The Demons we face are not mere legends. The Banshee, Onryō, Rakshasa, and other fiends from real-world lore walk through rifts in the Nether, their presence warping the Location and those within it.
Each Demon is unique, carrying its own origin, its own malice, and its own way of breaking the Agents who stand against it. When a Demon sets its claim upon a Location, the Agents must move swiftly, for time only strengthens its hold.
Every Demon is defined by a combination of Demonic Traits, ranging from four to six in number. Traits such as Bestial, Ethereal, Cold Spots, Shapeshifting, or Light Aversion shape how the Demon influences the investigation. While a Demon is Dormant, its Traits subtly twist events, warping the Location with malicious intent. When it becomes Manifested, those same Traits strike outward in deadly force, transforming oddities into threats and hesitation into death. The events Agents face during an Operation are never the same twice, because the traits of each Demon rewrite the very rhythm of play.
The identity of the Demon is never revealed at the start of play. In fact, discovering the Demon's true nature is the first goal of every Operation.
Each Demon is sealed within its own Demon Vault, a box of bespoke components that only enter the game when that entity is randomly chosen during setup.
Inside are unique cards and components that slot directly into the Field Equipment puzzles - Spirit Box prompts, Helios Shard fragments, Thermal Imager overlays, and more - as well as the Demon’s personal Event Deck. These fifteen cards are shuffled with randomly selected generic events during setup, disguising them among ordinary disturbances. Every event is a clue: the Demon’s cards reflect its Traits, while the generic cards echo the full range of possibilities. To discover what hunts them, Agents must study patterns, track behavior, and press their Equipment for confirmation.
* Each of the twelve Demon Vaults contain the components shown above.
This design ensures that the Demon’s identity stays hidden until the investigation earns its reveal. The Vault system keeps components separate and coded for easy return, while the singular focus on one Vault per game prevents confusion or spoilers. Deduction comes from experience inside the Location - only when enough Traits have been uncovered through evidence and observation will the Agents know which Banishment Ritual to attempt. Until then, suspicion, fear, and uncertainty are part of the hunt.
