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.
The six archetypes, and how to run them.
I.
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.
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.
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.
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.
Choose three:
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.
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.
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.
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.
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.
Choose three:
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.
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.
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.
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.
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.
Choose three:
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.
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.
Anybody. Office workers, artists, students, the unhoused, corporate bosses, corner-store owners — nobody can reliably trace the root.
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.
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.
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.
Choose three:
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.
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.
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.
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.
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.
Choose three:
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.
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.
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.
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.
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.
Choose three:
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.