Latest from the Creator
PROJECT UPDATE
Project Update: Major Sins Progress Update, and an Introduction to Hospital of Quiet Minds
Sins Progress Update
It is with extreme pleasure that I announce as of today, Sins of Our Mother has entered the final phase of development. Every dungeon has been built, every class fully realized, and every last word written. There’s still hard work ahead. More than 46,000 words have to be reread, honestly evaluated, and then rewritten when found wanting.
Balance needs attention, too. I’ll be going over each class and running them through encounters to fine tune their abilities. Lastly, one last layout pass will bring Sins’ look and feel into harmony. Sins has gone through a lot of changes, but I promise Sins will be the best I can make it. Read on to find out more on the new narrative dungeon, Hospital of Quiet Minds. But first, a small message of gratitude for all Sins’ backers and supporters.
Thank you for your patience during this long process. I rushed into Sins of Our Mother on a high after finishing Cult of the Blood Queen. I thought I could finish Sins by October. I was wrong. Cult hit a respectable 14 thousand words, but Sins demanded over 40 thousand to fulfill all of its campaign promises (more than 3x the word count of Cult!) Add in that this past year included major life changes. I got married, moved, and more. This meant that my deadlines were unrealistic. It shouldn’t surprise me that I met only a few. So again, thank you for your patience and continued support. I earnestly hope Sins of Our Mother lives up to your expectations.
Sins Explanation Series
Welcome to another entry in the “Meet the X” series where I go into depth concerning some of Sins’ more unique facets. Today, we’re taking a look at Dr. James Wayward and the Hospital of Quiet Minds.
Meet Dr. James Wayward
The impetus for the Hospital of Quiet Minds comes from an old game theory thought experiment: the prisoner’s dilemma. To summarize, two people (Prisoner A and Prisoner B) are arrested. Each prisoner is given the opportunity to snitch. If they do, their sentence is reduced or even eliminated. However, both are told that if they don’t snitch and the other does, one will receive full punishment and the other goes free. Let’s map the outcomes to see the choices.
Most people would go for staying silent. It’s the choice that can result in the least jail time after all. However, if both A and B are rational actors most interested in maximizing individual gain, testifying becomes the optimal choice. Why? Because testifying results in a better outcome more often. If A testifies, B also wants to testify. But, if A stays silent, B still wants to testify. Therefore, testifying is the best option for both parties to reduce their sentence. This feels kind of bleak, right? Thankfully, Dr. James Wayward wants to help.
The great doctor established the Hospital of Quiet Minds to promote moral discipline. The new practice will employ only the most modern innovations in medicine to care for its patients. Yet, the mind is a tricky thing. Rarely can surgery affect its functions without incurring major damage. Psychotherapy then, despite its lack of research, seems the only method. Join Dr. Wayward and pave our path to happiness.
Here’s a few snippets of my favorite pieces of the narrative dungeon.
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Dr. James Wayward
“James Wayward – an unparalleled intellect singularly devoted to understanding the mind’s clockwork. Born a humble tinker's son, James graduated magna cum laude. In a bold speech, Dr. Wayward insisted that modern maladies were not external wounds of the body, but afflictions of the mind. The fault lies not with bones or bruises, but the brain. Now, five years later, Dr. Wayward has finally opened his own hospital to explore this brave, new frontier of medicine. Please, join us on our journey to happiness here at the Hospital of Quiet Minds.” - An article celebrating the opening of the Hospital of Quiet Minds
We all strive towards happiness. Some find it at the bottom of a bottle, others in the depths of soft flesh. I, Dr. Wayward, know better. Yes, pleasure makes us happy. We greedily gulp it down, and revel in its warmth, its joy. We cannot resist its allure, but pain… it is pain that sustains us. Think back. What action, what worth, what justice has revelry wrought? None. We despicable creatures need augurs like righteous rage to divine our purpose. Yes, I know compassion well. It is a principle tool here at the hospital. It too begets action, but only in answer to pain. See how inseparable we are from pain? Fret not. I promise I will save us all, and lead us to an uncorrupted happiness. Afterall, we deserve it.
