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The players portray demons sent to the mortal realm to fetch a soul that is owed to Him. That is, owed to the Master. The Chair. The Executive. The Home Office.
They have been given equipment and identities, and a task which seems at first glance very easy: simply locate the client, explain their purpose, and drag him -- kicking and screaming if necessary -- back to Processing.
Of course, things are never that easy. . . .
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