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	<id>https://www.deathuntodarkness.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Aquarion</id>
	<title>Death unto Darkness - User contributions [en]</title>
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	<updated>2026-06-02T04:09:00Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Category:Rules&amp;diff=3061</id>
		<title>Category:Rules</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Category:Rules&amp;diff=3061"/>
		<updated>2022-09-13T12:59:00Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The general rules for playing the game.&lt;br /&gt;
&lt;br /&gt;
[{{fullurl:{{FULLPAGENAME}}|action=pdfbook}} download this selection of articles as a PDF book] (Note, the PDF export puts pages in alphabetical order, which isn&#039;t ideal. We&#039;re working on better solutions)&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Category:Rules&amp;diff=3060</id>
		<title>Category:Rules</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Category:Rules&amp;diff=3060"/>
		<updated>2022-09-13T12:58:03Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: Created page with &amp;quot;The general rules for playing the game.  [{{fullurl:{{FULLPAGENAME}}|action=pdfbook}} download this selection of articles as a PDF book]&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The general rules for playing the game.&lt;br /&gt;
&lt;br /&gt;
[{{fullurl:{{FULLPAGENAME}}|action=pdfbook}} download this selection of articles as a PDF book]&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Attending_DuD_during_the_Covid-19_Pandemic&amp;diff=3059</id>
		<title>Attending DuD during the Covid-19 Pandemic</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Attending_DuD_during_the_Covid-19_Pandemic&amp;diff=3059"/>
		<updated>2022-09-13T12:52:03Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Risk to Participants ===&lt;br /&gt;
Attending a Death Unto Darkness Event is not risk-free for participants - there are multiple risks to yourself, both from exposure while travelling to the event, and the risk of being exposed to an asymptomatic participant still exists even if they have done their best to test. This is a personal risk you are taking as an attendant and it is up to you to make that decision both for yourself, and to protect those around you you love. &lt;br /&gt;
&lt;br /&gt;
If you are willing to take this risk then we ask the following;&lt;br /&gt;
&lt;br /&gt;
* We request that participants have both of their Covid-19 Jabs plus any Booster Jabs required, there is clear evidence that the jab not only protects you against catching Covid-19 but also lessens the symptoms and reduces the risk you present to others - you are protecting the other attendees by being vaccinated.&lt;br /&gt;
&lt;br /&gt;
* We require any participant to take a lateral flow test at least 24 hours prior to the game (ideally the evening before the event) - if you test positive please do not attend, we will do our best to refund you or find a place for you in another event where that is not possible - this applies to crew and refs too. A PCR test within 48 hours is also acceptable.&lt;br /&gt;
&lt;br /&gt;
* If you test positive in the weeks following the game we ask that you inform the game team via our [[Contact Us|contact details]] - so that we may send a notification to all attendees that someone who attended the game has tested positive - your identity will be kept anonymous. Please keep us updated if you are confirmed to have C19 subsequently so we can keep your fellow participants informed and aware.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;It is nearly impossible to make a LARP-game Covid-safe without not holding it at all&#039;&#039;&#039; however we would recommend the following of all attendees;&lt;br /&gt;
&lt;br /&gt;
* We recommend you do not share drinks and drinking vessels.&lt;br /&gt;
&lt;br /&gt;
* We request that all smokers and vapers refrain from doing it anywhere near buildings or other participants, please remove yourself to somewhere far away from others.&lt;br /&gt;
&lt;br /&gt;
* If you are uncomfortable and would prefer to stay at a distance then you may swap your build to be more ranged-focused so you can minimise your need to be in close proximity. Engaging in combat comes with increased risks, these are risks you are taking on by attending a LARP event in a pandemic.&lt;br /&gt;
&lt;br /&gt;
* Where a skill says you have to be in close contact to use it, feel free to fudge a reason to be at a distance if yourself or your intended target is uncomfortable with you being close - if you are uncomfortable with someone being close, say it, and respect others when they say so - nobody will exploit this to game advantage, if such a case happened they will be dealt with as an individual.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=System_Policies_and_Ethos&amp;diff=3058</id>
		<title>System Policies and Ethos</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=System_Policies_and_Ethos&amp;diff=3058"/>
		<updated>2022-09-13T12:51:55Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Game Team Policies ===&lt;br /&gt;
&lt;br /&gt;
==== Our Right to Refuse Service ====&lt;br /&gt;
&lt;br /&gt;
The Game Team reserves the right to exclude people from games if they believe it is necessary. If we receive reports of behaviour or witness actions we disagree with and we believe it is for the benefit and safety of all participants if an individual is removed from play then we will do so. Please respect these rules along with any decisions that the game team makes.&lt;br /&gt;
&lt;br /&gt;
==== Ticket Lottery ====&lt;br /&gt;
&lt;br /&gt;
Should the number of bookings for an event exceed the number available spaces, we will operate a lottery system wherein which every group or player booking will be assigned a lot and spaces will be fulfilled by randomised draw. We feel this is fairer than operating a first-come-first-served methodology.&lt;br /&gt;
&lt;br /&gt;
==== Refunds ====&lt;br /&gt;
&lt;br /&gt;
All ticket refunds must be requested &#039;&#039;&#039;before&#039;&#039;&#039; the two months prior to the event the ticket is for, after that point, refunds will be subject to the Game Team or your own Personal ability to resell the ticket. In order to encourage players to vary their play/crew habits with the existing player pool, we will be operating a system where players who have played two events in a row will be &#039;de-prioritised&#039; and placed on a waiting list before players who have not attended two in a row.&lt;br /&gt;
&lt;br /&gt;
==== Crewing Credit ====&lt;br /&gt;
&lt;br /&gt;
We operate a policy of rewarding crew for their hard work, no LRP can run without the support of many individuals, to this end the Game Team grants each individual who crews a game a &#039;credit&#039; that allows them to book in an exclusive priority booking period for people with crew credits. Crew credit may be transferred to another individual but it is still consumed when used. If the number of bookings exceedes the number of spaces available and as a result goes to a lottery any crew members who miss out on a spot will be able to transfer their credit to a later game.&lt;br /&gt;
&lt;br /&gt;
==== Clean Up ====&lt;br /&gt;
&lt;br /&gt;
We have a general expectation that all players and crew will contribute an hour of their time to the clean up of the site at the end of an event - we are a roleplaying community and do not run for profit relying entirely on Crew and Game Team to handle the hard work of takedown results in crew not returning to the game and an unfair load being placed on the Game Team to tidy up the game - we do not run this game at the level that we can afford the resources of hiring paid cleaning staff to wrap-up after our events. If everyone works together it is more than possible to ensure that we are cleaned up and off site in under an hour.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Importance of Self Care ===&lt;br /&gt;
&lt;br /&gt;
We as a system support people making sensible choices about their ability to safely and enjoyably experience the game. Balancing medical needs and the desire to enjoy the game should be made as easy as possible.&lt;br /&gt;
&lt;br /&gt;
To that end if you need to leave due an a medical situation of any nature you will retain any crew credit you used to attend that event.&lt;br /&gt;
&lt;br /&gt;
We will try our best to make any reasonable adjustments to assist players in difficulty, but trust you to know when that is not going to be sufficient.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Behaviour at Games ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bullying, Harassment and/or Discrimination ====&lt;br /&gt;
&lt;br /&gt;
Any Bullying, Harassment or Discrimination against any Ref, Crew or Player on the basis of their real life identity is grounds for immediate ejection from a game. We will deal with issues on a case by case basis, but we will deal with things in a robust and final manner. DuD should be a safe environment for all involved. DuD has always been an inclusive game, and we strive to do our best to make it as such. The Imperium of Mankind has plenty of fear and ignorance in M.41 without needing to engage in outdated M.2 concepts of human division.&lt;br /&gt;
&lt;br /&gt;
However on the flip side, there IS discrimination within the 40k setting. IC discrimination on the basis that a character is an Abhuman, Psyker, Xenos, a lower Societal Class, or follows a religious belief divergent with in universe norms is completely acceptable. Playing these characters comes with that challenge so it is not advised to play them if you have personal issues with that.&lt;br /&gt;
&lt;br /&gt;
As far as the game is concerned, the Pratchett&#039;s quote “Black and white lived in perfect harmony and ganged up on green.” is a perfect summary for the unity of the Imperium. The Imperium as a power does not engage in the legal division of humans, except by Class, there may be planetary cultures that do not understand each-other but the Imperium looks at a human and (after they’ve been gene tested for deviation) doesn’t take a particular interest in what they look like, what they identify as, or who they choose to partner with, so long as they are loyal to the Imperium.&lt;br /&gt;
&lt;br /&gt;
Discrimination on the basis of disabilities, gender, sexuality adds nothing to our game and impacts severely on the game of others. Engaging in such discrimination, IC or not, is not permitted. That is not to say it does not exist within the universe, it is not a theme we will explore as a game team, and it is actively &#039;&#039;&#039;forbidden&#039;&#039;&#039; as a theme of expressed IC discrimination from characters who appear in our game - but it exists so that players experiencing behaviour IC that they feel does represent discrimination and bias (conscious or otherwise) have the language to call it out IC - which we feel ruling out its existence would take away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Controversial Themes and Dark Roleplay ====&lt;br /&gt;
&lt;br /&gt;
The 40k setting is one filled with darkness and despair, but some topics are simply best avoided as in-game subjects because we believe that they add nothing to our game and can impact severely on players who may have had to deal with these subjects in real life. The following themes should never be used by players (IC or OOC) or in elements of plot:&lt;br /&gt;
&lt;br /&gt;
* Sexual assault, sexual coercion and all forms of non-consensual sex including forced pregnancy (such as immaculate conception).&lt;br /&gt;
&lt;br /&gt;
* Sex with minors.&lt;br /&gt;
&lt;br /&gt;
* Infertility, Miscarriage and Stillbirth.&lt;br /&gt;
&lt;br /&gt;
* Murder of Children&lt;br /&gt;
* Mental Illness/Learning Disabilities (While the ‘Madness’ system is designed to represent Lovecraftian mental trauma, these are things that face real people, even players on a daily basis, and so shouldn’t be used as plot devices.)&lt;br /&gt;
&lt;br /&gt;
* Nazi/WW2 German symbolism, imagery and uniforms are expressly forbidden as are other &#039;&#039;&#039;[https://www.adl.org/hatesymbolsdatabase hate symbols [linked&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;] &#039;&#039;&#039;the knowing use of these in your kit is subject to an immediate ban and removal from games. The use of other real life political imagery is generally discouraged with the exception of imagery associated with gender equality and pride in gender/sexual identity. If you&#039;re unsure about a symbol or image you are using contact the game team and we will provide guidance on avoiding mirroring the symbology of hate groups.&lt;br /&gt;
&lt;br /&gt;
Outside of these themes, there may be dark and sometimes disturbing imagery and themes used in the game, and we respect that some participants may find themselves affected by this. To this end you may use the ‘Traffic Light’ system to inform players, crew and refs of discomfort without needing to stop the game:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;&#039;&#039;&#039;Red&#039;&#039;&#039;&amp;lt;/span&amp;gt; should be used to indicate that you are extremely uncomfortable with the scene, and indicates to all participants to stop and move away from the subject matter being used/discussed.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;&#039;&#039;&#039;Amber&#039;&#039;&#039;&amp;lt;/span&amp;gt;  indicates to others that you are affected by the subject matter and that they should be careful or back off from a subject to allow you to settle.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;&#039;&#039;&#039;Green&#039;&#039;&#039;&amp;lt;/span&amp;gt;  can be used to indicate to others that you are comfortable and happy to move on with a subject.&lt;br /&gt;
&lt;br /&gt;
If you are overwhelmed or completely unable to deal with a subject and need to bring an immediate end to it, you may call &#039;&#039;&#039;Stop the Game&#039;&#039;&#039; at any point. At this point all participants should cease roleplay to allow the participant in question to remove themselves from the play area and talk to a referee.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Misgendering ====&lt;br /&gt;
&lt;br /&gt;
Everyone has the right to be recognised for their identity, if you are ever uncertain it is better to ask then to misgender someone and never address large groups by gendered titles as a point of caution. It is always ok to drop OC to correct an individual on your pronouns and if your correction is not recognised, or you do not feel comfortable directly confronting someone yourself, it is always acceptable to approach a Ref to make this correction on your behalf. Malicious failure to recognise an individual by their chosen pronouns and misgender them repeatedly is grounds to be excluded from play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Alcohol ====&lt;br /&gt;
