Rules with no core equivalent.
Faction as Third Creation Layer
Characters choose Background, Career, and Faction. Faction is a full third identity layer granting profession skills, talent options, faction passive benefit, and up to 3 hard-gated authority skills. Independent characters skip the Faction layer and its associated benefits.
- Applies to
- Character Creation Ch. 2
- Replaces
- Character Creation Ch. 2
- Defined in
- Ch. 03, 04
Awakened Blood
All player characters in The Hollow possess Awakened Blood. They may perceive the supernatural without Merciful Dissonance rewriting it. This does not make them immune to fear, possession, deception, or madness. It means they can see the knife before it cuts them.
- Applies to
- Character Creation Ch. 2
- Replaces
- Character Creation Ch. 2
- Defined in
- Ch. 02, 03
Magical Tier Access / Wound Cost
Magic in The Hollow is organized into five tiers. A character may only use Magical talents of a tier they have unlocked. Unlocking Tier 1 costs 1 permanent Wound Point. Unlocking each subsequent tier costs 1 additional permanent Wound Point. These Wound Points are permanently lost and cannot be recovered by any means except Universe-specific story events.
- Applies to
- Talents Ch. 4, Wounds Ch. 2
- Replaces
- Talents Ch. 4, Wounds Ch. 2
- Defined in
- Ch. 05, 08
Corruption Track
Corruption is a third tracked condition alongside Wounds and Strain. It represents spiritual compromise, moral failure, and infernal leverage. Corruption is gained through dark choices, devil deals, forbidden magic, and certain failure consequences. It can be reduced through virtuous action, priestly absolution, acts of sacrifice, accountability, and specific rites. Mechanical thresholds and effects are defined in Chapter 08.
- Applies to
- Recovery / Strain Ch. 12
- Replaces
- Recovery / Strain Ch. 12
- Defined in
- Ch. 08
Wound Escalation / Shard-Wound Clocks
Active supernatural sites have a Wound escalation track: Cold Shard / Waking Shard / Open Wound / Weeping Wound / Breach. Occult activity, failed rituals, and certain Calamity results can advance this track. Successful intervention (sealing, binding, containing, consecrating) can reduce it. Event-triggered escalation and de-escalation procedures are defined in Chapter 10 and GM handling appears in Chapter 12.
- Applies to
- Structured Play Ch. 9
- Replaces
- Structured Play Ch. 9
- Defined in
- Ch. 02, 10, 12
Faction Passive Benefit
Each faction has a passive mechanical advantage in its primary specialty lane. The canonical passives are Rite of Office, Passion, Deniable Operation, Impossible Evidence, Do Not Touch That, Kill It Right, The Older Version, Ugly Solution, and Free Association for Independents.
- Defined in
- Canonical wording in Chapter 04.
Watchfires Passion Mechanic
Passion is a singular, specific, first-person declaration — a personal compulsion, not a category. When acting in direct service of their Passion, after the dice are rolled and the result is visible, the character may suffer Strain to add successes. The first added success costs 3 Strain; each further success on the same roll costs 1 more than the last (3, then 4, then 5, and so on). A character may keep buying as long as they can pay the next success's full cost without reaching their Strain Points; Passion can never incapacitate them. (The Righteous Passion talent flattens this to 3 Strain per success.) Ignoring a trigger adds a Bane die to all holy authority checks plus an immediate Strain hit at GM judgment, both persisting until the situation is made right and genuine repentance is made. Acting against the Passion carries tiered consequences (all add a Bane die to holy authority checks until penance): Tier 1 (For the Greater Good) = 2–3 Strain, maximum Strain −1, no Corruption if the claimed greater good actually materializes (1 Corruption if it does not); Tier 2 (Under Coercion) = 4–5 Strain or one quarter of maximum Strain, maximum Strain −2, minimum 1 Corruption; Tier 3 (Willful) = half maximum Strain (rounded down), maximum Strain −3, minimum 1 Corruption (GM may increase). Penance (Willpower + Theology: Hard / Severe / Extreme by tier, once per day) restores the maximum Strain reduction and removes the Bane penalty; one act clears both. The earlier Bible drafts described this as a difficulty reduction and later as flat 1/2/3 Strain tiers — both were wrong. The manuscript (Ch. 04) is the source of truth.