Come ye broken and hopeless masses, come to the Hospital of Quiets Minds and find here the gates to your salvation. ‘Tis not heaven I offer, but the keys to your own soul.
Hospital of Quiet Minds
A beacon of hope for a dark, oft forgotten neighborhood. The brick building spans a block in the midst of ill-lit and rat infested streets. It rises like a white tower above its destitute neighbors, every window shining bright white in the grey, foggy night. Only the misshapen shadows that cross those sills foretell the horrors that lie inside.
Science of the Mad Mind
The asylum’s foremost concern is the health of its patients, and to that end employs the most modern innovations in medicine. These practices often seem cruel to the uneducated, but don’t worry. It’s for a good cause.
Practice What They Preach
The hospital’s staff have undergone some variation on the treatment they inflict on their patients. As such, their bodies are often scared or disfigured. Every staff member wears a white uniform, and many wear mirror masks.
Jigsaw Flesh
The hospital’s surgeons stand ready to assist any patients injured in the course of therapy. Though skilled, the demands on their time are immense. Bones may be set at bad angles, faces reconstructed without reference, and limbs amputated simply for convenience.
Moral Discipline
The psychiatric staff work day and night to collect data and test the doctor’s theories. Each of these tests have the potential to revolutionize medical science. The ends justify the means.
Death Roulette
You and another patient are seated across from one another at a small table. “Fear is an obstacle to happiness” intones the doctor as they place a revolver on the table between you. “There’s one bullet. You are to take turns pulling the trigger with the barrel to your skull. The survivor gets a clean bill of health and can leave the hospital.”
The revolver is empty and the promise in fact a lie. If a patient refuses to play, they are beaten and returned to Intake. If a patient completes the game, they are rewarded with a warm meal and then returned to Intake.
Rats in a Maze
Orderlies drag you and 6 other patients into a room with a rat-sized maze on a table in the center. The nurse jabs each of you with a syringe, and you begin to shrink down to the size of a mouse. She places each of you at the gates to the maze. “Your goal is simple,” she explains. “Reach the end before the snake swallows you.” Then, she places a snake on the table. It flicks its tongue once before racing towards you and the other patients.
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Why Hospitals?
I simply find them terrifying. I recently watched The Exorcist with friends. “How could such an old movie scare me?” I thought beforehand. Not much, to be honest. The idea of a grand malevolence didn’t move me. Neither was I fazed by a possessed 12-year old girl stabbing herself in the groin.
What did scare me were the doctors. The endless march of white-haired men in white lab coats unnerved me. How could all these people with so much knowledge fail so miserably? My discomfort peaked when Regan underwent a Pneumoencephalograph. It’s a rare surgery now, but in the 70s they used it to make the brain more visible on x-rays. The doctor pushes a needle through Regan’s throat to bore a hole to the spine. Blood spurts out until the doctor pushes in another needle. This one drains her cerebral spinal fluid. It's a hard surgery to watch, but to endure? It seems impossible.
I despise hospitals. I hate the white hallways, the frigid air, and especially the tight smiles. Staff and family put on brave faces, but everyone knows the worst is coming near. No one’s there by choice. That’s what a hospital is: a prison. It’s not a place you go because you have a choice. You either risk it alone with Dr. WebMD, or you put yourself on display to be poked and prodded. That’s what Hospital of Quiet Minds aims to explore; that liminal space between deliverance and pain. That moment where you give yourself over entirely to helping hands, yet terrified by your own helplessness. You have to trust, but you don’t know how.
Here’s a link to a clip of The Exorcist surgery if you’re interested: https://www.youtube.com/watch?v=a8GIMvDly6E
Conclusion
I hope you look forward to exploring the Hospital of Quiet Minds in greater detail. I really love designing these one-shot dungeons, and they allow me to explore themes in greater detail. Also, the playtests are just plain fun. That’s it for now. Thank you for reading! Check back soon for more insights into the project!
