some form of physical evidence pertaining to your argument. ► Broken Clocks Twice a Day: After briefing at the start of deployment, make 1 specific claim or belief about the mission at hand. 1/scene gain +1D on actions to prove yourself right. If it is discovered you are correct, you lose this bonus but gain 1 psyche burst.► Weighted Judgment: Once per rest when you publicly accuse or shame another individual of something serious, regain 1 psyche burst.You only receive 2 scrip for hazard pay.Primum lapidem mittat. Cadet cum iustitia.When you retire ordie without returningexorcists of yourchoice gain +1 exp.MAW ► Act upon your hunger.► Turn down a chance to satisfy yourself. Insatiable: You may use two consumables at once s a part of the same action. Consuming them this ay lowers the overall cost of KP by 1. Long Pig: When you consume the flesh of a entient being for the first time in a mission, egain 1 psyche burst and heal 1d3 stress. Gullet: You can eat much more than normal and at most things without consequence. Poisons, bjects, and inedible things do not harm you when aten. Outright dangerous things such as xplosives, hostile creatures, etc will still hurt ou if eaten. The Late Worm: Acting last in the round of any onflict scene lets you roll +1D to the first ction you take during your turn. That Fleeting Taste: Pick 1 vice such as weets, cigarettes, etc. 1/rest when you consume our vice, relieve 1d3 stress and 1d3 sin. Every ime you do the admin secretly rolls 2D and adds he results. On a 2-5, you no longer relieve tress or sin when you partake. On future rolls of 1 or 12, you regain the benefits of this effect. his repeats and the Admin only tells you if this bility works or not after each instance of artaking in your vice. ► Get Revenge.The Fire That Remains: Gain+2 sin overflow cap. 1 in 6chance of ignoring sinoverflow (roll 1d6).►You may only take thisagenda item after a closeally has died or imagoedpermanently. Once taken,a character can only swapout of this agenda byspending two advances.Get its ability for free.


SCUMMortician► Demonstrate why you’re the worst. ► Drag someone down to your level.► Schadenfreude: 1/rest when you witness an ally’s affliction hook fill out or witness them experience intense suffering, relieve 1d3 stress. Relieve 2d3 instead if it was self inflicted.► Heart of Copper: 1/mission when you take needless, excessive, and cruel action against the innocent, relieve 1d3-1 sin (Min 1). ► Swindle: You roll +1D on actions to deceive or manipulate others for your own personal gain.► Leech: Whenever an ally relieves sin or stress using a consumable you may reduce the amount relieved by 1 in order to relieve 1 stress and/or sin from yourself instead. ► Despised: When fighting the sin and you roll a 1 on the risk die, it must target you with its severe attack if it hasn’t used it this mission. PHANTOM► Respect the dead more than the living. ► Take care of the ones still here. ► Cold Comfort: When comforting an ally after death-related trauma, you may relieve 1d3 stress from them once per ally per mission. ► Quiet Work: You can handle corpses or remains without disturbing their current state. Gain +1D on actions to gain information from a dead body. ► Memento Mori: You get the Morgue Kit for free. 1/mission the first item you retrieve from it costs -1 KP. You lose the kit if you lose this agenda. ► Tag & Bag: You may always find a way to transport, conceal, or secure a body, no matter how damaged or large. Gain +1D on actions to conceal or transport corpses. ► Pallor: When a living creature near you dies, you may delay any psychic or supernatural consequences of their death for a number of action rolls equal to your ½ CAT. Show them what they left behind Lingering Scent of death: You cannot suffer instant death. When you die and do not defy fate, you become unconscious for the rest of the scene. You gain no scrip from missions andonly can gain EXP from followingthis agenda’s item. When you losethis agenda you lose this power.Gain +1 Scrip whenrecovering a dead EXO’s REMAINSYou and your admin may give this ►agenda item to a retired exorcistor exorcist whose body was notrecovered during a mission. Yourcharacter has defied all odds andcome back from the other side ofthe veil. Once taken, you may notremove this agenda by normalmeans. At the end of each sessionanswer the question “Did youdiscover who you truly are?” Ifthe answer is yes, you may swapinto another agenda for free.


ZEALOTordainedMonitored► Anthropoid: Gain +1D on actions that involve the life of mundane humans as collateral damage. ► Darwinism: 1/rest during a mission when a human in front of you dies due to the supernatural, you may relieve 1d3 stress. ► Iron Veins: 1/scene you may reduce the stress you take from a mundane source by an amount equal to your current injuries. ► When Heaven Burns: Take -1D on all mundane attack rolls to harm the supernatural. You may take 1 stress to gain +1D when using your psychic powers to inflict harm or violence. ► Not Your Savior: When ignoring pleas for help or refusing to help a civilian in need, relieve 1 sin (1/rest). ► Demonstrate exorcists’ superiority. ► Kill All Apes.Revere a higher power. Show everyone why you were chosen. ► ► ► Lay on Hands: Gain +1D on actions to heal, stabilize, or cure another exorcist. Consumables from your kit that relieve stress or sin relieve +1 additional stress or sin upon use.► Deliverance: 1/mission when using the Nail of Abel, for every additional requirement you fulfill beyond the first, remove 1 segment on the sin’s execution talisman.► Confessional: During a resting scene you may answer the question:How have you sinned? If the answer is serious and sincere, the Admin may relieve 1/2/3(Admin’s choice) sin from you.► Destiny’s Plaything: At mission start the admin rolls the risk die. A higher power asks you to do something (1-4) difficult or complicated, (5-6) of moderate effort during this mission. Gain 1 psych burst and gain 1 exp when you complete your task.► Flaming Sword of Judgment: You have a service weapon which always has +1 CAT to its current CAT. Divine Agony on an attack roll with this weapon grants +1D. If you lose this weapon it costs 2 scrip to replace and you reduce your sin cap by 1. Exorcizamus te,omnis immundus spiritusExorcists with the agenda below are heavily monitored by SEER. Set aside a 6 segment talisman called “Apotheosis”. The exorcist can work towards filling out the talisman by planning their escape from CAIN or ignore it entirely. When it fills out, JUSTICE either executes the exorcist or the exorcist defects to U//H. Make a new exorcistACTIVELYMONITOREDThe knife need not be sharp, for the flesh of the willing parts easily


SINSEXPANDED TRIGGERWARNINGThe Butcher Sincontains imageryand narrativedescriptions ofgore and intenseSins are the stains of humanity to which exorcists have body horror.a duty to wipe off the face of the earth. Over the yearsthey have been successful in this role, but the recentsteady and inevitable rise of sin manifestation rateshas given birth to new threats.Two new manifestation types have arisen in the past years, their true identity lost to misclassification and the hasty assumption that only the 6 primary sins were possible manifestations in sin hosts. The Spider is a sin born from powerlessness and the desire to take control over everything around them. The Butcher is a sin born from agony, whether physical or mental, and desires to inflict nothing but pain on everything around them. Handlers are advised to exercise extreme caution when sending exorcists squads to execute these threats due to their unprecedented potential and new challenges they pose to exorcists beyond traditional hunts. Catalogue the data that your team finds in the field toreport back to TEMERITY. Each day a new enemy arises. Do what your kind does best. No matter how many times they show up, kill them again, and again, and again.


When the wolf is gone, the sheep eat each other.


VIII. SPIDERManipulative and obsessive, spiders are cunning sins that aim to have absolute influence over everythingaround themselves. Spiders are born from a deep sense of hopelessness, often among those who have been manipulated by others. They are driven by a need to have complete control in places where their host did not. By using a phenomenon known as \"silk,\" spiders gradually weavea web of influence that extends beyond people, gradually ensnaring the environment itself, and eventually even manipulating the very fabric of physical reality within a given locale. When a psychically sensitive person loses their grasp on both themselves and what is most important to them, a spider begins to crawl out from part of their mind.Spiders commonly manifest in:• people encountering unpassable roadblocks in life due to forces outside of their control• teachers, politicians, or leaders that have been rendered useless by bureaucracy or societal convention • people being manipulated in abusive relationships or families. Primary emotion: PowerlessnessAppearance and Psychophysiology: Spiders manifest as thin warped figures, oftentimes with many limbs or prehensileappendages which are always manipulating silk. When fused with a host, they may appear as a swaddled and sleeker version of themselves with multiple elongated arms, morphed into a perversion of what they are “expected” to be. Wrapped in silk, they are able to resist most forms of damage from a threat that rushes in without a plan to overcome it. A spider’s presence causes a room to be suffocating and hazy, even if mundanehumans cannot see it, as it fills the room with silk. When forced to fight, they are extremely fast and clever, utilizing its environment to full potential to quickly shut down dangerous threats. Behavior: Spiders are often neurotic in nature, switching between manic highs and depressive lows while they weave their web. Their silk allows them to control people’s actions and behaviors, but also slowly grinds activity to a halt when used in excess, often antithetical to the spider’s goal. This paradoxical situation leads to further emotional buildup, and inevitable sin-events. Spiders prefer not to kill or commit acts of violence directly, but will not hesitate to do so when encountering an exorcist in the way of its plan. They are extremely protective of their hosts, often creating complicated winding paths to find them, but can hinder the exorcists without ever having to leave their palace.110


TRAUMASThe Admin, as the spider, answers the following questions, then establishes a trauma based on the truthful answers. • Who has control over you?• What do you wish you could control the most in this world? • Who is something or someone you could trust when you were still worth something? GOLDEN ORBType II CAT 6, manifested in the body of subject S298, an overseer at XXxxXXXxx nuclear power plant. New environmental regulation laws led to conflict between plant management and company policy changes, leading to a standstill in productivity. Subject S298 was laid off a 16 year position, and walked into a containment building, wherein the sin manifested. Substations linked to grid began to short out and malfunction due to an overcurrent of electricity linked to the plant, alerting SEER. Upon detection of exorcists, sin evacuated all civilian workers from the plant. Time to execution 3 days 8 hrs and 12 minutes, 0 civilian casualties, 8 exorcists KIA. Virtue JUSTICE deployed to complete execution. SILKWORMType III CAT 1, manifested 5 days after the departure of married adult couple from home address XXXxxXX Mulberry Drive, XxxXXx. 12 year old subject S627 found at same location showed remarkable control over the sin, and manipulated rideshare service drivers to deliver food to location and stay for extended periods of time. Manifestation eliminated but no execution recorded. Exorcists reprimanded. Subject S627 later found deceased a few miles away from the investigation location on the roadside. WIDOWSubject S992 engaged in a lengthy legal battle against their ex-husband for charges of abuse, XxxXXxXX, and XxxxXX. Type 1 CAT 3, manifested after the host’s ex-husband committed suicide in the middle of proceedings, dismissing the case entirely without resolution for the host. Upon manifestation, the basement of Circuit Court XXxxXXxX was converted into a nest and the Court’s cases reached an all time high in case closure rates. Abnormally excessive use of the death penalty in domestic cases alerted SEER. Time to execution 2 hrs and 37 minutes, 15 civilian casualties, 1 exorcist KIA. ARCHIVE SPIDERSFor every question the exorcists answer, they can counter a sin’s reaction, rolling 1d3 after the sin acts. Reduce any stress suffered by all targets by the amount on the die, and the sin immediately takes that many slashes on its execution clock from the psychic trauma, which cannot reduce it below 1.


