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

PRESSURE

Plays Once, Works Forever

Witchcraft95
Pressure
89
Greed
60
Delusion
73
Danger
58

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
Pressure
79
Greed
91
Delusion
80
Danger
20

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

PRESSURE

Manifests Middle Management

Witchcraft100
Pressure
93
Greed
79
Delusion
46
Danger
44

UNDER FOUR WEEKS

+10 Pressure when attacking in fights 1–2.

The calendar barely turns; the roster is full.

Salvio Hexia · V1

REMISSION

DANGER

Ninety Minutes, Seven Generations

Witchcraft95
Pressure
76
Greed
93
Delusion
43
Danger
99

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
Pressure
49
Greed
23
Delusion
90
Danger
44

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 · Pressure · 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
Pressure
58
Greed
23
Delusion
68
Danger
81

POSTOPERATIVE ACCELERATION

When defending, if the attacking Witch's called attribute is 80 or more, the trap springs: she fights at +25.

The worse it is, the more there is for her to do.

Salvio Hexia · V1

FASCIA

DANGER

Bodyworker Turned $10K-Month Coach

Witchcraft95
Pressure
53
Greed
55
Delusion
73
Danger
89

STORED IN THE FASCIA

When this Witch is eliminated, every Witch in your hand gains +15 Danger.

What she was carrying does not stop when she does.

Salvio Hexia · V1

IMPRINTA

DELUSION

The Superconscious Tour Guide

Witchcraft80
Pressure
43
Greed
26
Delusion
75
Danger
94

LIMITING BELIEFS

When defending, if the attacker still holds 4 or more Witches, the trap springs: the attacking Witch loses 25 on the contested attribute.

When options multiply, her map contracts them.

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, Pressure, 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

    Seventeen tricks. She gets exactly one.

  • The Final Trial

    The sixth Witch never fights. Unless.

Also in the box · now explained

Every Witch cheats differently.

Bend the attribute. Curse the next fight. Copy your opponent. Cancel their trick. Gamble everything on one duel. Sit still and let them walk into it.

Explore Special Powers →
  • Boost
  • Haunt
  • Copy
  • Block
  • Risk
  • Trap

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

64 on record · sort by any column

WitchLevelSpecial power
1

FLINT

Manifests Middle Management

5.010093794644UNDER FOUR WEEKS
2

METER

Arranges Meetings with Your Future Self

5.010079918020COSTING YOU $$
3

VOLTAGE

Charges You for Hiding

4.89566576676ENERGETIC CONTRACT
4

REMISSION

Ninety Minutes, Seven Generations

4.89576934399🧬 SEVEN GENERATIONS
5

ONCE

Plays Once, Works Forever

4.89589607358📡 ONE TRANSMISSION
6

MERIDIAN

Seven Hours Under the Soul Knife

4.8959594734910X QUANTUM LEAP

THE AFFINITIES ARE WAITING.

2 PLAYERS · 5 FIGHTS · QUESTIONABLE POWERS