&lt;br /&gt;
You may bring your own drink please make efforts to disguise any branding or modern-looking elements to any containers you are using if you have it in an IC area, please dispose of your spent cans.&lt;br /&gt;
&lt;br /&gt;
If you are drunk do not engage in combat, if you do it will be dealt with severely. A sip from a hip-flask is FINE but if you are going to engage in regular drinking that&#039;s the time to put your weapons down.&lt;br /&gt;
&lt;br /&gt;
Drink in moderation, there are others around you who will NOT enjoy your drunken singing at 3am.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;I was drunk&amp;quot; is not an excuse for any behaviour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Smoking ====&lt;br /&gt;
&lt;br /&gt;
For the enjoyment of others, please ensure that if you are going to smoke (and sites may prohibit this) you do so away from buildings and other players, and dispose of your waste responsibly. If someone asks you to stop smoking or move further away from them, please do so immediately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Recreational Drugs ====&lt;br /&gt;
&lt;br /&gt;
Most sites we use operate a zero-tolerance policy on all use of recreational drugs on their premises, and many LRPers work in professions that mean they cannot be associated with, or may be forced to act, upon possession of them, or their use. As such we also operate a zero-tolerance policy on this, and will exclude people from games for bringing them onto site.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Safety and Time In ===&lt;br /&gt;
&lt;br /&gt;
==== OOC Calls &amp;quot;Time Out!&amp;quot; &amp;quot;Tim in!&amp;quot; &amp;quot;Safety!&amp;quot; and &amp;quot;Man Down!&amp;quot; ====&lt;br /&gt;
&lt;br /&gt;
You must never use ANY of these calls for an IC purpose as they have distinct uses for indicating situations where there is OOC danger to an individual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TIME OUT!&#039;&#039;&#039; : Indicates that you are to drop OOC immediately &#039;&#039;unless there is a personal safety reason to do so&#039;&#039; do not move from where you are, close your eyes and do your best to ignore anything going on around you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TIME IN!&#039;&#039;&#039; : Indicates that an area has become &#039;live&#039; and in-character, please cease any disruptive OOC activities or leave the area if you must continue them - otherwise assume the role of your character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SAFETY!&#039;&#039;&#039; : Is used to indicate that while nobody has been hurt there is an emerging safety-hazard and the game needs to be stopped for a Ref to intervene &#039;&#039;&#039;stay where you are unless you are in danger or told to move by a member of the game team&#039;&#039;&#039; once the danger is resolved &#039;&#039;&#039;Time in!&#039;&#039;&#039; will be called.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAN DOWN!&#039;&#039;&#039; : Is used to indicate that someone is in need of OOC medical assistance, &#039;&#039;&#039;stop what you are doing immediately and ensure other players and crew do so as well&#039;&#039;&#039; be aware of your surroundings, move to allow first aiders access to the individual(s) giving space where told to. Once the sitatuation is resolved &#039;&#039;&#039;Time in!&#039;&#039;&#039; will be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Sleeping Areas and Time In ====&lt;br /&gt;
&lt;br /&gt;
Where possible at a normal event (10am-1am time in) we will try where possible to provide an area of the site for players wishing to remain in-character beyond 1am without disturbing others, in these situations if you go to sleep you will not be excluded from any plot by doing so. Should an event have a 24 Time In we will try where possible to provide a safe and quiet OOC sleeping area for those who require sleep, and endeavour to engage you in other ways to allow you to fully enjoy the event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Contact and Touching ====&lt;br /&gt;
&lt;br /&gt;
If you do not declare yourself ‘Non-Contact’ you are consenting to allowing yourself to be struck with LRP-safe props. However it is important that all participants are aware that consent to be struck by props is not consent to be touched with anything else, including hands. Should roleplay require you to come into physical contact with another person you must have their explicit consent to touch them before you do so. If you need to retrieve something from their character&#039;s person, and they do not wish to be touched, they can hand the prop to you while you mime searching away from their body.&lt;br /&gt;
&lt;br /&gt;
You should never engage another person in unarmed combat unless you are specifically aware that that individual is comfortable with it and you confirm it with their positive consent before carrying out the RP. You will both be held responsible for any injury as a cause of your actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Combat Safety ====&lt;br /&gt;
&lt;br /&gt;
Always Pull Your Blows. A blow should land with the minimum force required to indicate to someone they have been struck. If someone is hitting too hard, shout too hard at them or inform a Ref. A repeated failure to pull your blows is grounds for exclusion from combat. Repeated or extreme unsafe fighting will lead to you being removed from the event and potentially barred from future games.&lt;br /&gt;
&lt;br /&gt;
This is a contact hobby, even with everyone trying to strike as safely as possible you can get hurt. Please do not engage in melee combat if you are uncomfortable with this. Certain people may be designated as ‘non-contact’ by their own request. These people will be indicated by the Refs at the start of an event and should NOT be attacked in a melee. Failure to observe this will be dealt with severely. Non-Contact individuals will state “Non-Com” and go to the Downed status if you engage them. The Game Team will do their best to ensure the safety of Non-Contact Individuals but cannot always guarantee safety from accidental blows from weapons.&lt;br /&gt;
&lt;br /&gt;
Ranged combat is open to all but if you are being obviously engaged by a melee combatant and have chosen to be non-contact, please state ‘Non-Com’ to the individual and then go to the downed IC condition.&lt;br /&gt;
&lt;br /&gt;
Where possible please avoid striking the head where other valid targets are presented. If your opponent is for example behind cover or a shield, these may be your only choices. In which case, take specific care and do not strike the face.&lt;br /&gt;
&lt;br /&gt;
All weapons must be safety-checked by a Ref before Time In. This includes non-strike-safe firearm props that may have sharp edges or other safety hazards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Prop Safety ====&lt;br /&gt;
&lt;br /&gt;
The minimum length for a melee weapon should be seven inches (175mm) and care should be taken to ensure there is a good distance between the hand(s) holding the weapon and any striking surface as to avoid accidental blows with fists. Stab safe weaponry and flails are permitted, but will be approved on a case-by-case basis.&lt;br /&gt;
&lt;br /&gt;
Weapons should be constructed from high-density closed cell foam, such as Plastazote or Evazote. Pipe lagging or upholstery foam would not be suitable as they are low-density, but can be used to ‘pad’ striking surfaces so long as the core construction is high-density foam. There should be a minimum of 12mm of foam between the core and any striking surface, but the ultimate test will be if the core can be felt through the foam.&lt;br /&gt;
&lt;br /&gt;
Weapon cores should be fiberglass or carbon fiber and should be rigid, weapons should not ‘whip’ (unless they are flails). Any EL wire, gems or other hard elements of the weapon should be restricted to non-striking surfaces only.&lt;br /&gt;
&lt;br /&gt;
Firearms props may be based around foam dart weapons or Realistic Imitation Firearms (RIFs), but actual firearms (deactivated or otherwise) are expressedly forbidden. Firearms props should at no point in game time be loaded with ammunition of any kind (any SFX should be electronically produced). If a firearm prop is going to be used in melee, the entire weapon should be made LRP-safe as per the rules above. Firearms props should not have any sharp edges that may damage players or melee weapon props.&lt;br /&gt;
&lt;br /&gt;
Shields should follow similar guidelines to the above, but should not have a rigid core as part of their construction. Wooden/plastic shields (such as riot shields) are expressly forbidden, as all shields should be constructed primarily from foam.&lt;br /&gt;
&lt;br /&gt;
Armour should be constructed from metal, foam, or plastic, and should not be constructed with any protruding sharp or hard elements. All edges should be rounded off for safety.&lt;br /&gt;
&lt;br /&gt;
As with everything, the Death Unto Darkness team reserves the right to ban any prop from play if they feel it is unsafe. It is possible to construct a weapon within the best guidelines which is nevertheless entirely unsafe in practice. If you are making something and want assistance with construction, please talk to us in advance to avoid disappointment.&lt;br /&gt;
&lt;br /&gt;
=== System Goals ===&lt;br /&gt;
 &lt;br /&gt;
* To create a vision of the Dark Millenium that is inclusive to all OOC orientations, identities and abilities – the Imperium doesn’t care what someone looks like, what they identify as, or who they choose to partner with, so long as they are loyal (and not Abhuman). At the same time, we aim to preserve the cloying horror of the setting and the grim and hateful nature of the Imperium – with a focus on existential and psychological terror instead of jump scares.&lt;br /&gt;
&lt;br /&gt;
* To provide a coherent underlying narrative to the game; one that it is accessible enough that players can feel encouraged to interact with even outside of events with characters having the opportunity to act in the universe at large, while exploring plots, and interacting with permanent NPCs. Furthermore, players can find  pursuable plot hooks through a multitude of means, both during uptime (through NPCs, sideplots, items, etc.) and downtime (through player downtimes, Gazetteer Updates, etc.)&lt;br /&gt;
&lt;br /&gt;
* To create a visually impressive game, where players are encouraged to invest actively in the look and feel of their kit, and where the not-for profit nature of events ensures every bit of money not spent upon site hire and catering is invested directly into improving the visual look/feel of crew kit.&lt;br /&gt;
&lt;br /&gt;
* To create a game where players feel like they can be proactive, and what they do will actively have echoing impacts on the narrative of the season, and the direction of events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Social Contract(s) ===&lt;br /&gt;
We rely on our players to maintain a high-quality game – both as players and as crew. Having a large number of crew members is vital to give our players the best possible experience; therefore, our social contract with players involves a “play one, crew one” agreement between us and our players. We understand that it is not always possible to attend every event, either as a player or crew, and that in certain circumstances (like an event set up in a specific planet or location, when another certain PCs will be in attendance, etc.), players might want to skip crewing an event so they can play it. We understand that, but we also ask our players to fulfil their side of the contract as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Crewing is incentivised by the offer of priority booking (to an event of the individual’s choice) – in order to ensure fair treatment of those who engage in the social contract. Any player who has played two events in a row will be placed on a low-priority list until they crew an event.&lt;br /&gt;
&lt;br /&gt;
As for the Social Contract between players, it is the expectation that all players will endeavour to show respect to each other out of game, no matter how heated IC politics get – this is, and will always remain, a game, and, while investment in character stakes are encouraged, please do not allow them to spill into out of character disrespect for other players.&lt;br /&gt;
&lt;br /&gt;
It is the aim of the game rules and combat design to encourage cinematic and entertaining fights to look at, rather than encouraging players to fight competitively. Combat is intended to be cinematic, with big telegraphed blows, and the intent of things looking mildly choreographed. This applies as much in Player vs Player fights as it does in Player vs Crew fights – the aim of Death Unto Darkness combat is to serve as a visceral physical way of expressing the violent moments of the story, not to ‘win’ a fight.&lt;br /&gt;
&lt;br /&gt;
While there is active encouragement of IC prejudice against certain IC optional traits (like being a mutant or an Abhuman), it is expected of all characters to treat each other free of other prejudices (like sexism, ableism, racism, etc.). Prejudiced language and discrimination that target real life traits of a player is not tolerated, IC or OOC, and may result in summary removal from events, and you being asked not to return to the system.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Technoarcana_(Tech-Priests)&amp;diff=3057</id>
		<title>Technoarcana (Tech-Priests)</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Technoarcana_(Tech-Priests)&amp;diff=3057"/>
		<updated>2022-09-13T12:51:46Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Technoarcana of the Machine Cult are a thin shadow of what the Martian Priesthood was once capable of unleashing - but they are not without their horrific potency - the advanced examples of technology hoarded by the Mechanicus give them a distinct technological edge against the foes of the Imperium - this is why Tech-Priests are so valued by the Inquisition where it can bring them in as agents for their deep and advanced knowledge of technology can make them as much a deadly fighter as a skilled artisan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Power Tests ===&lt;br /&gt;
