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Games For Freaks Issue 3 Spreads

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88% found this document useful (8 votes)
7K views24 pages

Games For Freaks Issue 3 Spreads

Uploaded by

John Williamson
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

WOAH! CAN’T SHOW THAT ON ITCH.IO!

MASTERCARD WILL KILL ME INSTANTLY


ITS TIME ONCE AGAIN
Includes
new rules for:

$6.66 USD

ISSUE 3
NOVEMBER 2025 IMMACULATE SLUDGE
Oh.

Expected you that


vulgar wretch,
charlotte?

Nonesuch.

I am gideon, the
black. Also called
the ACCURSED .

I am necromancer,
by covenant and
sacrifice. By the
dark blood of
Gormengorr, the
corpse-that-was.

This foolery
will cease.

Turn him into a


marketable mascot
NOW. ??!

LETS GET TO IT
Art, layout and game
design by Tom Bloom/
Mine eyes!
THE SICKO ZONE
People keep shooting over incredibly sick shit they’ve made. This is the place for it!
CHASM ©2025 If you’ve got something to submit shoot it over ([email protected]) or post on the CHASM discord and it might make it
Do not reproduce without Tis… too… into the next edition.
permission bright!

Fonts free for personal and


commercial use.
I missed Halloween with this Thanks, Gideon.
release. Please forgive me.
Ya’ll, this one ended up being a fucking chunky
Patreon.com/ book. This edition of the zine is almost as large
as Maleghast, twice as large as the first Games
killsixbilliondemons
for Freaks and has way more art. Please forgive
Tombloom.itch.io me for doubling the price. It’ll be free within a
year. My kids eat an unreal amount of berries.
Do you know how expensive berries are?

This edition of the book has 39 (??) new maps


and other assorted goodies for Maleghast as
well as a huge fucking heap of cool shit for
CAIN including new blasphemies (one of which
Vol 3 you can fight) and PERFECT SINS which I
hope you enjoy dying to. I’m very proud of it
Chad Tepes
June 2025
$6.66 and hope you have a great time playing
through the new stuff.
- Tom Bloom
Marketable Mag Host
Gideon the Accursed
FILTH PIT LISTENING CORNER

The Callous Daoboys -


I Don’t Want to See You in Heaven
2025
God smiles on the Callous Daoboys.

Haneko on Discord
(My favorite album of 2025.) @Mhudsonartist on Instagram
Hm. Fascinating.

Spirit Box - Tsunami Sea


2025 Miniature
fascimiles of
I’ve recently rediscovered Spirit Box. I can confirm they are a
banger outfit - live as well as on record. They’re one of those
the major
bands that has a consistent sound that they tweak here and houses.
there every album to keep things interesting, and its a good one.
Tsunami sea is a really solid and cohesive album that’s worth
diving into if you’re new to the band, although I’d say it loses
steam a little near the end. Courtney LaPlante is talented as hell
as one of the few mainstream female metal vocalists, but what
pushes this band to the front is their really strong songwriting. I
think this is a really solid 7.5/10 for me.

Also Eternal Blue is a very good Spiritbox album you should listen to. They haven’t sued me yet

4 @thespacesam on Instagram Skitterman on Discord 5


I know not
But I shall
what hell you
assuredly
have cast me Crosonato on Discord
endure.
into…

@yadanathreefour on Bluesky

ComfyArts on Discord

Ofahumanbean on Discord

@sveltesnorlax on Bluesky @Popcorn_ceiling_skies on Instagram Holliday on Discord @Bygagadoodles on Instagram


6 7
@Casademordecai on Instagram @Mrfifi on Bluesky

Cylphae on Discord Theja Shirshu on Instagram

CryptidSock on Discord

@Freya._.b07 Lamb on Discord @Pillar_shine on bluesky


8 9
@Acloudshape on Instagram
@Deadmanw4lking on Twitter

Hm. Is this the


peak of which
charlotte oft
spoke upon?

It’s power is
mighty indeed. I Corvid Wizard on Discord
Shall ruminate
further upon
it.

@Snarferman on Bluesky

Spadoosh on Discord

10 @Soleilthesun1 ONWARDS TO SLUDGE 11


Special Roll 1d6, then roll 1d6. Pick the first d6 as the ‘tens’ and the second as the ‘digits’. A roll of 3 and 4 would be ‘34’ for
example. Then look up the appropriate haunt and take pity upon your poor units.
There are three skull based special haunts at the end also not on the table list. You can pick these maps or roll 1d3

Haunts
(roll 1d6 and half the results).

Roll Haunt Page Roll Haunt Page


11 East Sewage Gutter 41 Hellmouth
12 Petrified Necrosphinx 42 Wildlife Sanctuary
Most of Anzenmezzeron is a sprawling cthonic labyrinth that swallows up even the most hardy of thrill 13 Abandoned Crofts 43 Ghoul Hunting Ground
seekers, adventurers, or tomb-raiders and spits out nothing but bones. The surface part of the city, lit as it is 14 Pauper’s Crypts 44 Poison Swamp
by a feeble and cursed sun, is often veiled by fog, smoke, or blackened storms. The twisting streets and 15 Corpse Crusher 45 Undermine
crumbling gothic ruins that compromise most of the city are maddening in their layout - settlement laid upon 16 The Crows 46 Split
settlement upon settlement, the putrid corpses of civilizations sloughing off into one another into boiling pits
21 Drowning Chamber 51 The Heap
of waste.
To make matters worse, the city’s proximity to Hell and the breaking of Death within its bounds have 22 Purgatory Walk 52 Two Fort
shattered its very relationship to place and time. Gravity shifts and twists, turning buildings on their sides, or 23 Refuse Incinerator 451 53 Blood Gulch
pulling them into a vortex. Longer journeys become perilous - doors, gates, roads, and passages physically 24 Crumbling Catacombs 54 Dismemberment Machine
shift as the city slowly slumps towards hell, grinding like the pained howling of some cavernous leviathan. To 25 Mycelium Hive 55 Choked Hall
travel to one part of the city may be a matter of walking a few hours one week, then a month’s journey the 26 Soul Drinker’s Chamber 56 Echo of a Past Time
next. Roads may stretch, shatter, or shift and plunge suddenly into lightless caverns.
31 Refectory 61 Writhing Chaos
To those new to the city, it is a special kindof hell. For the cursed city’s denizens, it’s merely everyday
32 West Corpse Cistern 62 Ballroom
existence. After all, they have all the time in the world.
33 Entrance Hall Sacrificial Pit 63 The Witherer
34 Malebolge Bulwark 64 Trapped Chamber
35 Hellforge 65 Crusader Armory
SPECIAL HAUNTS
36 Crematory 66 NAGEL
What follows is a list of special haunts for All maps use the following key, which is reprinted on
Maleghast that you can use in your own games to each page. You can check the core book for specific
vary up your games. These scenarios have an rules. Roll SKULLS! SKULLS! Page
accompanying map that is balanced for two players. SKULLS!
Each may have one or two special rules detailed in
1 Soccer
the haunt description, but may all use one or more of
the following: 2 Capture the Skull
3 Skull Harvest
• INTERACT - Do something on the map. To
INTERACT, a unit must be sharing space with
whatever it’s interacting with unless specified.
INTERACTing does not take an ACT or a MOVE
• ELV: Elevated space • SPC: Special space,
slot, and can only be done once during its turn for dependent on map.
each unit. • ADV: Adverse terrain
• DEPL: Deployment
• RECOVER - A unit that recovers hp heals it, • STAIR: Stair space zone. Some are marked
adding to its HP total. A unit cannot recover more P1 or P2 for player one
• WALL: Wall and two.
hp than their max
• HAZ: Hazard • NUM: Numbered
• NEUTRAL - This unit counts as a foe to all sides space, effects dependent
on haunt.
• RESPAWN - When defeated, remove the unit,
then re-deploy it again in free space in its own
deployment zone at the start of the next round. It
leaves a corpse and triggers any on-death effects
as normal. That unit becomes SOULLESS.
Necromancers are re-deployed at 50% max hp
instead and the game does not end when they are
defeated. SOULLESS units cannot respawn.

