Games For Freaks Issue 3 Spreads
Games For Freaks Issue 3 Spreads
$6.66 USD
ISSUE 3
NOVEMBER 2025 IMMACULATE SLUDGE
Oh.
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.
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!
Haneko on Discord
(My favorite album of 2025.) @Mhudsonartist on Instagram
Hm. Fascinating.
Also Eternal Blue is a very good Spiritbox album you should listen to. They haven’t sued me yet
@yadanathreefour on Bluesky
ComfyArts on Discord
Ofahumanbean on Discord
CryptidSock on Discord
It’s power is
mighty indeed. I Corvid Wizard on Discord
Shall ruminate
further upon
it.
@Snarferman on Bluesky
Spadoosh on Discord
Haunts
(roll 1d6 and half the results).
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.
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.
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 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.
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 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.
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.
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.
3.SKULL HARVEST
available but destroys the wall. This is the only way the
skull can be moved.
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
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.
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.
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
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
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.
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
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.
Mother’s Sweet
Sin/Anomaly. Execution talisman 2 (solo), 6 (swarm)
CAT 0-4
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
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.
44 45
They bled you dry/They bled you dry/The pandaemonium is nigh.
© Tom Bloom 2025
Vol 3
November 2025
$6.66