PALACEThe entrance to spider’s palace tends to manifest in tight cloistered spaces, hidden deep within buildings or at the corners of winding paths. The interior of the palace always contains facsimile of nested buildings, structures, or locations from the reality of the host’s location, but suspended in the air and bent at strange angles, creating unique spiraling architecture. The palace always counts as nested, and grows in size and complexity as the pressure increases, able to add facsimiles of anything their silk touches in the real world.The spider can masterfully move through the palace, balancing upon silk as if it had no weight, and possesses great control over the design and interiors of structures within. Purposefully touching silk while within the palace in any way alerts the spider to your location, and acts accordingly based on its perception of the exorcists.Spider palaces are typically : Chittering, organized, entangling, gravity-defying, confusing, suffocating. PRESSURE: SILKA spider spins its silk in an area around itself, slowly bringing everything under its influence. Silk is the condensed Grace of the spider, which can work its way into mundane human ligaments and nerves, altering their perception of the world while also being able to physically control them in subtle ways. Silk is invisible to mundane humans, and can attach itself effortlessly to physical materials or structures that the spider manipulates with ease. When setting up the hunt, pick a CAT number of locations (min 2) to nest in the investigation area, each around a block or few in size depending on the size of your investigation area. These could be entire buildings, the entirety of a park, or every shop on a small street. These locations are considered nested, and the people and objects in that location are under the control of the spider in the following ways:• The air feels heavy and humid, even to the graceless. When the pressure increases, pick 1(+) more location(s) to nest, based on the size of your investigation area (larger investigation zones may spread 2 or more nests at the Admin’s discretion), as the spider spins its web. When the pressure fills up, the situation goes out of control. The spider gains +1 Category and the entire investigation area becomes nested. It becomes almost impossible to avoid being detected by the spider while moving from location to location, but the palace’s entrance becomes obvious, often erupting into a visible spiral of web pointing into the sky.TRACESWEAVERSWeavers help exert the spider’s control over vast areas of space. They are usually small and physically weak but rely on manipulating the environment and living beings to harm the exorcists. They usually take on spindly insect forms wrapped in thick fluffy webbing that can be hard to get through via non-cutting physical means.Single ones are found scouting out areas the spider may want to “nest” in the immediate future, while larger groups gather at already nested sites. Killing them may free a certain person, object, or area from a spider’s controltemporarily, but once the Exorcists leave the spider triesto exert its control once more. Weavers (sins): Execution talisman 2 (solo), 4 (group), 6 (nests). The have the following features:• Main bodies are small and hard to hit from a far distance by default. • Take -1 slash from non-cutting physical harmReactions:Inflict stress. Attacks with: Spindly spikes, web-covered traps, falling objects. (1): 3 stress, (2/3): 2 stress, (4+): 1 stress.Or: create a complication or threat: take loose objects away from the exorcists, perch in a distant location, crowd civilians, make exits and entrances hard to navigate, make the ground sticky and hard to traverse. • Mundane humans are unaware of this control by default.• Movements of living beings may be manipulated or controlled in seemingly indirect ways, tripping and falling, stretching arms to knock over certain objects. • Doors, windows, or loose objects can be swung or moved within the scene by either the spider or weavers within the same scene. • Falling into silk and struggling to escape it alerts the spider to your current location. • Creatures under the influence of the spider may move with an unnatural fluidity and speed, as if being pulled from place to place. • Intelligent but easily distracted. Actions that can take advantage of this roll +1D against them. • Take -1 slash from non-cutting physical harmOr: Pulling Threads(1): Pull an unnamed NPC in front of an exorcist’s attack, most likely killing them. Or: Silk Sickness(1/2): Inflict a hook for either the Tethered, Lacerated, or Webbed afflictions.


Severe Attack: STRANGLEThe spider can use this ability on a ‘1’ on a risk roll, quickly wrapping or tugging with fine claws, multi-jointed fingers, or warped limbs. They can only use it once per mission.Target an exorcist. Any other exorcists nearby must decide to fly to their aid. Any that don’t offer aid cannot participate. Start with a pool of 6d6. Then remove one dice for each of the following. If an answer is “no”, you or someone aiding you can immediately make an action to rectify the answer, with only a few moments to act, suffering consequences as normal if they fail.• Are you the one pulling your own strings? • Is someone able to pull you away in time? • Are you currently not in contact with any silk? • Is the spider hindered, distracted, or under duress in any way? Then roll the dice. The spider fully wraps you in its silk and pulls with great force in all directions.The exorcist and any aiding them take 1 stress for each die rolled, no matter the result.If at least one ‘1’ comes up, the Spider rips silk through your skin and muscle. Take 1 additional stress and gain the “Webbed” affliction. If you already had it, take 3 stress instead.If two or more ‘1’s come up, the targeted exorcist feels their bones begin to snap, and the silk reaches the deepest part of their mind. Doing things without Teamwork or Set-Up are always difficult for you for the rest of the mission, in which afterwards you adjust to your injuries with no penalties albeit a few scars. Permanently gain the agenda item hurt someone who doesn’t listen to you.AFFLICTIONSUsually given by a threat or a hook filling up.1. Tethered: You become psionically tethered to a creature of the spider’s choice. You and the selectedcreature cannot physically move more than 10 ft away from each other at any moment. Remove this affliction if you gain an injury. 2. Paralytic: You cannot make action rolls to negate threats and you cannot aid other exorcists suffering a severe attack.3. Controlling: Once a scene, when you make a plan for others to follow and it succeeds, remove 1d3 stress. Permanently add to your agenda item: make an important choice for someone else.4. Lacerated: You begin to bleed out from cuts on your (1-2: Arms, 3-4: legs , 6: hands). Activity that requires it causes you to take 1 stress after it resolves.Or improvise: make a skill or activity hard or riskyEXECUTIONATTACKS WITH: Pointed claws, long sharp wires, stringed rubble, strangulation, mandibles, neurotoxins, powerful limbs. (1): 4 stress, (2/3): 2 stress, (4+): 1 stress. COMPLICATIONS: Scurry to a high vantage point, spew silk everywhere, grow additional limbs, create barriers, remove entrances and exits, become erratic, add a bystander, use a domain.THREATS: Spawn weavers. Control the movements of an exorcist. Throw a bystander in the way. Lift heavy objects into the air, drop them. Topple a structure. Inflict a hook. Use a domain. Do something drastic, calculated, or with great control over the situation.7+CAT+PRESSURE5. Webbed: You are heavily covered in silk. When in the same scene as the spider, actions that would cause you to move towards the spider are always difficult. You take +1 stress from silk when it harms you.6. As it Should Be: Permanently add to your agenda:hurt someone who doesn’t listen to you.


MANGLED GODMangled God(sin, object(s)): Execution talisman 6. Size = CAT+3, Min CAT 6. • This construct can be climbed and maneuvered through upon a successful action roll, and you take -1 stress from the spider’s abilities while inside of it. It can shake off all exorcists as a threat or complication.• The construct is held together by silk. Actions that try to burn away the silk or attempt to cut it may stagger the Mangled God for 1 reaction on a roll of 2+ successes. • Destroying the Mangled God adds 2 slashes to the spider’s execution talisman. Reactions:Inflict stress. Attacks with: Massive hulking strikes, shock waves, breaking concrete, swinging objects (1): 4 stress, (2/3): 3 stress, (4+): 2 stress. Or: create a complication or threat: Trap an exorcist in rubble, destroy the ground, swing exorcists around, createheavy clouds of dust, cover itself in silk, kill a group of bystanders.Or: Macerate (1): Crush an exorcist's entire body, dealing 3 stress and also making their next action difficult unless assisted by Set Up or Teamwork. Choose three.1. Dirtying of Many HandsThe spider gains the ability to force humans to commit acts of violence sporadically and without warning. When an exorcist makes a roll in a nested area with a human within a closedistance, the admin makes an additional risk roll. This may be made in addition to rolls that are already risky. The human lunges towards the exorcist against their will, wielding a hidden knife, a side piece, or a randomly grabbed object from within the scene. The exorcist: (1) takes 3 stress, (2/3) takes 2 stress, (4/5) takes 1 stress (6) narrowly dodges out of the way.The human quickly loses memory of the event that has just transpired, confused and bewildered. The spider may only do this up to once per scene.2. That Loathsome Grand DesignThe spider works towards a goal that its host was not able to achieve before its manifestation. These goals can be as benign as building a community center, manipulating politicians into passing legislation, or restoring something to its previous state. The moment the Exorcists enter the investigation zone, this goal should be made clear and obvious through the environment. The spider can only complete this goal when the pressure has reached 2+.Once this task is complete however, the spider grows in power. The pressure immediately increases by 1 , and the spider rearranges locations and sites within the current investigation zone. This may make current maps unreliable, navigating to a familiar location difficult, or move the location of the palace. Mundane humans cannot tell anything is wrong, marveling at the completion of the spider’s goal, and convincing them that something is wrong with their current situation becomes difficult.3. Eulogy of a Mangled God The Spider sees its grand design begin to unravel, and frantically creates a new one in its place. When the spider has slashed half or more of its execution talisman, it builds a new form.The spider begins to grab objects, structures, anything within range it can control and pulls it towards itself, creating a massive moving fortress called the Mangled God. It cannot take slashes to its talisman or be the target of effects and abilities until the Mangled God is destroyed, and it is considered a trace andobject with the following execution talisman.The memories of failure. Mankind’s sin of hubris and egomade manifest. An entire world crumbled into one finite moment. Brace yourself. DOMAINS


4. Broken Wheels Keep Turning The spider lets its prey struggle in its web, further dooming them to failure. Up to once per scene when an exorcist fails an action roll, you may cause an additional consequence related to the first. This may be caused by a cascade of events related to the first roll, silk that has been physically tied to existing objects, or an exorcist unknowingly activating a trip wire.You may only do this once to each exorcist per mission.5. Perversion of ComposureThe spider begins to obsess and seethe over the composure of undeterred exorcists. After the exorcists have visited at least 2 nests, and when an exorcist starts a scene in an nested area with either no afflictions/affliction hooks or no injuries, roll a risk die for one of the corresponding tables.6. Drunken Killing of a FlyThe spider is cunning and coordinated. It knows what it can and cannot deal with, and preemptively spins its silk to entrap the exorcists in something they cannot fight their way out of.Once per mission as a threat or tension move, the spider pulls its silk to kill an important NPC the exorcists have encountered during this mission. It does so in a way that makes it appear as if the exorcists were directly responsible for the death of this NPC. Start a 3 segment talisman called “Incriminated”. It may be slashed as a tension move, a threat, or when the pressure increases. When it is fully slashed, civilians may fear the exorcists or attempt to report them to authorities. NPCs that knew both the victim and the exorcists will immediately contact the authorities once this talisman is slashed. 7. Strangling the SpindleWhen enough silk has begun to choke out the sky itself, the spider strangles the very fabric of space and time. Once the pressure is at 4+ for the current mission, thefollowing effects take place: • After a scene with the exorcists being within a nested area , tension increases by an additional +1 as time accelerates without you. • Mundane humans who you have met before may not fully remember who you are or events that have transpired, their perception of time warped. • Once per mission during a conflict scene that the spider is in, it may cause an exorcist to reroll an action roll, turning back immediate events for only a few moments.If the pressure reaches 6, everything stops. Mundane humans, birds in the sky, even technology and communications are tethered to a single point in time.Unable to retract its silk and start again, the spider begins to boil over in feelings of powerlessness once more. Start a 5 segment talisman named “Sin Event”.8. Silver Lines Without EndThe spider’s silk increases in tensile strength and sharpness as the pressure increases, making it devastatingly lethal. Silk now has the ability to instantly kill most mundane humans, and when the pressure is 3+ it can easily cut through steel and other hard materials. When the exorcists are in a nested location, the spider may launch razor sharp threads at the exorcists once per scene as a threat, regardless of the risk die result.AfflictionThe spider fills you with it’s vile silk(1/2): The exorcist gains an affliction of the spider’s choice.(3+): The exorcist gains a hook for an affliction of the spider’s choice. The spider lashes at you with it’s stinging silk(1/2): The exorcist takes 4 stress(3+): The exorcist takes 2 stress.InjuryPRESSURE(0-2): deals 1 stress to all exorcists in the scene. (3-4): deal 2 stress to all exorcists in the scene. (5+): deal 2 stress to all exorcists in the scene. All exorcists gain the affliction hook “Lacerated”.While fighting the spider in a conflict scene, it may use this domain once per round as a reaction, regardless of the risk die result.


