Cain Dark Fantasy; Mature; Exploration-Driven; Narrative-Driven; Character Customization; Psychological

Cain is a dark fantasy tabletop roleplaying game focused on mature themes, exploration-driven narratives, and deep character customization. Players take on the roles of exorcists, psychic soldiers employed by a shadowy organization to hunt down manifestations of human trauma known as SINS. The game emphasizes the psychological toll of this work, the complex moral choices players face, and the unique blend of investigative and combat elements, drawing inspiration from sources like Chainsaw Man, Jujutsu Kaisen, and Evangelion. Its core mechanics, particularly the risk die and category system, promote tension and meaningful character progression. Cain's unique aesthetic, described as 'stickercore', combines lo-fi manga, visual collage, and barber beats influences.

Theme and Setting

Cain plunges players into a dark urban fantasy setting where humanity is plagued by a psychic sea born from the darkest aspects of the human soul. When this psychic energy runs rampant in sensitive individuals, it births terrifying supernatural monsters called SINS. The setting is dominated by CAIN, a global supranational shadow organization dedicated to hunting and eliminating these SINS. Players embody exorcists, psychic supersoldiers who are themselves nascent monstrosities, struggling against their own expanding powers. The game explores themes of trauma, dehumanization, and the ethical implications of fighting fire with fire, forcing players to confront the crushing horror of bureaucracy and the psychological cost of their work. The aesthetic, drawing heavily from lo-fi manga, visual collage, and barber beats album covers, further enhances the game's unsettling atmosphere.

Core Mechanics and Rules

Cain employs a lightweight, narrative-driven system with mechanics that emphasize player agency and collaborative storytelling. The game uses dice pools where players roll multiple dice, aiming for successes. A crucial element is the Risk Die, rolled by the Admin (Game Master) to determine the consequences of risky actions, ensuring tension even in successful scenarios. This mechanic helps avoid GM paralysis and reinforces the horror-shonen mindset. Character progression is managed through the Category system, a simple ranking that governs the strength, reach, and speed of powers. This allows for meaningful growth without complex calculations. Investigation plays a vital role, with clues gathered during the investigative phase providing advantages during climactic confrontations with SINS. The game balances investigative elements with conflict scenes, where talismans represent progress toward specific goals, including executing monsters. Blasphemies are psychic powers of the Exorcists.

Uniqueness of Cain

Cain stands out due to its unique blend of narrative and mechanical elements. The Risk Die mechanic ensures that every action carries consequences, maintaining tension regardless of player skill. The Category system provides a streamlined approach to character progression. The game's focus on the psychological toll of exorcism, with characters risking becoming the very monsters they hunt, adds a layer of depth. Its aesthetic, described as "stickercore," which integrates memos and ID cards into the book's design, creates a distinctive visual identity. The game deliberately blurs the lines between the real world and the fiction. The narrative is exploration and investigation-driven, rather than combat-focused, setting it apart from more traditional RPGs. Cain uses similar systems to Blades in the Dark, but innovates on those systems with mechanics like the Risk Die.

Target Audience and Player Experience

Cain is targeted towards mature players interested in dark fantasy, horror, and psychological themes. It appeals to those who enjoy narrative-driven experiences with meaningful choices and complex moral dilemmas. The game is well-suited for players who appreciate character customization and are drawn to the aesthetic of lo-fi manga and visual collage. Players can expect a tense and engaging experience that combines investigative gameplay with climactic battles against terrifying monsters. The gameplay loop emphasizes collaboration and creative problem-solving, encouraging players to work together to uncover the mysteries behind the SINS they hunt. Because the game centers around themes like trauma and dehumanization, it could be best enjoyed by those who are comfortable exploring such sensitive topics.

Cain logo

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Monster of the Week and Cain both explore themes of the supernatural and mystery, but while the former utilizes a narrative-driven, team-based approach rooted in Powered by the Apocalypse mechanics, Cain leans towards solitary character development and moral conflict. For example, in Monster of the Week, players collaboratively investigate and confront monsters using a structured turn-based system, whereas Cain may emphasize individual choice and consequences without a defined turn structure.

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Apocalypse World and Cain both explore themes of survival and moral ambiguity in harsh settings, but they diverge in play style and mechanics. While Apocalypse World emphasizes collaborative storytelling through its Powered by the Apocalypse system, facilitating character-driven narratives, Cain utilizes a more structured, competitive framework that focuses on personal objectives and player versus player dynamics, such as the way Cain introduces a unique system for betrayal and conflict resolution not present in the cooperative nature of Apocalypse World.

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Both Mothership and Cain explore themes of survival and confrontation with horrors, emphasizing a sense of dread in their storytelling. However, Mothership emphasizes a more tactical and resource management approach in a science fiction setting, while Cain often focuses on narrative-driven character development and moral choices, showcasing a different play style; for instance, Mothership involves managing limited resources against alien threats, whereas Cain might prioritize character interactions and moral dilemmas.

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