12 13
14.PAUPER’S CRYPT
11.EAST SEWAGE GUTTER
Pauper’s coffins scrawled with the resting curse, to keep their
The fetid waters run thick with alligator rats. dead inert.

Vapors: All units lose immunity to hazards. Tombs: Special spaces on the maps are tombs.
Alligator Rats: Any unit that exits an adverse Tombs are elevated spaces. A unit standing in a
terrain space (whether on this map, or created tomb space can search it by INTERACTing and
later) also places a hazard on that adverse terrain. rolling the effect die. On a 1-3, unearth a corpse in a
free adjacent space. On a 4+, also gain 1 SOUL.
Tombs can only be opened once.

12.PETRIFIED NECROSPHINX 15.CORPSE CRUSHER


A potent husk of one of the city guardians, enshrined and One of the many disposal machines to grind up the mindless dead
worshipped. Necrosphinxes are immune to the Stain and instead into parts for burning and disposal.
petrify over their long undeath.
Old Bonebreaker: At the end of each round, roll
Unholy Power: The 2x2 Necrosphinx in the middle 1d6. Sections of the map marked with that number
of the map is an indestructible, immovable wall. Any become walls. Units standing in those spaces are
unit may INTERACT from any adjacent space to roll obliterated. Re-roll duplicates.
the effect die. 1: Unit is obliterated, 2-5: Unit may
gain 1 vitality, speed, and strength, 6: Unit is
obliterated, but grant 1 strength to all allies
everywhere.

13.ABANDONED CROFTS 16.THE CROWS


The abandoned, forgotten and inert dead fall crumbling into the Anzenmezzeron’s crows are fat, aggressive, and often grow to dog
abyss, where even the traces of their bodies are plunged into size. They are far more common than the city’s owls, though not
oblivion. nearly as deadly.

Chasms: Special spaces on the map are chasms. Corvid Feeding Ground: Special spaces are crow
Chasms are adverse terrain and units slain in a flocks. No corpses can be created in crow flock
chasm space are obliterated. spaces, and they count as a hazard. All corpses turn
into crow flock spaces at the end of the round.

14 15
2 4.CRUMBLING CATACOMBS
2 1.DROWNING CHAMBER One of Anzenmezzeron’s many antediluvian tombs, so aged that
its walls have crumbled into sand.
A torture chamber designed to submerge the undying in
perpetual drowning hell. Ancient Tomb: Special spaces are crumbling
walls. Units may enter these walls, either
Flood: Special spaces are flood spaces. Flooded voluntarily or involuntarily. They immediately stop
spaces start as normal spaces, but at the moving and lose all remaining triggering
indicated round, they become both adverse terrain movement, but the wall is destroyed.
and hazards. Curse of Decay: All walls created become
crumbling walls instead.

2 5.MYCELIUM HIVE
Great knot of the bloody oak mushroom, that thrives in the city

2 2.PURGATORY WALK A near endless hallway, avoided by most. Thought to be and has many adherents and worshippers.
a trick of the city.
Fungal Forest: Special spaces are mushrooms.
Denied End: Units that are slain become Units that are slain turn into mushroom spaces in
lingering soul special spaces at the end of addition to leaving a corpse. A unit can INTERACT
the turn they are slain. Their SOUL is not with a mushroom space, removing it, to recover 1
automatically collected but must be hp and gain 1 strength and 1 vulnerable.
collected by a unit INTERACTing while
standing in their space, removing it. Any
side may do this.

2 3.REFUSE INCINERATOR 451 2 6.SOUL DRINKER’S CHAMBER


Great furnaces run by the fat boilers guild that perpetually burn
One of the many ritual chambers of Those That Came Before.
away both the trash of the city and the mindless dead.

Soul Drinking Ritual: Special spaces are soul


Disposal Furnace: Special zones are slides and circles. Soul circles are elevated spaces and any
incinerator spaces. Units that start or end their turn non-necromancer unit ending its turn in a soul
on a slide are pushed 1 in the direction of the slide. circle deals 1 piercing damage to all other adjacent
A unit that’s pushed into an incinerator space by units, then recovers 1d3 hp.
any means is obliterated but grants its side +1
SOUL.

16 17
3 4.MALEBOLGE BULWARK
3 1.REFECTORY An iron embankment holding back the Frozen Hell from overtaking the
city. So cold that the limbs freeze before death is felt.
Practice chamber for apprentice necromancers to assert their
will over the common dead. Wind of Malebolge: Mark each map edge with 2, 3, 4, or 5.
At the end of each round, one player rolls the effect die
Summoning Circle: Special spaces are (switch each round). An icy wind whips across the map,
summoning circles. Necromancers may end their pushing all units 1 space away from the map edge. Units
turn in a summoning circle and INTERACT with it pushed into walls take 1 piercing damage. (1) Rolling player
to summon a new SOULless thrall from their chooses (2-5) marked map edge, (6): Player to the left of
faction in free space in range 1-2. This removes the the rolling player chooses.
circle.

3 2.WEST CORPSE CISTERN


3 5.HELLFORGE
Dumping ground for the millions of mindless dead, lost to the
Stain. Here they pile up beneath the shallow waters, writhing in
agony.
Boiling pits where the hairy devils of the forge make smoking
armament to torture sinners.
Body Piles: Special spaces are body piles. Body
Piles are elevated spaces. The first time a unit
enters a body pile space in a round, roll the effect
Molten Forge: Special spaces are molten pits.
die. On a 1-3, they are grabbed: take 1 piercing
Units that end their turn in molten pits may roll the
damage and become unable to MOVE, step, or be
effect die. 1-4: Unit gains 1 vulnerable. 5-6: Unit
involuntarily moved until the start of their next turn.
gains SUPER armor and immunity to hazards.
Building Heat: All units take 1 fire damage at the
end of rounds 4, 5, and 6.

