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
