The six archetypes, and how to run them.

Sin Bestiary

I.

Ogre

Primary emotion: Despair

Enormous, misshapen, and hideously powerful. A common type, but dangerous compared to most. Born from inadequacy, failure, shame, self-hatred, or a deep desire for misery.

Manifests In

  • People ground down to a pulp by life — bullying, traffic, debt, overwork.
  • People suffering a deep, existential self-loathing.
  • People dealing with extreme grief.

Appearance & Behavior

Extremely large, strong, and bulky, with a malformed, monstrous appearance — a fused host often looks like an "uglier" version of themselves. An ogre's presence saps energy from a room and lowers the temperature; it's associated with frost, mist, mud, and foul weather. Enormously durable and strong, regenerating rapidly.

Unusually for a Sin, ogres are anti-social, self-deprecating, and conflict-averse — they mostly want to be left alone. Rarely manifests post-mortem. Deeply, co-dependently attached to its host, alternately tormenting and comforting them, pushing both toward self-destruction.

Trauma Questions

  1. Who or what pushed you into this hole?
  2. Who or what is keeping you from going over the edge?
  3. What are you most ashamed of?

Palace

Mirrors a space significant to the host, decayed and expanded into a warren-like maze, cluttered with junk. The ogre barely fits and squeezes painfully through it. Typically: abandoned buildings, filthy high-rises, shuttered schools, dead workplaces. Dark, wet, cold, musty, reeking, filthy, labyrinthine.

Pressure: Miasma

The ogre's presence infects the area — sour weather, thickening fog, buildings degrading, tech failing, architecture turning maze-like, mold spreading. Humans lingering inside start sharing its hostile outlook. Spreads to a new area each time pressure increases; at max pressure the ogre gains +1 CAT and the miasma covers the whole investigation area permanently, following the exorcists even if they leave. Minions: Stumblers, bulbous humanoids born of shame that disintegrate outside the miasma.

Domains

Choose three:

  • Hostile Door Patterns — erases exits and light sources in an area; once a hunt, opening a door strands the party in twisting corridors.
  • The Unseeing of Things — invisible in darkness; can kill all local lights.
  • The Grinding of Wheels — afflicts an exorcist with Despair via secret shame questions, spawning a guilt-creature trace.
  • That Awful Flesh — regenerates rapidly; takes -1 slash unless harmed by fire, acid, or solvent.
  • The Inevitable Place of Meat — rotting/decaying touch; exorcists lingering in the miasma superficially rot.
  • The Lash Calls You Brother — conjures a "Crusher" trace built from an exorcist's own guilt and shame.
  • Where You Belong — commands mud, water, and temperature; can turn the weather violently hostile.
  • The Agony — afflicts an exorcist with Sunken, forcing a recurring "is your heart really in this?" choice.

At the Table

Attacks with teeth, claws, and fetid black spew: (1) 5 stress, (2-3) 3, (4+) 2. Complications: kill the lights, smother in mud or slime, pin someone down, retreat into darkness. Severe attack Pulverize (once/hunt) grabs an exorcist in an overwhelming crushing hold — allies must rush to help or the target takes heavy stress, possibly losing a limb.

II.

Idol

Primary emotion: Desire

Serene and charming, radiating an otherworldly beauty and poise. Uniquely among Sins, idols are visible to the graceless and often take fully humanlike form. Born from the basic human desire to be wanted and loved — the most outwardly benign Sin type, though no less dangerous, pulling hosts toward vanity and control.

Manifests In

  • Failed actors, singers, or performers.
  • People suffering an extreme lack of fulfillment.
  • People who've been abandoned or lacked human connection or love.

Appearance & Behavior

Commonly humanlike — often the host's ideal romantic partner, parent figure, or best friend. When fused, it enhances the host toward an "ideal" version of themselves. Godly, stunning beauty to the graceless; capable of far more terrible forms when cornered or showing power.

Radiates charisma and draws people into a cult. Its voice and presence are hypnotic to the graceless, issuing commands that are nearly impossible to ignore. Charming and funny, but intolerant of not being the center of attention — at its worst, absolute and sadistic control.

Trauma Questions

  1. What is your dream?
  2. Why did you give up on your dream?
  3. Why do you think you are incapable of being loved?

Palace

Manifests where its cult gathers, usually somewhere populated — a front operation (a band, a concert hall, a religious gathering) conceals the true, harder-to-access headquarters and palace entrance. Interior is a monument to self-obsession: palatial estates, nightclubs, luxury penthouses, religious halls. Luxurious, gilded, airy, captivating, gaudy, holy.