IX. BUTCHERSadistic and brutal, butchers are violent hedonistic sins that revel in the harm and suffering of others.Butchers are born from intense pain, either mentally, physically, or in most cases both. They seek to have all living beingsexperience the same pain their hosts did, and stop at nothing to achieve that goal. Butchers often go to great lengths to inflict excessive and unnecessary suffering, sometimes even refusing to let their victims die to elongate their torment. Similar to idols, their supernatural abilities allow them to warp flesh in impossible ways, and they use this power to usually more painful and varying degrees.Butcher hunts are high-risk missions as their cruelty has the potential to cause other psychically sensitive individuals to manifest a Sin as well, leading to mass sin events.Butchers commonly manifest in:• victims of torture and prisoners of any kind. • people with neurodegenerative disorders or other lifelong pains. • workers exposed to physical or mental trauma on a daily basis (Construction workers, athletes, therapists) Primary emotion: AgonyAppearance and Psychophysiology: Butchers can take on almost any size or shape imaginable, a perverse representation of their hosts' sources of pain. The main consistency between them physically are their “tools”, either modified limbs or psychically manifested objects whose only purpose is to inflict pain on others. Serrated edges, hooks, and other such features are consistent on the body or tool of a butcher. Butchers tend to have great physical strength regardless of appearance and often enjoy seeing victims or foes alike struggling to inflict meaningful damage to them.Behavior: Butchers are methodical, sadistic, and pleasureseeking, taking whichever path allows them to guarantee the most harm to all living beings in the area, mentally orphysically. Some prefer to go on messy ostentatious sprees to spread terror, while others are quiet and covert, using subterfuge to extract pain one victim at a time without alerting other humans. They can speak intelligently and will use their speech to give their victims hope only to take it away quickly afterwards. WAR


TRAUMASThe Admin, as the butcher, answers the following questions, then establishes a trauma based on the truthful answers. • What is the source of your pain?• Who or what is responsible for keeping you in pain? • What was the thing that gave you hope until it was taken away from you? PARTY TRICKType II CAT 3, manifested at a children’s birthday party after subject B392, an often ridiculed lifelong professional entertainer, was denied payment for a cited “poor performance”. Subsequent cases of missing children aged X-13 in concerningly high quantities alerted SEER to the investigation zone. Time to execute 1 day 8 hours. 0 Exorcist casualties, 3 civilian casualties. NEEDLESSubject B823 manifested in XXxxXX Hospital located in XxXXx Jakarta when hospital power went out due to aftershocks of the XXXXX earthquake. Subject determined to have been born with Charcot-Marie-Tooth disease and was unable to call hospital attendants, resulting in CAT 4 type II sin. Subsequent hospital wide incident sent 86.4% of humans in the hospital excruciating pain which required wiping through VEIL to retrieve them from catatonic states post-execution. Time to execution 9 hours 36 minutes. 0 civilian deaths. 1 exorcist death as result of mercy kill from allied exorcists. MARTYRSubject B67 was a captured mercenary under employ by XXxXXX’s forces located in XxXxxX, Afghanistan at time of manifestation. United State’s XXXX Operatives conducted “standard” interrogation protocols, having retrieved Subject B823’s wife and children to be civilian assets in information retrieval. Manifestation occurred upon “untimely death” of civilian assets. Time to execution 1 day 5 hours and 12 minutes. Sin Type III evaded capture through travel through the XXxxXX desert. 38 civilian deaths, 0 exorcist deaths. ARCHIVE BUTCHERSFor every question the exorcists answer, they can counter a sin’s reaction, rolling 1d3 after the sin acts. Reduce any stress suffered by all targets by the amount on the die, and the sin immediately takes that many slashes on its execution clock from the psychic trauma, which cannot reduce it below 1.RNINGHunting the butcher is Typically reserved for blackcoats [ CAT 4+ Exos ]


PALACEThe entrance to a butcher’s palace is always located where the sin first manifested making it easy to locate, but cannot be accessed through normal means. During the briefing or at some point during the mission, exorcists are informed that opening the entrance to the palace requires a ritualistic sacrifice of corpses affected by the butcher’s power worth their weight in flesh (10+CAT Execution Talismen Segments worth of dead Amalgams). Alternatively, sacrificing an allied Exorcist who is under the influence of the butcher’s power at the entrance of the palace will also open its entrance (The player must be willing, not the character).The internal look of a butcher’s palace is always horrifying in some way, lined with fleshy architecture juxtaposed with cold concrete or steel. They may resemble torture chambers, traditionally fear inducing spaces, or other warped versions of locations relevant to the host.Butcher palaces are typically : bloody, cold, unwelcoming, terrifying, ominous, anxiety-inducing. PRESSURE: ABATTOIRThe butcher leaves a trail of agony in its wake that stains everything imaginable. The butcher will, over time, target usually innocent human beings and warp their flesh through pain to transform them into Amalgams which lurk in wait to abduct and harm mundane humans. When setting up the hunt, 1 amalgam has already been created, and has taken at least one victim, which has led to the detection of the sin by SEER. Whenever the pressure increases, one more amalgam is created by the Butcher through pain, adding a new piece to the butcher’s abattoir. Amalgams, having been freshly born, may choose whether or not to show themselves to the graceless, and freely exercise this ability to spread psychological trauma as well as physical. Amalgams revert back to regular humans after the butcher is executed, and even though they will not remember the events of what happened, they will remember the pain and the fear.As the pressure increases, and upon detection of the exorcists, the butcher wishes to add the exorcists to its collection. When the pressure is 3+, the butcher will no longer be able to kill the exorcists, but activates the following effects in the investigation zone until it is executed:• When an exorcist would suffer instant death or take their last point of stress from the butcher or an amalgam, they are not slain and instead lose one of their limbs (roll 1d6: 1-3: arm 4-6: leg). Roll 1d6 for left or right (left on 1-3, right on 4-6). All physical activity involving that part is hard unless set up by an ally or participating in teamwork. Clear all stress on their current talisman and relieve 1 injury. If they no longer have a limb to remove on a roll (re-rolling a previous limb), they must permanently reduce one of their skill ratings by one. Excluding permanent debuffs, After the mission is over, they can adjust to their disability and this no longer has an effect on them (determine with Admin how your character heals). When the pressure reaches 6, the situation goes out of control. The butcher increases in CAT+1 and all amalgams gain the ability to create other amalgams, allowing the abattoir to reach a massive size if left unchecked. Unless the butcher is executed soon, mass desensitization is required from CAIN along with major clean-up operations. AMALGAMAmalgams are humans or animals who have been warped into profane and painful humanoids, who instinctively seek to spread the agony they feel in their new form. They can vary in size and power but often travel alone, and grow in power the more victims they’ve claimed. They donot possess the same ability to warp flesh as the butcher, but still prioritize the pain of their targets over their deaths.Amalgam (sins): Execution talisman 3 (newborn), 4 (humanoid), 6 (monstrosity). They have the following features: • When an Amalgam kills a civilian in the same scene as the exorcist, add +1 segment to its execution talisman (Max +3 times). Reactions:Inflict stress. Attacks with: Rusted weapons, warped flesh, splintered bones. (1): 4 stress, (2/3): 3 stress, (4+): 2 stress.Or: create a complication or threat: Kill or torture a civilian, reveal itself to the graceless, grab an exorcist, scream loudly in pain, change form. • When an exorcist suffers sin overflow, reduce their sin cap normally. If they succeed to resist, they roll three times for their sin mark, the Admin choosing the final result. The admin is encouraged to pick the mark that the exorcist would like the least. This mark is always painful and a result of the Butcher’s psychic energy lingering on the exorcist. Remove allsin off of their current sin talisman. • When an Amalgam would deliver an injury to an exorcist, it pulls their organs out of their body. An allied exorcist must use Teamwork or Set-Up to help stabilize the exorcist, or the exorcist suffers instant death when their next turn begins. Or: Disembowel(1): Preemptively pull an exorcist’s organs out of their body. An allied exorcist must use Teamwork or Set-Up to help stabilize the exorcist or the exorcist suffers instant death when their next turn begins.. Or: Battering(1/2): Inflict a hook for either the Broken Bones or Flayed afflictions.


Severe Attack: DISMEMBERThe butcher can use this ability on a ‘1’ on a risk roll, grabbing an exorcist by their nape or throat and using its tool to inflict as much pain as possible on them. Target an exorcist. Any other exorcists nearby must decide to fly to their aid. Any that don’t offer aid cannot participate. Start with a pool of 6d6. Then remove one dice for each of the following. If an answer is “no”, you or someone aiding you can immediately make an action to rectify the answer, with only a few moments to act, suffering consequences as normal if they fail.:• Is your body in one piece? • Is your mind still whole? • Are you unafraid of what's going to happen to you? • Is the butcher hindered, distracted, or under duress in any way? Then roll the dice. The butcher finds what part of you hurts the most and violently toys with it. The exorcist and any aiding them take 1 stress for each die rolled, no matter the result. If at least one ‘1’ comes up, the butcher inflicts so much pain on the exorcist that shatters not only their physical body but their psyche. Reduce their stress cap by 2 and sin cap by 1 for the rest of the mission.If two or more ‘1’s come up, the butcher violently tears into every aspect of the exorcist, making their body almost unrecognizable from the wounds. Additionally lower their stress cap by 2 and sin cap by 1 which cannot push it below 1 for the rest of the mission. Actions that require focused or lucid mental thinking is always hard unless assisted by set-Up or teamwork. AFFLICTIONSUsually given by a threat or a hook filling up.1. Hemophobia: You become terrified at the sight of blood. While you can see blood and make an action roll, you remove -1 bonus die before rolling if possible. 2. Contorted Flesh: The flesh and bones in your arms (1-2), chest/back (3-4), or legs (5-6) are warped beyond recognition. Actions using them are hard until assisted with Set-Up or Teamwork. If you are missing that limb, re-roll. 3. Sudden Pain: Once a scene, the admin may choose 1 of your rolls that are not hard to become hard. You may ignore this by taking 1d3+1 stress.4. Flayed: Non-rest die effects that relieve sin or stress now relieve 1 less per instance of recovery. Lower your stress cap by 1.Or improvise: make a skill or activity hard or riskyEXECUTIONATTACKS WITH: Rusty tools, serrated blades, barbed wire, overwhelming force, bludgeoning weapons. (1) 4 stress, (2/3): 3 stress, (4+): 2 stress. COMPLICATIONS: Use civilians as a human shield, torture an exorcist, cover the floor in organs and blood, warp flesh, grab an exorcist, attract unwanted attention, add a bystander, use a domain. THREATS: Create a new amalgam. Kidnap an exorcist. Slaughter every human in the area. Break an exorcist. Send out a pulse of paralyzing pain. Inflict a hook. Use a domain. Do something violent, sadistic, or with an inhumane and ruthless approach to the situation. 10+CAT+PRESSURE5. Shared Agony: You may freely spend 1 Pathos to gain +1D to any roll. When the Butcher takes 3 or more slashes in a single roll, you take 2 non lethal stress. 6. Sweet Symphony: Permanently add to your agenda: Make someone scream in pain.


