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Scheda Cain RPG

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0% found this document useful (0 votes)
7 views4 pages

Scheda Cain RPG

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

AFFIX ID CARD FIRMLY

CAT
CATEGORY RATING SYSTEM
Please circle clearly
I II III IV V
CATEGORY AFFECTS THE
PARAMETERS AND
EFFECTIVENESS OF POWERS
FORCE MISSIONS SURVIVED: 0 1 2 4 7

CONDITIONING
B
COORDINATION
COVERT
PSYCHE
½ CAT, rounded up.
Use for your powers
U
R
S
INTERFACING T USE YOUR POWERS OR GAIN +1D. THEN
MARK ONE, OR GAIN 1D3 SIN INSTEAD
INVESTIGATION REGISTERED KIT
SURVEILLANCE KIT
NEGOTIATION POINTS:
Spend KP to pull out the following items any time:

Starts at 6. -1 per injury.


EXECUTION Final slash takes any amount of stress
AUTHORITY
Description
CONNECTION
SERVICE WEAPONS (2 KP) (CAT 0, upgrade +1 by
Spend 1 advance to improve, then tick a box below. spending 3 scrip to max of CAT 3)
Two skills at 3 max.
ISSUE UNIFORM (0 KP)
Improvements: NOTEBOOK, PEN (1 KP)

INJURIES:
Each gives -1 stress.
MATCHBOOK (20 MATCHES), CLEAN HANDKERCHIEF (1 KP)
Suffer an injury when taking stress at maximum.
Clear all stress when gaining an injury.

! !!SIN OVERFLOW!!
Gain this injury box if
visitation rights have been acquired.

ACTION ASSESSMENT METRIC Give up or make a resistance check.


HOOKS:
Gain hooks when bargaining with the Admin, from
4+ RISKY HARD
Resistance: Roll 1d6 and add 1 for each sin mark. Gain
your own powers, or when there’s a delayed
Admin rolls the Successes on a a sin mark on a total result of 7 or lower and keep
consequence.
SUCCESS risk die. 6.
control. A result of 1 always suceeds. On success, clear
Gain bonus dice:
INSTRUCTIONS:
NAME HOOK
- Teamwork (Combine highest bonuses) all sin, gain a sin mark then permanently cross out
SLASH HOOK ONCE WHEN: - Setup yourself or another: (+1D, -risk, or -hard)
- Spend 1 psyche burst to use your powers (+1D) two boxes. Otherwise, give up.
- Gaining the same hook again
- Pressure increases - Use your abilities
- Rolling a 1 on risk - Bargain with the Admin (Gain a hook or tradeoff)
WHEN HOOK FILLS UP, ERASE AND
RESOLVE IT …+3 dice maximum

SIN MARK
AFFLICTIONS:
Record afflictions here.
Debrief after mission for decontamination. DIVINE AGONY
• When you take no successes on a roll,
gain an affliction, fil out a hook, gain an
injury, or an exorcist dies or suffers sin
overflow, store a pathos.
• Once a session, and once a scene for the
whole group, you may burn away all
pathos to add one extra die to a roll per
PATHOS
pathos burned, stacking with all bonuses. Clear after session end
-S - SCRIP:
Paid out per mission (5: success, 3: spare, -1: failure, +3 advance) Evolve with an advance
//ADVANCEMENT tmstandard 067

XP:
SIN MARK SIN MARK
ADVANCES:
At the end of each session, answer each question,
then mark xp. Cash an advance each time you mark 4.

• Did you survive?


• Did you follow your first agenda item?
• Did you follow at least one bolded agenda item?
• Did you follow two or more bolded agenda items?
• Did you take an injury or affliction?
DOCREF XX0011 DOCREF XX0018
Evolve with an advance
As above, so below Evolve with an advance As above, so below
CAIN REGISTERED ABILITIES

AGENDA AGENDA ABILITIES


Describe registered agenda here.
Swap agendas between missions. Keep any bolded items.
Spend an Advance to gain a new ability. 5 abilities max.

AGENDA ITEMS

BLAST: Spend a psyche burst and roll


PSYCHE to produce a weaponized form of

BLASPHEMY: concentrated psychic energy in melee or short


range. The specific look and feel of this basic
exorcist skill varies between exorcists. The
Describe registered pychic phenomena.
Keep sticker attached at all times. strength of this blast scales with CAT.
Spend an Advance to gain a new power.
Spend an Advance to gain a new blasphemy. If you do,
cross out a sin box, and increase xp to advance by +1
OBSERVED POWER

PASSIVE
OBSERVED POWER

OBSERVED POWER
OBSERVED POWER

OBSERVED POWER

158 159
DOCREF XX0012 DOCREF XX0015
FIRMLY AFFIX ALL STICKERS As above, so below REFER TO DOCTRINE TM451 IN CASE OF CATEGORY 5+ EVENT As above, so below
SIN
ATTACH MISSION FLOW MATRIX VITAL INFORMATION CARD