Pressure: Cult

Gathers cultists — brainwashed, loyal, mundane humans — over time. A low-CAT idol pulls in dozens; a high-CAT one, hundreds or thousands. Each pressure increase, secretly add an NPC the players have met to the cult. At max pressure, the idol gains +1 CAT and every NPC in the mission area — including ones met later — joins the cult. Minions: Cultists, execution talisman 2/4/6.

Domains

Choose three:

  • Toys for Men — puppets cult members' flesh like marionettes; can see and speak through any cultist.
  • Elevation of the Innumerable Mass — can elevate a cult member into a minor sin (an Apostle).
  • Hold My Darlings — transfers its own execution-talisman harm onto a present cultist instead; can speak an unspeakable, deafening word.
  • That Pliable Flesh — rapid shapeshifting, including copying an exorcist's exact appearance.
  • Slumbering, I Saw a Shape in the Door — invades exorcists' dreams during rest.
  • Taking the Ears — an overwhelming voice that can instantly recruit a crowd of mundane humans into the cult.
  • The Glory — a form so overwhelming it knocks out non-cultist witnesses and blinds or stresses exorcists who look at it.
  • The Strong Scented Lips of a Whispering God — deep ties to fans, businessmen, and politicians; armed cultists and a mounting CAIN-cleanup exposure risk.

At the Table

Attacks with blades, firearms, claws, and psychic voice commands: (1) 5 stress, (2-3) 3, (4+) 2. Complications: rile up a crowd, enthrall someone, force out secrets, spew hallucinations. Severe attack Marriage (once/hunt) forces an exorcist to name who among their allies they desire most — naming an ally risks the idol fusing the two together.

III.

Hound

Primary emotion: Vengeance

Ferocious, violent, wild — rage given form. Born from a seething desire for vengeance or justice: a deep resentment, often fixed on a specific person or group, in the shape of a grudge. Forms when a psychically sensitive person's unprocessed anger finally boils over.

Manifests In

  • Murder victims.
  • Someone who's suffered a deep injustice from someone with power over them — a landlord, a bank, a boss.
  • Someone deeply wronged, bullied, or abused by a specific person or group.

Appearance & Behavior

Constantly moving, twitching with barely-contained rage. Often animalistic — running on all fours, biting even in humanoid form. Lithe, extremely fast and strong; humans feel an innate dread near them even unseen.

By far the least communicative Sin, sometimes only animal-level intelligence. Exists mostly to hunt, maim, and kill — occasionally cunning enough to stalk and wait, but usually just barrels through everything in its way. A fused host shows incredible strength, speed, a burning-hot body, and manic, violent restlessness.

Trauma Questions

  1. Who wronged you?
  2. How were you wronged?
  3. What are you unwilling to sacrifice?

Palace

An extremely simple, barely coherent landscape of whipping wind, boiling rain, and licking flames. Unlike other palaces, it can shift location as the hound moves. Entrance usually somewhere derelict or wild — abandoned buildings, drainage canals, junkyards, tree hollows. Hellish, gory, barren, inhospitable, ferocious, chaotic.

Pressure: Grudge

The hound hunts specific people. At the start of the hunt, name three grudge targets (which can expand to innocents connected to them). Each pressure increase, it tracks and tries to kill one — exorcists can intervene with a conflict scene, or the target dies off-screen. If all targets are dead, it names a new one from any NPC the exorcists have met. At max pressure, the hound gains +1 CAT and adds every NPC and every exorcist to its grudge. Minions: Myrmidons, short-lived echoes born from spilled blood that disintegrate within hours.

Domains

Choose three:

  • A Shuddering Thing Through a Dark Hall — feeds on fear, growing stronger; harming it costs 1 stress to suppress fear unless a personal fear is confronted.
  • Turning Blades, I Laughed at Their Brittleness — beast-tough hide; mundane weapons barely scratch it.
  • The Catching of the Doe — a stealthy hunter; gets a free reaction against whoever it's stalking.
  • The Annihilation of the Wicked — fights at range with fused firearms.
  • The Fattening of Rage — heals by killing mundane humans; grows stronger execution capacity once it's slain a grudge target.
  • Rile Against Heaven — its presence sours relations; NPCs start hostile to exorcists by default.
  • The Measured Weight of Death — supernatural resilience, bypassed only by a specific, discoverable weakness (silver, iron, extreme heat/cold, water, sunlight).
  • Bloodying the Steel — its rage is infectious, dragging feuding exorcists into a vicious cycle with each other.

At the Table

Attacks with needle teeth, razor claws, and bloodied weaponry: (1) 5 stress, (2-3) 3, (4+) 2. Complications: move faster than the eye can follow, set everything ablaze, swell with heat and size. Severe attack Apoplexy (once/hunt) leaves a permanent scar on a targeted limb or the face — allies must rush to help or the wound gets worse.