The Butcher considers the exorcists to be its family. The cost of flesh to enter the palace costs 4 segments less than it would normally. All exorcists that enter the palace for the first time in a mission must roll PSYCHE. Upon failure, they permanently gain the agenda item and severely hurt someone close to you. During a conflict scene with the butcher, any exorcist that deals stress to another exorcist takes -1 stress from all reactions the butcher takes duringthat round. This effect may be repeated.DOMAINSChoose three.1. The House that Eats itsYoung.2. A Warmth Too Close toSlaughterThe butcher becomes indistinguishable from a regular human being when it chooses to do so, condensing its form into a visage of its choosing at the beginning of the mission, which it cannot change or move out of until its execution talisman has 4 or more segments slashed. This identity may belong to one of the butcher’s victims or an entirely new persona. All stress the butcher deals through reactions in this form is reduced by 1, to a minimum of 1 stress dealt.The butcher in this form is kind, amiable, and well liked by other mundane humans, and once discovered by the exorcists, convincing others that the butcher is not actually a human is always hard. 4. An Entree of Fat Cap andGristleThe butcher may only use this domain power if it has not been encountered by the Exorcists. Once per mission as a tension move or complication, the butcher may immediately enter the same scene as theexorcists, defying logic or spatial boundaries. While in the scene this way, the butcher is immune to all types of damage, psychic phenomena, and other effects. It will often spend this time demonstrating its abilities, maiming or torturing an NPC in front of the Exorcists, or senselessly and relentlessly tormenting 1 specific exorcist. If the butcher completes one of these tasks or has taken 3 reactions (whichever comes first), it leavesand vanishes immediately, unable to be tracked normally.5. Making Meals out of MorselsThe butcher’s existence transcends a physical form. It is connected to the pain it has wrought and can come back into existence with the smallest trace of it.Reduce the Butchers Execution Talisman by 4. It may now be slain outside of its palace. When the Butcher is slain, if an amalgam exists and has not been executed, the butcher is reborn using the body of that amalgam regardless of where it was executed. It has an execution talisman of 3 and retains all memories, uses of trauma questions, domains, and other relevant statistics. Amalgams cannot venture outside of a far distance from the palace entrance once this triggers for the first time. The butcher and it’s amalgams are cautious and methodical, avoiding spectacles in order to torture and maim humans as efficiently as possible. Amalgams may no longer choose to appear to the graceless, and rolls to track where an amalgam or the butcher are always hard by default. Whenever the pressure increases, the investigation zone gets eerily quieter. A specific NPC may go missing, a once busy building now emptied out, or residential zones may be cleared out over time. Once the pressure fills up, the situation becomes horrifyingly silent. No living being can be found in the investigation zone and the casualty rate of civilians in the investigation zone is devastatingly high.3. Scent of Blood in an EmptyStreet.In addition, twice per mission the butcher may supernaturally “invite” a human, an NPC exorcist, or other person one of the exorcists cares about deeply into its palace where they become subject to the butcher's actions. They cannot leave. This person does not have to be alive, and will be brought back to life while inside of the palace. After the butcher is executed they return to their original location.INVITATION


APPRENTICETrace(sin): Execution talisman 6 + PRESSURE • The apprentice is an enhanced amalgam, and may command or control any other amalgam in the scene which takes its own reactions during a conflict scene.• The apprentice may barter or talk with exorcists to give up information on the butcher in exchange for the freedom to harm more humans if it believes it will die. • When the apprentice successfully escapes a conflict scene, it regains 2 segments on its execution talismen. • When the apprentice kills a mundane human in the same scene as the exorcist, the tension ticks up by 1 (max of 2 times per scene).Reactions:Inflict stress. Attacks with: Prescise slashes, torture devices, warping flesh, rusty tools (1): 4 stress, (2/3): 3stress, (4+): 2 stress. Or: create a complication or threat: Present one of its victims, create a newborn amalgam, brutalize the exorcists, chase the exorcists down, escape the scene, sever a tendon. Or: Mutilate(1-2):Inflict the Contorted Flesh, Sudden Pain, or Flayed affliction up to once per conflict scene. 7. Cradle Built from TendonWhether through chance, fate, or some other unforeseen circumstance, one of the victims of the butcher is psychically sensitive, and their transformation into an amalgam has been interrupted by the birth of a new sin. 8. Acquaintance to the Rotting Corpses Twice per rest as a tension move or complication, once the exorcists enter a new scene, they may find multiple victims of the butcher’s amalgams stuffed into a tight space, a room, or a compartment of some kind. Every exorcist rolls a PSYCHE roll upon seeing them. On a failure, they gain the Hemophobia affliction. The tension ticks up by 1.Once per rest as a tension move or complication, a corpse that the exorcist inspects is not actually a corpse, and reveals itself as a warped amalgam hiding in wait for the exorcists. Once it reveals itself, it maytake 1 free reaction against the exorcists, and then begins a conflict scene.A supernaturally enhanced human with the desire to harm others. It can warp its own flesh at will and often chooses to appear human to hunt their prey more effectively. Its personality is completely indistinguishable from that of a regular human. Beneath the surface something exceedingly more sinister brews. 6. Enlightenment to the Saccharine Taste of Flesh The Butcher selects a human within the investigation zone and supernaturally enhances them, granting them the urge to commit unspeakable atrocities to other humans. They are no longer considered human, and possess the ability to create amalgams of their own.. Or: Abduct (1): Subdue and kidnap an exorcist, immediately leaving the current scene and ending the conflict. They return to their “hideout” where the selected exorcist is bound. The exorcist gains a 4 segment hook named “Escape”. They are subject to torture which continuously inflicts 2 stress for every scene that passes without them being found by their allies. The Admin must create 1 sin with the following traits: - Relevant trauma questions and answers which can be discovered by the exorcists - Its execution talisman is reduced by 5 and its CAT always equal to 2 categories lower than the butchers (to a minimum of CAT 1). - It only has 1 domain of the Admin’s choice from the corresponding list of its type but still possesses all other powers associated with its type (A Lord would begin forming its domain, a Centipede would still have infested hoards.) - This newly birthed sin does not have access to its severe attack. - This sin is created before the pressure reaches 3 and its palace always manifests where the butcher first hurt the host that birthed it. NEWBORN


Restricted Access Only authorized personnel may read the following document contents. This document has been laced with cognitohazardouz tracking agents. All personnel reading this sentence have been successfully located through TEMERITY PROJECT: XXxXXXxXX. Unauthorized personnel will be dealt with accordingly.


GAS STATION CCTV FOOTAGE 00:00:00


STATBLOCK FOR ADMIN USE U//H BINDER: BOOGEYMAN | KINGKILLER Execution Talisman: 14+PRESSURE [Regains 1d3+1 segments when the exorcists rest. Regains all segments between missions. When fully slashed, they go unconscious, and can be executed or spared.• When no longer perceiving BOOGEYMAN | KINGKILLER, exorcists, binders, SINs, and mundane humans will forget their existence. Fighting, tracking, or identifying her is always hard unless benefiting from the effects of Anti-Meme 3X.• BOOGEYMAN | KINGKILLER will always be working alone and act without affiliation. They will attempt to flee combat scenes early and aim to wear down exorcists over the course of an entire mission.• Once per scene if bringing an exorcist to the brink of death, BOOGEYMAN will ignore and not harm the targeted exorcist until another exorcist in the same scene is on the brink of death. • BOOGEYMAN | KINGKILLER is prone to severe bouts of identity loss and loss of long term memory, which can interrupt their train of thought or current course of action. Actions that can take advantage of this gain +1D.• Due to severe brain damage and a mangled psychic signature, they are immune to external memory erasing or memory altering effects. They are also immune to psychic abilities that would alter their state of mind or emotional state.• Cognitohazardous effects of BOOGEYMAN’s memory loss will end if she dies, causing large groups of government, mundane civilians, and CAIN officials to remember her existence. Dissemination of information requires use of HOPE. Reactions:Inflict stress. Close to Long distance psychic slashes, barrage of varied mundane weapons and explosives [Mainly reserved to overwhelm or damage Null or IDoH users]. (1) 5 stress, (2/3): 4 stress, (4+): 3 stress.Or: create a complication or threat: Severely wound an exorcist, kill a massive amount of bystanders, cut through, negate, or end a psychic ability, attract powerful drifters, slash through an exorcist’s weapons, reduce a building to rubble. Create a large cloud of dust or smoke. Do something violent, unpredictable, or overwhelming.Or: (1) Severe Attack: Rend: Can use once a mission. Start with a pool of 2D and target an exorcist That exorcist must answer the following questions, removing 1 die from the pool for every yes they can answer “yes” to: Do you remember the face of your mother?Then, roll the dice. For every die rolled inflict 1 injury on the target exorcist (which cannot inflict instant death and instead would bring them to the brink of death). Instantly destroy all structures within short range of them. A highly dangerous rogue exorcist. Purposefully finds psychically sensitive individuals and creates intense trauma for them to create SINs in order to bait exorcists to investigation zones. This is done through deliberate murder of close friends and family followed by mental torture. When encountering Exorcists or other Binders, will relentlessly aim to kill through powerful blades of psychic energy. While not initiating a MAWET incident, is noticeably less hostile and unaware of her true identity. Acts of violence or other triggering events may cause her memories toreturn suddenly and severely.Exorcist: CAT 7. Or: (1-2) Sunder: Boogeyman/King Killer targets the systems that connect your brain to your body and slashes at the most vulnerable parts of it. The target gains a hook for the following special affliction. Severed Nervous System: All physical activity becomes hard unless assisted by teamwork or set-up. You may ignore this for the duration of a scene if you choose to take 2d3 stress. If you enter the brink of death while you have this affliction, you must answer the following question truthfully: What is an important memory to you?Then make a hard PSYCH roll. On a failure you lose that memory. This affliction is not removed between missions and cannot be avoided through agenda, items, or blasphemy powers.


