Welcome to this tale set in Witch Hunt Era Salem, please take a seat and a cookie while I do my sales pitch.
In this tale you will incarnate a young woman who just travelled to the Americas from Europe to make a new, better life in Salem Town, Massachusetts. You are weak and ill from the long journey by boat, however, and are at Death's door when a mysterious entity propose to make a pact with you. At this moment you don't care that it may be the Devil itself that speaks to you as you accept, owing your mysterious new master allegiance, faith and sometimes even sacrifices in exchange from it's good will and blessing, permitting you to make incredible feat of knowledge, medicine, health and physical labor or curse or even kill your rivals or enemies as long as you have enough of it's favors accumulated.
This is the first part of this tale, the accumulation of Mysterious Favors, which grants your character boons and safe passage in dangerous situations. They can be gained by doing rituals, tasks and even uttering prayer to your character's entity and must remain over five favors at all time for each entity to be favorable to a character.
The entity will not encompass the whole story, however, but will push you to make suspicious action, raising your character's Suspicion and bringing her nearer to either death by the stakes or exile to the inhospitable and wild lands of the Savage, now known as American Natives. Be careful of your Suspicion, for only devout bouts at the town's church or sacrifice of Credibility can restore it in a timely fashion, the option of laying low not available to one both scrutinized and indentured to some bloodthirsty spirit.
The third 'stat' you will have to watch for is Credibility, gained through passing time helping the community of Salem grow and making acquaintances and, yes, even marriages with others. Credibility can be helpful with both suspicion, where a sacrifice of five credibility brings back down one point of suspicion, but it can also help when dealing with others, such as lowering the difficulty of task or the price of merchandise.
Now that that's done, there is a few more things I have to add: Each day will be separated in cycles of Day and Night, each with it's personalized task to complete or fail to continue to the next cycle. Completing a task instead of failing it brings double the reward, so trying hard to do them in a satisfactory or even outstanding fashion is vastly preferred.
There you go, don't hesitate to give advice, ask questions or state your interest!