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Ah, but a GM specifically triggering a condition like the Blasphemous rage is, at its core, not really any different to the GM triggering any other kind of save – it didn’t come across that it was triggered by the GM in response to plot. But that means it’s not a mechanic that really drives players to take specific actions or make decisions in such a way as to try and mitigate it – they can’t because it happens at scripted points in the story that they cannot predict. And once it happens the players have to deal with the consequences as they would any other failed save such as poison. I actually like stuff like that in a game.