- Defined in
- Canonical wording in Chapter 04; quick reference in Chapter 17.
Exorcism Subsystem
Exorcism is a multi-step procedure involving diagnosis, preparation, binding, confrontation, expulsion, leverage, spiritual authority, and risk. It is not a single check. Catholics (Order of Mercy) are best resourced for it; Watchfires characters can disrupt and support it through Deliverance and Righteous Fire but do not replace the full rite.
- Defined in
- Canonical procedure in Chapter 08.
Spirit Banishment
Distinct from Exorcism. Ghosts, spirits, dybbuks, and ibburim require different handling. Banishment uses research, communication, and release/removal; human-soul possession adds Tzror capture and Reconciliation options. The Order of Mercy may not be best at Spirit Banishment; mediums, Soul Work specialists, the Lamed Vav, scholars, and other specialists have space here.
- Defined in
- Canonical procedure in Chapter 08; talent support expanded in Ch. 06.
Holy Power Mechanics
Holy items, blessed weapons, consecrated ground, relics, blessings, rites, prayers, and exorcistic authority provide mechanical leverage: add Boon dice, bypass supernatural defenses, reveal possession, disrupt glamour, permit otherwise-impossible rolls, protect areas, weaken entities, or provide leverage in exorcism. Does not auto-win.
- Defined in
- Full mechanics in Chapter 08.
Relic Rules
Relics and cursed objects have conditions, behaviors, risks, and protocols. Safe handling, provenance, identification, breach response, and item-specific rules matter.
- Defined in
- Full rules in Chapter 09.
Merciful Dissonance Mechanics
Witnesses, bystanders, and untrained individuals automatically reinterpret supernatural events into mundane explanations. Awakened characters are immune by default. MD cracks under contradiction, not mere perception, and GM handling is defined in Chapter 12.
- Defined in
- Core explanation in Chapter 02; investigation use in Chapter 10; GM procedure in Chapter 12.
Investigation Framework
Cases use a clue structure with evidence tracks, false explanations, supernatural tells, and faction-expertise gates.
- Defined in
- Full investigation mechanics in Chapter 10.
Monster Weakness Rules
Monsters require research and field knowledge. Confirmed weaknesses grant +1 Boon die, reduce the target's Resistance to 0 for that action, and bypass one Supernatural Defense when exploited. The Black Road is the primary specialist faction for this.
- Defined in
- Full rules in Chapter 11.
Forbidden Workings
Antagonist occult rites are built as ad hoc talents/procedures rather than full player-facing trees. Every Forbidden Working requires meaningful sacrifice (bloodletting that causes Wounds, animal sacrifice, human sacrifice, surrendered names, destroyed relics, or equivalent real cost), leaves evidence, risks Wound escalation, and turns failure back on the user at a scale appropriate to the effect.
- Defined in
- Canonical procedure in Ch. 12. Player characters may learn or attempt them only with GM permission and full Corruption/failure consequences.
Operational Relics and Focus Objects
Relics can be usable field tools, not only containment problems. A usable relic may add Boon dice, remove Bane dice, upgrade a die, permit an otherwise-impossible check, or reduce difficulty, but stronger effects require visible costs: Strain, Wounds, Corruption, attachment, or supernatural attention.
- Defined in
- Canonical procedure and catalog in Chapter 09; quick reference in Chapter 17.
Occult Attachments
Body-part relics and grafted occult objects are handled as Forbidden Workings. They require real sacrifice, cause Corruption, grant strong body-linked effects, and impose visible medical, social, and spiritual consequences. Most are adversarial or contraband, not normal player gear.
- Defined in
- Canonical procedure in Chapter 12; item catalog in Chapter 09.
Corrupt Body Manifestations
Corruption can manifest physically or sensorially. Manifestations range from trace tells to natural weapons and major compromised abilities. Benefits are paired with costs, and stronger manifestations create obvious drawbacks, holy reactions, medical anomalies, or infernal attention.
- Defined in
- Full scale and table in Chapter 08; quick reference in Chapter 17.