Several traits and abilities request that a character performs a Power Test - this is a test with a 25% chance of failure. &#039;&#039;&#039;In all cases&#039;&#039;&#039; you can always delay a test until it would not interrupt the flow of roleplay or combat - you are free to do it earlier, but we generally recommend doing tests at the end of a combat for example. &lt;br /&gt;
&lt;br /&gt;
The standard suggestion for doing this is take a bag of beads and fill it with 12 beads, 9 of one colour (representing success) 3 of another (representing failure) and do a draw. But any other method capable of determining a 25% chance of failure is acceptable.&lt;br /&gt;
&lt;br /&gt;
There may be conditions where this will flip and it will be a 75% chance of failure and a 25% chance of success.&lt;br /&gt;
&lt;br /&gt;
=== Omnissian Technoarcana ===&lt;br /&gt;
&lt;br /&gt;
Sometimes called Cybertheurgy the ‘powers’ displayed by the servants of the Omnissiah reflect their chosen specialisations within the Machine Cult - like any religious organisation the Cult is organised into various sects and orders within orders each representing the specialised nature of the Tech Priest, each such Order granting those who become members of it access to the jealousy hoarded technologies claimed by ancient patents as the exclusive technologies of that Order. &lt;br /&gt;
&lt;br /&gt;
The Technoarcana are divided into two types &#039;&#039;&#039;Rites&#039;&#039;&#039; and a &#039;&#039;&#039;Martian Device&#039;&#039;&#039;  - each Order has access to a handful of Rites, and a single Device which can take many forms. They also suffer from &#039;&#039;&#039;Feedback-Curses&#039;&#039;&#039; representing the specific malfunctions and glitches that that Order is prone to when they fail a power test.&lt;br /&gt;
&lt;br /&gt;
Some Rites and Devices can be &#039;&#039;&#039;pushed&#039;&#039;&#039; to gain additional effects but at added risk of suffering a Feedback-Curse.&lt;br /&gt;
&lt;br /&gt;
Once for each scene in which you use a Martian Device and once for each time a character &#039;&#039;&#039;pushes&#039;&#039;&#039; a Rite or Device you must make a Power Test, otherwise you will suffer one of the &#039;&#039;&#039;Feedback-Curses&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All Tech Priest can access the following generic rite;&lt;br /&gt;
&lt;br /&gt;
===== Rite Communicet Machinis ===== &lt;br /&gt;
After some time spent in communion with a device with a Machine Spirit or a Cogitator you may &#039;&#039;&#039;ask a ref a question&#039;&#039;&#039; - if this device is not guarded or protected by high-level datadjinn you may &#039;&#039;&#039;push&#039;&#039;&#039; to &#039;&#039;&#039;ask a ref&#039;&#039;&#039; if you can instruct it to do something instead.’&lt;br /&gt;
&lt;br /&gt;
A character with the Tech Priest trait can choose to join one of the following Orders;&lt;br /&gt;
&lt;br /&gt;
* [[Technoarcana of the Ordo Lacyraemarta|Ordo Lacyraemarta]]&lt;br /&gt;
* [[Technoarcana of the Ordo Macrotek|Ordo Macrotek]]&lt;br /&gt;
* [[Technoarcana of the  Ordo Malagra|Ordo Malagra]]&lt;br /&gt;
* [[Technoarcana of the Ordo Myrmidon|Ordo Myrmidon]] (&#039;&#039;&#039;pre-req.&#039;&#039;&#039; Servo-Harness Trait with the Weapon of Old Night sub-trait)&lt;br /&gt;
* [[Technoarcana of the Ordo Luminen|Ordo Luminen]]&lt;br /&gt;
* [[Technoarcana of the Ordo Logi|Ordo Logi]]&lt;br /&gt;
&lt;br /&gt;
Some sanctioned (and occasionally unsanctioned) individuals known as Info-Executors possess a unique Technoarcana (if it can be truly called that for its crude nature) though they are not true members of the Machine-Cult and possess no Martian Devices.&lt;br /&gt;
&lt;br /&gt;
* [[Technoarcana of the Info-Executioner|Info-Executioner]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Psychic_Powers_(Psykers)&amp;diff=3056</id>
		<title>Psychic Powers (Psykers)</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Psychic_Powers_(Psykers)&amp;diff=3056"/>
		<updated>2022-09-13T12:51:35Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Psychic Powers come about from mutant Psykers tapping into their abnormal awareness of the other-realm known as the Warp and channeling its energies to alter reality at their whim. Feared and distrusted, they are bound as virtual slaves to the Imperium and taught Rotes to focus their minds on achieving a particular outcome such as blasts of devastating energy, reading the possibilities of the future, altering minds or reknitting flesh. The fear they are treated with, however, is justified for their powers come with the dangers of mutation, madness and worse.&lt;br /&gt;
 &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Power Tests ===&lt;br /&gt;
Several traits and abilities request that a character performs a Power Test - this is a test with a 25% chance of failure. In all cases you can always delay a test until it would not interrupt the flow of roleplay or combat - you are free to do it earlier, but we generally recommend doing tests at the end of a combat for example.&lt;br /&gt;
&lt;br /&gt;
The standard suggestion for doing this is take a bag of beads and fill it with 12 beads, 9 of one colour (representing success) 3 of another (representing failure) and do a draw. But any other method capable of determining a 25% chance of failure is acceptable.&lt;br /&gt;
&lt;br /&gt;
There may be conditions where this will flip and it will be a 75% chance of failure and a 25% chance of success.&lt;br /&gt;
 &lt;br /&gt;
=== Witchbane ===&lt;br /&gt;
The &#039;&#039;&#039;Null&#039;&#039;&#039; call specifically affects psykers - when struck by this call you take any attached calls and for 30s you cannot use your powers.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Psychic Powers ===&lt;br /&gt;
Every psyker manipulates the warp different, some use it to brute-force devastating energies into the universe, others to influence minds, and other still to alter fate and probability. Though, in theory, the possibilities of what one can achieve with warp energies is infinite the human mind is narrow and its ability to creatively shape the energy of unreality into reality limited by the creativity and imagination of the psyker - because of this most Psykers find it easier to shape reality in one way rather than another and each Psyker is different due to their own personal experiences. Each psykers methods of manifesting their warp talents are roughly categorised by the Imperium into Psychic Powers or Rotes that represent the commonly known effects of these manipulations.&lt;br /&gt;
&lt;br /&gt;
At their basic level &#039;&#039;&#039;Powers&#039;&#039;&#039; do not tax a Psyker to use but many have options of effects you can use if you &#039;&#039;&#039;Push&#039;&#039;&#039; them further, representing a Psyker extending their will to affect reality.&lt;br /&gt;
&lt;br /&gt;
After any scene where a Psyker has used their powers they must do a &#039;&#039;&#039;Power Test&#039;&#039;&#039; - they must do an additional test for each time they &#039;&#039;&#039;Pushed&#039;&#039;&#039; one of their powers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If a Psyker has no willpower remaining when it comes to making Power Tests then they are considered to be in a particularly dangerous position&#039;&#039;&#039; - The probability of their power tests flips with a 75% chance of failing rather than 25%.&lt;br /&gt;
&lt;br /&gt;
When you fail a power test you draw a card from the &#039;&#039;&#039;Warp Phenomena&#039;&#039;&#039; deck.&lt;br /&gt;
&lt;br /&gt;
[[Psychic Powers List|Each Psyker must choose four powers from the Psychic Powers list]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Warp Phenomena ===&lt;br /&gt;
The infinite power offered from the Warp is not without consequence even Psykers, with their innate ability to manipulate it, are vulnerable to the fickle nature of its energies which can demand a horrendous price from their minds and bodies to channel its eldritch power.&lt;br /&gt;
&lt;br /&gt;
This risk is represented by the Warp Phenomena Deck. This deck consists of;&lt;br /&gt;
&lt;br /&gt;
* 50% of cards are Phenomena side effects that represent a successful use of a power but with unusual side effects,&lt;br /&gt;
* 25% of cards are Perils of the Warp that represent a horrendous consequence for tapping into these chaotic energies, these are usually affects personal to the psyker.&lt;br /&gt;
* 25% of cards are Major Perils that represent a cataclysmic consequence for tapping into these chaotic energies, these are usually effects with consequences to the entire party.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Psychic Rituals ===&lt;br /&gt;
Psykers are capable of welding the energies of the warp into all sorts of shapes and forms but it is not possible to simply create a spontaneous effect. Significant preparation is required during which a Psyker explores various theories, considers the techniques used to create other similar effects, and tries to take into account the many variables that might affect the flow of warp energies during such a ritual&lt;br /&gt;
&lt;br /&gt;
In addition to the time involved in planning such a ritual there will be a cost, likely spent in &#039;&#039;&#039;willpower&#039;&#039;&#039; or, depending on the nature of the effect you are trying to achieve, &#039;&#039;&#039;other [[Core_Concepts#Resources|resources]]&#039;&#039;&#039;. The result of this investment of time and energy is a Psychic Ritual. &lt;br /&gt;
&lt;br /&gt;
You must hand a written description of what you are trying to achieve to a member of the Game Team it will be considered and you will get an answer as to whether it is possible and the cost required to perform it - you may submit this before an event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once a Psyker has successfully created a ritual then they know the time, effort and components needed to replicate it again.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The following is a known ritual performed by Psyker-Investigators in service to the Holy Ordos of the Inquisition&#039;&#039;;&lt;br /&gt;
&lt;br /&gt;
===== Auto-Seance =====&lt;br /&gt;
An Auto-Seance is the process by which a recently dead body or an object intimately connected to someone who is recently dead  can be used to contact their ‘spirit’ the afterimage of their sentience left on reality - enabling them to be questioned in the pursuit of investigations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time to Set Up:&#039;&#039;&#039; One Minute&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; The Corpse or an item of deep spiritual connection to an individual who has died within the past twenty four hours placed within a Warded Circle. &#039;&#039;&#039;A Willpower&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Risk&#039;&#039;&#039;: Do a Power Test after the ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Once the spirit is successfully drawn into the Warded Circle (triggered at any point you wish after setting the circle up once the NPC or Game Team are ready to answer you as the corpse) you have 5 minutes to question it before it fades into unreality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suggested Phys Rep:&#039;&#039;&#039;  It is common, even if based on common superstition in the Prosperitas Sector, to at least have a pair of throne coins to pass to the deceased, or an enjoyed beverage or other form of comfort of the deceased in order to provide the spirit with grounding calm to aid with confronting the reality that it is dead.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Astropaths ===&lt;br /&gt;
For every Psyker judged strong enough for training in the arts of the Adeptus Astra Telepathica there are hundreds sent into the light of the Golden Throne, their vision seared away by the God-Emperor’s psychic majesty. Wether directly exposed to the Throne on Terra or simply to the Astronomicon though another Astropath - they are forever ‘soul-bound’ to the light of the holy psychic beacon of the Astronomicon able to act as its conduit for the sending of messages across vast distances – these are the Astropaths that hold the Imperium together. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Astropaths are a flavour of Psyker that have the ability to send psychic messages over long distances they do not require a trait but come with some restrictions;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All Astropaths have lost their natural sight as a result of being blinded in the ritual that created them&#039;&#039;&#039; - most wear veils or cover their eyes out of habit, but others freely display their ruined and scarred sockets - they still ‘see’ via the warp but some seek augmetics to compensate, but all of them rely on some form of sight that is easily disrupted by electrical pulses or weaknesses of the flesh; &lt;br /&gt;
&lt;br /&gt;
*The call &#039;&#039;&#039;Shock&#039;&#039;&#039; causes you to lose your sight whether augmetic or supernatural for 30s.&lt;br /&gt;
&lt;br /&gt;
*The calls &#039;&#039;&#039;Weaken&#039;&#039;&#039; and &#039;&#039;&#039;Haywire&#039;&#039;&#039; causes you to lose your sight until you are able to &#039;&#039;&#039;Recuperate&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is roleplayed blindness and you should not shut your eyes&#039;&#039;. A blinded Astropath cannot see to make ranged calls or wield melee weapons and may not make use of any Traits and Abilities that would require them to read things or see things for them to work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All Astropaths have access to the additional Sending psychic power atop of the two above and their four selections;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== The Sending =====&lt;br /&gt;
The Astronomicon exists as both the beacon of light from the Golden Throne on Terra and rays of ‘Light’ that bathe the warpspace of those worlds within its reach - Astropaths are trained to send messages upon these waves of warp energy sending them howling across the streams of light to the minds of others who are bound, like them to the Astronomicon.&lt;br /&gt;
&lt;br /&gt;
Usually a group of Astropaths operate as a single ‘choir’ for this, needing to combine strength to send messages between systems – player Astropaths are assumed to be superior, individually strong enough to send interstellar messages, but in choir with other PC Astropaths capable of sending messages across immeasurable distances.&lt;br /&gt;
&lt;br /&gt;
