PERFECT ANOMALIES

Perfect anomalies are special grade hardened targets, widely feared by even experienced executioners. They are thankfully very rare, and manifest in two ways. The first, and more common, is when an anomaly host is able to partially manifest but suppress their anomaly for many months or many years, rendering it both barely detectable by CAIN and also preventing it from majorly interfering with their everyday life. Mundane humans may sense that an afflicted host is struggling somehow, physically and spiritually - they may seem ‘off’ or unwell. The nascent anomaly swells and festers, growing hardened and calcified, like a scab over a wound. When it eventually breaks through its host’s willpower and fully manifests, it is more vicious, more extreme in its appetites, and vastly more powerful.

The second way a Perfect Anomaly manifests is when an Imago that used to be an executioner is allowed to escape and evolve, unlocking its full power.

Perfect anomaly emergences are classified by CAIN as special grade, high priority events (usually named Calamities), and only experienced executioners are dispatched to deal with them. They only manifest at Category 3+. and can manifest up to Category 6. They are notably more humanlike in aspect and speech than most anomalies, and capable of utilizing weaponry formed from their bodies, as well as tremendous psychic abilities.

In game terms, perfect anomalies are intended as a significant challenge for experienced players that have powerful or capable higher category executioners, and they up the difficulty and attrition of the game significantly. They have the normal types and forms, but are vastly more powerful than regular anomalies.

Using Perfect Anomalies
Perfect anomalies are for your group to use when the tension of the base game has lowered due to player ability. They make an excellent primary antagonist to finish a campaign, or they can also be used for any executioner that turns imago and is allowed to flee and become a full anomaly.

Perfect anomalies abide by the following rules:

  • Their execution tag is 10 base. Additionally, it scales twice as fast with CAT and pressure. (Total tag is 10 + 2×pressure + 2×CAT). Therefore a CAT 4 perfect anomaly, at 0 pressure, will have a tag of 18.
  • Perfect Anomalies can be category 3+ only, and can be category 6.
  • All traces created by the anomaly have their execution tag increased by +2.
  • All perfect anomalies have a stronger severe attack, and improved abilities noted in their entry in the following pages.
  • Each Perfect Anomaly starts with one of the following complications active and activates another for free when it takes a reaction at 50% tag or lower. These complications don’t count against the maximum and don’t take a reaction to activate. Each has a 6 tag to clear.

EK ARMOR

-1 slash taken from harm without teamwork or setup.

EK STRESS FIELD

Stress dealt cannot be reduced.

MISERY

Executioners cannot roll more than 3 dice on any action.

MALICE

First reaction taken a round rolls 3d6 for risk, picking the lowest.

ANNIHILATION

Start a 6 tag. Slash it once after the executioners act. The anomaly regains its Severe Attack when the tag fills to 6 if it was already used. If it wasn’t used, it may immediately use its Severe Attack as a free reaction.

You’ll notice category 6 anomalies are above the baseline ability of even the most senior executioners. Against CAT 6 anomalies, abide by general CAT rules (all actions are hard, risky, or may be impossible without setup or circumstance).