CAIN: The Temerity Heresy (Learn to play CAIN)
CAIN says you're not human, that you are a weapon. Bonds with your fellows may be your only lifeline. Hunt Sins, Lie to God. Try to survive.
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$25.00
/ Session
Details
4 players following this game
Weekly / Monday - 11:30 PM UTC
Oct 19 / Session 2
Session Duration / 3–4 hours
Campaign Length / 11+ Sessions
4 / 5 Seats Filled
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About the adventure
Welcome to CAIN, where exorcisms are bombastic, the horror is visceral, and the darkness is always hungry. If Chainsaw Man, Parasyte, and Jujutsu Kaisen are your jam, you are home. If you thrive on your character's inner torment, this is your table. --- Kill Sins, Lie to God. You are not human. That was the line, but is the line a lie? 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 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 even consider you human. You were assigned to CAIN's R&D arm; Temerity. You were not told is that Temerity is not a single arm of the organization. It has factions. Those factions have masters. Those faces have a name. The Blackcoat Pillars. They have turned their eyes on you, and I e of them has chosen you for their new tactical team Now you serve Kumiko "The Soul Blade" Nakatome The question is whether you will survive the attrition rate. 40% of Exos die in their first field mission. Whether you will come back whole or mutated into something even more inhuman. Worse, if you die in the field, your corpse comes home to CAIN, as Kumiko has promised your flesh to another master. Even in death, duty does not end.
Game style
Combat Heavy
Roleplay Heavy
Rule of Cool (RoC)
Puzzle / Mystery Focused
Theater of the Mind
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 Storyguide 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. I am now a full-time SPG GM/ST. That Japanese TableTalk culture, テーブルトークRPG, is the DNA of everything I run: focused, atmospheric, quietly relentless in its immersion. I am also a voice actress with anime and video game credits, and every NPC at this table has a distinct voice and a personality to match. I am happy to say I am back in the industry after the decade long sojourn into education! 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 over the years 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. The games that stay with me, and with my players, tend to be the deeply personal ones. The stories that go somewhere emotionally real and are not afraid to sit and let that breathe. Professionally I hold a PhD in Psychology and worked as an educator until I retired recently this year after a decade in Post-Secondary Education. Whether managing a classroom or a VTT, I always bring a teacher's patience and a designer's eye to each and 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, and restored a sailboat from the hull up before sailing 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 slow-rising tension the way you pace a night watch in open water. Different trades and different media, all feeding the same craft of bringing a moment alive through timing and reading the room. I do not generally run D&D 5e or Pathfinder 2e. The exceptions are the odd Planescape or Dark Sun campaign, and now Neon Odyssey, the Legends of Avantris space opera I backed early precisely because it does not feel like standard 5.5e. Starship combat and a whole new species lineup put it somewhere else entirely. Likewise you will find the Cosmere RPGs in my portfolio. Otherwise, I would rather run systems that feed the feel of the story being told, to the point where the system gets out of the way of the group. I have a special place in my heart for the Classic World of Darkness. I grew up in Japanese Tabletalk culture, so collaborative worldbuilding matters to me. I am also a TTRPG designer and co-creator of Visions of Suaykalpa https://VisionaryWheel.Games
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 (v3.1) and The Harpocrates Dossier (v3.1), which adds the Exorcist Bonds system, weapon bonds, the Blackcoat Pillars, and dozens of new Blaspehemies. 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. We also allow 99% of the material from Tom's own Zone,"Game for Freaks," Volumes 1-4 which are all out on his Itch.io
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 1.4.5), Glory Unto Them (v3.1 Final, the unofficial supplement introducing Blackcoat Pillars and Exorcist Bonds), and Games For Freaks volumes 1-4(a zine magazine of additional content). These are the defaults in play along with any fan supplements you may want to bring to me, see below. 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 Note. TRAUMA is at the core of CAIN. It's the beating heart of the system. If you are uncomfortable dealing with trauma, from facing it to resolving it, please think twice before booking. 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