The Sending is a &#039;&#039;&#039;Psychic Ritual&#039;&#039;&#039; the exact risks and dangers of performing can change but normally an Astropath can expect to be able to easily send an Astropathic message an Astropath within the same system without taxing themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To send to an Astropath within the same Subsector&#039;&#039;&#039; it typically would require three astropaths working in coordination or an expenditure of will equal to the number of missing astropaths. &#039;&#039;&#039;To send to an Astropath in another subsector of the same sector&#039;&#039;&#039; it would typically double the needed expenditure of will or present astropaths. Sending messages beyond a Sector is something best done in downtime as it requires a full-fledged Astropathic Choir to accomplish.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Exorcism_(Exorcists)&amp;diff=3055</id>
		<title>Exorcism (Exorcists)</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Exorcism_(Exorcists)&amp;diff=3055"/>
		<updated>2022-09-13T12:51:28Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Though all Imperials have at least an understanding of the concept of an exorcism and are taught to fear ‘daemons’ as a part of scaring them into compliance only a few know what daemons actually are. For the most part ‘exorcists’ in the Imperium serve a spiritual role acting as part of the spiritual pageantry of the Ecclesiarchy cleansing homes of ‘bad spirits’ or purging ‘sinners’ of, more imagined, corruption in religious ceremonies. The Exorcists of the Ordo Malleus tend to avoid such ceremonies because silently sniggering or glowering at the back of an Ecclesiarchy temple is generally frowned upon and not conductive to maintaining the veil of secrecy the Inquisition prefers to keep about the true nature of the Archenemy.&lt;br /&gt;
&lt;br /&gt;
This is not to say that Exorcists lack faith. Not at all only those with strong Faith and conviction as well as strength of Will are selected by the Holy Ordos for this training. Without faith in the God Emperor (or the Omnissiah) it would be near impossible for these individuals to undertake the dangerous exorcisms they are called to perform.&lt;br /&gt;
&lt;br /&gt;
Within the Holy Ordos of the Inquisition, an Exorcist is a specialised Agent of the Throne - trained by the Ordo Malleus, although they may not be of the Ordo themselves anymore, they have been fully inducted with knowledge of the Daemons and the Dark Gods - all will have undergone harrowing rites to prove they have the strength of will to undertake the duties that will be expected of them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any character who has this trait has gone through this experience without exception;&#039;&#039;&#039; it is not possible without Game Team permission to play an Exorcist who is not known to the Ordo Malleus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;True Exorcisms are not commonplace and the Ordo Malleus and the Inquisition at large forbids its Agents for exposing those not of the Holy Ordos to them except in the direst of circumstances - those not of the Inquisition who are exposed to them are often euthanized by the Inquisition for bearing witness to their use - be cautious when and how you use them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Power Tests ===&lt;br /&gt;
Several traits and abilities request that a character performs a Power Test - this is a test with a 25% chance of failure. In all cases you can always delay a test until it would not interrupt the flow of roleplay or combat - you are free to do it earlier, but we generally recommend doing tests at the end of a combat for example.&lt;br /&gt;
&lt;br /&gt;
The standard suggestion for doing this is to take a bag of beads and fill it with 12 beads, 9 of one colour (representing success) , 3 of another (representing failure) and do a draw. But any other method capable of determining a 25% chance of failure is acceptable.&lt;br /&gt;
&lt;br /&gt;
There may be conditions where this will flip and it will be a 75% chance of failure and a 25% chance of success.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Warded Circles ===&lt;br /&gt;
The Warded Circle is an essential part of an Exorcists work done in salt, chalk and sometimes blood or other spiritually charged matter applied in an even circular shape - amongst the Ordo Malleus there are facilities that use more permanent circles formed from electrically charged metals and even ones that use lasers or arcing electricity to create more permanent locations.&lt;br /&gt;
&lt;br /&gt;
In the case of most Rites or Exorcism, a Exorcist does not want to be within the Circle that is the focus of their power. With a circle created and charged though arcane means, objects or persons who are to be the targets of rites or exorcisms can be placed within and cannot be allowed to leave.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Creating Warded Circles =====&lt;br /&gt;
Warded Circles are intended to represent the fact that Exorcists are not nearly as mobile when they call upon their powers as innate users of the warp like Psykers - it is expected of both Exorcism or Rites in these rules that you must create one in order to begin your work.&lt;br /&gt;
&lt;br /&gt;
The &#039;ward&#039; refers to a shape drawn within a circle - an Exorcist is taught to avoid using six, seven, eight and nine sided or angled shapes within a circle because of their connection with the Dark Gods - most prefer to work with Decagrams as 10 is associated with the God Emperor.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;The exact nature of the circle varies; it takes a minimum of 60s to set up one by drawing on the ground&#039;&#039;&#039; or marking a circle in salt or blood. Several LARP sites do not allow this however and it is acceptable to ‘mime’ drawing the circle in this circumstance &lt;br /&gt;
&lt;br /&gt;
Phys-repped circles using props are excellent but cannot simply be thrown to the ground in order to instantly establish a circle - but they are excellent for marking the boundaries especially when conducting a ritual or exorcism and avoid the risks of breaking circles.&lt;br /&gt;
&lt;br /&gt;
After a Warded Circle has been set up, it remains charged until sunrise/sunset on the day it was created or until the boundary of the circle is crossed, scuffed out or a member of the game team says otherwise. The central ward may need to be reconfigured for different rituals and they can be sabotaged by the ward being altered in any way.&lt;br /&gt;
&lt;br /&gt;
Psykers can create a warded circle far faster by way of their innate talent to perceive the flow of the warp and their ability to access it, but they need to be inside the circle to speed the process, essentially replacing a stable ward with themselves, this takes 20s done this way but is not always ideal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Exorcisms ===&lt;br /&gt;
Perhaps unsurprisingly given their name the primary role of Exorcists in the Holy Ordos is providing esoteric first aid against encroachments of the warp upon the mind, body and soul all afflictions to which Inquisitorial Agents are often exposed by the nature of the Hidden War against the Archenemy.&lt;br /&gt;
&lt;br /&gt;
An Exorcist can exorcise &#039;&#039;&#039;Corruption (up to Marked)&#039;&#039;&#039;, as well as purge &#039;&#039;&#039;Warp Taint&#039;&#039;&#039; from people and objects in the following fashion:&lt;br /&gt;
&lt;br /&gt;
* The target of this Exorcism must be willing or either &#039;&#039;&#039;Subdued&#039;&#039;&#039;, &#039;&#039;&#039;Bleeding&#039;&#039;&#039; or otherwise unable to move freely and must be kept within a &#039;&#039;&#039;Warded Circle&#039;&#039;&#039; for this to work.&lt;br /&gt;
&lt;br /&gt;
* It costs the Exorcist 1/2/3 points of Willpower to purge Corruption depending on if the individual is Tempted/Touched/Marked - &#039;&#039;&#039;the cost of purging Warp Taint&#039;&#039;&#039; will either be written on an effect card or told to you by a member of the Game Team.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Once an Exorcist has committed Willpower they may begin a five minute ritual&#039;&#039;&#039;, the exact form of its ritual depends on the Exorcist it is common to loudly invoke the name of the God-Emperor or Omnissiah - this process is painful to the exorcee who feels the warp-taint burning from their flesh they should roleplay appropriately (inform them beforehand to ensure they know). &lt;br /&gt;
&lt;br /&gt;
* After the ritual is completed the Exorcist performs a &#039;&#039;&#039;Power Check&#039;&#039;&#039; if they pass the Exorcism was successful. If they fail a complication has occurred they must draw from the &#039;&#039;&#039;Exorcism Risk Deck&#039;&#039;&#039; and play out the complication to see if they succeed.&lt;br /&gt;
&lt;br /&gt;
* If the exorcism is resolved successfully the character drops one level of corruption or the warp taint is removed from the person or object.&lt;br /&gt;
** A character who has been exorcised is under the effect of the &#039;&#039;&#039;Weaken&#039;&#039;&#039; call until they Recuperate.&lt;br /&gt;
&lt;br /&gt;
Dealing with &#039;&#039;&#039;Possession&#039;&#039;&#039; or &#039;&#039;&#039;Banishing a Daemon&#039;&#039;&#039; is a far riskier proposal - possession refers to the act of another sentience entering a body and subsuming control of it Beings of the Warp including Daemons use it to enter reality but some particularly sinister Psykers and other beings have been known to do it too;&lt;br /&gt;
&lt;br /&gt;
* The target of this Exorcism or Banishment must be &#039;&#039;&#039;Subdued&#039;&#039;&#039;, &#039;&#039;&#039;Bleeding&#039;&#039;&#039; or otherwise unable to move freely and must be kept within a &#039;&#039;&#039;Warded Circle&#039;&#039;&#039; for this to work.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Up to three&#039;&#039;&#039; Exorcists may participate in this Exorcism or Banishment.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Exorcists must blindly bid an amount of their willpower&#039;&#039;&#039; to purge the Possession or Banish a creature that may be pooled from every Exorcist involved. If they outbid the will of the being opposing them, they may proceed - otherwise all Exorcists involved must &#039;&#039;&#039;draw a card from the Exorcisms Risks Deck&#039;&#039;&#039; and resolve it to be able to proceed.&lt;br /&gt;
&lt;br /&gt;
* They may then proceed as above with a five minute ritual doing a &#039;&#039;&#039;power test&#039;&#039;&#039; at the end this has a 75% chance of failure if they did not successfully outbid the entity originally otherwise it is made as normal.&lt;br /&gt;
** If they are attempting a Banishment they must know a keyword or part of the True Name of the Daemon for this to be anything more than a temporary exclusion from reality. Some greater entities will simply not be affected at all if you don&#039;t know either of these.&lt;br /&gt;
&lt;br /&gt;
* If the Exorcism or Banishment succeeds the being is driven from the flesh it is possessing or from reality. &lt;br /&gt;
** All Exorcists and a Character who has been exorcised are under the effect of the Weaken call until they Recuperate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Combat Exorcisms ===&lt;br /&gt;
Unfortunately for Exorcists, Daemons do not tend to stand patiently still while waiting for an Exorcist to draw a Warded Circle around them to &#039;trap&#039; it - while it is possible to partially complete a warded circle and &#039;trick&#039; a daemon into it before finishing the process, doing so before the Daemon can cut down the Exorcist or trapping someone inside the circle with it to avoid them breaking the circle. As such most Exorcists go into battle laden with holy icons, holy water, sanctified salts and a vast panoply of rare materials that repulse or weaken Daemons. &lt;br /&gt;
&lt;br /&gt;
An Exorcist may expend ONE &#039;&#039;&#039;Supply&#039;&#039;&#039; or &#039;&#039;&#039;Willpower&#039;&#039;&#039; to;&lt;br /&gt;
&lt;br /&gt;
* Make up to five calls of &#039;&#039;&#039;Sanctic Weaken&#039;&#039;&#039; at 3s intervals this may be repeated for addition cost in willpower or supplies - they must be within melee reach of their target to do so.&lt;br /&gt;
** This is physrepped by throwing (larp safe) vials of holy water or sactic salts, miming tossing it on the daemon (please don&#039;t use liquids, some of our kit has electronics we&#039;d rather avoid getting wet) or striking the daemon with silver stakes - brandishing or pressing holy icons against it.&lt;br /&gt;
&lt;br /&gt;
The effect of this can vary immensely here are some examples of its use;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;A corpse animated by psychic will or the warp&#039;&#039;&#039; or a &#039;&#039;&#039;Player Character possessed by a lesser daemon (such as some card decks suggest)&#039;&#039;&#039; can be purged or prevented from rising again by calling &#039;&#039;&#039;Warp Weaken&#039;&#039;&#039; &#039;&#039;once&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;A Daemon or Possessed NPC&#039;&#039;&#039; can be affected by &#039;&#039;&#039;Sanctic Weaken&#039;&#039;&#039; allowing them to be harmed by mortal weapons.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;A Daemon or Possessed individual (including PCs)&#039;&#039;&#039; can be kept Weakened long enough to draw a circle around them safely by coordinating uses of this call. When the circle is finished make it clear to them you have trapped them (some powerful daemons may still break free).&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Medical_Treatment_(Medicae_%26_Chirugeons)&amp;diff=3053</id>
		<title>Medical Treatment (Medicae &amp; Chirugeons)</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Medical_Treatment_(Medicae_%26_Chirugeons)&amp;diff=3053"/>
		<updated>2022-09-13T12:51:14Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== First Aid ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All characters&#039;&#039;&#039; in DuD are treated as being capable enough to aid someone who is obviously bleeding, a player character may always choose not to have this ability however, if they feel it is not appropriate. This is represented by the [[Expertise_Traits#First_Aid_.28Free.29|First Aid]] trait, which is free for all characters &lt;br /&gt;
&lt;br /&gt;
This trait lets them pause a character’s bleed count by roleplaying basic medical attention. First aid requires two hands, and the First Aider’s full attention. If the character giving First Aid is interrupted, the bleed count begins from where it left off.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medicae and Chirugeon Training ===&lt;br /&gt;
