A lone figure approaches a cathedral beneath a storm-dark sky in Québec City.

A dark urban tabletop role-playing game

Hellmarked

Every choice
leaves a mark.

The war never died. It just slipped into the shadows.
Now you can see what hides there.

Meet the Marked
Faith. Corruption. Survival.Discover the world Our world. 2026.

01 / The hidden war

Peace never came.
Only silence.

Angels fall. Devils whisper.
Demons wait, hungry.

You are one of the Marked: a person who has seen beneath the surface of the modern world. Together, you investigate supernatural intrusions, confront the beings that profit from them, and decide what you are willing to sacrifice.

Heaven, Hell, and Earth press against the same wounded creation. Their war moves through cathedrals and alleys, broken homes, and the institutions people still trust.

Explore the hidden war

02 / The life you bring with you

Who were you
before you saw?

Your work, your instincts, your past. Ten archetypes give you a place to begin. What you become is shaped by the choices you make together.

Your background opens the first door. It does not decide your path.

Explore all ten archetypes

03 / What keeps you human

A damaged family photograph, scorched through the middle, kept as a personal tether.
A photograph. A promise.
A reason to come back.

Survival has
a personal cost.

Push your luck.

A failed roll can be pushed for another chance—unless you rolled a Stain. Accept a condition, and carry the strain into what comes next.

Carry something worth keeping.

Your Tether is a small object tied to memory, love, faith, or loss. Once per session, it helps you recover an additional condition during a stretch rest.

Let your weakness matter.

Mercy for monsters. A guilty conscience. An oath you cannot break. Playing your weakness creates difficult choices and earns an extra advancement mark.

See how the rules work

04 / Glimpses of the unseen

What hides
among us?

Some things hunt you. Some need you. Some believe they have every right to decide your fate.

A crooked human figure pieced together from discarded possessions in a rain-soaked alley.

A stolen identity

The Unremembered

Your family no longer recognizes you. Something else is carrying your photographs.

A stranger follows you home. Its face changes whenever you look away. The voice it borrows is becoming familiar.

An enormous owl with unsettling eyes and photographs caught beneath its talons.

A grief that follows

Mournwing

The owl outside your window keeps repeating a familiar name.

A broken word beneath every hoot. Family photographs disappearing from the house. Something in the trees wants to come home.

A four-winged angel in celestial armour holding a greatsword wreathed in fire.

A merciless decree

Cherub

Four wings. A burning sword. A command that leaves no room for mercy.

Heaven has sent a guardian to enforce its will. Its protection extends only as far as the purpose it was given.

Knowing what it looks like is only the beginning.

Meet more enemies

05 / Bring your people

You have seen too much
to turn away.

Gather your group. Give your characters a reason to trust each other.
Then follow the first sign that something is wrong.

A rules introduction and a printable, two-page character sheet.