With the will of a wielder, even Anomalies can be controlled, bound to specially prepared tags in spirit form.

Binding is an old but heretical art punishable by instant execution. Fortunately, CAIN provides an indefinite stay for binders that remain under it’s employ.


SPIRIT BINDING (Passive)

You have the forbidden ability to bind anomalies. You have the obedient essence of a minor anomaly bound to you, under your control. The rules for it are as written below.

Your Bound Anomaly is animalistic in form and ability - you can determine what form it takes. It can understand language but cannot speak, and is invisible to humans.

It can follow you around at short distance, follow simple orders, and uses your skills to do anything. Its general capabilities are CAT 0.

If it takes any stress, it is banished for the remainder of the scene, however you can psychically absorb all stress taken for it instead to prevent this effect.

In a conflict scene, you may sacrifice your ability to act on your turn to allow your anomaly to act instead, giving it commands. Otherwise it doesn’t act independently in these scenes.


HORDE SPIRIT (Self, Scene)

You can spend a burst to empower your anomaly for one scene. The next time it takes action for traversal or movement, it gains +1D. As part of this action:

  • You can transform it into the form of a vehicle or rideable creature of up to CAT size for one scene. It can go about CAT speed, becomes partly visible to humans and has room for a ½ CAT size group of human or executioner passengers.
  • It can glide a short distance while in vehicle form, with or without passengers.

FORBIDDEN SPIRIT (Self, Instant)

You can spend a burst to empower your anomaly for one action. As part of this action:

  • Once this scene, it can ignore any stress taken. This effect stacks if this power is used again.
  • You lift limiters on your spirit. The action gains +1D and causes it to undergo a monstrous transformation similar to its original form. It becomes a size equal to CAT+1 and can easily move, lift, strike, or throw objects or beings of an equal size. Roll MENTAL for its effects. After the action, it reverts to its normal size.

HUNTER SPIRIT (Self, Scene)

You can spend a burst to empower your anomaly for one scene. The next time it takes action for tracking or observation, it gains +1D. As part of this action:

  • It can now separate from you up to extreme range when released.
  • You can communicate telepathically with it.
  • It gains the ability to fly and see and smell extremely well - it can also see in the dark and in the thermal spectrum, and clearly up to long range.
  • You can concentrate, dissociating from your body, and becoming extremely vulnerable. While concentrating this way, however, you can use your anomalies’ senses instead of your own. You can engage and disengage this effect at will for the scene.

SURRENDER (Charm, Self, Until Rest)

You draw on your anomalies’ energy to partially fuse with its essence. Your body mutates slightly to accommodate this change. Immediately manifest a temporary strain mark and roll for the location and ability, which you gain until you end this ability early or rest. You may gain 1 strain to re-roll the mark ability, any number of times, any time while this power is active.

If you hit strain overflow while this effect is active and successfully resist, you manifest the chosen strain mark permanently instead of rolling for it.


PENUMBRA (Summon, Adjacent, Until Rest)

You create an area drawn as a large circle, encircling up to a CAT+1 size area, and choosing a type from the below list. The prison takes only a moment to create, but takes a few minutes to activate and for its effects to take place. It lasts until you rest or until used again.

  • A white mantle prevents entrance by Anomalies, but allows humans and executioners to pass normally.
  • A black mantle prevents entrance by humans or executioners. In additions, humans will (generally) be unable to see into the area and will act as if the area doesn’t exist.
  • You can invert this effect if you so choose, preventing exit instead of entrance.

The prison can be broken by a determined supernatural attacker, but has a 4+CAT tag for durability, taking stress like an execution tag.