Trained medics such as the [[Expertise_Traits#Medicae|Medicae]] who tend to battlefield casualties and [[Expertise_Traits#Chirurgeon|Chirugeons]] who studied at the Imperium’s Medical Academies to hone their arts have a more significant role to play in treating Casualties. The individual abilities of each type of medic is covered in detail below. A character cannot use Medicae or Chirugeon on themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Medicae ====&lt;br /&gt;
Medicae are trained in providing battlefield aid to casualties rather than the neat and precise work of a Chirugeon operating in a medbay or operating theatre - they are the Field Medics and Chop-Docs of the Imperium specialised in the rapid treatment of casualties on the battlefield or on the streets.&lt;br /&gt;
&lt;br /&gt;
A Medicae can;&lt;br /&gt;
* Spend 30s restoring  another&#039;s limbs (not their own) disabled by the calls of &#039;&#039;&#039;Rend&#039;&#039;&#039; &#039;&#039;&#039;Bolt&#039;&#039;&#039; or &#039;&#039;&#039;Boom&#039;&#039;&#039; by appropriate roleplay to &#039;heal&#039; them enough to fight through these injuries (eg, pouring a hip flask over a burn, popping their arm back into joint) &lt;br /&gt;
** Or to remove the effect of &#039;&#039;&#039;Bolt&#039;&#039;&#039; &#039;&#039;&#039;Burn&#039;&#039;&#039; &#039;&#039;&#039;Boom&#039;&#039;&#039; or &#039;&#039;&#039;Sunder&#039;&#039;&#039; that prevents the target from recovering Endurance (except to recover to 1 from &#039;&#039;&#039;Bleeding&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Perform First Aid with one hand&#039;&#039;&#039; enabling them to do it to two &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039; casualties at the same time providing both limbs are functional. Alternatively they can continue to treat someone while using a &#039;&#039;&#039;1-Handed weapon&#039;&#039;&#039; in their free hand, or move a casualty and keep their bleed count paused while they do so.&lt;br /&gt;
&lt;br /&gt;
* They can perform &#039;&#039;&#039;Triage&#039;&#039;&#039; on &#039;&#039;&#039;Bleeding&#039;&#039;&#039; characters but can only treat &#039;&#039;&#039;Complications&#039;&#039;&#039; that offer a &#039;&#039;&#039;Medicae Intervention&#039;&#039;&#039; or &#039;&#039;&#039;Quick Fix&#039;&#039;&#039;solution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Chirurgeons ====&lt;br /&gt;
Chirugeons are medical professionals who are trained work in operating theatres and medical bays rather than having a battlefield role - in the Inquisition they do not solely fulfil the role of healers and carers but sometimes are called on to carry out autopsies and detailed medical examinations.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spend a period of Recuperation&#039;&#039;&#039; restoring another&#039;s limbs (not their own) disabled by the calls of &#039;&#039;&#039;Rend&#039;&#039;&#039; &#039;&#039;&#039;Bolt&#039;&#039;&#039; or &#039;&#039;&#039;Boom&#039;&#039;&#039; by appropriate roleplay to &#039;heal&#039; and fully mend their wounds (eg. Applying wound dressings or ) &lt;br /&gt;
** Or to remove the effect of &#039;&#039;&#039;Bolt&#039;&#039;&#039; &#039;&#039;&#039;Burn&#039;&#039;&#039; &#039;&#039;&#039;Boom&#039;&#039;&#039; or &#039;&#039;&#039;Sunder&#039;&#039;&#039; that prevents the target from recovering Endurance (except to recover to 1 from &#039;&#039;&#039;Bleeding&#039;&#039;&#039;).&lt;br /&gt;
** Or accomplish this in 30s if they are in a &#039;&#039;&#039;Medbay&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* They can perform &#039;&#039;&#039;Triage&#039;&#039;&#039; on &#039;&#039;&#039;Bleeding&#039;&#039;&#039; characters and treat &#039;&#039;&#039;Complications&#039;&#039;&#039; that offer a &#039;&#039;&#039;Quick Fix&#039;&#039;&#039; or &#039;&#039;&#039;Medicae Intervention&#039;&#039;&#039; solution.&lt;br /&gt;
** &#039;&#039;&#039;In a Medbay&#039;&#039;&#039; may re-do a failed &#039;&#039;&#039;Power Test&#039;&#039;&#039;. They may not use this again until they have Recuperated.  &lt;br /&gt;
** Can perform &#039;&#039;&#039;Proper Procedures&#039;&#039;&#039; and resolve lasting effects of &#039;&#039;&#039;Medicae Intervention&#039;&#039;&#039; in a &#039;&#039;&#039;Medbay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Can &#039;&#039;&#039;after speaking with the Game Team&#039;&#039;&#039;  perform other medical procedures with access to a Medbay including but not limited to; Installation of bionics (with the aid of a Tech Priest), Conducting Autopsies.&lt;br /&gt;
&lt;br /&gt;
=== Power Tests ===&lt;br /&gt;
Several traits and abilities request that a character performs a Power Test - this is a test with a 25% chance of failure. In the case of Medical characters this MUST be taken at the end of the 30s of Triage to identify if a Complication Card should be drawn.&lt;br /&gt;
&lt;br /&gt;
The standard suggestion for doing this is take a bag of beads and fill it with 12 beads, 9 of one colour (representing success) 3 of another (representing failure) and do a draw. But any other method capable of determining a 25% chance of failure is acceptable.&lt;br /&gt;
&lt;br /&gt;
There may be conditions where this will flip and it will be a 75% chance of failure and a 25% chance of success.&lt;br /&gt;
&lt;br /&gt;
=== Triage ===&lt;br /&gt;
* Triage requires 30 seconds of Medical Roleplay, followed by a &#039;&#039;&#039;Power Test&#039;&#039;&#039; - if the check is failed then a complication has been found and the treating character must draw from the &#039;&#039;&#039;Complications Deck&#039;&#039;&#039;.&lt;br /&gt;
* A character’s bleed count is paused while undergoing Triage but they are still considered to be &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039; both during and after this process. If Triage is interrupted then the bleed count is unpaused.&lt;br /&gt;
* If no Complication is found the character is not too badly injured, the &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; can call &#039;&#039;&#039;Get it Together&#039;&#039;&#039;.&lt;br /&gt;
* If the Check is failed then you should draw a card from the &#039;&#039;&#039;Complications Deck&#039;&#039;&#039;, read it and hand it to the patient&lt;br /&gt;
** In the rare cases where a card tells you to discard it if certain conditions are not met, then you may treat the test as a &#039;&#039;&#039;Pass&#039;&#039;&#039;.&lt;br /&gt;
* A character with a complication is considered &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039; but in a stable state where their bleed count is reset to 0 and remains paused unless they take damage or a &#039;&#039;&#039;Complication&#039;&#039;&#039; says so.&lt;br /&gt;
* You must resolve the &#039;&#039;&#039;Complication&#039;&#039;&#039; in order for the character to be returned to a healthy state, this is called &#039;&#039;&#039;Surgery&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Medical Complications Deck ===&lt;br /&gt;
When a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; is performing Triage on another character and fails a Power Test they draw directly from the [[Card Decks &amp;amp; Lore Sheets|Medical Complications Deck]] each of these cards describes the exact nature of the complication that the character has encountered while healing an individual and its direct effects.&lt;br /&gt;
&lt;br /&gt;
In addition it will offer one or more of three possible ways to resolve it which we call &#039;Surgery&#039;;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Medicae Intervention:&#039;&#039;&#039; These  can be done in the field by a Medicae. They are battlefield treatments to get a casualty on their feet, but often don’t deal with the problem entirely. They take no more than a minute of roleplay to perform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Fixes:&#039;&#039;&#039; These can be done in the field by a Chirugeon, or by a Medicae who is being given explicit instructions by one (over radio etc will count). These are quick and brutal solutions to get a casualty back on their feet but often cause more issues going forwards. They take no more than thirty seconds of roleplay to perform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proper Procedures:&#039;&#039;&#039; May only be performed by a Chirugeon in a Medbay. These are the correct surgical methods for dealing with injuries. They should take upwards of a few minutes of roleplay to perform.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Roleplaying Surgery ====&lt;br /&gt;
&lt;br /&gt;
To perform any form of surgery, a Medicae or Chirurgeon must make use of tools to perform a period of roleplay treating a character’s wounds. &#039;&#039;&#039;Casualties must be given a dose of the [[Alchemistry_(Chems_and_their_Creation)#Opia|Opia]]&#039;&#039;&#039; in order to hold still for surgery without restraint otherwise they should be instructed to roleplay extreme pain and make a lot of noise while you work.&lt;br /&gt;
&lt;br /&gt;
When surgery is completed, the treated character is restored to a healthy state you may call &#039;&#039;&#039;Get it Together&#039;&#039;&#039; on the patient unless the Surgery option you have chosen specifies additional conditions and side effects of the Surgery. If a surgery card does not specify how long it takes to complete it takes 1 minute.&lt;br /&gt;
&lt;br /&gt;
=== Medbays ===&lt;br /&gt;
&lt;br /&gt;
A Medbay is defined as a well equipped medical facility such as a small surgery or a field hospital. Medbays are set up as part of the game environment and in some cases may be deliberately absent to present a challenge to players. A medbay is usable as such if an &#039;&#039;&#039;Officio Medicae Banner&#039;&#039;&#039; is set up in the environment by the Game Team or if the Game Team tells you otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is possible for players to bring their own Field Hospital setups with Game Team approval you must have your own Officio Medicae Banner to set up&#039;&#039;&#039; - you may ONLY set up the banner after getting approval from a member of the Game Team that your medbay is ready to take casualties.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Corruption_and_Faith&amp;diff=3051</id>
		<title>Corruption and Faith</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Corruption_and_Faith&amp;diff=3051"/>
		<updated>2022-09-13T12:50:50Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the great primordial truths of the universe is that Gods (or at least supernatural entities indistinguishable from what human mythologies treat as Gods) are very real. There are terrible things that exist beyond the veil of reality in the warp that feed on the soul of humans, and, if their claims are to be believed, all souls come to them, eventually. However, it is from the souls they can twist and bind to their service that they get the finest meal from. Unsurprisingly, they constantly whisper, constantly beckon in dreams, and in the silence between lies. Your dreams and your lies, Agent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corruption&#039;&#039;&#039; is represented by a process of temptation - before each event you will be issued a set of four &#039;&#039;&#039;Corruption Cards&#039;&#039;&#039;. The face of each corruption card contains two important entries: the first is the &#039;&#039;&#039;Temptation&#039;&#039;&#039;, and the second is the &#039;&#039;&#039;Threshold&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temptation&#039;&#039;&#039; is a power often triggered by a need for just a -little- more power to do something. Very likely for the best reasons, like protecting a friend from harm, or saving innocents. The power offered by the temptation will give you that push each time you call on it to succeed - and that is where the danger with these things lies: it&#039;s’ easy to give in when there isn’t an obvious price for it. &lt;br /&gt;
&lt;br /&gt;
On lower level cards, this power will be subtle, as are the results, and they will not draw too much attention -- but as you fall more into temptation, the ‘gifts’ become more powerful, as well as far more obvious to others. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Threshold&#039;&#039;&#039; is the number of times you can use a power before the grip on your soul gets tighter. The exact Threshold depends on what power has taken an interest in you -- certain falls are faster than others. Not all corruption is necessarily related to Chaos, however - for there are other things - other dark, dangerous things - out there in the universe that wish to draw you away from the light of the Imperium. But regardless of what thing comes from you, &#039;&#039;&#039;all corruption is deeply personal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corruption&#039;&#039;&#039; comes (as noted) in levels of progression: each time you reach the Threshold on a  card, you &#039;&#039;&#039;must&#039;&#039;&#039; progress to the next level of Corruption. It is possible, however, for a character to be desperate enough to need to go straight to one of the higher tiers. In this case, they can use the card, but at the price of progressing past the Threshold of all previous levels, with the card’s level becoming their current Corruption level. Do note this can mean that your character becomes irredeemably corrupted, as higher levels of Corruption are hard to remove. &lt;br /&gt;
&lt;br /&gt;
Progressing through your Corruption cards is &#039;&#039;&#039;always&#039;&#039;&#039; consensual: other than accessing a Temptation of higher level, the only way to advance in Corruption level is to willingly deal with the Dark Gods and their Daemons, or to handle and utilise Corrupted Objects. At this point, the Game Team may decide you have to push you up to a certain level of Corruption, to represent having done significant damage to your soul. Still, you can always choose not to make such deals.&lt;br /&gt;
&lt;br /&gt;
The levels of Corruption are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Brushed&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Tempted&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Touched&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Marked&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Overwhelmed&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
