CAIN | The Temerity Files | Capture. Kill. Document. Repeat.
From CAT 1 Exorcists running sanctioned Hunts, to the moment you uncover that those who own you already have plans for what comes back if you fail.
TYPE
SYSTEM
LEVELS
LANGUAGE
EXPERIENCE
AGE
$20.00
/ Session
Details
Weekly / Sunday - 3:00 AM UTC
May 24 / Session 2
Session Duration / 3–4 hours
Campaign Length / 5+ Sessions
3 / 4 Seats Filled
Report Adventure
StartPlaying Money Back Guarantee
If your game doesn't happen, we guarantee a refund. Just reach out to StartPlaying Support. Refund Policy
Schedule
About the adventure
--- [INTERNAL CORRESPONDENCE: DIVISION TEMERITY. EYES ONLY] SUBJECT: Onboarding of Asset Group [REDACTED] FROM: Lead Researcher, Division Temerity MEMO: You are not an employee of CAIN. You are a biological containment unit for a Blasphemy. We found the trauma in your head. We named it. We gave it teeth. Your survival is not a KPI. The extraction of the Sin is. Do not attempt to be a hero. Do not attempt to be human. Just be a weapon. Kill Sin. Lie to God. Do your job. That was the lie. [MESSAGE ENDS] --- Beneath the crushing weight of human existence lies a black psychic miasma, a roiling sea holding every memory, want, and desire humanity has ever produced. Most never notice it. The sensitive do. They see what lives inside it. Sins. Entities born from trauma in the lives of the psychically gifted. Left unchecked they eat flesh, taint everything they touch, and kill thousands in their wake. The secret organization CAIN exists to stop them. You are their weapon. You were recruited as an adolescent, flagged for your psychic potential, handed the growing list of Blasphemies, and told to hunt what hunts humanity. CAIN does not consider you part of their organization. They do not consider you human. You were told you were Temerity. What you were not told is that Temerity is not a single machine. It has factions. Those factions have faces. Those faces have agendas older than you. They do not know your names yet. They will. Your facility in Nishi-Toge exists because something beneath it requires maintenance. Your handler is warm and welcoming. Her warmth is not for you. It is for the one she serves. If you die in the field, your corpse does not come home to CAIN. Another master has already filed the claim. What wakes up will not be you. Welcome to CAIN, where exorcisms are bombastic, the horror is visceral, and the darkness is always hungry. If Chainsaw Man, Parasyte, and Jujutsu Kaisen haunt your dreams, you are home. If you love modern horror like World of Darkness or KULT: Divinity Lost, the table was built for you. First-time Exorcists face a survival rate in the low forties. Your team is one such group. The question is whether you survive. Whether you come back whole. Or whether what comes back is still you.
Game style
Combat Lite
Theater of the Mind
Roleplay Heavy
Puzzle / Mystery Focused
Game themes
Meet the Game Master
About me
Hi, I'm Yuthika, but most people at the table call me Fey. I have been a GM for 34 years, starting at age 12 in Kyoto, Japan, where my introduction to the hobby came not through the mainstream but through Call of Cthulhu and Sword World. That Japanese TableTalk culture, テーブルトークRPG, is the DNA of everything I run: focused, atmospheric, and deeply immersive. I am also a voice actress with anime and video game credits, and every NPC at this table has a distinct voice and personality to match. I learned this craft in the crunchy crucible of the early 90s, and that history informs how I choose systems and build stories. I have run enough systems to know that the worst sessions come from forcing the wrong tool onto the wrong story. A love story does not need a hit point tracker. A horror game does not need an experience grind. Finding the system that disappears into the fiction is half the design work, and I have spent three decades collecting the options. Professionally I hold a PhD in Psychology and work as an educator. Whether I am managing a classroom or a VTT in deep space, I bring a teacher's patience and a designer's eye to every session. Every player at my table gets character-specific hooks woven into the narrative. You will feel seen here. I am a skill collector. Over the years I have worked as a costume designer and VFX artist on NBC's Grimm, taught foam latex and silicone prosthetic application and stage makeup blending on the convention circuit, restored a sailboat from the hull up, and sailed it around the world. Every one of those skills comes back to the table. I see a body horror scene through a practical effects lens. I read a transformation scene the way I would build one. I pace a slow-rising tension the way you pace a night watch in open water. Different trades, different media, the same craft: presence, pacing, and the instinct to make a scene feel real. I do not run D&D or Pathfinder. If you have been looking for a GM who runs the systems you actually want to play, you are in the right place. I am also a TTRPG designer and co-creator of Visions of Suaykalpa, an upcoming Southeast Asian mythology RPG launching on Kickstarter this year.