MNEMOSYNE AUXILIARY ITEMS/ACCOMMODATIONSRegulated and monitored objects for purchase relating to the MNEMOSYNE program. You may only learn of these objects' existence after being recruited/rescued by a MNEMOSYNE agent in the field. [Mnemosyne Agents are deployed to assist Exorcists if contact with the current foci of the division has been successfully identified within the investigation zone.] Anti-Meme 3X2 XSX, 1 KP, ConsumableA concoction made specifically to combat BOOGEYMAN’s abilities. Contains anti-memetic drugs attached to a small syringe which can be carried and concealed. Upon injection, consume this item. Until you rest you take -1 stress from BOOGEYMAN’s reactions and are immune to her memory wiping effects until the end of the mission.Timeline-Anchored Note & Pencil2 XSX , 1 KP, Consumable A sheet of paper and corresponding pencil that resists reality and memory altering effects. Information written on this note with the given pencil cannot be changed or removed in any way. Can only fit a few sentences. Eraser not included. Anti-Meme Weapon Abutment 4 XSX A thin piece of glass like substance which can be permanently added to ammunition of a service weapon or a service weapon of your choice. Made from the bones of HOPE 3X. Grants the weapon +2 CAT against threats flagged by the Mnemosyne division.Physic-Assisted Surgery & Nueroplasticity Therapy3 XSX Temerity and Castle approved surgery and physical therapy to repair permanent damage done to the nervous system or brain. Allows you to remove the affliction Severed Nervous System. Also increases your stress cap by +1 but only once.


VIRTUES||||||||||||||| 82%Certain exorcists whose categories have reached CAT 6 or above are deemed virtues, individuals who time and time again have survived in instances where their comrades and allies have been slain. Their power verges on inhumane and they are deployed to deal with threats that risk the death of thousands or even hundreds of thousands OneTXXtheyrequ[HopcomwrittvirtuwhicthemtermTXXare m ma lon as to ta y


e of these virtues code named XXXXXXXXX was decommissioned after y had failed to execute a sin, which uired the deployment of 2 other Virtues pe and Fortitude] to execute and the mplete removal of the state XXXXXX from ten history and living memory. The ue however left behind three “disciples” ch would later find recognition among mselves as Virtues on a probationary m due to the suspicions concerning XXXXXXXXXX’s influences. These virtues merely templates however and you ay adapt them however you’d like as ng as you retain the mechanical bonds, s it is up to you (the players and admins) o decide who these virtues are at your able. These virtues, now deployed after years of being on ice, are ready to help mentor the next generation of exorcists


THE RESTRAINTA mystery to even their fellow virtues, Chastity is CAIN’s most reclusive yet vital asset. Born with an exorbitantlyhigh amount of Grace, their physical body caved in against the pressure of the psychic sea. When in contact with other beings with Grace or Sin, Chastity becomes sick and nauseous, a glass of water about to overfill from the top.The deep desire to separate themselves from the world entirely awoke their blasphemy at a young age. Chastity’s high blasphemy Iron Maiden was developed by them while they were only in their early teens, and creates a nighimpenetrable suit of psychokinetic armor with the sole purpose of preventing anything and everything from reaching its user. Now as an adult and experienced agent of CAIN, Chastity has the unique ability to control their Iron Maiden from thousands of miles away.Exorcists who bond with Chastity do not have the neededlevels of Grace to replicate this high blasphemy perfectly, but rather project it over CAIN sanctioned technology whichis deployed to the field via Orbital SERAPH Delivery systems.When unfrozen, Chastity prefers to stay on SERAPH and has received special permissions to use enhanced uplink and downlink satellite systems. These allow for generally reliableinternet usage and surprisingly low-latency phone calls.BONDSTRICTURESIgnore for one roll by taking 1d3 nonlethal stressYou cannot engage in immodest or indecent acts.You always roll 0d on actions that would cause you to touch skin with another exorcist or human. BOND ABILITIESGain the Iron Maiden blasphemy.When using Iron Maiden and answering “yes”on all three questions, you summon it exactlywhere you want it. If using this offensively, itdeals a number of slashes equal to your ½ CAT.AFFIX SEAL LIKES DISLIKESFAVORITE FOODPhone CallsOnline GamesHorror MoviesFaithCharityVelvetPartiesSkin ContactWhite RicePotato Chips0IIIIIIGain +1 customization for free at the start of each mission for your Iron MaidenYou can force humans to be unable to make skin contact with you, always hovering at least 2 inches away. You may do this once a mission and it lasts until rest. There is a sect of exorcists bonded with Chastitywho are designated the “Battle Maiden”Division of CASTLE. They are often deployedwhen a SIN event is unavoidable, and completesuch missions with easeCHASTITYC CASTLE


IRON MAIDENHIGH BLASPHEMY:IRONInstantMAIDENYou summon an Iron Maiden to your general location via SERAPH Orbital Delivery, granting numerous enhancements when donned. It enters a state of stasis when it lands, where it cannot be harmed and only you may enter it. In order to wear the Iron Maiden as a free action you must be adjacent to it. Spend all your remaining psyche bursts (min 1) and all of your remaining KP. Then answer yes or no to the following questions: -Did you spend at least 2 Psyche bursts? -Did you spend at least 3 KP? -Are you in an open area visible from the sky?For every yes you may pick one of the following -The Iron Maiden arrives somewhere in a close distance. -The Iron Maiden arrives within a few seconds. -The Iron Maiden arrives without complications.The Admin decides the conditions of the delivery, having to abide by your selections. The Iron Maiden cannot take longer than 4 minutes to arrive and must land somewhere within a longdistance from you. The Iron Maiden returns to orbit at the end of the scene you don it in.The Iron Maiden once donned can take 4+½ CAT stress before it breaks, and has the following effects: -Anything that would affect you affects your Iron Maiden instead (stress, severe attacks, psychic abilities). Stress that exceeds the Iron Maiden’s maximum stress is taken by you. -It cannot gain hooks or afflictions. -You can still use any powers from blasphemies you have while wearing the Iron Maiden. -By default your Iron Maiden only has access to martial attacks (punching, kicking, etc) which are mundane by default and use your force OR interfacing score. Your Iron Maiden gains access to new passives and abilities based on the Customizations table.CUSTOMIZATIONS: URIEL Honed Key Blade: Instant, CAT Area: Destroy all locks, chains, or bindings of your choice within range. You may then target one creature within a short distance and roll PSYCHE for damage. HOU YI 28mm Rifle: Instant, CAT distance: Roll PSYCHE to deal damage. Roll +1d if the target is distracted or hindered in some way. Roll +1d if the target does not see you. Deal +1 slash if getting 2 or more 6’s Cannot use this power again without taking an action to reload.CERBERUS 3 Track Chainsaw: Instant, Short: Roll PSYCHE for damage. On 2+ successes, the target cannot regain segments on its execution talismans until it has taken 3 reactions. ESHU Pneumatic Pile Bunker: Instant, Short: Roll PSYCHE for damage. Instantly destroy any structure in range that is your CAT+1 or smaller. ATLAS Enhancement Suite: Passive: Iron Maiden counts as CAT+1 for size, strength, and attacks. BISHAMONTEN Defense Matrix: Passive: Reduce all incoming stress by 2 (taking a minimum of 1 stress). Reduce talisman of your Iron Maiden by 2. SLEIPNIR Propulsion System: Instant: Once during a conflict scene you may act without the Admin rolling a risk die. Spend 2 Psyche Burst to use this effect again.Pick a number at the start of mission equal to your PSYCHE. Use of these powers do not cost a psyche burst.


SOBRIETYTHE RESOLUTEA pessimistic exorcist with the most failed missions in CAINhistory, Sobriety’s status as a Virtue is constantly under question from CASTLE and SEER admin, but is kept on a freezing schedule at AUTHORITY’s behest. Sobriety’s grace wraps itself around their nerves, forcing a “muscle memory” like structure against them in response to strong stimuli. Their high blasphemy Clarity takes advantage of this by kicking the brain’s synapses into a supernaturally enhanced fight-or-flight response, but also forces the user to remember sensations like pain vividly and frequently. Sobriety has expressed extreme dislike of this ability, and often partakes in benders and macrodosing of inebriants in order to nullify it while off-mission. (And sometimes on.)Despite this, Sobriety has survived more missions than any exorcist in the modern day, and is deployed in missions with high profile assets such as politicians, strong exorcists, or other persons of interests in order to guarantee their survival. Sobriety’s “danger-sense” while sober and injured is unparalleled, and a precarious but valuable asset to CAIN.BONDSTRICTURESIgnore for one roll by taking 1d3 nonlethal stressYou cannot consume substances such as cigarettes, alcohol, or other inebriants. You always roll 0d on actions done out of avoiding immediate pain. BOND ABILITIESGain the Clarity power. You may use it once per mission. You gain access to Lucidity of the Broken Mind. You may only activate it when you are on the brink of death and it persists afterwards as a permanent passive.AFFIX SEAL LIKESDISLIKESFAVORITE FOODAlcoholRecreationalDrugsFilm NoirPrudence *1CAIN OrbitalLasers *2Carpet BombingStaying SoberPainLosing BetsFaithRare Steak *30IIIIIIYou take -1 stress from breaking your own strictures.You never upset another individual when turning them down: offers, substances, advances, or otherwise. CCASTLE*1 Cleared Sobriety’s 98 Scrip Debt toCASTLE*2: Sobriety remains the only knownexorcist to have survived a CAIN orbitlaser strike post mission failure.*3 Not available due to meal budget pLX921


HIGH BLASPHEMY:Charm, 1 scene.You may only use this power if you have 2 or more injuries. The pain jolts your synapses awake and allows your mind and body to move in intuitive ways. You sear every available sensation into the framework of your grace and your body speeds up in response. Use ALL of your remaining psyche bursts (min 1). For the rest of the scene if you would gain an injury roll 1D6. On a 6 you do not and instead your stress talisman remains or becomes fully slashed. You may trigger any of the following effects by breaking your second stricture and taking the subsequent 1d3 non-lethal stress: - Gain +1D on ANY roll to react to, defend against, or avoid danger. - Roll an additional risk die against your actions, only taking the highest result. - Take a second action in a round of a conflict scene. Gain 1d3 sin after this effect resolves. - Automatically succeed in any roll required for you to flee the current conflict scene.When this power ends you fall unconscious and are unable to take actions until you take a rest. When you rest after using this ability, roll +2 resting die. While inebriated you cannot activate this power. Breaking your first stricture will always end this power early.CLARITYtalplanLUCIDITY OF THE BROKEN MINDPermanentYour brain opens up infinite pathways and possibilities when you experience your pain in full, allowing you to perceive all paths in which you die, and find the one where you don’t.Gain +2 stress cap. When you are on the brink of death, you take -3 stress from all sources. You cannot increase this reduction in any way. Suffering instant death while on the brink of death prevents you from defying fate. All attempts to revive you fail.