While a character who is Brushed or Tempted has some sense of the wrongness they are tapping into, a character who becomes Touched or Marked is actively under the influence of something terrible, and mentally do not want to give up what they have been given: either because they are willingly turning to the service of the source of their power, or because their perception is so twisted that they become arrogant enough to believe they can get away with it.&lt;br /&gt;
 &lt;br /&gt;
You should look over your four first cards in advance, to plan how you might roleplay them when they are activated.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
=== The Price of Corruption ===&lt;br /&gt;
In addition to the four cards that were issued to you previous to the game (and that you can read beforehand), at the event, all players will be issued with &#039;&#039;&#039;a fifth hidden card&#039;&#039;&#039;: this is known as the &#039;&#039;&#039;Overwhelmed&#039;&#039;&#039; card, and is revealed &#039;&#039;&#039;only when the character passes the Threshold of their Marked card&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The Imperium says that the price of temptations are always paid in full when the end comes…  but the Imperium is dogmatic and hidebound. Perhaps the powers beyond are far kinder, and all you will get is your just reward for being less blinkered…&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=== Faith and Fire ===&lt;br /&gt;
A character that purchases the &#039;&#039;&#039;Faith and Fire&#039;&#039;&#039; trait replaces their &#039;&#039;&#039;Corruption&#039;&#039;&#039; cards with  &#039;&#039;&#039;Faith&#039;&#039;&#039; cards. This is a trait that represents utter and total devotion to one&#039;s faith. Where Corruption is a comfortable path, littered with rewards that will lead (according to the Imperium) to damnation, walking in Faith brings pain and suffering, and its rewards reaped only at the end. &lt;br /&gt;
 &lt;br /&gt;
Mechanically, &#039;&#039;&#039;Faith&#039;&#039;&#039; cards are identical to &#039;&#039;&#039;Corruption&#039;&#039;&#039; ones, with a &#039;&#039;&#039;Trial&#039;&#039;&#039; (instead of Temptation) that represent the trials and manifestations of Faith as they devote themselves to whatever they worship, as well as a &#039;&#039;&#039;Threshold&#039;&#039;&#039; that, when reached, will progress the character to the next level of Faith. &lt;br /&gt;
 &lt;br /&gt;
The thematic difference is deliberate: while Temptations freely gives you powers to immediately help yourself and others, Trials only grant benefits in response to negative triggers - and their rewards are far more subtle then their corrupting counterparts. &lt;br /&gt;
 &lt;br /&gt;
Characters with &#039;&#039;&#039;Faith&#039;&#039;&#039; will also be issued with an &#039;&#039;&#039;Overwhelmed&#039;&#039;&#039; card, representing the promised ‘reward’ for staying true to their path.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Unlike Corruption&#039;&#039;&#039;, a character can never choose to increase their level of Faith willingly to reclaim a higher reward - there are no shortcuts with Faith. Additionally, the Threshold of the “Marked” card may not be numeric, but may have a specific condition that must be met before the character becomes &#039;&#039;&#039;Overwhelmed&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
Note that, while this section on  Faith -presumes- worship of the God Emperor, alternative focuses of Faith can be discussed with the game team.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
=== Damnation ===&lt;br /&gt;
The Imperium bandies the term ‘Damned’ around casually: a true scholar of the warp would refer to the Damned as those whose souls are so tainted that they are irretrievably promised to the powers they have accepted the gifts of.&lt;br /&gt;
&lt;br /&gt;
There are three ways a character can become &#039;&#039;&#039;Damned&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* A character pursues their Corruption track until they are Overwhelmed. &lt;br /&gt;
&lt;br /&gt;
* A character with Faith and Fire abandons their Faith to willingly deal with dark powers. When such individuals fall, they do so by their own choice, with nobody to blame but themselves for being too weak as there will be no dark whispers in their dreams.&lt;br /&gt;
&lt;br /&gt;
* Finally, both the hardest and swiftest method: a character with specialised knowledge of daemonology can make a deal in which their soul is offered as the price in exchange for power, damning themselves instantly.&lt;br /&gt;
&lt;br /&gt;
Being &#039;&#039;&#039;Damned&#039;&#039;&#039; carries a number of effects:&lt;br /&gt;
&lt;br /&gt;
* A Damned soul can never be a Penitent one; there is no redemption offered by the Imperium that can fix the damage done. This does not mean that the character has been turned by the Dark Gods, they may even be sorry for their actions - but even if they spend the rest of their days being saintly, they are always aware that their soul will go to the Dark Gods upon death.&lt;br /&gt;
&lt;br /&gt;
* A Damned character&#039;s Corruption or Faith cards are replaced by Damnation cards, these are potent powers given by whatever has corrupted them - they are still consensual, as a Damned character still has a choice not to give in and use them.&lt;br /&gt;
&lt;br /&gt;
* When a Damned character reaches the Threshold of their Marked Damnation card, they cease to be treated as a player character. This represents them fully embracing Chaos, and becoming a Cultist. From this point on, the character is an NPC working against the Imperium and the Inquisition.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Redemption ===&lt;br /&gt;
&lt;br /&gt;
Characters who are on any level of &#039;&#039;&#039;Corruption&#039;&#039;&#039; up to &#039;&#039;&#039;Touched&#039;&#039;&#039; can still be saved from the corruption clinging onto their soul. This healing process is called Repentance and involves the character suffering &#039;&#039;&#039;Penance&#039;&#039;&#039; or an [[Exorcism]] depending on the severity of their taint.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Only Exorcists have any chance of rescuing a soul that has become Marked or Overwhelmed&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
Characters who are &#039;&#039;&#039;Damned&#039;&#039;&#039; or have &#039;&#039;&#039;Faith&#039;&#039;&#039; tracks cannot seek Redemption in any way. Only those with &#039;&#039;&#039;Corruption&#039;&#039;&#039; tracks can be redeemed.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;A character can only benefit from Penance once per event.&#039;&#039;&#039; The guiding theme of Penance is that a price must ALWAYS be paid by the character - in some mental or physical fashion - to restore the sanctity of their soul. &lt;br /&gt;
 &lt;br /&gt;
After a character has completed the penance (following the roleplay guidelines below) they may &#039;&#039;&#039;drop their Corruption by one level (i.e Marked-&amp;gt;Touched)&#039;&#039;&#039;. A character who has undergone Penance may not use any of their &#039;&#039;&#039;Temptation&#039;&#039;&#039; powers until the next Sunrise - unless they actively attempt to make a deal with whatever power has been seeking their soul.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Roleplaying Redemption ====&lt;br /&gt;
The process of Repentance is a combination of a character seeking &#039;&#039;&#039;Guidance&#039;&#039;&#039; and undergoing &#039;&#039;&#039;Penance&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
The need for &#039;&#039;&#039;Guidance&#039;&#039;&#039; represents the need for a character to reach out to an individual of significant spiritual importance to guide them back to the ‘path’. A character seeking this should approach one (or more) other characters, who will serve as the ‘anchors’ who will aid them through the penance. Within the Imperium, those trained to deal with situations such as this are traditionally Priests of either the Machine or Imperial Cults (this is why most branches of the Imperium have some kind of chaplaincy). It is important to believe strongly in the spiritual guidance of the other individual, and Commissars (as well as other pillars of Imperial authority) might also serve the same purpose. There is no specific Trait required to oversee a character’s Penance.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penance&#039;&#039;&#039; represents that there is no ‘easy way’ out of ridding yourself of Corruption and it should have a deep impact on the character undergoing it. Though the ordeal itself doesn&#039;t have to be performed with great fanfare (though it is allowed and encouraged to do so), you should roleplay the price paid in an obvious and distinct manner. A change should occur in the character between the moment before and after the Penance, as it affects the character quite deeply on either a mental or physical level, or both.&lt;br /&gt;
 &lt;br /&gt;
Though the process of the Penance does not have to be public or ‘shouty’ in itself, the resulting impact (mental or physical) should be noticeable to other characters (ritual scarification, brands, heavily impacted functioning for a number of scenes, etc.) that the Penitent character has undergone some form of suffering.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Madness&amp;diff=3050</id>
		<title>Madness</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Madness&amp;diff=3050"/>
		<updated>2022-09-13T12:50:42Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Madness is the measure of the sanity of a character in the face of the horrors that humanity encounters in this dark future. It is a reaction to things humanity was never supposed to witness, things that defy explanation, which will bend their mind until it eventually snaps. This threat might only be to the individual, if the Galaxy was not filled with horrors that are more than happy to make use of individuals whose minds are so shattered that they lack willpower to resist their control.&lt;br /&gt;
 &lt;br /&gt;
The average human maintains their sanity through studiously avoiding such horrors - the Imperium actively works to keep them ignorant of the things that truly gnaw at the mind, and through stimulant-laced foodstuffs keeps their mind fuzzy and pliant enough to not truly comprehend the daily horrors around them. An Agent of the Throne cannot afford such luxury - the war the Inquisition fights in the shadows requires their servants to be sharp at all times, even as they stare horrors in the face. No Servant of the Throne can be truly said to be a healthy individual, but their regular exposure to the horrors of the universe does make their minds better able to retain sanity in the face of them.&lt;br /&gt;
 &lt;br /&gt;
But no mind is ever truly immune to Madness.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Shaken ===&lt;br /&gt;
&lt;br /&gt;
When an Agent is exposed to a horror that is too much for their mind to handle - they become &#039;&#039;&#039;Shaken&#039;&#039;&#039;: their mind is now reeling from what it has tried to perceive but cannot. It is not stress (something that most Agents live with daily), nor is it reflective of an individual’s mental health - simply, it’s their mind cracking as it is pushed beyond what it can comprehend.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roleplaying Shaken&#039;&#039;&#039; is up to the individual - still, we strongly encourage players to avoid trying to replicate real world mental conditions,  as such portrayals risk being insensitive to those who live with them daily (even if we do understand that roleplay can unintentionally replicate things without intent). To aid you, you will be issued with a brief before every event with suggested roleplaying effects should you acquire the Shaken status  - this brief usually hints at the nature of the &#039;&#039;&#039;Madness&#039;&#039;&#039; effects that will occur when a character &#039;&#039;&#039;Descends into Madness&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Becoming Shaken&#039;&#039;&#039; can happen in a few ways:&lt;br /&gt;
&lt;br /&gt;
*The call &#039;&#039;&#039;Dread&#039;&#039;&#039; in addition to its normal effects causes a character to become &#039;&#039;&#039;Shaken&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*You are instructed to become &#039;&#039;&#039;Shaken&#039;&#039;&#039; as part of a verbal cue given by a monster or a member of the Game Team. Or by a written instruction in the game environment.&lt;br /&gt;
&lt;br /&gt;
*You choose to become &#039;&#039;&#039;Shaken&#039;&#039;&#039;. We trust our players to know what the mental limits of their characters are better than us; if you feel something in RP would leave -your- character Shaken, then you are free to become Shaken.&lt;br /&gt;
&lt;br /&gt;
When a character becomes &#039;&#039;&#039;Shaken&#039;&#039;&#039;, then they remain so until they are able to perform &#039;&#039;&#039;Observances&#039;&#039;&#039; (as described in the Core Concepts section, under “Willpower”). There are methods to suppress the effects of being Shaken - but only performing &#039;&#039;&#039;Observances&#039;&#039;&#039; can truly remove it. &lt;br /&gt;
&lt;br /&gt;
Though the condition is a purely roleplaying-driven one, it does come with the additional risk of &#039;&#039;&#039;Descending into Madness&#039;&#039;&#039; and gaining &#039;&#039;&#039;Madness&#039;&#039;&#039; while it remains active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Descending into Madness ===&lt;br /&gt;
&lt;br /&gt;
Within the character pack you will be sent before an event, you will receive two &#039;&#039;&#039;Madness&#039;&#039;&#039; cards - these represent permanent fractures in your character&#039;s psyche that they will have to cope with for the remainder of the event.&lt;br /&gt;
&lt;br /&gt;
A character who has their &#039;&#039;&#039;Shaken&#039;&#039;&#039; condition suppressed by another character’s traits cannot &#039;&#039;&#039;Descend into Madness&#039;&#039;&#039; until they are no longer suppressed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaken&#039;&#039;&#039; characters will &#039;&#039;&#039;Descend into Madness&#039;&#039;&#039; in a few ways:&lt;br /&gt;
&lt;br /&gt;
* You hear the call &#039;&#039;&#039;Dread&#039;&#039;&#039; from a source other than the one that caused you to become &#039;&#039;&#039;Shaken&#039;&#039;&#039;, EXCEPT when the new source is similar to the first (&#039;&#039;&#039;For example&#039;&#039;&#039;, a character that was Shaken from seeing a Traitor Astartes would not Descend into Madness if they saw a second one, but would if they saw a Daemon).&lt;br /&gt;
&lt;br /&gt;