3 3.ENTRANCE HALL SACRIFICIAL PIT


One of the massive sacrificial pits on the perimeter of the
city, overseen by the judicator demons. New arrivals to

3 6.CREMATORY
the city are encouraged to hurl themselves into the pit to
save themselves some trouble.

Sacrificial Pit: Special spaces on the map The work of corpse disposal is never-ending in the city where
are sacrificial pits. Sacrificial pits are hazards nobody can die.
and adverse terrain. Units that are slain in a
sacrificial pit space also grant +1 SOUL to Corpse Vents: Special spaces are smoke vents.
the attacker’s side (this could be their own Units that end their turn in smoke vents take 1
side!). vulnerable. Smoke vents block line of sight. Units
Pleased by Sacrifice: Every 3rd unit inside of smoke vents have no line of sight except
sacrificed (from any side), your necromancer to adjacent spaces, and units can only draw line of
may gain 1 strength or recover 1 hp. sight inside of a smoke vent if they are adjacent.

18 19
4 4.POISON SWAMP
4 1.HELLMOUTH Surprisingly uncommon.

One of the great Hellmouths that dot the city. The boiling heat
Poison Swamp: Special spaces are poison swamp
blasts the flesh off the bone and is poisonous to the faithful.
spaces. Poison swamp spaces are adverse terrain.
Units that start or end their turn in poison swamp
Hellfire: Special spaces are hellfire spaces. At the take 1 piercing toxic damage. This damage cannot
start of each round, roll 1d6. The marked special reduce a unit below 1 hp.
spaces on the map light up with hellfire at the end Green Herb: You may give the green herb to one
of the round. All units standing in a hellfire space non-necromancer unit. This makes them immune to
take 2 devil damage. the poison swamp. They drop it in their space if
slain, and a new non-necromancer unit can pick it
up by INTERACTing with it.

4 2.WILDLIFE SANCTUARY
An odd area that has been cleared for living, if sickly animal life to 4 5.UNDERMINE
flourish. A curse has been placed so that anyone that harms them
takes wracking pain. Old abandoned mine where some enterprising underlord has
attempted to strip the city of what little riches it possessed.
Curse of Peace: Place neutral wildlife units in every
special space. Wildlife units have 1 hp, 4+ DF, and Mine Carts: Special spaces are carts on the track.
are slain if any unit is pushed or pulled into their Units may push the cart by INTERACTING with it.
space. If they are slain, the necromancer allied with This moves any unit in the cart 1d3 spaces along
the ACTing unit takes 1d3 piercing damage. This the track with the cart in either direction. Any unit in
damage is unavoidable and could slay the the path of the cart makes the cart stop moving,
necromancer. then that unit takes 1 piercing damage and is
pushed 1.

4 3.GHOUL HUNTING GROUND 4 6.SPLIT


This area rings with the howls of the Stained dead.
Ritual chamber where two howling voids in mouths of demon
Elder Ghoul: An elder tarsal ghoul roams this map. statues create rifts that cross space.
The ghoul is a 1x1 neutral unit that is is immune to all
damage and effects. At the end of each round, roll Gates: Special spaces are teleport gates. A unit can
1d6 and teleport it to one of the marked special INTERACT in a teleport gate space to teleport to
spaces. If that space is occupied, the occupying unit the linked gate. An unit standing in a teleport gate
is obliterated. It then attacks the closest unit in when a unit attempts to teleport in takes 1d3
range 2 from the space, dealing 1 damage on miss, piercing damage and is picked up and replaced in a
or 2 piercing damage and inflicting 2 vulnerable on free adjacent space of its choice.
hit. If two or more units are equidistant, roll Dimensional Weakness: All units may teleport 2
randomly to determine which it attacks. when MOVEing instead of their normal movement.

20 21
5 1.THE HEAP 5 4.DISMEMBERMENT MACHINE
A massive tumble of decaying buildings and detritus from the Great guillotines line the corridors here, endlessly hacking away
ages. Civilizations slump into each other and into the void. for no discernible purpose.

Slope: This map is sloped up towards the marked Chop Chop: Special spaces on the map are
map edge. Units moving uphill count it as adverse guillotines. The first time in the battle any unit
terrain. Units being pushed or pulled are moved +1 enters a guillotine space, roll the effect die. 1: unit
spaces downhill, and -1 spaces uphill. takes 1d3 piercing damage. 4-6: nothing happens.
Slide: All corpses and walls created on this map Then the guillotine is deactivated.
(not those that start on the map) move 1 space Torn apart: Units slain on this map drop an extra
downhill at the end of the round. If a wall would corpse.
enter a unit’s space, it stops and deals 1 damage
to that unit.

5 5.CHOKED HALL
5 2.TWO FORT A semi-collapsed castle hall, draped with rotten finery.
Old forts, left in place by an invading mortal army, one of the many
feeble crusades. Debris: Special spaces on the map are debris.
Debris spaces are walls. A unit can excavate them
Emplacements: Special spaces on the map are by INTERACTing from an adjacent space and
both fortified spaces and rifle turrets. Units standing ending their turn. If a unit has a strength token, they
in fortified spaces have their DF increased by +1 can spend it to not end their turn with this
(max 6+). Turrets allow a unit standing in them to excavation.
make the following ACT: Turret shot, range 2-5,
attack. On hit: 2 damage (5+) and inflict 1
vulnerable.

5 6.ECHO OF A PAST TIME


Time and space are warped here.

5 3.BLOOD GULCH Haste: Special spaces on the map are haste spaces.
Unitsentering a HASTE space may immediately
A dusty gully between church and buttress, choked with ash. MOVE for free, but no more than once a turn.
Turn of Time: All units may teleport 1 at the end of
Weak Floor: This map has destructible floor. After a their turns.
unit is damaged inside a destructible floor space, it
becomes adverse terrain and that unit then gains 1
vulnerable. Floors can also be destroyed by
INTERACTing with them if a unit is not standing in
them, turning it into adverse terrain.

Na’aketh, Icon of Sin Yorg, keeper of the The Slithering God


(Rare). keychain. (Super Shiny Rare).
22 23
6 4.TRAPPED CHAMBER
6 1.WRITHING CHAOS Many of Anzenmezzeron’s districts are trapped in mortifying and
horrible ways, often for no reason at all other than paranoia and
The city unravels. The very air twists and bends here. cruelty.
Nothing can survive here for long.
Horrifying Traps: Any unit may INTERACT with a
Oblivion: All units reduce their max hp by 1 special trapped space to pull the lever. This deals 1
at the end of each round (min 1), then piercing damage to all units in the map quarter
recover 1 hp. where the lever is, except the lever space, and
destroys all walls in that quadrant. A lever then
deactivates.