THE MOURNERAbsolution is considered one of the most powerful binders in the history of CAIN, wielding control over a CAT 5 Hound codenamed Guillotine that manifested upon the brutal and untimely death of their ex-spouse. Their strange andempathetic attitude towards sins has notably earned them the wariness of AUTHORITY, but their usefulness to CAINshines in their near 0 civilian casualty rate and an execution record second only to Justice. Absolution mourns the fate of sin hosts and their subsequent sins, and believes that the fastest route to peace for them is swift and severe execution.The high blasphemy Guillotine is a shared contract with the sin of the same name, allowing users to summon a fraction of its power, becoming more lethal if they mirror Absolution in their actions and motives. Absolution also assists in the training of binders under CAIN’s employ, particularly assigned to assist binders who’s sin’s capabilities have far surpassed their own. BONDSTRICTURESIgnore for one roll by taking 1d3 nonlethal stressYou cannot commit acts of cruelty or prolong suffering.You always roll 0d on actions that that put civilians or innocents in harm’s way. BOND ABILITIESGain the Guillotine power. You may use it once per mission. You may use Guillotine multiple times in a mission. For every time after the first you must sacrifice an existing limb of choice. If you have no more limbs to sacrifice, your body disappears after the blasphemy resolves. Make a new exorcist.AFFIX SEAL LIKES DISLIKESFAVORITE FOODGuillotineFirearm disciplineSmall TalkPhotographyNon-committalrelationshipsHopeJusticeThunderstormsYoutiao Dough SticksBeef Stew0IIIIIIYou may take 2 non-lethal stress to gain +2D on any roll to connect to, empathize with, or get closer to any other individual. When someone tries to confess the truth to you, you can always hear it, regardless of distance, physical, or psychic barriers. ABSOLUTIONC CASTLEBased on a poll of Binders createdthrough Palace-obtained mind tulpas,over 89% of Binders display a preference for being hunted andkilled by Absolution over otherVirtues if given an option.T-S EXPERIMENT LOG 34Death Metal


HIGH BLASPHEMY:Instant, CAT Range.You summon the CAT 5 sin Guillotine to a point within range that you can see. It immediately destroys an area of space equal to your ½ CAT within range with ripping buzzsaws, jutting blades, and utter destructive force. Use ALL of your remaining psyche bursts (min 1). This instantly eviscerates mundane objects, structures, and humans caught within the area. Roll PSYCHE to deal severe damage to one foe, and 1 slash to every other foe caught in the area, adding dice for each YES you can answer successfully [Up to a max of ½ CAT+3 bonus dice]: - Is your target the only sentient living being within the area? - Do you feel empathy for the target? - Is half or more of the target’s execution talisman slashed? - Is your target grieving, mourning, or experiencing loss of some kind? - Have all 3 trauma questions been answered? (Sins only). - Do you plan on executing the sin? (Sins only).For every question you can answer “yes” to, take 1 stress. You may choose to take 3 stress instead for a question you can answer “yes” to for the bonus die it grants to automatically succeed. For every question you cannot answer “yes” to (ignoring sin only questions for non-sin targets), take 2 stress. Any stress taken from this blasphemy cannot kill you or inflict instant death, but can inflict injuries.For every injury this would inflict, lose a digit (finger or toe) of your choice on your body. Actions taken with that hand or foot are hard for the rest of the mission unless assisted through set-up or teamwork. If you have no more existing digits you must choose a limb instead to lose, suffering the same consequences. Digits or limbs lost this way cannot be restored by any means. After the mission is over, they can adjust to their disability and this no longer has an effect on them (determine with Admin how your character heals). *NGUILLOTINE* The blind hound Guillotine detects your scent after the blasphemy resolves, realizing you are not Absolution, and quickly demanifests. Your death will not be in vain …Caligari.


Cardinal VirtuosoSEER + TEMERITY PRESENTS:Our top researchers have found a way for Exorcists, hoping to get to know one of our lucky VIRTUES, a path to success. Admins can use the adaptation below to spice up their bond system and really make sure your exorcists treat those VIRTUES the right way.In this system, bonds no longer increase automatically upon surviving a mission with a VIRTUE. In order to rank up your Bond with a VIRTUE, you must complete a mission while your affinity with that VIRTUE meets the minimum requirement. After completing your first mission, you may select 1 VIRTUE to begin bonding with and start at Bond 0 with them. From there you have 3 main ways to increase (or decrease) your affinity with them: Conversation; Contraband; and Quirks. After every subsequent mission you may choose 1 more VIRTUE to begin bonding with at your own discretion. Be wary as not all of your mentors are especially “friendly” with each other.WHAT THE HELL IS THIS?Affinity represents the strength of your bond with any given VIRTUE, which always starts at 0. You cannot increase affinity with VIRTUES you are not bonded with. After completing a mission, your bond with a VIRTUE will go up if your current affinity with them meets the minimum requirement. Each VIRTUE has different affinity levels which vary in minimum requirements. Your affinity with a virtue may also drop based on certain actions you take, and if it reaches -5, your bond with that VIRTUE is broken and must be started again after the completion of your current or the next mission. Any VIRTUE who you have had a broken bond with has all of their minimum affinity requirements increased by +3.AFFINITYBreaking Bonds does not remove any strictures, high blasphemies, or bond bonuses you currently have, but does still make you an asshole regardless.CONVERSATIONYou may arrange a Meet-Up with the VIRTUE of choice that comes in the form of a conference meeting, a private room in CASTLE HQ, a video call, or any other location that matches the tone of your table. You can only arrange a Meet-Up with a VIRTUE you are currently bonded with. For those who follow a VIRTUE’s ideals instead of getting to know them through a personal or professional relationship, this option is unfortunately not available to you. But don’t worry, there are other ways for a wallflower like you to get closer to the VIRTUES.DucoAt ea LorelYobominusccagiviteto HQcoiteYoto usresto increl3. Ean[YobonaffiHEART BREAKX2 TEXT SPEED MOD:For shorter campaigns or those wanting to make Cardinal Virtuoso a faster process, you may choose any combination of the following updates: - Conversation limit between missions goes from 1 -> 2 per virtue. - Contraband gifting limit goes from 2 -> 3 per virtue. - The Admin and Exorcists may choose for the team to take some time off during between-mission downtime, which increases all current Bonds that hit the minimum affinity requirement and resets Conversation and Contraband limits. Taking time off also allows you to select another VIRTUE to bond with as if you had completed a mission.


uring the Meet-Up, you must choose a onversation topic and start speaking with VIRTUE. the end of the conversation, gain +2 affinity for ach of the following: - conversation topic related to the virtue’s Likes; - conversation went well (discretion of Admin); - Exorcist makes a flat connection roll at the end of the conversation with at least 1 success. ose -2 affinity after the Meet-Up if the topic is lated to the VIRTUE’s dislikes.CONTRABANDou may stow away objects to give or send to your onded VIRTUE during missions. At the end of the ission when hiding contraband, you may keep a umber of small objects equal to your covert core+1/2 CAT (minimum of 2). These items annot be used for any other purpose except for ving to VIRTUES and you may not take these ems with you on missions. You may only store up 6 contraband items at any given moment while in Q. If you exceed that limit after bringing in ontraband post-mission you choose a number of ems to discard until you have only 6.ou may only give Contraband to each VIRTUE up twice before between each mission, and gifts sually increase or decrease your affinity with their spective virtues. Gifts that fall under or are related a VIRTUES Favorite Food or Likes will always crease affinity by 3. Gifts that fall under or are lated to a VIRTUE’s dislike will decrease affinity by Every other gift type is considered a neutral gift, nd will increase affinity by 1. ou may optionally send contraband to VIRTUES you are not nded with, which cannot increase affinity, but may decrease inity if it is a Dislike. Essentially hate-mail.]QUIRKSMany Virtues have alternate conditions which trigger immediately upon being met which increase or decrease affinity. Some of these may be as simple as never breaking related strictures during a mission or gifting in a specific way. Other conditions such as bonding with another specific VIRTUE may decrease affinity drastically. As an Admin it is up to you and your table’s discretion whether to add more quirks based on your characterization of the VIRTUE, and whether or not to leave these quirks a secret or open guide to your players. To fully enjoythis expansionplease downloadGames for freaksvolume 1 by tombloom on itch.ioGate users have this limit increased by +1


JUSTICE: The Executioner BONDRANKMINIMUM AFFINITY TRACKERQUIRKS “There is nothing in CAIN doctrine that instructs me what to say when I feel this way… Thank you Y/N.” “Well within mission guidelines! Thank you!” “...If CAIN were to instruct me to terminate you right now I would take pride in those orders.” “How did you know I like this sort of thing? You’re the best Y/N!” “Oh this is cool! Thanks!” “Ehhh? I mean sure I guess…”THE VIRTUE AFFINITY TRACKERS Quick Reference >[Likes, Dislikes, and Favorite Foods can be found in Games for Freaks Vol 1 under the Virtues section.][Gifts related to Likes or Favorite Food increase affinity by 3. Gifts related to Dislikes decrease affinity by 3. All other gifts increase affinity by +1 by default.] [Conversations can increase affinity to a maximum of 6 at any given moment.] [Bonds become broken when affinity drops to -5 or lower. Virtues with a broken bond have their min affinity scores increased by 3 each. ]0 I II IIIBeating them in a debate (+3). Completing a mission without breaking any strictures (+2). Coming to a meeting late (-1). Breaking a stricture during a mission (-2). Bonding or upgrading bond with Charity (-10). FAITH: The TIMID BONDRANKMINIMUM AFFINITY TRACKERQUIRKS 0 I II IIICompleting a mission without any civilian or exorcist casualties (+8). Capturing a binder (+5).Beating them in a fighting game (+3). Beating a claw game (+2[1/mission]). Undergoing sin overflow (-1). Bonding or upgrading a bond with Fortitude (-10). Each tracker comes with a personal tracker you can cut out or find in the gameresources file in this project’s downloads on ITCH.io


“O.M.G. You literally read my mind! You're so sweet Y/N!” “O.M.G. You literally read my mind! You're so sweet Y/N!” “Awww. You were thinking of me? Thank you Y/N!” “Awww. You were thinking of me? Thank you Y/N!” “Eugh. You kind of just gave me the ick… no thank you…”“Eugh. You kind of just gave me the ick… no thank you…”“...thanks.” “...whatever. “TRY AGAIN AND I’LL THAT SHIT FUCKING KILL YOU!!”FORTITUDE: The DISASTER BONDRANKMINIMUM AFFINITY TRACKERQUIRKS 0 I IIIIIKilling a member of CAIN leadership or another VIRTUE (+40). Beating them in hand to hand combat (+30). Completing a mission as the only survivor in the investigation zone [includes allies] (+15). Winning a brawl on your own(+2). Gifting them a hot dog (+1). Killing a human (+1[2/mission]). Gifting them something neutral (-1, for a total of -0). Losing a fight (-4). Bonding or upgrading a bond with another VIRTUE (-10). CHARITY: The TWINS BONDRANKMINIMUM AFFINITY TRACKERQUIRKS 0 I II IIITargeted by Severe Attack: Marriage with an Exorcist you are Entwined with (+10). Winning an online debate (+3). Losing an online debate (-1) Meet-Up that lasts longer than 12 minutes (-2). Choosing a boring conversation topic (-2). Meeting them while looking unfashionable (-2). Bond or upgrading a bond with Justice or Faith (-10)


“...and here I was thinking you wouldn’t remember that. Silly me.” “Ah! I haven’t seen this sort of thing in forever!” “...I’ll make sure to use VEIL extra long next time I’m deployed…”“Hey… this wasn’t part of our contract. Thank you…” “Flattery is only half the battle Y/N…” “...I’m tempted to break our contract…” PRUDENCE: The NEGOTIATOR BONDRANKMINIMUM AFFINITY TRACKERQUIRKS 0 I II IIICompleting a mission without breaking any promises or agreements you have made (+3). Taking a long walk with them (+2). Making a deal with Prudence (+2).Breaking a promise or agreement you have made (-5). Bonding or upgrading a bond with Charity or Justice (-10). HOPE: The DREAMER BONDRANKMINIMUM AFFINITY TRACKER0 I II III*YOUR BOND TO HOPE PERSIST PAST DEATH. THE MIND MAY FORGET BUT THE SOUL DOES NOT.QUIRKS Celebrating Christmas with them (+10). Saying something heartfelt about them at their funeral* (+10).Remembering something from the last Meet-Up conversation in your current one (+2[1/Meet-Up]).Making a loud noise (-1).Forgetting a major holiday (-2).Bonding or upgrading a bond with Justice or Fortitude (-10).


