Cult ritual - 5 sheets The cult has a trail of rituals to perform Each one summons a demon who gives them a sheet for the next one and gives them a piece of the über-ritual (the pentagram ritual). Each one is harder than the previous ones; #4 is really hard, and reveals a critical part of final ritual; The BC liaison knows an alternate version of the final ritual that they can without doing this ritual. Each can be done with 3 or 4 people (4 == all the cult + BC), but is faster with 4. BC liaison needs his own ritual greensheet Cult research The Cult has a minor research plot to discover some information relating to CASE NIGHTMARE GREEN, just to give them something to do in case they finish early CD fix the stuff greensheet Sab break the stuff greensheet Finding the files for the blackmail plot 1 or 2 bomb greensheets Escaping the island Truthing Rules: Demon combat mechanics Everyone has a sanity score Demon attacks lower it If it hits zero, you're barely sane; if it goes negative, you're a gibbering lunatic. Demon attacks do a lot of san-damage, but are rate-limited. The second-in-command loses san steady throughout game, and has mempackets when it reaches certain points that trigger psychlims. Casper the friendly demon can fix sanity, but increasing sanity gets exponentially harder with subject's san score - He can also do a soul transfer with a three count. BC liaison is immune to this mechanic. Computer access Decking - low level task to access files. Root password