6 2.BALLROOM
A tarnished and ruined dance hall from some baron’s estate, cut
from the mortal world and transposed into the city like a graft.
6 5.CRUSADER ARMORY
An old fort, crusted with crusader remains, but still functional.
Chandeliers: Special spaces on the map are
chains. A unit can cut a chain by INTERACTing with Gates: Special spaces are gates. Gates can be closed
it to collapse a chandelier on any unit in range 3. by INTERACTing with their marked lever space,
Roll the effect die. 1-2: Unit dodges, pushing it 1 to creating gate spaces in the marked locations. Gates
the side of attacker’s choice. 3-4: Create a hazard count as walls (with 2 hp as normal) that grant line of
space in a free adjacent space to the unit. 5-6: As 3- sight, but block passage. All units on the other side of
4 result, but also deal 1 damage to that unit. gates gain cover from any aggressors.

6 3.THE WITHERER 6 6. N A G EL
A colossal cyclopean horror prowls this part of the city. Its gaze
The Black Sword is impaled here, its twisting tines ringing with the
strips flesh from bone.
wailing of souls.

Cyclopean Gaze: Any unit out of cover and in line


Nagel: The unholy sword Nagel is impaled in the
of sight from the marked map edge at the end of
middle of the map. A unit may unsheathe Nagel by
each round takes 1 piercing damage and 1
INTERACTING with it. That unit deals +1 damage
vulnerable from the gaze of the chthonic horror off
with all abilities and is immune to all damage and
that map edge.
effects but is obliterated at the end of its turn by
forces beyond its comprehension, dropping Nagel
in its space.

24 25
Skulls! Skulls! Skulls!
Ancient Necromancer Skulls are in high demand in Anzenmezzeron, not in the least because of the power they
contain. Necromancers are inured against death due to their pacts with devils or greater powers of Hell (or other
forces), and so are vastly less affected by the degradation of repeated resurrection, known as the Black Stain. It
takes a long time for a full, titled necromancer to lose their minds and bodies to the stain.

Even so, there are those that have been in the city thousands of years and are now (literally) merely a fraction of
themselves. Barely a glimmer of consciousness is left in their skulls, but the crystallized power they contain is
highly valued by demons and other practitioners of the dark arts.

Alternately, they are used as balls in several popular sports leagues.

2.CAPTURE THE SKULL


1.SKULL SOCCER Respawn in deployment zone. 8 Round limit.
Respawn in deployment zone. 8 Round limit.
4 ancient necromancer skulls start placed in the
Place an ancient necromancer skull in the center zone. middle of the map. A unit may pick up a skull by
A unit may gain control of the skull by occupying its INTERACTing. Slain units drop a skull in their
space. space. A unit that ends its turn holding a skull in
their own objective zone scores 1 point and resets
Shoot: A unit with the skull may kick it by the skull to its starting point. Ties resolved by best
INTERACTing with it and rolling the effect die (1-2): 1 of 3 coin flip.
space, (3-5): 3 spaces (6): 5 spaces. The skull goes in a
straight non-diagonal line (using regular line rules),
moving as far as possible, or until it would enter the
space of a unit or wall. Units gain control of the skull,
even if they are an enemy unit. If the skull would be
kicked into a wall, it stops in the last free space

3.SKULL HARVEST
available but destroys the wall. This is the only way the
skull can be moved.

Possession: A unit can attempt to take control of the


skull by INTERACTing with an adjacent foe with control Respawn in deployment zone. 6 Round limit.
of the skull. Roll off with the effect die, winner takes or
keeps control of the skull. The skull moves into a unit’s Skull Control: At the end of each round, a side that
space if they gain control of it. has more units in an objective zone than its
opponents scores points equal to half the round
Victory: If the skull is kicked into the goal zone, score 1 number, rounded up, for each zone they control. If
point and reset the skull to its starting position. Most there is a tie for a zone, nobody scores points.
points at the end wins. Ties resolved by shootout. Pick
goalie and a shooting unit (purely for flavor) and roll off
1d6 per side, 3 contests to see how many points are
scored. Game can end in a tie if tied after the shootout.

26 27
R EIN FO R CEM EN T S

SCION
T A R SA L G H O U L
Mercenary Scion

The following units can be taken in addition to any in the core Maleghast rulebook. MV HP DF ARM
• The Peon is a new Thrall for the Hellminth faction from Games for Freaks volume 2. 4 4 3+ -
• The Tarsal Ghoul and Famine Demon are mercenaries. A single unit slot of any type can be a Mercenary (so
T raits
one unit, or two in the case of thralls). Any faction can take mercenaries. However, unlike core faction units,
Mercenaries cannot be upgraded by Dark Power. -

THRALL
A C T A bilities
PEON
Devourment: Attack, Melee
Hellminth Thrall On hit: 2 damage. On hit: If target was standing on a corpse, or if this damage slays
its target, remove any corpses in the target’s space (including any it drops if it is
MV HP DF ARM slain) and recover 1 hp.
Goreglutton: Adjacent
4 2 2+ - Effect: Remove an adjacent corpse. Then, if a corpse was removed, recover 1 hp (3+)
and gain 1 strength (6+) and regain ACT.
T raits Expel Chunk: Range 2-4
Effect: A unit in range takes 1 toxic damage. Then create a corpse (5+) and an
• Necrophage adverse terrain space under that unit.
• Thrall: 2 of these units are worth 1
unit slot. Can be activated two at a Ghouls are the feral dead, whose long imprisonment within Anzenmezzeron has warped their body and minds to the
time. point of unrecognizability. Instead of losing themselves to the stain, they thrive, though they are only semi-intelligent.

A C T A bilities

HORROR
Shed Flesh: Self FA M IN E D EM O N
Effect: This unit gains 1 vitality. At the start of its next turn, if not Mercenary Horror
slain, this unit drops a corpse in its space, then loses this ability and
gains access to vicious thrashing. MV HP DF ARM
Vicious Thrashing: Attack, Melee 3 6 4+ -
Special: Only available if Shed Flesh has been used. T raits
Effect: 1 toxic damage, then 1 toxic damage to one or two different • Demon of Starvation: At the start of its turn,
adjacent foes. this unit deals 1 devil damage to itself, then
steals a positive token of your choice from up to
two adjacent units. If no valid units are adjacent,
it gains 1 strength. This damage is not optional.
EVOLVE: SLIP FLESH EVOLVE: BURROWING MANDIBLE • Endless Hunger: At the start of its turn, unit’s
MV stat is increased by +3 if it had no positive
tokens on it before Demon of Starvation
Effect: This unit drops a corpse in its space, steps Effect:All three hits of vicious thrashing can triggered.
2, loses Shed Flesh, and immediately becomes able target the same character.
to use Vicious Thrashing. A C T A bilities

Harvest: Attack, Melee


On hit: 1 damage, then 1 damage again.
Leap: Self
T oxic C ollapse Leaping B irth B loated H ost Effect: Step 3. This movement ignores elevation movement penalties, adverse
terrain, and hazards.
Effect: This unit may deal 1 After evolving or after shed flesh Shed flesh and the Slip Flesh The Black Retch: Splash (self)
piercing toxic damage to an completes, may step 2, ignoring evolution drop 2 corpses. Effect: Remove any number of positive tokens from this unit, then deal 1 piercing
adjacent foe if slain while hazards and adverse terrain. damage to any character in the splash area for each positive token removed. These
shed flesh is active. tokens cannot be spent during this process.