FIND THE

THE HUNT
Exorcists are dispatched when signs of a
1.
2.
3.
4.
5.
BRIEFING
ARRIVAL
TRACK
INVESTIGATE
PREPARE
PALACE
A sin creates a parasitic
pocket dimension. It
cannot be slain outside.
Enter the palace and
Refrain from speaking name aloud

sin appear, and must investigate. They 6. CONFRONT execute it. RECORDED MANIFESTATION FIELD SHEET
know only its type and trauma questions. 7. EXECUTE
They must locate its lair and execute it INSTRUCTIONS:
before catastrophe strikes. - RETREAT TO SAFE DISTANCE
Return for debrief. - DO NOT MAINTAIN EYE CONTACT
RNR allowances. - IMMEDIATELY CALL 994
Just think, you’re all ready to slaughter to your heart’s content. I II V VI
III IV VII

RECORDED TRAUMAS Please promptly file card


AFFIX TALISMANS FIRMLY

TRAUMAS
Slash when a scene passes, or a ‘1’ is rolled on risk (once per scene only)l.
Increase pressure by 1, then clear tension. Then:
Send minions/Ambush the exorcists/Involve authorities/ 1.
FACT: Traumas can be used to
Separate someone/Force a difficult choice/
3 TENSION FILL> Escalate the situation/Afflict the Exorcists/Start or
progress a ticking clock/Use a domain/Threaten or twist
2.
counter a sin’s reaction, reducing
stress suffered by all targets by 1d3
and inflicting 1d3 slashes on the sin.
an NPC/Introduce a new obstacle 3.
Slash when tension fills out, degrading the situation.

AFFIX EXECUTION TALISMAN BELOW. SLASH WHEN TAKING HARM.


The situation gets out of
6
PRESSURE FILL> control. The sin
increases in CAT by +1
and things get worse. EXECUTION
- EXECUTE
- FAIL
- SPARE
Sparing requires at least 1 trauma
7+PRESSURE+CAT After 4 slashes, must retreat to palace until pressure increases and heal 1d3, or 2d3 if full.
Cannot retreat inside palace, and instead is at the mercy of exorcists if full.

TALISMAN WORKSPACE REST


Characters rest as a group. Increase ATTACK COMPLICATE THREATEN

CONFLICT
INSTRUCTIONS: Write what each talisman represents, write length in circle pressure by 1, and roll 2d3. Then for each
d3, gain that many psyche burst, heal Add a twist to the fight. Complications can: Threaten a worse consequence, once a
(2-short, 3/4 medium, 5/6 long), slash 1 for each success when acting. Attack with:
that much stress, or untick a hook. round. An exorcist must immediately make
Actions that don’t fill it up represent partial progress. • make something hard an action toll to try and counter the threat.
Threats can, if executed:
• deal 1 stress a round to all exorcists
• make the sin take 1 less slash on its • Inflict stress: (1): 1 injury, (2-3): 5
stress. (4-6): 3 stress
Inflicts stress: (1) 5 stress, talisman under certain circumstances
(2/3): 3 stress, (4+) 2 stress • Separate an exorcist completely, or
• make the sin deal 1 more stress under
• Afflict an exorcist, or
Adjust up or down by +1 certain circumstances
depending on situation. • Cause collateral damage, or
• change the parameters of the fight
• Massively change the parameters of

AFFIX TALISMANS BELOW SEVERE ATTACK


The same effect cannot stack with itself.
Complications are worse and take more effort to
the fight

! Only usable on a 1, once a


deal with the worse the reaction die (4-6): 2
scene. Check sin sheet for
details. action, (2-3): 4 talisman. (1): 6 talisman. Add a Or improvise: (1) Strongest reaction, (2/3)
strong reaction, (4/5) Weaker reaction, (6)
complication up to three times per conflict Weakest reaction.
scene total.

DOMAIN DOMAIN DOMAIN

160 161
DOCREF XX0124 DOCREF XX0121
As above, so below FIRMLY AFFIX ALL STICKERS As above, so below
CAIN
Humanity is cursed, host to a roiling psychic sea barely
understood or controlled, a phenomenon arising purely from
the darkest portions of the human soul. While most humans
are blissfully unaware of its presence, others are more
sensitive. When it grows wild in these hosts, SINS appear,
terrifying supernatural monsters that are anathema to reality
itself.

CAIN is the solution, the global supranational shadow


organization dedicated solely to the hunting and execution
of sins. It’s mission is clear, its purpose steadfast. Is there
anything better than a good hunt? Just think, you’re all set to
slaughter to your heart’s content.

YOU are an exorcist, a powerful psychic soldier and tool of


CAIN, honed and wielded for one purpose:

WIPE OUT THE STAIN

$9.99 © Tom Bloom 2024

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