SALVIO HEXIA

An interactive investigation of contemporary online witchcraft

SALVIO
HEXIA

Public personas, claims, practices and commercial behaviour, translated into a playable system. The subculture is the game.

Every quote is real. Every card is evidence-bound.

2 PLAYERS · 5 FIGHTS · 1 WINNER

ONCE

DELUSION

Plays Once, Works Forever

Witchcraft95
Attack
81
Greed
60
Delusion
73
Danger
72

ONE TRANSMISSION

If this Witch loses by 10 points or fewer, the point is not scored. The winner still takes the lead.

The shift lands on contact. No second play needed.

Salvio Hexia · V1

METER

GREED

Arranges Meetings with Your Future Self

Witchcraft100
Attack
70
Greed
91
Delusion
80
Danger
27

COSTING YOU $$

When defending, if the attacker has already won a fight on the called attribute, the trap springs: the attacking Witch loses 25 on the contested attribute.

Until you shift, the meter runs.

Salvio Hexia · V1

FLINT

ATTACK

Manifests Middle Management

Witchcraft100
Attack
86
Greed
79
Delusion
46
Danger
56

UNDER FOUR WEEKS

+10 Attack when attacking in fights 1–2.

The calendar barely turns; the roster is full.

Salvio Hexia · V1

REMISSION

DANGER

Ninety Minutes, Seven Generations

Witchcraft95
Attack
66
Greed
93
Delusion
43
Danger
100

SEVEN GENERATIONS

If this Witch loses by 7 points or fewer, the point is not scored. The winner still takes the lead.

Seven up, seven down, the line refuses to break.

Salvio Hexia · V1

SIRIUS

DELUSION

Twin Flame Union, Foot Pain Included

Witchcraft80
Attack
41
Greed
23
Delusion
90
Danger
56

PAIN DID GO AWAY

The opposing Witch loses 25 Witchcraft this duel.

Her ache departs; your witchcraft thins.

Salvio Hexia · V1

Section 02 · The specimens

THE WITCHES

Every Witch begins somewhere outside the game.

A public persona, her claims, her offers, her prices. Captured, verified character-for-character, and renamed. What you hold is the fictional character. What we keep is the receipt.

Alias + title
A one-word name from her own receipts. Never the handle.
Five attributes
Witchcraft · Attack · Greed · Delusion · Danger
Affinity
Her family. Keep her sisters and they lift each other.
Special Power
One legal cheat, priced by the rules before she got it.
Browse the Affinities →

DISCHARGE

DANGER

No Difference at Any Distance

Witchcraft65
Attack
49
Greed
23
Delusion
68
Danger
91

POSTOPERATIVE ACCELERATION

+25 Witchcraft in fights 1–2.

She presses skip on the slow part.

Salvio Hexia · V1

FASCIA

DANGER

Bodyworker Turned $10K-Month Coach

Witchcraft95
Attack
44
Greed
55
Delusion
73
Danger
96

CONSISTENT $10,000

When this Witch is eliminated, every Witch in your hand gains +10 Greed.

Another page, the same figure.

Salvio Hexia · V1

AVOIDANT

DELUSION

Attachment Theory, Applied Cosmically

Witchcraft75
Attack
17
Greed
11
Delusion
85
Danger
83

SHADOW LOVE

The opposing Witch loses 15 Delusion this duel.

The bond loosens; delusion drains.

Salvio Hexia · V1

Section 03 · Procedure

HOW A WITCH IS FORGED

AI reads the evidence. Code does the arithmetic.

  1. 01 · The crawl

    A polite crawler reads the public sales pages. robots.txt obeyed, eight pages at most, nothing behind a login.

  2. 02 · The claims

    AI copies out only the sentences that sound absurd — the most extraordinary promises on the page. A quote is kept only if it is found in our capture, character for character.

  3. 03 · The Forge

    AI answers yes or no about what each claim says. Code counts, weighs and saturates. Nobody types a number.

  4. 04 · Witch card

    Five stats, one Affinity, one Special Power from a menu the rules priced in advance. The person is removed: a fictional alias replaces the account, real names in the quotes are swapped out.

  5. 05 · Human review & publish

    A person reads the finished card and presses the one button. Unnamed, unforged or unverifiable: it refuses.

A power the engine cannot execute does not exist. The model chooses from a legal menu and writes the name; it never invents a rule and it never originates a number. The full arithmetic →

Section 04 · Rules of engagement

HOW TO PLAY

Five fights. That’s it.

  1. 1

    Play a Witch

    Choose one from your hidden hand.

  2. 2

    Call a stat

    Witchcraft, Attack, Greed, Delusion or Danger.

  3. 3

    They answer

    Your opponent chooses a Witch.

  4. 4

    Higher wins

    Powers resolve. The higher value takes the point.

  5. 5

    Both are gone

    Both cards are spent. The winner leads next.

Most points after five fights wins the match.

Also in the box · not explained here

  • Omens

    One condition, rolled before anyone touches a hand.

  • Affinity

    Keep the right six and they cover for each other.

  • Special Powers

    Every Witch cheats differently.

  • The Final Trial

    The sixth Witch never fights. Unless.

Section 05 · The archive

THE LEDGER

Every published Witch, filed for inspection.

Sortable by Level, by any of the five stats, by date drawn. Every number on every card is answerable, and the on each one says how.

LEDGER.DAT

51 on record · sort by any column

WitchLevelSpecial power
1

FLINT

Manifests Middle Management

5.010086794656UNDER FOUR WEEKS
2

METER

Arranges Meetings with Your Future Self

5.010070918027COSTING YOU $$
3

VOLTAGE

Charges You for Hiding

4.89556576688ENERGETIC CONTRACT
4

REMISSION

Ninety Minutes, Seven Generations

4.895669343100🧬 SEVEN GENERATIONS
5

ONCE

Plays Once, Works Forever

4.89581607372📡 ONE TRANSMISSION
6

MERIDIAN

Seven Hours Under the Soul Knife

4.8958994736210X QUANTUM LEAP

THE AFFINITIES ARE WAITING.

2 PLAYERS · 5 FIGHTS · QUESTIONABLE POWERS