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CAIN vs See You, Space Cowboy...

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CAINSee You, Space Cowboy...
GenreHorror, ModernScifi
TagsAnime, Character-Driven, Corruption, Deadly, Fiction-First, Investigation, Mission-Based, Strong GM Support, Superpowers, Theater of the MindRules-Light, Anime, Noir, Player-Only Rolls, One-Shot Friendly, Mission-Based, Character-Driven
Core MechanicRoll a pool of d6s from a skill rated 0–3 plus up to +3D of ordinary advantages; each 4+ is a success, and one success achieves the goal. The Admin judges difficulty and risk separately, so a roll can be both hard and risky. A hard roll scores successes only on 6s. A risky roll adds the Admin's risk die, which sets how much better or worse the outcome goes. A straight roll omits that die. Complex tasks use talismans, segmented trackers that take one slash per success.When attempting a Break (a discrete action like a fistfight, hack, persuasion, or repair), the player rolls a single Trait die (a d6, d8, d10, or d12 assigned to that Trait at character creation) against fixed thresholds: 4 or below fails, 5–9 partially succeeds, 10 or above fully succeeds. If the player has a relevant Talent (an open-ended specialty written by the player, like 'Picking Pockets' or 'Plays Drums'), they add a d4 to the roll. Failing a Break grants Juice, a token that can be spent to reroll all dice on a future Break (partial successes become failures on rerolls); rolling the maximum on the unmodified Trait die also grants Juice. The Bandleader (GM) never rolls dice: they choose the stat and thresholds, then narrate outcomes.
Diced6 dice poold4–d12
ComplexityMediumVery Low
AvailabilityPaidPaid
Runnability5 of 5 book tools4 of 5 book tools
LicenseProprietaryProprietary
Third-Party PublishingCommercial publishing allowed — Creator-published permission for original supplementary contentNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherCHASMTidal Wave Games
Year20242022
LanguagesEnglishEnglish
Best ForGroups who want short monster-of-the-week campaigns where uncovering a sin's traumas makes the final confrontation easier. It suits tables ready to handle abuse, self-harm, and trauma themes with characters treated as expendable weapons.Groups who want a fast, cinematic bounty-hunter game in the vein of Cowboy Bebop or Outlaw Star, tuned for one-shots and short 'season-length' campaigns. Best for tables that enjoy improvising scenes and sharing director-style narrative authority with the GM.
HighlightsEach trauma question answered during investigation can be invoked once in the final fight to reduce stress and slash the sin's execution talisman. Exorcists can pay for powers with 1d3 sin instead of scarce psyche bursts, a shortcut that builds toward overflow, mutation, or becoming an enemy Imago. Every rest raises pressure, and each pressure tick lengthens the sin's execution talisman, making recovery a direct trade against the final fight.The Bandleader (GM) never rolls dice: players' Trait rolls resolve every contested moment while the GM chooses the stat, sets thresholds, and narrates outcomes. Talents are open-ended specialties players invent at character creation (e.g., 'Yeet', 'Picking Pockets', 'Plays Drums'), each adding a d4 to relevant Breaks for one of the four Traits. Required Bonds, Debts, and Regrets at character creation give every Outlaw a personal arc: clearing a Debt permanently upgrades the Talent die from d4 to d6, and resolving a Regret grants a once-per-session auto-success on a chosen Break. Procedural bounty generation pulls from tables for Threat Level, Charges, Demeanour, Modus Operandi, Specialized Gear, Appearance, Hideout, and Complications, supporting pickup play and improvised scenarios.
ConsiderationsInvestigations engage with abuse, self-harm, trauma, and mental health crises, so the book directs the Admin to discuss intentions and boundaries with players beforehand. Harm taken with three injuries, or 7 or more stress from one event after reductions, causes instant death unless the exorcist defies fate and suffers sin overflow instead. The author expects campaigns of about ten sessions or fewer, and Category advancement reaches its normal cap after seven missions survived.Mechanically minimal: no character classes, no skill list, no advancement track beyond clearing a Debt or resolving a Regret. Pacing assumes one-shots or short season-length campaigns; long-term progression is not structured by the rules. The Bandleader-rolls-nothing approach puts improvisational load on the GM to interpret narrative outcomes for every Break, since opposed-roll resolution does not apply. Setting is anchored to a specific 23rd-century solar system with 1990s-era consumer technology and no alien species; using a different backdrop requires reskinning the planet writeups, bounty charges table, and name tables.