Occasionally wormgraft fails, and the hellminth fails to parasitize its host. It loses all intelligence and becomes feral, quadrupeling in Among the weakest of demons, often cast out of Hell as punishment for minor sleights. Impossible to satiate, though
size and abandoning its failed host at its best opportunity. they will work for food.

28 SLUDGE THIS WAY 29


ARCHIVE New Agendas: The following
agendas can be taken by any
exorcist. The Broken agenda
CRADLE
1998
is a new way to end a
character’s story. It might not
be the best way. ► Protect your ward from the consequences
of their actions.
► Let your ward suffer.

ve one of its
this agenda, ha
When you choose s bo ld ed item, choose
it
New Agendas (Following Page): Three new agendas. powers, or have rd. You can sw
itch
ter as your wa
another charac tw ee n hu nt s.
nd be
your ward arou
New Blasphemies (Pg. 32): Four new blasphemies available to any
exorcist. These are relatively new in CAIN terms.

MOTHER (Pg. 40): Fight Mother.

Perfect Sins (Pg. 42): Extra-powerful sins that can be used as a


campaign antagonist or as a significant difficulty bump for
DOLL ► Matriphagy: Your ward can deal 3 nonlethal but
irreducible stress to you in place of a psyche
burst as long as they are in short range of you.
► Coddle: Once a conflict scene, you may take the
defend or aid action for free, targeting only
your ward. This doesn’t take your action for the
experienced groups. round.
► Fragile: You gain +2 max stress, but can no
► Give up on something longer clear stress by any means other than
► Willingly do something painful taking an injury.
► Sin Eater: Once a hunt, when you give your
ward a warm gesture (a smile, a huge, a pat on
► Flop: Once a hunt, you can throw the head), you can transfer any amount of stress
yourself to the ground. While in this state and up to one affliction or hook from them to you.
humans, sins, and exorcists will treat you This could cause an injury or kill you.
as if you were dead, severely ill, or ► Offering: As long as you are in short range
unconscious. It may distract them, and they from your ward, you can gain 1d3+1 sin to prevent
won’t target you in a conflict scene. You any injury to your ward, or 1d6+2 to prevent
immediately end this effect by doing instant death. Each can trigger separately only
anything that would require an action roll, once a hunt. Your ward instead remains at 1
or it ends at the end of the scene. It only stress below max. Describe how you avert
works once on the same target ever. disaster.
► Soft: You roll -1d for hard actions
(even if they become easier later), but

BROKEN
always gain +1d for straight rolls (actions
that aren’t hard or risky such as gathering
information).
► Pincushion: Exorcists in short range
from you can always take injuries or
afflictions in your place. If they do, they ► Kill
gain 1 xp, but no more than once a mission. ► Kill
► Tagalong: When you participate in
teamwork, the leader of the roll always
takes 2 nonlethal stress, but always gains After pressure
► Ripped at the Seams:
+1D. mis sio n, mark off 1d3
increases during a
► Daydream: At the start of any conflict sin ove rflow, you can
sin boxes. When you
scene, you can recover all your stress. If n los ing and keeping
always choose betwee
you do, roll a max of 1d on actions for the st after the
control.Retire your exorci
rest of the scene. ove r. Fac e execution
current mission is
not hin g lef t for you
or exile. There’s
here.

30 31
TONGUE YOUR WORD IS LAW
NARRATE Instant, short
humans or
A T- si zed group of
p to a C urself), an
Effect: Pick u ic h co uld include yo
THE WORD exorcists in ra
object or loca
n
ti
g
o
e
n
(w
in
h
ra n g e , and a verb.
ing structure
Then narrate
:
DIE
ng the follow
Passive: Your powers have no effect if you
nte n ce u si
can’t speak, or if sound is suppressed a se Curse, Instant
e (noun).
somehow. Using the same power from this
w a s/ w e re (verb)ing th
y)
blasphemy more than once before resting (He/she/the Effect: You say ‘die’ and instantly
ing the door.
has ramping effects, which are not
: He was open kill all humans in an area up to
For example ng in the air.
optional.
She was falli CAT, centered on you. This is not
g the car.
He was drivin or.
optional, you don’t get to choose
ing on the flo
• Second time: +1 CAT (min. CAT 2),
They were ly who to kill or spare, and you don’t
take 1 irreducible stress. require a roll to do so. If you used
end a
• Third time: +2 CAT (min CAT 3,
fo r it s e ff ec ts, and only sp tence this power at least once to kill one
Roll PSYCHE After the sen
on a success.
max CAT 7), +1D, take 3 irreducible e, person, at the end of a hunt,
E b u rs t becomes tru
stress. Anyone in short range from PS Y C H
if th e ro ll is successful, it er e th e y permanently fill in a sin box. If you
finishes and d people wh
ng any affecte
you takes the defeaned affliction for used it at least once to kill more
incl u d in g m o vi s th er e. This power
the rest of the hunt (hard on rolls that e y w er e alway than one person, permanently fill
need to be as
if th n it create
require hearing). u m an m emory nor ca ne (it in 1d3 sin boxes.
• Fourth time: Power always does not adju
st h
n e , o r d irec tly harm anyo
ange anyo you can
resolves at CAT 7 and do not roll anything, ch so m eo n e indirectly, as
C CASTLE sily harm
could still ea
examples).
(automatic successes per die rolled).
Afterwards, suffer instant death as see from the
your body is ripped apart by forces
beyond comprehension, which cannot
be ignored. Anyone in short range of
you is permanently deafened.

