- Candleless, The
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A category rather than a conventional faction: excommunicated priests, disgraced theologians, hedge occultists, and relic brokers who kept working after institutional channels closed to them. Their faction passive is Ugly Solution, which eases forbidden-method solutions at the cost of a complication. Chapter Four
- Case
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The standard unit of play: begins with an anomaly, suspicious death, or strange report, and proceeds through investigation, identification, and intervention. Chapter Ten and Chapter Fourteen
- Charter Trait
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The single specific benefit defining Associated Organization membership. Narrower than a faction passive. Specific to the institution. The Charter Trait replaces the linked faction's passive for Associated Organization members. Chapter Four
- Church, The
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The Roman Catholic Church and its allied institutional bodies: a broadly positive, competent force against supernatural evil, though also a human one, slow, political, and sometimes more concerned with its own authority than the case at hand. Chapter Two
- Claw Prayer, The
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An occult attachment created through an extended grave rite, working iron nails into the fingertips to make the hands ritual instruments for ward work and spirit detection. Distinct from Grave Nails, which the body produces from corruption rather than deliberate ritual. Chapter Nine
- Cold Shard
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Stage 1 of the Wound Escalation Scale: dormant and effectively undetectable, requiring active feeding to wake. Chapter Two
- Command Effects
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Holy power that compels a supernatural entity to answer, withdraw, or be bound in the name of God; unavailable to characters with an active devil contract or Corruption 7 or higher. Chapter Eight
- Composure Initiative (CI)
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A character's Willpower + Composure total, used as the initiative pool for surprised or under-pressure characters (Readiness is renamed Composure here). Chapter Three and Chapter Seventeen
- Concealment
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An adversary-only stat measuring how well an entity hides what it is, rolled against Discernment, Monster Lore, and related skills; distinct from Stealth, which covers physical concealment. Player characters do not have a Concealment rating. Chapter Eleven
- Congregation of the Opened Hand
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A recurring human antagonist organization: an institutional predator wearing a charitable face, targeting the economically and socially disposable. A campaign construct rather than a full faction entry. Chapter Four
- Consecration
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Establishing the spiritual status of a space, object, or site through formal theological procedure. Creating a sustained consecrated perimeter requires Theology 1 or higher. Consecrated ground provides mechanical benefits to characters performing holy work within it and resists supernatural intrusion. Chapter Eight
- Containment
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A restricted Discipline skill available to Latchkey Archive characters. The skill for safely moving, securing, sealing, and transporting dangerous objects and sites according to formal Archive protocols. The Latchkey Archive's Do Not Touch That passive depends on successful Containment or Relic Lore checks. Chapter Four and Chapter Five
- Corrupt Body Manifestation
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A physical mark, deformity, or capability that surfaces when a character crosses a Corruption threshold, takes a Corruption Talent, or accepts a body-altering devil deal. Distinct from Occult Attachments, which are deliberately grafted. Chapter Eight
- Corruption
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The 0-to-10 track measuring accumulated spiritual compromise, such as devil deals, forbidden rites, and dark rituals: an index of exposure with escalating effects at set thresholds, not a measure of evil. It persists between sessions but can be reduced through Confession, restitution, and spiritual retreat. Chapter Eight
- Corruption Talent
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A talent available once a character's Corruption reaches Threshold 2, costing 1 Corruption per talent and sometimes triggering a Corrupt Body Manifestation. Chapter Six and Chapter Eight
- Cursed Object
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An object carrying supernatural charge from a specific binding, ritual, or spiritual event; the charge is applied rather than intrinsic, distinguishing it from a Relic. Chapter Nine