* You are instructed to as part of a verbal cue or written instruction (from the game environment) given by a monster or a member of the Game Team. &lt;br /&gt;
&lt;br /&gt;
* You willingly choose to. We trust our players to know what would utterly break their character and fracture their mind. In theory, if you feel an effect is so devastating to your character you are free to bypass Shaken and Descend into Madness immediately.&lt;br /&gt;
&lt;br /&gt;
Upon &#039;&#039;&#039;Descending into Madness&#039;&#039;&#039;,  a character should select one of their &#039;&#039;&#039;Madness&#039;&#039;&#039; cards and activate it. If you are in combat, you can choose to do it after the end of combat.  Once you choose a Madness card, &#039;&#039;&#039;you are no longer are Shaken&#039;&#039;&#039; - the limits of your mind have been exceeded, and the mental fracture represented on your Madness card manifests. &lt;br /&gt;
&lt;br /&gt;
If a character is unlucky enough to repeat this cycle a second time, then they would activate their second Madness card, and cope with both cards. Should a character reach a third cycle in the same event, please check with a member of the Game Team - there may be no additional effects, or there might be unusual consequences - damaged and unprotected minds are an irresistible call for many horrors of the universe.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== The Aftermath ===&lt;br /&gt;
&lt;br /&gt;
The Inquisition deals with madness on a daily basis, and, as such, has a suite of ways to treat it: the most popular are Mind Wipes. Of course, this is not an ideal method, as the process is neither surgical or precise, which can result in several other memories being wiped in the process, and, in turn, causing unforeseen personality alterations. Even then, a mind wipe is not necessarily permanent, as memories are not always annihilated, rather just suppressed, resulting in the Madness leaking back in. Fortunately, for most Agents, they don’t need this kind of drastic intervention… at least, as far as they can remember.&lt;br /&gt;
&lt;br /&gt;
A character is considered to suffer from a &#039;&#039;&#039;Madness&#039;&#039;&#039; effect for the rest of the event, unless an ingame situation allows them to recover before the end of the game. At the end of an event, it is assumed that the character was given time to decompress, or undergo therapies, spiritual purges or even Mind Wipes in order to restore their mind to a (relatively) healthy state - this is to be decided by the player - the game team will not dictate the narrative of how your character recovers (we are always happy to give suggestions, but they will be no more than that).&lt;br /&gt;
&lt;br /&gt;
However, we also recognise that players might feel incorporating a permanent RP effect into their character is something they would like, and have fun with. For this reason, you are free to decide that your character&#039;s mind is not restored following the game, and continue roleplaying the effect. In some cases, this may also be the basis of a very valid &#039;&#039;&#039;Scar&#039;&#039;&#039;, if you want to add a mental one into your character.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Calls&amp;diff=3049</id>
		<title>Calls</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Calls&amp;diff=3049"/>
		<updated>2022-09-13T12:50:34Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Several of these calls allow you (while taking them at ranged) to choose an effect based on the location that you were hit in, where you are dealing with &#039;&#039;&#039;ranged&#039;&#039;&#039; attacks then you may not assign the damage to a limb already effected by a call be it the same one or a different one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== MODIFIER CALLS ===&lt;br /&gt;
These calls are important as they indicate how a call effects you.&lt;br /&gt;
&lt;br /&gt;
==== MASS ====&lt;br /&gt;
Accompanying a &#039;&#039;&#039;Single Target&#039;&#039;&#039; or &#039;&#039;&#039;Cone&#039;&#039;&#039; call this changes the area of effect to ‘hits all characters within five meters of the target or source of this call (if a target isn’t called).’&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== NULL ====&lt;br /&gt;
If struck by a ranged call with this attached, loose 1 endurance - it has no effect on you unless you have been briefed otherwise.&lt;br /&gt;
&lt;br /&gt;
If struck by a melee blow and this call is used, unless briefed otherwise, treat it as uncalled melee.&lt;br /&gt;
&lt;br /&gt;
If you are a &#039;&#039;&#039;Psyker&#039;&#039;&#039; then you take the full effect of any accompanying call and cannot use your powers for 30s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== WARP ====&lt;br /&gt;
If unaccompanied by any other call, lose 1 Endurance. This may have other effects, but for most PCs they are simply aware that they have been targeted by a warp power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SANCTIC ==== &lt;br /&gt;
If struck by a ranged call with this attached, it has no effect on you unless you have been briefed otherwise.&lt;br /&gt;
&lt;br /&gt;
If struck by a melee blow and this call is used, unless briefed otherwise, treat it as uncalled melee.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== SINGLE TARGET DAMAGE CALLS ===&lt;br /&gt;
&#039;&#039;These calls cause damage as per the [[Combat and Injury]] Section to a single target&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== BLAM ====&lt;br /&gt;
Lose a point of Endurance as you have been shot at with a firearm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== REND ====&lt;br /&gt;
This call has different effects depending on where it lands.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Limb&#039;&#039;&#039;: Lose 2 points of Endurance. This limb is disabled, it cannot be used until treated by a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; or by a Trait you possess.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Torso&#039;&#039;&#039;: &lt;br /&gt;
** If you are not &#039;&#039;&#039;Prepared for Combat&#039;&#039;&#039; as per the Heroic Endurance Trait, then drop to 0 Endurance and become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
** If you are &#039;&#039;&#039;Prepared for Combat&#039;&#039;&#039; then lose 2 Endurance but must stagger a few steps away from the source of the attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== BOLT ====&lt;br /&gt;
You have been struck by a high powered explosive projectile. You cannot recover Endurance (except to recover to 1 from &#039;&#039;&#039;Bleeding&#039;&#039;&#039;) until treated by a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;. This call has different effects depending on where it lands.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Limb:&#039;&#039;&#039; Lose 2 points of Endurance. This limb is disabled, it cannot be used until treated by a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; or restored by a Trait you possess.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Torso:&#039;&#039;&#039; Drop to 0 Endurance and become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The armour-penetrating nature of Bolt rounds means the ability to effect certain NPCs more effectively.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SUNDER ====&lt;br /&gt;
Drop to 0 Endurance and become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039;.  you cannot recover Endurance (except to recover to 1 from &#039;&#039;&#039;Bleeding&#039;&#039;&#039;) until treated by a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;. When it comes to performing Triage on you a character must draw a card from the Complications Deck rather than attempting a test unless their traits allow otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunder&#039;&#039;&#039; and its sibling &#039;&#039;&#039;I am a Knife in the Dark&#039;&#039;&#039; are powerful instant-death calls - you may not use more than two of both calls in any combination per combat scene, regardless of how many your traits would allow you to source.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== I AM A KNIFE IN THE DARK [Optional addition:”I’m taking you in alive”] ====&lt;br /&gt;
You drop to zero endurance and start &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039;. Your character is also unconscious until treated. If &#039;&#039;&#039;I’m taking you in alive&#039;&#039;&#039; is included then you become &#039;&#039;&#039;Subdued&#039;&#039;&#039; instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I am a Knife in the Dark&#039;&#039;&#039; and its sibling &#039;&#039;&#039;Sunder&#039;&#039;&#039; are powerful instant-death calls - you may not use more than two of both calls in any combination per combat scene, regardless of how many your traits would allow you to source.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== CONE DAMAGE CALLS ===&lt;br /&gt;
&#039;&#039;These calls represent damaging effects that ‘spray’ in a cone from the source of damage affecting all targets within a given distance from the source who are reasonably within a 90 degree cone.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== BURN ====&lt;br /&gt;
This call affects &#039;&#039;&#039;all characters (friend or foe) within 5m in a 90 degree cone in front of the user&#039;&#039;&#039;. This call ignores &#039;&#039;&#039;Cover&#039;&#039;&#039; and &#039;&#039;&#039;Shields&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Lose 2 Endurance. If you do not immediately fall back five steps or are unable to, you drop to zero endurance becoming &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039; as you are set aflame. You cannot recover Endurance (except to recover to 1 from &#039;&#039;&#039;Bleeding&#039;&#039;&#039;) until treated by a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unlike the normal &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039; roleplay, you should roleplay as if on fire for 10s up to and including (if you choose) running around flailing.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== DAKKA ====&lt;br /&gt;
&#039;&#039;&#039;Affects all characters (including friends) within range of hearing in a 90 degree cone in front of the user.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Upon hearing this call you if there is cover within one meter you may dive into it, if there is not then the next time you hear &#039;&#039;&#039;Dakka&#039;&#039;&#039; you drop to zero endurance becoming &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039; as you are riddled with bullets.&lt;br /&gt;
&lt;br /&gt;
A character forced to take cover or in cover while in the zone of effect of Dakka cannot leave cover including to pop up to shoot, they are pinned down by the withering hail of fire until the calls of Dakka end.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=== MASS DAMAGE CALLS ===&lt;br /&gt;
&#039;&#039;These calls represent those which cause area of effect damage, hitting all foes within 5m of the called target or a specific point.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== BOOM ====&lt;br /&gt;
This call hits the called target and all individuals who are within five meters of them, or an explosive phys-rep if one is apparent. &lt;br /&gt;
&lt;br /&gt;
Throw yourself away from the source of the call and loose 2 endurance. Your arm and leg closest to the blast are disabled and cannot be used until treated by a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; - you cannot recover Endurance (except to recover to 1 from &#039;&#039;&#039;Bleeding&#039;&#039;&#039;) until treated by a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;If you are not the called target of this effect&#039;&#039;&#039; you have three seconds to place Cover between you and the source of the call, at which point its effect is negated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== CALLS WITH STATUS EFFECTS ===&lt;br /&gt;
&#039;&#039;These calls do not cause damage but instead force a specific reaction or impose a mechanical or roleplaying effect on the target.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SHOCK ====&lt;br /&gt;
You are stunned for 5s, during which you cannot move, you cannot be stunned for 3s after you recover or during the duration of the effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== WEAKEN ==== &lt;br /&gt;
For ten seconds you may not make active use of your traits - though still benefit from passive effects such as increased willpower/endurance or effects representing armour or innate toughness that do not require you to make calls or roleplay actions to benefit from - you may still make melee attacks in self defence, but these must be uncalled - your body is wracked by sudden tiredness and overcome by sickness, you cannot move faster than a slow stagger for the duration of this effect, you cannot be weakened again for 3s after you recover or during the duration of the effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== HAYWIRE ====&lt;br /&gt;
For ten seconds you may not make active use of your Wargear or Bionic traits as well as any technological items provided by other traits - though you still benefit from passive effects such as increased willpower/endurance or effects representing armour or innate toughness that do not require you to make calls or roleplay actions to benefit from - you may still make melee attacks, but these must be uncalled - if you have Bionic traits you are wracked by coruscating pain for the duration of this effect, you cannot be haywired again for 3s after you recover or during the duration of the effect.&lt;br /&gt;
&lt;br /&gt;
* Technological items provided by non-wargear traits or free items such as radios/dataslates cease to function until attended to by a character with at least Mechanicus Lore or in specific cases (stated in traits) a Tech Priest for a few seconds of roleplaying a ‘Rituals of Repair’&lt;br /&gt;
&lt;br /&gt;
* Some Traits may state there are additional effects from taking Haywire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== DRAG/REPEL ====&lt;br /&gt;
You have been gripped by a powerful force either move towards it (Drag) or away from it (Repel) you may either fall to the floor (with your back or front fully hitting the floor) or move yourself away from it for 3s or until you hit an object or person or enter melee with the caller. If you strike an object or person you must remain in place (if it is safe) for 3s and may not make ranged calls and only use melee weapons defensively. If you are dragged into melee with the individual you must remain in melee with them for 3s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== GET IT TOGETHER ====&lt;br /&gt;