BANG
Instant, CAT range

Effect: You say ‘bang’. This causes a SNAP,


massive influx of force affecting up to a
½ CAT area with its center in range that
typically manifests as an extreme
S I L E N C E ene , long
CLICK, POP Instant, short
pressure wave. It affects everything , 1 sc
Transmute
except you. Roll PSYCHE for its effects, n area up
c e ’ a n d choose a
and only spend a psyche burst on say ‘s il e n in range.
success. Effect: You it s c e n te r at a point Effect: You say ‘Snap”, ‘Click’, or ‘Pop’, and
with tely stops
to CAT size rea comple produce an effect that would normally produce
th e a that would
Every thin g in
y th in g mundane one of those sounds. For example, you could
• Gain +1D if the environment around noise . A n art of its
producing p a rt of normal p s use ‘click’ to open a locked door, push a button,
you is quiet or subdued. d nois e a s ing, such a
make a lou le te ly s to ps function s , or type on a keyboard. You could use ‘snap’ to
omp gun
• Gain +1D if you are in an area with operation c or hinges,
e n g in e s , creaky do o w e rs from this
break a weapon or an arm. You could use ‘pop’
favorable acoustics, like a canyon, a vehicle , e tc . Your p to blow a car tire or shoot a gun someone else
, firew o rk s or psychic
performance venue, theatre, or a explosives o th e r b lasphemy is holding.
or a n y do not
stadium. blasphemy c re a te a loud noise
would
effect that is If necessary, roll PSYCHE for effects that would
this area. cting on th
work in s id e
n t + 1D w hen next a be risky, unclear, or inflict harm, and only spend
ra
• Gain or g a burst on success. Otherwise, this power is
po w e r. y affect the
h is p o w e r can easil always successful. When you or an ally next
•T acts to gain advantage of this power, they may
of rolls.
parameters gain +1D.
32 33
REPLAY
Charm, Whole mission
Passive: Without spending a psyche burst, you or an ally in short range from
you performs a course of activity that takes no longer than 10 seconds, which
you record on your player. It records you or your ally at the moment of the
recording, including dress, speech, and objects held or worn, but nothing else
around them. You can keep 3 recordings this way.
Active: You can playback a recording by spending a psyche burst. This
immediately replays a psychic double of the recording. This double is
physically tangible, looks and sounds believable, can inflict harm, and can

PLAYLIST interact with the physical world, though it de-manifests after 10 seconds and
cannot interact in any way that was not previously recorded (for example, it
can’t respond to any speech, move through a wall, or open a door if it was not
Passive: You have a powerful cursed object, which is
the focus of your powers. It’s a music player, typically recorded previously doing so). Roll PSYCHE for its effects if they are unclear,
a tape player or a cd player with attached contested, or risky, and only spend a psyche burst on success.
headphones. It doesn’t take KP, and you can
supernaturally form and reform it in your hands at
will. Make a (real) playlist of 6 songs at the start of
each hunt. Some of your powers key off this playlist.
Any music you play from this playlist can be heard

BOOST
diagetically (in the game) if you so choose. It appears
to come from either a visible location in short range,
your player, or nowhere in particular (like a
Instant, s
hort any ally in
re y o urself or k
soundtrack), and you can turn it on and off at will. ower b e fo ick a trac
c ti vate this p S Y C HE roll. P
Effect: Yo
uc a n a akes a P ack le th
n g
s p h e my and m d ig it s of the tr 5.
range us
es a b la first th re e cord 1, 3,
y li s t. R e cord the :3 5 tr a c k would re e ry die
r pla a 10 r ev
from you d o n o t count, so a d d it io nal CAT fo (m in
5). 0 s ains + 1 length
(like 3, 3, e d , th e action g d fro m the track
die ro ll cord e
For each umber re CAT 7 ).
th a t m a tches a n + 3 CAT, max
rolled AT , m a x
+1 C

VIBE elf, 1 sce


ne ck
Charm, S lay a tra
th is p o wer to p or Angsty.
use hill,
you may ncholy, C ene .
a s c e n e starts, e track is Mela e rest of the sc
h e n e if th fo r th roll.
W id
Effect: r playlist. Dec the tracks’ typ e ey fail a
o m y o u e d o n 1 s tre s s when th o n , they
fr us bas relieve r afflicti
Gain a b o n
• Melanc
: You or
holy
a
r you or
n y a ll y
an ally g
n injury
ains a
, h o o k , o

u
TITLE
A fte ge o f yo Effect: Summo
• A ng st:
e ir n ex t actio
n.
o n e in short ran is You pla n, Insta
nt , shor
on th e ve ry ade th psychic y a trac
gain +1D e s c ene , rd rolls m manife k from t
A t th e end of th s n o ri s ky or ha effect c station your pla
y
• Chil l: a an crea based o li s
1 stress
if there w
• A p sy te: n any p t. You can ma
recovers ar t of th nif
• A p sy
chic co
py of a e title, u est in shor t r
p to CAT ange fr
s c ene . c n y
• A brie hic copy of an object name in size om you
f b u r st y huma d in the or mag a
named or ener n ti nitude.

SHUFFLE in the ti g y, weath o r a n im tl e T he


The ma
tle er, or p al in the title
nif h y sical fo
Transmute , Instant, CAT are
a again, o estation lasts rce (fire
/rain/w
r until th until yo ind/pu
aura of e s c ene u would sh/pull
s, or unreali p a ro ll /pressu
number of objects, vehicle inspecti ty o s s es, then fo r it
it dissip s effects or a re)
Effect: You may choose any d ma y hav e a size up on. It ca r ‘wrongness a c ti
Any thing swappe no way n cause ’ aroun tes. An o ns ,
people in the affected area. itio ns and obligate
d
tangible d it to r
e gu
y thing u n
created til you use this
tantly swap their pos power
would c to follow you harm or force lar humans, w is tang power
to 1/2 CAT (min 0). You ins the same size when it ause ha r instru and inte ho will ible bu
swa p things of approximately rm c ti ra c a t ha s an
momentum. You must for effects
is used o
, only m , or be risky o ns if it can ac ct with the ph
tch on
u
takes e ysical w nder close
Fact: The loose or leftover cursed objects d to roll
erwise, or if you nee ffect. anifesti r unc er t indep
created by this power are curated in and mass. If attempting oth ng and ta en o
Temerity archive 52. The collection is quite and only spend a bur st on suc cess. spendin in in some wa dently. If the u rld but is in
extensive and has a fairly rabid following such as harm, roll PSYCHE age of this pow er, g a bur
st on su
y, roll P
SYCHE
se of th
is
s to gain advant
among certain subsections of CAIN staff. When you or an ally nex t act cce ss .
Otherw
for its e
ffects
ise, it a
they may gain +1D. lways

34 35
WIRE
They’re like veins, if you really think about it.
POWERREG 19.43.2002

DISK
Instant, adjacent

You can even hear it’s heartbeat. Effect: You touch an adjacent willing human or exorcist, or an object, vehicle, or
construction of CAT size (including anything on or inside that object), and store them as a
CD, spending a psyche burst. You can keep a number of CDs equal to your CAT +1. They reset
between missions, and their contents are freed. A person stored is in a stasis of sort and has
no awareness or sensation, and cannot take harm or be affected in any way, though hooks,
Fact: WIRE has only been discovered by CAIN in the last two years, but
talismans, and afflictions on exorcists within can continue to build up, affecting them
the organization understands it fairly well. Users may develop the
instantly on release if filled. When you touch the CD again, or if is broken before them, the
ability to ‘hear’ phone lines and electric signals. You will eventually be
stored person or object reappears in a space in short range of you, regardless of it there is
able to ignore this sound.
room for it or not. Roll PSYCHE for any of its effects.
Involuntarily body modification through this power is common. Do not
be alarmed. It will return to normal in 1-2 hours.