IV.

Centipede

Primary emotion: Hatred

So horrific and putrid a reputation that senior exorcists avoid them when possible — most infamous for their potential to cause mass death even before a sin event happens. Born from a desire for escapism through death: fantasizing about a disaster so total it would finally end the host's circumstances, usually tangled with real misanthropy and hatred for society.

Manifests In

Anybody. Office workers, artists, students, the unhoused, corporate bosses, corner-store owners — nobody can reliably trace the root.

Appearance & Behavior

A manifested catastrophe, drawn from the darkest images in the host's psyche — insectile, abominable, built entirely to cause violence and death so total that the host's original worries stop mattering. Its defining trait is venom inimical to human life, spreading a rapidly expanding problem.

Hatred made flesh: it hates the world, hates humans, and hates its own host for calling it into being — yet is fiercely protective of them, wanting the host to live and witness the horror it unleashes. Left unchecked, a centipede would wipe out all life in reach; every recorded one has a 100% execution rate.

Trauma Questions

  1. What are you trying to escape?
  2. What do you hate the most about humanity?
  3. What do you regret the most?

Palace

A protected location at the center of horde activity, usually tied to the host or the inciting incident. Resembles a prison or dungeon built to trap the host and force them to witness the horror — sterile and clinical, or medieval with barbed hooks and rusted chains. Hostile, resentful, grotesque, gory, prison-like, chthonic.

Pressure: Infestation

Venom injected into a human triggers a psycho-biotic mutation into a strong, violent drone within 44 minutes (an exorcist gets the Centipede Bite affliction instead — there's no cure, only delay). Each pressure increase infects 10% more of the local population (30% at 3 slashes, and so on); at max pressure the centipede gains +1 CAT and losses hit 90%. Minions: the Infested — slow, clumsy, but numerous and resilient.

Domains

Choose three:

  • The Heralds of Venom — the horde can spit venom at sniper-like range.
  • Crumbling into the Darkling Womb — its venom degrades the environment itself, structures and gear included.
  • The Knights of Decay — the horde gains an armored Juggernaut, nearly immune to mundane weapons.
  • Gently Rolling Down the Slope of the Abyss — the venom spreads faster and further, doubling casualties per pressure tick.
  • My Children Crawl Quietly — the horde gains stealthy, chameleonic Stalkers that appear in pairs.
  • At the Core, My Rot Unfurls — refuses to die when its execution talisman fills, taking on an unstable, more dangerous final form instead.
  • I Hide My Knife in the Soft Supple Walls — sets festering traps throughout already-explored areas.
  • Making Friends With the Abattoir — grows stronger from spite each time it or its horde kills a bystander in view of the exorcists.

At the Table

Attacks with dripping fangs, claws, and pressurized spit: (1) 5 stress, (2-3) 3, (4+) 2. Complications: burrow into ground or walls, spray poisonous webbing, release swarms, collapse a floor. Severe attack Vitriol (once/hunt) leaves a permanent acid scar — allies must rush to help or the damage compounds.

V.

Toad

Primary emotion: Indulgence

Crafty and avaricious, with a very distinct behavior pattern — by far the most intelligent Sin type, and a genuinely puzzling opponent. Born from deprivation and unfulfilled material need. Unlike most Sins, extremely goal-oriented: its need is to acquire as much material wealth for its host as possible, reveling in greed and driving its host toward ever more spectacular excess.

Manifests In

  • People suffering major housing, job, or food insecurity.
  • People exploited at work.
  • People in crushing financial debt.

Appearance & Behavior

Bulky but surprisingly fast, with great manual dexterity — prehensile tongues, double-jointed limbs, the ability to squeeze through tiny spaces or leap great distances. Its gaping, space-extending mouth can store an unreal amount of material. Carries a strong, not entirely unpleasant odor, something between carpet cleaner and expensive cologne.

Unlike other Sins, toads prefer to catch exorcists in conversation — gloating, verbally sparring. Cunning, witty, and charming, with a real sense of humor, but impatient and cruel toward a slow or unwilling host.

Trauma Questions

  1. What do you deserve that was denied to you?
  2. While you were starving, who was feasting?
  3. Where do you draw the line?

Palace

A monument to wealth as its host envisions it — cramped or tiny on the outside, an opulent, sprawling extravaganza within. Typically summer mansions, luxury residences, resorts, casinos; the host may reside there part-time. Fills with treasure vaults and galleries over time. Opulent, gaudy, glitzy, spacious, extravagant, luxurious, comfortable.