Ashton Baker
Creator of Catacolyte Games
PROJECT UPDATE
Project Update: Meet the Medusite - New Sins Explanation Series
New Sins Explanation Series
One of my presiding goals with Sins of Our Mother is to challenge how you, the player, think about and play Dungeons & Dragons. I designed the stories and game systems inside to upend expectations and to push the game in new directions. To showcase what I mean, I’m doing a “Meet the X” series leading up to the release that delves into some of Sin’s most unique facets. So, let’s Meet the Medusite.
Meet the Medusite
The Medusite’s power comes from accessing their ancestors’ memories. At first, they just inherited an ancient martial art honed over generations. That’s interesting… but how can a Monk with extra steps challenge players’ expectations? So, I took it one step further. Medusites remember EVERYTHING. I won’t say why (that’s for you to discover), but they inherit the sum of a species’ memory. They recall with equal acuity their progenitors’ first stumbling steps onto land, and their great grandfather’s last gasping breath.
Why Snakes?
Serpents are complicated symbols. They’re often seen as evil tempters like Satan in the Garden of Eden. Yet they can also symbolize cycles and rebirth like with the ouroboros. Me, I find snakes terrifying. That fear fascinates me. I used to have nightmares of a great serpent that’d erupt from the earth’s crust and swallow me, my family, and my house whole. The same snake would appear again later in my nightmares following my first car wreck.
I’ve read that phobias of serpents, spiders, and other one-hit KO creepy crawlies could be an evolutionary advantage or learned fear. The first theory argues that humans who feared snakes were more likely to avoid them, and thus survive. The learned fear theory goes that we learn to despise snakes from our parents and the stories we consume.
I’m certainly in the later category. My dad hated snakes so much he’d stand on the porch with a pair of binoculars scanning for water moccasins. When he’d finally spot one, he would run out with his pistol and start shooting. He was no hunter, though. He hated killing, but happily made an exception for snakes.
I’m certainly in the later category. My dad hated snakes so much he’d stand on the porch with a pair of binoculars scanning for water moccasins. When he’d finally spot one, he would run out with his pistol and start shooting. He was no hunter, though. He hated killing, but happily made an exception for snakes.
All this learned fear turned into fascination when I started reading Ovid. Medusa, a victim, was blamed and punished for her own rape. Minerva cursed her, transforming her hair into serpents and made her gaze petrify. This entwining of serpent and human struck me as terrifying and equally enthralling. It was as if I were turned to stone, and couldn’t look away.
But what do all of these themes mean for Medusite in Sins of Our Mother? I wanted something that combined primordial memory, body horror, and inheritance. Thus, Reminiscence was born.
Reminiscence– 3rd level
Your connection to the eternal chain grows deeper. The Symbiote gains a number of Sequence slots equal to your proficiency bonus. You may fill these slots with traits you gain from Inheritance Memories (unlocked at 4th level) or other creatures.
When you Devour a creature via Voracious, you may absorb part of their essence. A creature’s essences include:
- Senses
- Damage Resistance
- Damage Immunities
- Condition Immunities
- Special Traits
You cannot gain a creature’s Innate Spellcasting this way.
Damage resistances and immunities apply only to the Symbiote, but senses and condition immunities apply to the host. Special traits may apply to either the host or the Symbiote, whichever is most relevant.
You may choose which type of essence to plunder, but only the goddess may determine what you gain, if anything.
Essences persist until you complete a long rest. If you plunder an essence while you possess no empty Sequence slots, you must replace an Inheritance Memory trait or the oldest essence. When an essence that overwrote an Inheritance Memory trait expires, regain the Inheritance Memory trait.