MAIN ARTERY
Passive: You have a cell phone, with better features such as
wireless internet access. It doesn’t take KP. You can produce or
remove it at will, forming it from psychic energy, even if you lose
it.

SURGE
CAT+2 range, Instant

Effect: You instantly transpose your physical form and a group of up to


CAT size of humans or exorcists in short range from you into a psychic
electrical charge, then travel rapidly through a phone line or a networked
TERMINAL computer, appearing instantly on the other side. However, you must be
Self, Charm, 1 scene able to clearly see your destination, or else know the phone # of the
DECK target you want to reach, or the network address of the computer on the
Effect: You manifest a computer terminal that Adjacent, Curse, 1 scene other side. You can use this power without knowing your destination, but
emerges harmlessly (but somewhat disturbingly) where you end up is entirely up to the Admin.
from your body, usually from your chest or back. Effect: You flip a keyboard out from any object,
While manifesting this terminal, activities are hard construction, vehicle, human, or exorcist. The
if you are moving or under duress, but you can
otherwise act normally, including typing or keyboard lasts until you produce a new one, or
interfacing from yourself. The terminal has a fast until the end of the scene. While the keyboard is
connection to the internet and is powered, regardless out and you’re able to type on it, when gathering
of location. Any other character interacting with the information on your subject, you can interact
terminal can use your relevant skills to gather with them as if they were a computer. You may CALL
information using you. The first time in a scene roll either PSYCHE or the interfacing skill, Instant
someone gathers information this way, also gain
+1D. whichever is higher. The first time you do this for
each keyboard, gain +1D. You can flip it out from
even impossible surfaces, it may be made from Effect: You call any human, sin, or exorcist. Only spend a
unusual materials, and it does not harm a person psyche burst if they pick up. If they didn’t have a phone
it is produced from, although it is hard to type on on them, this power manifests one when they pick up, and
a new number for them (which you don’t know unless
them if they are unwilling or while they are they tell you).. This phone is a little odd and disintegrates
moving. into psychic energy when you rest.

198.56.789
36 37
Mother ’s 05:15:23. 11.3.1998

Treasesurifesyou
Use these fo Mother.
want to fight occuring
Mother is a rerrent and
problem in cu rity
abandoned Teme
facilities.

Several reactions from fighting


Mother can infect exorcists with her.
Gaining her this way doesn’t lower
sin cap, doesn’t immediately grant a
power, and doesn’t raise xp cap like
gaining a new blasphemy normally
would. Otherwise, treat her like a
normal blasphemy.

Mother’s Sweet
Sin/Anomaly. Execution talisman 2 (solo), 6 (swarm)
CAT 0-4

Relatively weak, result of colonization of the graceless. Act in


perfect synchronicity around other parts of Mother. Mother’s Favorite
Reactions: Sin/Anomaly. Execution talisman 6+CAT (solo) Reactions:
Inflict harm. Attacks with: Spiny extrusions, venomous bite CAT 1-5
(1): 3 stress and 1 sin. (2/3): 2 stress (4+): 2 stress. Inflict harm. Attacks with: Whipping spirals of flesh, coral
spines, super-pressurized blood jets. (1): 5 stress +2 sin. (2/3)
Or: Threat (1-2: Join - Swarm Only): Erase up to 4 slashes Three types observed: The first, the 3 stress +1 sin, (4+) 2 stress.
result of latent fusion of many other
on execution talisman if successful, then become a fused parts of Mother, even the
Mother’s Dear, replacing all reactions. graceless, created a gestalt grace. The Or: Complications or Threats: Reinforce armor, grow extra
second, a result of colonization of a spines, unravel body, burrow into wall or floor, overwhelm with
graceless individual of high willpower,
Or: Threat (1-2: Colonize): Jab with sharp spine. If granting them Mother’s grace wholesale.
psychic scream.
02:35:23. 11.3.1998
successful, kills self, but then deals 5 stress to its target and The third, a result of colonization of
infects that exorcist with Mother. an individual with high grace Or: Complication (1-3: Nest, 1/scene): Releases a vaporized
Mother’s Dear concentration, typically an exorcist.
form of Mother into the air. Coral polyps start growing over all
surfaces. Start a 6 talisman to deal with the complication, and
Sin/Anomaly. Execution talisman 4 (solo), 8 (duo) a 6 talisman to track actions to deal with it. Slash complication
CAT 1-4 Mother Knows Best: Any exorcist that becomes a Mother’s once after each player turn. At 4+ slashes, all exorcists take 1
Favorite can suggest to the GM what their reactions should nonlethal stress after taking action if they have to breathe.
High priority target for execution. Result of multiple graceless subjects fusing. be. Then the GM ignores this, and does what Mother would do When it fills up, all exorcists take 1d3 sin, 3 irreducible stress,
Very slow, but methodical. Barely flinches when struck. Has no individual sense of (Mother wants to survive, feed, and multiply). and this effect ends as the polyps explode.
preservation.

Armored: Takes -1 slash from direct attacks of equal or lower Or: Threat (1: True Colonize): Jab with sharp spine. If
Armored: takes -1 slash from direct attacks of equal or lower category unless armor category unless armor is dealt with through setup or successful, deals 5 stress to its target and infects that exorcist
is dealt with through setup or circumstance (finding weak points, cracking with circumstance (finding weak points, cracking with with Mother.
overwhelming force, etc). overwhelming force, etc).
Reactions:
Inflict harm. Attacks with: Carapace, horned headbutt, retractable spines If you want to run a Mother’s Favorite as a
(1): 4 stress and smashed rib affliction (physical exertion of any kind is hard). (2/3): 3 hunt target, run it as a reskinned
stress (4+): 2 stress. Centipede or Ogre sin, choosing one for the
base, and picking domains from either. Also
Or: Threat (1-2: Colonize): Jab with sharp spine. If successful, kills self, but then use the above harm reactions, threat, and
ypical ‘horn’
deals 5 stress to its target and infects that exorcist with Mother. Note archet complication.
- L.
40 stru ct ur es
41
998
02:55:13 . 11.3.1
PERFECT
OGRE You see it too? For me, it’s always like this.