“Huh, spot on… Thanks Y/N” “Cool. Preciate it Y/N” “...If you keep this up I’ll block you.” “Woah. You make me feel 3 glasses deep Y/N. And I don’t think I've had a drop today.” “Not too shabby. Good job Y/N” “...ugh. I need a drink.” CHASTITY: The RESTRAINT BONDRANKMINIMUM AFFINITY TRACKERQUIRKS 0 I II IIICompleting a mission without touching anyone (+4). Bonding or upgrading a bond with Faith (+3).Doing a Meet-Up over call (+1). Committing an indecent or immodest act (-2). Breaking your Iron Maiden (-2). Hurting the physically ill (-3). Bonding or upgrading a bond with Charity *CHASTITY WILL TURN ON THEIR camera during virtual calls at this bond level. (-10). SOBRIETY: The RESOLUTE BONDRANKMINIMUM AFFINITY TRACKERQUIRKS 0 I II IIITaking them to a bar (+5). Bonding or upgrading a bond with Prudence (+3). Sharing a drink with them (+2). Stopping them from excessive drinking (+1). Completing a mission without breaking any strictures(+1). Being insensitive (-1). Giving him a headache (-2). Missing a meeting with them (-4). Bonding or upgrading bond with Faith (-10).


“Oh you’re absolutely adorable! Me and Guillotine were going tohave dinner tonight… wanna join?“Eh? For me? Oh you didn’t have to you know...“...shhh Guillotine calm down. I’llbe okay… Oops. The leash slipped.I’d run if I were you...”ABSOLUTION: The MOURNER BONDRANKMINIMUM AFFINITY TRACKERQUIRKS 0 I II IIISpending a deployment pass and convincing AUTHORITY to take Guilloton a walk with them. (+10). Executing sin before the pressure reaches 3 (+5)Have the sin host consider you a friend(+3[1/mission). Gifting them somethinmeant for Guillotine (+1). Letting the pressure reach 6 (-3). Hurting a civilianHurting a mundane animal (-5). Bondinupgrading a bond with Hope or Justice (-10). *You may pet the CAT V hound guillotine while at this bond levelQUICK START GUIDEMany of you may have your own homebrew virtues that you may want to include in this optional add-on! This section serves as a rudimentary guide on the thought process and reasoning behind every unique attribute of the Virtue Affinity values and Quirk values. With these tools in hand you should be able to craft up something special for your own Cardinal Virtuoso virtue profile!VIRTUE AFFINITY GUIDEThe minimum affinity for each Virtue’s bond ranare purposeful and mechanically represent the intimacy and effort required to get closer to saidvirtue: - Bond 1: They know your name. You’ve stoo in a room together maybe once. You’re more than nothing to them. - Bond 2: You’ve shown up again and again, time after time. You’re not just friendly, you’ reliable. There are things you don’t say simply because you don’t have to. - Bond 3: There is no version of you that doesn’t include them anymore. They’ve let you in, and you don’t see yourself leaving anytime soon.Place each bond level along the chart at the location you feel best represents the effort required to reach that level with your relationship.


ADDITIONAL GIFTS & GUIDESRegulated and monitored objects for purchase relating to the CARDINAL VIRTUOSO program. May be kept as items separate from contraband.Heartfelt Note2 XSXYou may give this to a VIRTUE to automatically increase your Bond with them if your current minimum affection with them is high enough. If this would not increase your bond, increase Affinity by +1 instead. Page of One-liners 1 XSX A page from the book “101-Liners for Suave Conversationalists”. Gain +1D on the connection roll for 1 Meet-Up and ignore losing affinity for discussing a Disliked topic. Usable once per purchase. Apology Note 2 XSX When you would lose Affinity in any way, you may use this item to reduce the loss taken by 2 affinity. Any subsequent uses before the completion of your current or next mission only reduces loss by 1. Heated Blanket 2 XSX A gift to give or send to a Virtue to gain +2 Affinity with them. Gain +1 Affinity if given within 12 hours of the VIRTUE being dethawed and deployed from the SERAPH. Giftable Once. Well-Organized Journal 2 XSX The first time in a mission when you take an Action that would lower affinity with any VIRTUE you are bonded with, the Admin must tell you before taking that action, allowing you to rethink your decision before it resolves. Does not stack. 5-Hour Deployment Pass 16 XSX A highly sought after pass which allows a VIRTUE under heavy monitoring to be deployed for non-mission purposes for 5 hours. The pass has your name on it as the sanctioned chaperone. Usable once per purchase and gain +12 Affinity with the VIRTUE of choice. tine the ). d. ng n(-3). ng or C CASTLEnk d od, ’re Casual:Minimal consistent effort. It’s a good start.Intentional Pursuit:Deliberate and sustained effort. You’re working hard for this.Personal Cost:High personal investment, sacrifices made. Your bond is closer than ever before.Life-Changing Commitment:All-consuming devotion. You’ve reached a point no one else could.The living receive flowers too if they show up at the right time.QUIRKS TIPSQuirks can come in any way you like, often rewarding higher effort /low chance quirks with more affinity, and more egregious behavior to said virtue with less affinity. A virtue who changes their mind often may have multiple quirks on either end, while one with patience may have more positive than negative ones. Try making ones which truly embody the preferences of your virtue!


Special <3 Achievements:The following are optional “endings” or “achievements” that your players can choose to pursue while playing this add-on. Each completion adds 1 point to the party’s total “Good Ending” points which give party-wide rewards upon meeting their minimum threshold.Judge, Jury, Sexecutioner:Reach bond 3 with JusticeClaw Machine Pro:Reach bond 3 with FaithAt the Same damn time:Reach bond 3 with CHARITYShattered Pelvis:Reach bond 3 with FortitudeRemember the date:Reach bond 3 with hopePrenup please:Reach bond 3 with prudenceNo touch please!:Reach bond 3 with chastityGlass half full:Reach bond 3 with sobrietyWalk in the park:Reach bond 3 with absolutionThis ISN’T you!:Get Justice to falter in their dogma.Pro GameBeat FaitSpoils oKill an ubonding Last ChrUse a DeHope. 20.9% of players unlockedBAD ENDIreach Boor giftinHeart BrBreak boThe fumblose -15 omission. Nothing Completvirtue. Beso de reach boreach boMatchmaSomehowother. WIPE THEEnd all consecuhardmodReach boglory unSMELL THsuccesspass. 37.4% of players unlocked28.6% of players unlocked


Good Ending PointsBelow are the available rewards for completing “achievements” on the left side of this page. They are rewarded to all exorcists in the party and you cannot repeat achievements for additional points. - 4: 4 Scrip and a congratulations from Temerity and Seer for being the best entertainment since exorcist bodycam footage. - 8: Gain 2 advances. - 10: Gain the formalwear aesthetic for free. Wearing it to a Meet-Up with a Virtue for the first time grants +2 affinity. - 12: Once per campaign any exorcist may “summon” a Virtue they have a Bond lvl 3 with to the current mission if they are on the brink of death. - 16+: Every exorcist may choose 1 skill to increase to +1D (this may bring a skill up to +4D) and is granted 1 free 6 hour deployment Pass.||||||||||||||||||||| 97%er:th in a video gameof war: upper member of CAIN Leadership while to Fortitude. ristmas:eployment Pass to spend Christmas with ING:ond 3 with sobriety by only talking about ng him alcohol. reaker:onds with 4 or more virtues. bler:or more affinity with a virtue in a single loves the hunter:te 5 missions without bonding to any Tres:ond 3 with sobriety and prudence or ond 3 with Chasity and faith. aker:w set up two virtues to get with each E STAIN: communication with a virtue for 3 utive missions after breaking their bond. de++:ond 3 with a virtue while playing with nto them’s black coat pillar system. 00.02% of players unlockedHE ROSES:sfully buy and use a 6-hour deployment 6.82% of players unlocked11.21% of players unlocked8.21% of players unlocked10.34% of players unlocked3.76% of players unlocked5.19% of players unlocked14.3% of players unlockedTime Remaining: 1 min 35 sec 24 sec 13 sec 2 sec 1 sec >…


INFO: Started server process [47212]INFO: Waiting for application startup.INFO: Application startup complete.INFO: 821.0.0.2:82203 - “GET / HTTP/1.1” 200 OKINFO: ( ‘ 831.0.0.1’, 82209) - “WebSocket /ws/1/8173981723219” [accepted] connection established for 8173981723219 in room 1INFO: connection openINFO: User “AD_DAJJAL” joined room 1AD_DAJJAL 21:54...really? That was it? I worked on that keylogger for months. And I hid in that one cafe for hours waiting for the researcher to connect to my spoofed wifi. This is bullshit. MaydameFlogger 21:55No complaints on my end either. I actually kind of liked itStagnantFloors 21:55Are you kidding me. Over half of that shit is sinseed slop. Are we sure pugile is real and not some researcher’s severe-attack fantasy farm? The only way we’d turn a profit is if we went through TEMERITY’s dumpster.NappyFeather 21:56I disagree @stagnantfloors. Can you imagine pummeling a sin to death that way? Saur cool!Ofmercifulglances 21:57Needs more lore. Feels like the researcher decided to fake some of their research results so that they can insert their own headcanons. Sad and bad.Sig_phried 21:58Why is every blasphemy kinda… freaky.PardonMe 21:59Freaky is certainly a word for it @sig_phried. Shitty would be more accurate tho. Like how Valence is just a “shitty” edit.QandAnswer 22:00I wouldn’t say shitty but most of this stuff *is* for aurafarmers and crashouts with 0 inbetween.Crow-Neko 22:01Formatting is bad on this document. I cannot believe an actual researcher would put descriptions on horizontal boxes. One of those powers is on a boat for christ’ sake :exhausted_ogre:RowingMonster 22:02Research? This is player featureslop. Why bother cataloguing new sins when the best one is right there :centipede_kek: Cainobabbel 22:02Ikr @rowingmonster. Shit like the butcher is a just a SAW ripoff we didn’t need.SingingBurger 22:03Yeah ditto. Lets just sell this doc to the nearest U//H data chop center and see how much we can get for the pieces.