Conclusion
I love this class feature. It accomplishes everything Catacolyte strives to do in the tabletop space. Reminiscence extends the play area into the realm of imagination. The feature asks players to treat monsters as a potential resource. It encourages them to play while wondering what they might become. In essence, players can use Reminiscence (and its supporting class features) to build their own subclass.
So, what do you think? I’ve always wanted to play a snake themed character, but nothing’s ever scratched the itch. I’ve tried a Druid who exclusively wild shapes into snakes (that was fun), a serpentine Wizard in Deadfire using the unique Cobra Strike spell, and more. I hope you also find the Medusite fun and interesting. That’s it for now. Thank you for reading! Check back soon for more insights into the project!
Ashton Baker
So, what do you think? I’ve always wanted to play a snake themed character, but nothing’s ever scratched the itch. I’ve tried a Druid who exclusively wild shapes into snakes (that was fun), a serpentine Wizard in Deadfire using the unique Cobra Strike spell, and more. I hope you also find the Medusite fun and interesting. That’s it for now. Thank you for reading! Check back soon for more insights into the project!
Ashton Baker
Catacolyte Games
PROJECT UPDATE
Project Update: Sins Early Access Release!
Hooray! Early Access is OUT NOW!
Hey, Backers! Sins of Our Mother Early Access is out! Please scroll below to the Backer exclusive section for the link to the early access download.
Ashton Baker,
Creator of Catacolyte Games
Includes Backer-Exclusive Content
PROJECT UPDATE
Project Update: Sins of Our Mother EARLY ACCESS Coming on Sunday, the 15th!
Sins of Our Mother Early Access Announcement
Hey, @everyone! Sins of Our Mother early access is coming out this Saturday weekend! Early access will be available to all backers regardless of their pledge tier. In my opinion, extra eyes and new perspectives will help improve the project, and ensure Sins becomes the best possible version of itself. So mark your calendars, and please don’t hesitate to share your feedback!
Sins early access will include the following:
- 4 Classes
- Anathema Nurse class (previously Euphoria)
- World Bearer class (previously Sloth Druid)
- Vow of Beauty class (previously VoB Paladin)
- Medusite class (previously Medusite Monk)
- Red Mass
- Crisis of Faith
- 2 Narrative Dungeons
- Traitor Duchess & the Estate of Undeath
- Star Lich Race
- Church Armaments
- Sinful Spells
Sins early access does NOT include (these are still coming):
- Flesh Singer class (previously Flesh Singer Bard)
- 2 Narrative Dungeons
- Hospital of Quiet Minds
- Sickle City
- Divine Creatures (monster stat blocks)
So, What Does Early Access Mean?
Games these days seem to treat early access as a kind of “pay to playtest” deal. I could definitely use the help playtesting, but that’s not the focus here. D&D is foremost a cooperative storytelling game. I’ve meticulously tweaked the game systems to ensure that the stories, quests, and classes inside Sins of Our Mother are fun, interesting, and evocative. But nothing’s perfect. Please, if you have the time, this is the perfect opportunity to share your thoughts , concerns, and impressions about the project.
Here are examples of the things that can change in early access:
- Numbers (hit points, damage die, durations, etc.)
- Specific Weapons, Items, Spells, or Abilities (too boring, weak, just don’t work, etc.)
- Typos (self explanatory)
Here are examples of the things that CANNOT change in early access:
- Major story beats in Narrative Dungeons (example, Resurrection from Traitor Duchess)
- Class systems (example, Inheritance Memories from Medusite)
Class Redesigns
Originally, Sin’s new classes were supposed to rely on existing class design. However, D&D 2024’s impending class changes encouraged me to push Catacolyte’s own designs in a much more original and (hopefully) interesting direction. This shift meant going back to the drawing board for Flesh Singer, Medusite, and World Bearer (previously Sloth Druid). Although it cost time, I’m now confident this was the right decision. That said, there’s always room for improvement and polish. I’ll be looking for ways to better balance the classes until the full release.