Perfect sins are special grade hardened targets, Perfect sins abide by the following rules: Suffocate: Exorcists cannot rest inside the miasma for any
widely feared by even experienced exorcists. They are reason, nor can they use any kit with the consumable tag
thankfully very rare, and manifest in two ways. The • Their execution talisman is 10 base. Additionally, inside.
first, and more common, is when a sin host is able to it scales twice as fast with CAT and pressure.
partially manifest but suppress their sin for many (Total talisman is 10 + 2xpressure +2xCAT). Perfect Decay: Any stress taken from the ogre or its
months or many years, rendering it both barely Therefore a CAT 4 perfect sin, at 0 pressure, will traces on a 1-3 reaction grants the rotting affliction (pg 133,
detectable by CAIN and also preventing it from have a talisman of 18. CAIN).
majorly interfering with their everyday life. Mundane
humans may sense that an afflicted host is struggling • Perfect Sins can be category 3+ only, and can Sunkiller: The Perfect Ogre deals +1 stress with reactions
somehow, physically and spiritually - they may seem be category 6. to exorcists with an injury.
'off' or unwell. The nascent sin swells and festers,
growing hardened and calcified, like a scab over a • All traces created by the sin have their execution Field of the Limbless: Pulverize rips off a limb for EACH
wound. When it eventually breaks through its host's talisman increased by +2. 1 rolled, instead of just a single limb if two or more ones are
willpower and fully manifests, it is more vicious, more rolled. If an exorcist has 3 or more limbs ripped off, they
extreme in its appetites, and vastly more powerful. • All perfect sins have a stronger severe attack, also suffer instant death.
and improved abilities noted in their entry on the
The second way a Perfect Sin manifests is when an following pages.
Imago that used to be an exorcist is allowed to escape
and evolve, unlocking its full power. • Each Perfect Sin starts with one of the following
complications active and activates another for
Perfect sins emergences are classified by CAIN as free when it takes a reaction at 50% talisman or Only the dead receive flowers.

special grade, high priority events (usually named lower. These complications don’t count against the
Calamities), and only experienced exorcists are maximum and don’t take a reaction to activate.
dispatched to deal with them. They only manifest at Each has a 6 talisman to clear.
Category 3+. and can manifest up to Category 6.
They are notably more humanlike in aspect and
speech than most sins, and capable of utilizing EK Armor
rm
weaponry formed from their bodies, as well as -1 slash taken from ha Malice
tremendous psychic abilities. withou t tea mwork or
First reaction taken a
setup. round rolls 3d6 for risk,
In game terms, perfect sins are intended as a picking the lowest.
significant challenge for experienced players that have
powerful or capable higher category exorcists, and
EK Stress Field
Stress dealt cannot be
they up the difficulty and attrition of the game
reduced.
Annihilation I alone will stand before God.
significantly. They have the normal types and forms, Start a 6 talisman. Slash
it
but are vastly more powerful than regular sins. once after the exorcists
act. Perfect Reflex: The hound takes two free reactions at the
The sin regains its Seve start of the first round of any conflict scene (still roll 1d6 for
Misery re
Attack when the talism
Exorcists cannot roll an fills each).
Sins to 6 if it was already us
Using Perfect more than 3 dice on ed. If it
wasn’t used, it may Berserk: At 50% talisman or less, deals +1 stress with all
p to
e for your grou any action. immediately use its Se
Perfect sins ar ion of the base vere reactions, and may use a threat to inflict instant death with
te ns
use when the Attack as a free reaction
d due to player . a 1-3 reaction.
game has lowere ent
make an excell
ability. They to finish a
an ta go ni st
primary used Perfect Body: When exorcists rest, the hound heals to full
ey can also be
campaign, or th that turns imago
for any exorci
st
me a
on its execution talisman.
to flee and beco You’ll notice category 6 sins are
and is allowed above the baseline ability of even
full sin. the most senior exorcists. Against Blood Sated Sword Soul: Every exorcist flying to aid
CAT 6 sins, abide by general CAT another exorcist targeted by Apoplexy takes +1 stress and a
rules (all actions are hard,
risky, or may be impossible flay scar. All humans in a CAT sized area centered on the
without setup or circumstance). hound are instantly slaughtered.
As above, so below

42 When will your bloodlust be sated, Exorcist? 43


殺してやる殺してやる殺してやる殺してやる殺してやる殺してやる
PERFECT
IDOL
Poor things. Needless suffering. Too much thinking.
Open the Gates, and I will reveal to you the Kingdom.
Mock: The Idol’s base execution talisman is 6 instead of 10. However,
at the start of the hunt, the Idol may ask the following trauma
questions to any exorcist. During a conflict scene, the Idol may use
the answers to counter an exorcist’s action, reducing slashes taken by Perfect Kingdom: Resting anywhere causes
1d3 and inflicting the same amount of stress on the triggering you to enter or exit the Lord’s Kingdom (it’s
exorcist. Each answer can only be used once. choice).

Are you human? When did you realize What precious thing have Immutable Control: When the lord creates a
you are a tool? you lost forever? complication, it takes +2 more slashes to deal
with (this includes the free complications from
Perfect Dream: When the exorcists rest, two exorcists of the Idol’s being a Perfect Sin).
choice gain an idol affliction.
Perfect Purity: Exorcists gain +1 sin when
Perfect Divinity: Divine Agony cannot be invoked against the Idol. gaining sin inside the kingdom.

Ritual of Flesh: Marriage can target and fuse 3 exorcists, and inflicts Immaculate Prosecution: Judgement allows
1d3 sin on each. no other exorcist to aid.

天下
布武
All is Right With the World

PERFECT
TOO LOUD. TOO LOUD. TOO LOUD.
TOAD Nice toys. I think I’ll take them.

Perfect Venom: Exorcists get a single dose of


centipede antivenom for the entire hunt. Perfect Larceny: The Toad steals 1d3 resting
dice from the exorcists when they rest and
Dead Century World: All exorcists present may roll and spend them to heal.
take 1 nonlethal stress at the end of every
conflict scene round. Get a New Trick: Once a round, as a 1-3
reaction in a conflict scene, the Toad may seal
Perfect Massacre: Depopulation of the area an exorcist’s blasphemy power. That power
increases to 40% per tick of pressure. Spillover may not be used this scene again without first
over 100% represents casualties OUTSIDE of taking 1d3+1 sin each time.
the area.
Perfect Spawn: Toadspawn are Sins and deal
Eternal Hatred: Vitriol targets a second +1 stress on all reactions.
exorcist. Exorcists flying to aid must choose
which to aid, excluding the targeted exorcists. Shadow of the True Self: Grand Finesse's
shadow execution talisman gains +CAT and
+PRESSURE length and it now becomes a
combatant (stat as a binder, pg 153, CAIN.). It
can react alongside the sin once a round for
free, like a Trace.

44 45
They bled you dry/They bled you dry/The pandaemonium is nigh.
© Tom Bloom 2025

Vol 3
November 2025
$6.66

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