A haunting dark fantasy RPG remake, Common Sense Alteration Sister follows Marche, a devout novice nun sent to a remote village—only to uncover a web of secrets that shatter her faith. As suspicious villagers hide a terrifying truth, she’s ensnared by dark magic, her piety crumbling into a nightmarish descent into servitude. Will she reclaim her soul… or embrace the darkness?
Marche: Faith, Doubt, and the Illusion of Safety
Marche arrives in the village of Eldermire with a heart full of devotion. Fresh from the convent, she prays daily, tends to the sick, and tries to win over the locals—yet their warmth feels forced. The village priest vanished months ago, leaving only a dusty chapel and a cryptic note. Her fellow villagers avert their eyes when she asks questions; their smiles don’t reach their eyes. She brushes it off as grief… until the cracks widen.
1. Contrasting Persona: Marche’s innocence is palpable—she mends clothes for orphans, memorizes scripture, and even bakes honey cakes for the village elder. Her purity stands out against Eldermire’s muted despair.
2. Village Anomalies: Strange symbols are carved into barn doors; the well water tastes faintly of iron. At night, faint chants echo from the chapel ruins—voices that don’t sound human. Marche’s journal, filled with increasingly uneasy observations, becomes a lifeline.
3. Faith as Armor: She clings to her vows, reciting psalms to quiet her fears. “God will protect me,” she whispers… but as the village’s secrets deepen, her faith begins to fray.
The Secret Unfolds: Darkness Beneath the Surface
Marche’s discovery of the village’s hidden chamber—locked behind the chapel altar—marks the turning point. Inside, she finds the priest’s journal, blood-stained and half-burned, detailing a pact with a “Shadow Cult” that demands a “pure soul” to sustain their power. Worse, she recognizes her own name in the pages: “Marche of House Veyra—their bloodline is the key.”
1. The Priest’s Final Warning: Scrawled on the last page: “They’re not human. They wear smiles like masks. Burn the village. Save yourself.” But Marche hesitates—these are the people she’s come to care for.
2. The Ritual Site: Beneath the chapel lies a cavern where the cult performed their ceremonies. Faded murals depict robed figures chanting over a bound girl—her face eerily similar to Marche’s. The air reeks of sulfur and something sweet, cloying.
3. Betrayal Revealed: The village elder, a kindly old man Marche trusted, corners her. “You’re special,” he rasps. “The Dark One needs your light… to make us strong.” Her worst fears confirmed, Marche’s world collapses.
Descent: From Novice to Servant of Darkness
The cult’s “hypnotism spell” isn’t instant—it’s a slow erosion. First, Marche’s prayers turn to ash in her mouth. Then, she finds herself craving the villagers’ praise, their touches feeling… pleasurable. By the time the final ritual begins, she’s torn: part of her still fights, but the shadow in her mind promises power, warmth, an end to doubt.
1. Mechanics of Corruption: The game uses a “Sanity Meter” to track Marche’s mental state. High sanity means clarity (and stronger resistance to the cult’s influence); low sanity unlocks “Dark Insights”—powers that make her more alluring but erode her humanity.
2. Moral Ambiguity: Players choose Marche’s responses: does she feign compliance to gather information, or lash out and risk immediate punishment? Each choice alters the cult’s tactics—and her own transformation.
3. The Loss of Self: As the spell takes hold, Marche’s memories blur. She forgets her convent’s name, her childhood friend… but remembers the villagers’ names, their secrets, their desires. The line between victim and collaborator vanishes.