Pressure: Hoard

Steals material wealth by any means and stores it in its gullet, regurgitating it later in the palace. Starts small (0-2: high-worth mundane items) and grows with pressure (3-4: unreal quantities; 5+: entire stores, shops, yachts, even celebrities). At max pressure, it gains +1 CAT and can start stealing intangible things — stocks, light, artistic skill, happiness. Minions: Toadspawn, humans following the promise of wealth, often oblivious to their paymaster's true nature.

Domains

Choose three:

  • Hotel for One — can suck an exorcist into a tiny gullet-prison as a complication.
  • Greasing the Palms — vomits sticky, slippery slime that carpets an area, wrecking footing and focus.
  • The Granting of Gifts — regurgitates a random emergency item from its hoard (a vehicle, weapons, narcotics, raw wealth).
  • Wolf Down the Earth — unhinges its jaw to swallow huge chunks of the scenery, and burrows through solid rock.
  • Sticky Fingers — pickpockets kit points or gear from exorcists it damages.
  • The Artful Dodger — always has a contingency plan, letting it deflect or reduce stress a few times a hunt.
  • Keeper of the Ludic Menagerie — stores brainwashed humans in its gullet, pulling them out to help as needed.
  • The Great Glittering Adversary — can transmute matter, and living flesh, into gemstone or gold by touch.

At the Table

Attacks with crushing blows, a muscular tongue, and pressurized blood spray: (1) 5 stress, (2-3) 3, (4+) 2. Complications: leap out of reach, spring a trap, reveal hidden explosives, vomit slime. Severe attack Grand Finesse (once/hunt) temporarily steals an exorcist's psychic powers, which flee the scene as a trace until recovered.

VI.

Lord

Primary emotion: Fear

Righteous and moralistic, driven by a deep and irrational sense of purpose and moral injury. Born from a profound sense of loss — a life irreversibly altered by tragedy, illness, or accident. A Lord is the manifested desire to rewind time, constructing a kingdom: an elaborate prison dimension bent to the host's whims that eventually drives it toward paranoia and cruelty to keep its world from ever changing again.

Manifests In

  • People who've lost loved ones to illness or accident.
  • People whose fortunes and stations have drastically changed.
  • People themselves permanently altered by illness, injury, or accident.

Appearance & Behavior

Powerful, imposing "guardian" figures — an authority figure like a soldier or officer, or something more divine, a god or an angel. Heavily armored, excellent combatants. Righteous to the extreme: it sees its kingdom as a gift, couches its rule in religion or law, and regards its host as rightful sovereign and any intruder as a nuisance. With an unwilling host, it "graciously" governs as regent instead.

Trauma Questions

  1. What did you lose?
  2. What is the main thing you would fix about the world?
  3. Who did you regret leaving behind when you ascended to your Kingdom?

Palace

Always at the center of its kingdom, reachable only by traversing the kingdom itself. Resembles an actual palace, a skyscraper, a corporate HQ, or a temple — bustling with servants, minor sins, and captive humans absorbed into its narrative. Imposing, grandiose, august, monumental, stony, hallowed.

Pressure: Kingdom

An alternate reality overlapping our own, entered through ordinary-seeming spaces — a closet door, a back alley. It bleeds outward, consuming space and unwitting humans invisibly from the outside. Inside, the host's losses are undone or exceeded, and reality bends to their comfort. Each pressure increase, it swallows a new real-world area; at max pressure it consumes the whole investigation area and the Lord gains +1 CAT. It collapses the instant the host or Lord is defeated, ejecting everyone with no memory of their time inside. Minions: Guards, subservient authority-figure or demon-soldier sins patrolling the kingdom.

Domains

Choose three:

  • Stricture of Manifestation — total control over reality inside the kingdom: conjuring objects, bending gravity, rewriting weather and layout.
  • Stricture of Superiority — fights fiercer the less the exorcists follow the kingdom's rules, picking a new combat stance each round.
  • Stricture of Banishment — can make an exorcist gradually phase out of reality itself.
  • Stricture of Control — forbids three specific acts inside the kingdom (an oath, a gesture, a word), punishing any exorcist who breaks them.
  • Stricture of Memory — regresses the kingdom to a nostalgic past era, breaking anachronistic gear.
  • Stricture of Narrative — can retroactively undo the outcome of a roll, a few times a hunt.
  • Stricture of Alignment — saddles an absorbed exorcist with a temporary role and its own forbidden acts.
  • Stricture of the Flaming Sword — commands a Guardian construct, immune to mundane weapons and incapable of being lied to.

At the Table

Attacks at long range with shimmering blades and beams of fire: (1) 5 stress, (2-3) 3, (4+) 2. Complications: twist the landscape, extend the kingdom, throw false accusations, bind an exorcist in chains. Severe attack Judgement (once/hunt) binds an exorcist in divine chains for a summary trial — the less clean their answers, the worse it goes.