snipertoaster 22:04before we do let me make a copy somewhere. I’m going to pin it somewhere.MushroomCel 22:04Not enough info. Whoever made this doc is hiding at least 24 different blasphemies and 3 more Virtues. Its a “research” document not light reading. Amateur hour.RevMyEngines 22:05I’m going to be perfectly honest. What the fuck is a dating sim doing in the middle of this document. What a lack of substance. Actual nothing sauce.AD_DAJJAL 22:06Calm down everyone. It’s everything we need for now. Chameleon only needs a week for the data drop and we still can fall back on the recent exploit supplies. We have bidders from both chinese and south korean agencies and that’ll fund us for a while.INFO: User “[email protected]” joined room 1 RowingMonster 22:07LMAOOOO not the government email. Real subtle.AD_DAJJAL 22:07Ah fuck. @ungratefulknightwiz ik we’ve been working on that packet for a while. Can you send it >->?UngratefulKnightWiz 22:08Yeah let me dm them the zipbomb. I think we finally cracked the code on recreating laughingman.exeINFO: User “[email protected]” disconnected.UngratefulKnightWiz 22:09OOOOOH!! That definitely worked. I plugged into the office cam.Crow-Neko 22:09Send the feed idiot.UngratefulKnightWiz 22:10Don’t call me that. UPLOADING CAMFEED… CHECK RIGHT SCREENAhblivious 22:10That’s kino. Okay lets log off and start burning drives. Same time next month?Nappyfeather: Yup Seeya!Mushroomcel: Byee!RowingMonster: Adios losers. INFO: “Cainobabbel”, “Crow-Neko”, “MaydameFlogger”, “Mushroomcel”, 14+ users disconnectedAD_DAJJAL 22:20What are you still doing here?Yeah you. Reading this. I’m not an idiot. I know when I'm being watched. We both downloaded this thing. You’re in it now.…Just be careful here kid. Theres alot of fucked up shit you’re gonna see. But just remember one rule.If you see something you don’t like…


Throughout 1828-1831, a small group of highwaymen targeted a major impasse of the National Road between Terre Haute and Indianapolis in order to illegally procure goods from trade caravans that would pass through. At some point between their business dealings with settlers and explorers alike, they encountered something that had escaped the veil, something they had never encountered before. This would have rendered most mundane humans catatonic, but through fate or chance, W. XXXXX, the leader of this group of highwaymen turned out to be a psychically sensitive individual. In an act that would define their future for generations to come, W. XXXXX struck a deal with a SIN, a being of immense power, and completed an act which would be recognized to CAIN as an act of binding.A SHORT HISTORYThe Blind Eye Syndicate in our modern day is a multi-conglomerate collection of businessmen, artists, connoisseurs, and binders with two vices above all else, pleasure and wealth. The CAT-X Sin \"The Trailblazer\" grants the syndicate to claim both supernatural legal and metaphysical “ownership” over all products and services they claim legal proprietary rights over, making it nearly impossible to reverse engineer or research such anomalous goods without the risk of nullifying their psychic properties entirely.The reason they have existed for so long without the interference of CAIN has been an enigma until recent years. Through the work of the Mnemosyne division, it had been discovered that the disappearance of the 19th hope was not due to mass memory rupture, but rather their capture by the Blind Eye Syndicate in 18[XX]. By breaking down the component of the Veil high blasphemyand grafting Hope’s psychic signature into a physical chemical form, the Blind Eye syndicate created a form of powerful memetics called the Last Supper.MAKES THE WHOLE WORLD GO BLINDTHE SYNDICATE


Upon consumption (most prominently through the form of breakable dental implant) the consumer dies and erases themselves from perceivable reality. Every detail of their past, present, and future ceases to be recognizable and untraceable. Their fail safes aren’t the only thing that make this organization powerful however.Through intergovernmental clientele, a large presence on the dark web, and a slew of connections, pinning down any one member is a daunting task. More importantly individuals known as “Collectors” who procure most of the Syndicates goods are psychically sensitive individuals, bred for the purpose of getting into dangerous situations and getting out with something of worth. Besides unknown leadership, other members known as “Merchants” are often deployed to meet with clientele, expand the customer base, and transport anomalous products, weapons, artwork, or anything of value.Their prioritization of wealth and hedonism means they are not particularly aligned to any one group such as CAIN or U//H, and do whatever it takes to maintain secrecy. That is until they are certain beyond doubt that they can take control… The Death of Hope 102” × 267”Tempera and acrylic on gesso, pitch, canvas.||REDACTED|| CárdenasGenerously gifted by the Juárez Family and Sycophant Organization.


Exorcist. CAT 0-6, depending on strength.Execution Talisman: 1+CAT (Roadman), 3+CAT (Specialist), 6+CAT(Adjudicator)A member of the Blind Eye syndicate with psychic abilities. Extremely organized and proficient agents but tends to avoid conflict at all points. Their primary goal is the procurement, protection, and solicitation of anomalous objects assets.- Collectors fight with precise or subtle versions of blasphemies the exorcist may be familiar with, often valuing discretion and efficiency over a flashy display of powers. They also often carry 1-2 anomalous items with them which can be used in a variety of ways during combat (a supernatural weapon, a cognitohazard, etc,)- Most Collectors have a miniature pocket dimension (similar to the Pocket passive from gate) of some kind that is sewn into the inside of their clothing, which can store a large amount of items. - They possess a suicide pill on the drilled into their molar otherwise known as a Last Supper. Upon activating said capsule, it instantly kills them, and also supernaturally erases their existence from the cognition of all living beings. Their history and future no longer exists.Inflict stress. Attacks with: Psychically enhanced weaponry(Short range), slivers of psychic force (Range equal to CAT). (1): 4 stress, (2/3): 3 stress, (4+): 2 stress.Or: create a complication or threat: Subdue, distract, or pin down the exorcists. Use powers in an unexpected way. Present a cognitohazard. Offer a deal. Forcibly inject exorcists with drugs or chemicals. Use a last resort. Get civilians involved. Escape.Or Threat (1-2): Suicide : This threat will automatically trigger when all of the segments on the collector’s execution talisman has been slashed. Players can only negate the slash if they are aware of or have knowledge of the process known as Last Supper. If the threat is successful, they bite down on their Last Supper. Supernatural effects or items on their person become mundane in this process COLLECTORHuman/[?]. CAT 0-2(3*) (Depending on physical conditioning or in rare cases*, the presence of a sinseed).Execution Talisman: 3+CAT(Trader), 5+CAT(Professional)A member of the Blind Eye syndicate tasked with distribution of goods. Usually accompanied by a Collector who’s strength and CAT increases based on the rarity or worth of objects the Merchant is carrying. They have access to the Black Market* but rarely carry all items on the selection.- May give an exorcist of choice access to items of the Admin’s choice on the Black Market*. This can be done through good relations, coercion, intimidation.- At CAT 3, some may have the ability to create deals or contracts which are supernaturally sealed upon a Shake, which instantly kills the party that breaks the pact. Both parties are made aware of this before the shake is made.- They possess a suicide pill on the drilled into their molar otherwise known as a Last Supper. Upon activating said capsule, it instantly kills them, and also supernaturally erases their existence from the cognition of all living beings. Their history and future no longer exists.Inflict stress. Attacks with: Arsenal of mundane weaponry, Supernatural objects (Both short range). (1): 3 stress, (2/3): 2 stress, (4+): 1 stress.Or: create a complication or threat: Create powerful hallucinations. Use an anomalous item on the exorcists Present a cognitohazard. Offer a deal. Forcibly inject exorcists with drugs or chemicals. Escape.Or Threat (1-3): Suicide : This threat will automatically trigger when all of the segments on the Merchant’s execution talisman has been slashed. Players can only negate the slash if they are aware of or have knowledge of the process known as Last Supper. If the threat is successful, they bite down on their Last Supper. Supernatural effects or items on their person become mundane in this processMERCHANT


These objects and items are NOT approved by CAIN, and may not even be accessible within your universe and setting. However if you determine that the Blind Eye syndicate is a prominent enough of an organization to deal with CAIN agents for business, the Black Market has the potential to reach even your exorcists wherever they may be.[Fun Fact: Most forms of currency end up carrying \"identifying\" metadata in the form of tags, GCC markers, or usage history which can tell you how or even where something was made. Even scrip.]As opposed to purchasing with solely scrip, objects described below are all obtained through money, the universal currency. However due to the Blind Eye syndicate's other slogan: “Have a finger in every pot”, the digital identifier that is marked as scrip CAN be exchanged for monetary value at the rate of 50$ USD for 1 Scrip [if the merchant is willing. Scrip exchange is obviously not as appealing as cold hard cash]. Intimidation, negotiation, or other circumstances can adjust the prices seen on the next page. BLACK MARKET*Getting contraband back to CASTLE facilities is another dilemma however. Every item below is marked with a risk(RSK) variable which represents how difficult it is to get that object back to HQ. In order to successfully keep contraband items, an exorcist must pass a covertroll (conceal, smuggle, hide) equal to the RSK variable, OR pass a negotiation roll equal to the RSK variable (convince handler it is of use, smooth talk security, etc). Every instance of an item is rolled separately, and once an item passes once it does not need to be passed again. However, failing a RSK variable check even once may have CASTLE admin turning over your whole stash, so be wary of what you drag back to HQ.Stashing Currency has different RSK values based on how much money you bring back each time.0-1000.00$ RSK variable: 11001.00-5000.00$ RSK variable 25001.00$+ RSK variable 3Fatum Manifestum 11.5” × 15.75”Oil and Acrylic on Canvas.||REDAC| MasonRecovered from the estate of Sarah Dietrich.


BLACK MARKETUnregulated and unsanctioned items that can be sourced from the Blind Eye Syndicate.Stock and availability of items depends on Merchant that you encounter.Scrip may be exchanged at a rate of 1 scrip = 50 USD$. Values listed below are upper and lower ends potential prices but also indicate quality or size of goods.“Lappel du Vide” 800-1,200$ USD 2 kp.A painting of an ogre. Will give a mundane human that looks at it intense depression, self loathing, or lethargy. May also be used to give an exorcist of choice the sunken affliction. See ref 1.RSK variable: 2Bloodhound Brand Male Enhancement Adrenal Pill 150-250$ USD Consumable, 1 kp.Consume to gain a Hound affliction of your choice. 1 in 6 chance of being the admins choice instead. Can be used while under duress. See ref 5.RSK variable: 1Marketable Super Kawaii Face Maskfor Sensitive Skin ‧ ‧‧₊?˚ ⋅200-300$ USD Consumable, 1 kp.The chemically treated skin of an idol. Allows you to transform your face into the face of anyone you have seen before. Wears off after you rest. Has a 1 in 6 chance of permanently altering your face to the face you choose. See ref 2.RSK variable: 1Purple Herb 100-200$ USD Consumable, 1 kp.A highly dangerous poisonous herb which upon ingestion causes nausea, hallucinations, and vomiting. Lethal to mundane humans. Has a 1 in 6 chance of turning a mundane human Into an infested. See ref 6.RSK variable: 1Toad Depot Sticky Gloves 250-350$ USD 1 kp. Grant +1D on rolls to steal objects, hold onto something, or other actions that can take advantage of the gloves' sticky properties. Has a 1 in 6 chance upon use to inflict you with a toad affliction of the admin’s choice. See ref 4.RSK variable: 2Digital Kingdom.exe300-400$ USD 1 kp.A small flashdrive. Allows full control over the software of any electronic device it plugs into, bypassing passwords and other barriers. Can be killed by advanced anti-hacker software or power electronic surges. Has a 1 in 6 chance of developing sentience. See ref 7.RSK variable: 2Enhanced Modded Weaponry 800-1,200$ USD 2 kp.A service weapon of your choice that grants +1D bonus die when a roll to inflict harm or violence with it is HARD or when targeting a mundane target. (max +4D). See ref 8.RSK variable: 1 *Negotiation rolls to stash this item gain +1D.”Yeah. I did it myself. Got a problem?”Last Supper2000$+ USD Consumable, 1 kp, (0 kp if dentally implanted for +100$)You suffer instant death without the ability to defy fate. Every living being forgets your existence, including those in CAIN administration. This has DRASTIC narrative consequences as determined by your admin. See ref 3.RSK variable: 3


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