View Profile →Character creation
Creating your character
This table is new-player friendly from start to finish. Whether CAIN is your first narrative horror RPG or your twentieth, you will be supported through every step of building your Exorcist. Character creation happens at Session Zero. No prior reading required, though you are welcome to sit with the core book beforehand if you want a head start. I will walk the table through the Blasphemies, the Agendas, the Skills, and the Kit choices at the pace of the room. Every Exorcist begins at CAT 1. For tone, think Chainsaw Man, Persona 5, Jujutsu Kaisen. Add a little Cabin in the Woods, Nightbreed, Parasyte, and Junji Ito. Cosmic horror wrapped in fluorescent light and institutional paperwork. Your Exorcist is a weapon the organisation has sharpened, but they are also a person. Bring the person. The weapon comes for free. This campaign uses the CAIN core book alongside Glory Unto Them (CAIN 2.1), which adds the Exorcist Bonds system. Bonds grant mechanical benefits as your team grows closer, and mechanical costs when those bonds fracture. You will not need to know the rules going in. I will teach them at the table.
What to expect
Preparing for the session
Players need a Foundry VTT account and a Discord account. I pay for all Foundry hosting and provide every other material you will need. CAIN is its own system, Blades-adjacent in feel but mechanically distinct. You will not be tracking hit points or grid combat. Action rolls are 2d6 where you take the higher result. A separate Risk die, rolled by me, determines the weight of consequences alongside it. The game runs on investigation and atmosphere, punctuated by Hunts. A Hunt is the climactic execution scene inside the Palace of the Sin you have been tracking. Between Hunts there is downtime, Exorcist Bonds, and the slow unraveling of whoever made the trauma that birthed the Sin in the first place. Your Blasphemy is your psychic power path. You pick one at character creation, start with two of its powers, and gain more as you advance. Your power path is your signature; Blasphemies are not cross-pollinated as a default. The core book defines twelve Blasphemies. At this table you have access to more. I run with a curated list of additional power paths drawn from three of the four offered in the Games For Freaks magazine issues and from the Harpocrates Dossier, a comprehensive community supplement. You are not building a standard CAIN Exorcist. You are working for Temerity, CAIN's research and development arm. You will be handed cases that are exceptions, not the rule. Otherwise, why would they be studying them? If you have been curious about CAIN, this is the table for you. I will teach you as we play.
What Yuthika 'Fey' brings to the table
Voice acting across every NPC. I am a professional voice actress with anime and video game credits. Every character in this campaign, from the welcoming handler to the Sin's final words, has a distinct voice. This is not a placeholder skill for me. It is the craft I work in. A teaching GM/"Admin" with thirty-four years behind the screen. I started at age twelve in Japan and have never stopped. I hold a PhD in Psychology and work professionally as an educator. That background is how I read a table, how I pace session tension, and how I hold a safety framework that actually holds. New players are welcome at every level of experience. Curiosity is the only prerequisite. Full Foundry VTT production. Custom maps, ambient audio scored to the scene, in-world handouts, and a dedicated campaign dashboard for the Temerity Files. Every Hunt lives in its own prepared environment. Session briefings arrive as internal correspondence. The paperwork is part of the setting. A campaign built for CAIN, not ported to it. The Temerity Files is original scenario work designed around what CAIN does best: trauma-driven horror, institutional dread, and the slow erosion of whoever your Exorcist thought they were when they walked in. I spent years in practical effects on NBC's Grimm and teaching prosthetic work on the convention circuit. When I describe a Sin's Palace, a Hound's metamorphosis, or what CAT overflow looks like on a body, those descriptions come from someone who has built the real-world version with foam latex and silicone in their hands.
Homebrew rules
This campaign runs on the CAIN core book (version 1.3), Glory Unto Them (CAIN 2.1, the unofficial supplement introducing Blackcoat Pillars and Exorcist Bonds), and Games For Freaks Issues 1-3 (a fan magazine of community-supported additional content). These are the defaults in play along with The Harpocrates Dossier, a comprehensive community supplement. The CAIN subreddit carries a wealth of player-created content: new Sins, new Blasphemies, expanded Hunts. If you find something that fits your Exorcist concept, bring it to me and we can discuss folding it in.
Equipment needed to play
Internet
Computer
Microphone
Headphones
Platforms used
Safety
How Yuthika 'Fey' creates a safe table
Your Safety Matters CAIN deals with heavy, disturbing content and I take player wellbeing seriously. This game is based around Traumatic Events creating Sins from Psychically gifted individuals so Trauma and dark themes are baked in alongside body horror and personal horror. Before we begin, we'll use Lines & Veils, you'll have the opportunity to set hard limits on content that should never appear at the table, as well as topics you'd prefer kept off-screen rather than depicted directly. These are respected without question, no explanation needed. If for some reason your lines and veils preclude you from playing CAIN I will speak to you about what can be done or accept your departure with grace. My table operates on an Open Door Policy, this means that if at any point the content becomes too much, you are always free to step away, take a break, or leave the session entirely without judgement. Real people always come before the game. During our 3-4 hour sessions I'll do regular check-ins to gauge how everyone is feeling, especially after particularly intense scenes. If things get heavy, we take a break; no pushing through. At the end of every session we close with Roses & Thorns, this is a chance to share what felt great and what didn't land, keeping the game a collaborative, comfortable experience for everyone. After the session, I'll also follow up with a private message to check in individually. Sometimes things hit differently once you're off the game and decompressed, and I want everyone to feel they have space to raise anything they didn't want to mention at the table. This is a dark game, but it should never feel unsafe. When in doubt, just say the word.
Content warnings
Safety tools used
