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
Plays Once, Works Forever
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
Arranges Meetings with Your Future Self
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
Manifests Middle Management
UNDER FOUR WEEKS
+10 Attack when attacking in fights 1–2.
The calendar barely turns; the roster is full.
Salvio Hexia · V1
REMISSION
Ninety Minutes, Seven Generations
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
Twin Flame Union, Foot Pain Included
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.
DISCHARGE
No Difference at Any Distance
POSTOPERATIVE ACCELERATION
+25 Witchcraft in fights 1–2.
She presses skip on the slow part.
Salvio Hexia · V1
FASCIA
Bodyworker Turned $10K-Month Coach
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
Attachment Theory, Applied Cosmically
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.
01 · The crawl
A polite crawler reads the public sales pages. robots.txt obeyed, eight pages at most, nothing behind a login.
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.
03 · The Forge
AI answers yes or no about what each claim says. Code counts, weighs and saturates. Nobody types a number.
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.
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
Play a Witch
Choose one from your hidden hand.
- 2
Call a stat
Witchcraft, Attack, Greed, Delusion or Danger.
- 3
They answer
Your opponent chooses a Witch.
- 4
Higher wins
Powers resolve. The higher value takes the point.
- 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
One condition, rolled before anyone touches a hand.
Keep the right six and they cover for each other.
Every Witch cheats differently.
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
| № | Witch | Level | Special power | |||||
|---|---|---|---|---|---|---|---|---|
| 1 | FLINT Manifests Middle Management | 5.0 | 100 | 86 | 79 | 46 | 56 | UNDER FOUR WEEKS |
| 2 | METER Arranges Meetings with Your Future Self | 5.0 | 100 | 70 | 91 | 80 | 27 | COSTING YOU $$ |
| 3 | VOLTAGE Charges You for Hiding | 4.8 | 95 | 56 | 57 | 66 | 88 | ENERGETIC CONTRACT |
| 4 | REMISSION Ninety Minutes, Seven Generations | 4.8 | 95 | 66 | 93 | 43 | 100 | 🧬 SEVEN GENERATIONS |
| 5 | ONCE Plays Once, Works Forever | 4.8 | 95 | 81 | 60 | 73 | 72 | 📡 ONE TRANSMISSION |
| 6 | MERIDIAN Seven Hours Under the Soul Knife | 4.8 | 95 | 89 | 94 | 73 | 62 | 10X QUANTUM LEAP |
THE AFFINITIES ARE WAITING.
2 PLAYERS · 5 FIGHTS · QUESTIONABLE POWERS