Final Release When?
Sins of Our Mother is slated to release on PDF this winter and all other rewards to follow shortly after!
PROJECT UPDATE
Project Update: Sins Update I - Progress, Changes, & More!
Hey Backers!
It’s been a minute, so I thought it high time to share some progress. Here’s what we’ll cover this update:
- Quest Hooks & Ritual Feats
- Hospital of Quiet Minds
- Medusite
- Conclusion & Partings
Quest Hook & Ritual Feats
I originally pitched Quest Hooks & Ritual Feats as separate sections, but while writing I realized they belonged together.
Have you ever played a game, fought an enemy, and thought ‘that’s awesome! I want that’? At the table we usually call this “NPC magic,” and I hate it. There should be as little distinction as possible between NPCs and PCs. Basically, PCs should be able to do whatever an NPC does.
At times these differences are necessary for the story or mechanical balance, but the greater this dissonance grows the less players feel part of the world and more like they’re playing a video game.
This change benefits both Quest Hooks and Ritual Feats and allows the two pieces to reinforce each other. We’ll get richer, more personal Quest Hooks for GMs and deeper, more immersive Ritual Feats for players. This new section is called Red Mass.
Here’s a sneak peak at part of the rough draft for Blood in the Streets, one of the entries in Red Mass.
Here’s a sneak peak at part of the rough draft for Blood in the Streets, one of the entries in Red Mass.
Blood in the Streets
Rumors change as they spread from tongue to tongue, but you’d need not meet a gossip to know someone holds this city in a vice grip. At sunrise, the streets fill ‘til bustling, but look and see how they walk with eyes to their feet and never saying a word without need. At dusk, the streets clear, shutters slam shut, cats prowl, and the city listens with bated breath for a portent of the morrow.
Sacrament
Faithful may carry out ritual murders in the dark hearts of crowded cities to instill fear, provoke hatred, or elicit other emotions. This holy blasphemy is best suited for rogues, sadists, and anyone capable of killing in plain sight then absconding. To earn the Blood Queen’s blessing of Delectable Fear, a faithful must perform 5 ritual murders with the following conditions:
- Commonality of Victims: Each victim must share some aspect such as profession or class.
- Consistent Method: The manner of murders must be recognizable and attributable to the same entity.
- Commentary: The deaths must speak to some purport whether personal or social and cannot be solely for slaying’s sake.
Delectable Fear - Ritual Feat
Death and fear hand in hand.
[REDACTED]
Here’s a few of the other entries:
- Ecstasy & Death
- Saints of the Setting Sun
- Delicate Degeneracy
Also, here's some new art from Amin Manaa.
Hospital of Quiet Minds
I’ve shelved over a month’s worth of work that went into the second narrative dungeon. Hospital morphed into something that went beyond the bounds of a D&D 5E supplement. It grew into its own game involving characters made up of their constituent body parts and movement based combat. It is, in two words, a skirmish game. I’m proud of what Catacolyte designed, but the work is best suited for a different project.
So, where does that leave Hospital of Quiet Minds? The mechanical effort helped settle the core narrative elements. Hospital will raise questions like whether we are our bodies or our brains and force PCs to confront their own self-conceptions.
Medusite
I stand by the core thematic aspects of the Medusite, but the mechanical execution didn’t feel right. Playtests revealed that we need to beef up the class' foundation and better integrate Inheritance Memories. While it needs a rework, I can’t wait to see how it turns out!
Conclusion
Sins of Our Mother is Catacolyte’s biggest project yet, and I’ve found the sheer size difficult to manage. Unfortunately, I may have to delay Sins by a few months. That said, this book is double Cult’s length, and page for page is denser. Sins already has more content than Cult even at just 30~ pages. Please look forward to its release, it’s going to be great.
Thank you for your support.
Ashton Baker, creator of Catacolyte Games
Thank you for your support.
Ashton Baker, creator of Catacolyte Games