If you are &#039;&#039;&#039;NOT&#039;&#039;&#039; &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039; you regain your Endurance pool.&lt;br /&gt;
&lt;br /&gt;
If you are &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039; you may get back to your feet with your Endurance to half its maximum (rounding up).&lt;br /&gt;
&lt;br /&gt;
If you are &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039; but aefected by &#039;&#039;&#039;Bolt&#039;&#039;&#039;, &#039;&#039;&#039;Burn&#039;&#039;&#039;, &#039;&#039;&#039;Boom&#039;&#039;&#039;, &#039;&#039;&#039;Sunder&#039;&#039;&#039; then you can only regain 1 Endurance as per those calls effects on hit recovery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== I’M TAKING YOU, ALIVE! ====&lt;br /&gt;
This may be used by both NPCs and PCs on a foe who is &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039; that they wish to capture alive for whatever reason.&lt;br /&gt;
&lt;br /&gt;
If you were &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039; then you cease your bleed count and become &#039;&#039;&#039;Subdued&#039;&#039;&#039; and you are considered restrained and unable to move without the aid of others so long as this is physrepped or the individual that called it is actively roleplaying holding you captive (this does not mean physical contact they can simply keep a gun pointed at you at close range).&lt;br /&gt;
&lt;br /&gt;
This does not heal any ongoing injury effects nor does it restore any endurance it simply prevents you from bleeding out before they can interrogate you or take you in alive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== ROLEPLAYING CUES ===&lt;br /&gt;
&#039;&#039;These calls have no immediate damaging effects but do have a direct influence on a characters roleplay as they cue appropriate reactions to their use.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== I WILL NOT DIE! ==== &lt;br /&gt;
A character who uses this cue is able to get up again from the &#039;&#039;&#039;Bleeding&#039;&#039;&#039; regain a number of endurance points - usually half their maximum (rounding up) but some especially tough beings in the universe may regain more. &#039;&#039;&#039;A character may only call this Once Per Scene regardless of how many sources of the call they possess from their traits.&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== DREAD ====&lt;br /&gt;
You are overtaken by supernatural fear - becoming &#039;&#039;&#039;Shaken&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
While in the presence of an individual or object that has called this you may not make active use of your traits - though still benefit from passive effects such as increased willpower/endurance or effects representing armour or innate toughness that do not require you to make calls or roleplay actions to benefit from - you may still make melee attacks in self defence, but these must be uncalled.&lt;br /&gt;
&lt;br /&gt;
You may not move closer to a source of Dread willingly, and must either cower if it draws nearer to you or attempt to flee - this effect ends after a character spends 1 minute gathering themselves from the shock of what they&#039;ve seen. If they are attacked during this time, all progress is lost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== DEFLECT/DODGE/INEFFECTIVE ====&lt;br /&gt;
Called in reaction to a call to indicate that it has been defended against by some form of Defence - &#039;&#039;&#039;Deflect&#039;&#039;&#039; and &#039;&#039;&#039;Dodge&#039;&#039;&#039; represent &#039;limited&#039; effects where the user has a number of them to use before they run out, or has a specific area where the call has no effect (such as forearms for the Duellist trait) - &#039;&#039;&#039;Ineffective&#039;&#039;&#039; is used to signal that calls of that type have &#039;&#039;&#039;no effect&#039;&#039;&#039; on the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SCAN [life/heat/material/etc] ====&lt;br /&gt;
If you think this would detect you, respond with &#039;&#039;&#039;PING&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== WOULD YOU KINDLY? ====&lt;br /&gt;
You are not aware that this has been used on you unless you resist it. If affected, &#039;&#039;&#039;you must obey the command even if it is fatal to your character&#039;&#039;&#039; that will follow this cue either to completion of the task issued or for 30s (whichever is shorter).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== COMMAND OVERRIDE ====&lt;br /&gt;
Your mechanical components and wargear are being hacked. If affected &#039;&#039;&#039;you must obey the command even if it is fatal to your character&#039;&#039;&#039; that will follow this cue as if your interfaced bionics force you to or the item of your wargear targeted has been affected appropriately either to completion of the task issued or for 30s (whichever is shorter).&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Player_Character_Conflict&amp;diff=3048</id>
		<title>Player Character Conflict</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Player_Character_Conflict&amp;diff=3048"/>
		<updated>2022-09-13T12:50:25Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;border: 2px solid black; border-radius: 1em 0 1em 0; background: #EEE; text-align: center&amp;quot;&amp;gt;This page is a draft and feedback is being welcomed so this shouldn&#039;t be taken as the final version while this notice is on it.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PvP&#039;&#039;&#039; = Player vs Player, conflict between player characters (PCs), often referencing to violence between PCs.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;PvE&#039;&#039;&#039; = Player vs Environment, where the primary conflict is between PCs and Non-Player Characters (NPCs).&lt;br /&gt;
 &lt;br /&gt;
Death Unto Darkness is a primarily PvE game, not a PvP game, and it aims to represent the struggles of the beleaguered Agents of the Holy Ordos against an ever-multiplying number of threats within and without. &lt;br /&gt;
&lt;br /&gt;
We generally discourage player-initiated &#039;&#039;violent&#039;&#039; PvP between characters, especially as a method of conflict resolution as it detracts from the PvE-driven narrative central to our events. The threat of killing another character can be a potent tool for silencing social conflict roleplay as the time, cost and emotional commitment to a LARP character means it places significant psychological weight on encouraging &#039;&#039;the player&#039;&#039; to stop engaging for fear of being robbed of that.&lt;br /&gt;
&lt;br /&gt;
This does not mean DuD never see&#039;s Player Characters turn on eachother violently. This is a setting where telepathic domination, spiritual corruption, malfunctioning technology and minds collapsing into madness can result in violent outcomes. So be aware that while we discourage players from initiating violent conflict it can easily be provoked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Social Conflict ===&lt;br /&gt;
&lt;br /&gt;
Social conflict is a natural part of the Imperium, with religious conflict and discrimination against people hailing from specific social castes or perceived as having genetic aberrations being themes of the DuD setting, these conflicts exist to create depth for roleplay interactions and are heavily encouraged and something someone should be aware of before playing our game. &lt;br /&gt;
&lt;br /&gt;
The Imperium is not a nice place and most of the people within it are not, by our standards, nice people - the challenge of the Imperium is that ultimately monstrous personalities are normalised and common, especially amongst the servants of the Inquisition. The trouble is that with the multiplying threats to the Imperium, Inquisitors and their agents are forced to cooperate against the rising tide - even with those they hate and despise.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Inter-Character Violence ===&lt;br /&gt;
 &lt;br /&gt;
Because we use a cinematic narrative system with a ‘death spiral’ mechanic, our combat rules do not translate well when players come up against each other as the cinematic nature begins to break down. Thus, we decided to introduce specific rulings regarding violence between players.&lt;br /&gt;
&lt;br /&gt;
* Where &#039;&#039;&#039;Player Characters&#039;&#039;&#039; are attacking other &#039;&#039;&#039;Player Characters&#039;&#039;&#039; then it is always assumed that when you hit 0 Endurance you become &#039;&#039;&#039;Subdued&#039;&#039;&#039; rather than &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
** A player may choose to become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039; &#039;&#039;if they wish to&#039;&#039; - if you wish to take another character alive rather than killing them you can use the &#039;&#039;&#039;I&#039;m taking you, alive&#039;&#039;&#039; call to make them Subdued instead.&lt;br /&gt;
&lt;br /&gt;
* If you have &#039;&#039;&#039;Subdued&#039;&#039;&#039; another character you &#039;&#039;&#039;must&#039;&#039;&#039; hand them over to Inquisitorial Authorities (the Game Team) immediately or allow them to recover from the condition. &lt;br /&gt;
** If they are &#039;&#039;&#039;possessed&#039;&#039;&#039; however you may attempt to Exorcise them instead. &lt;br /&gt;
&lt;br /&gt;
* If you choose to become &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039; then if you die as a result of players resolving to execute you or place you in a lethal situation (such as throwing out of an airlock) you may not use &#039;&#039;&#039;Fate&#039;&#039;&#039; to avoid your fate &#039;&#039;&#039;unless the Game Team agrees&#039;&#039;&#039; - by becoming bleeding you have accepted a lethal fate.&lt;br /&gt;
&lt;br /&gt;
* A character handed over to the Game Team with sufficient proof of wrongdoing will likely be removed from play or returned to play with some corrective measure (like a bomb collar) but that decision lies &#039;&#039;&#039;exclusively&#039;&#039;&#039; with the Team and their judgement IC represents the sanction of Inquisitorial Authority.&lt;br /&gt;
** A player who wishes for their characters story to end in a very public execution can always request it while talking to the team.&lt;br /&gt;
&lt;br /&gt;
This system allows for violent conflict to be resolved in a fashion that is not directly lethal in any permanent fashion while equally allowing the Game Team to quickly resolve consequences for characters who have actually turned against the Imperium. The Imperium and Inquisition are swift and uncompromising, the Game Team will always try to steer you away from making decisions that can doom your character but if you don&#039;t want to face those concequences DuD may not be the right game.&lt;br /&gt;
&lt;br /&gt;
=== Reporting Crimes and Heresies ===&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Sometimes you lack the ability to enforce your will when you notice wrongdoing&#039;&#039;&#039; - in such a circumstance where you believe that a character is up to no good you may pass on information to Inquisitorial Authorities (the Game Team) who will react appropriately to the news based on presented evidence. This may result in punishment during the downtime between events or an Inquisitorial edict for the individual to be subdued and brought to the Inquisitorial Authorities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unjustified Use Of Force ===&lt;br /&gt;
It might be tempting to beat someone who doesn&#039;t agree with you into a pulp or get friendly muscle to do it for you - especially if they&#039;re loud and obnoxious - but the Inquisition expects its Agents to conduct themselves like civilised individuals, not Orks. Agents who cannot work together without coming to blows with their fellow Servants of the Inquisition rapidly find themselves released from service or posted to isolated posts where their lack of decorum presents no threat to the mission of the Holy Ordos.&lt;br /&gt;
&lt;br /&gt;
This says nothing of what happens those found to be guilty of murdering another agent in Cold Blood either directly or via  executions with manufactured excuses.&lt;br /&gt;
&lt;br /&gt;
=== Provoking the Use of Force ===&lt;br /&gt;
Even the Inquisition understands the primciples that sometimes violence occurs when one side was &#039;asking for it&#039;. Most often then not this is when one party involved is actively attempting to betray the Imperium or Holy Ordos or do something that would critically endanger the other.&lt;br /&gt;
&lt;br /&gt;
An Agent is generally considered to be deserving of the use of force against them (thus absolving their attackers) if they;&lt;br /&gt;
&lt;br /&gt;
* Willingly and knowingly aided and abetted the enemies of the Imperium without proof of Inquisitorial sanction.&lt;br /&gt;
&lt;br /&gt;
* Actively sought to harm the Holy Ordos and the Imperium or attempted to rebel against their spiritual authority.&lt;br /&gt;
&lt;br /&gt;
* Actively engaged in the worship of the Dark Gods or Daemons &lt;br /&gt;
&lt;br /&gt;
* Intentionally summoned a Daemon into reality without proof of Inquisitorial sanction to do so.&lt;br /&gt;
&lt;br /&gt;
* Attack another member of the Inquisition without proof of Inquisitorial sanction.&lt;br /&gt;
&lt;br /&gt;
* Became possessed by a Daemon.&lt;br /&gt;
&lt;br /&gt;
* Denounced the God-Emperor.&lt;br /&gt;
&lt;br /&gt;
Inevitably you should know that if you do things that lead others to believe that you are working against the Holy Ordos, Imperium and the mission you have been assigned to there are concequences and these will be enforced.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]] [[Category:Under Construction]]&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Combat_and_Injury&amp;diff=3047</id>
		<title>Combat and Injury</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Combat_and_Injury&amp;diff=3047"/>
		<updated>2022-09-13T12:49:59Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DuD is a game where melee combat is Big, Dramatic and Cinematic. The goal of any fight in this game is for it to look impressive and cinematic. The weapons of the 41st millennium are brutal and weighty, and we want to show this. To this end, we want players to react to every blow in a fight, in an overt and dramatic fashion.&lt;br /&gt;
&lt;br /&gt;
Weapons are divided into two categories &#039;&#039;&#039;1-Handed&#039;&#039;&#039; and &#039;&#039;&#039;2-Handed&#039;&#039;&#039;. DuD does not make use of specific weapon length restrictions but the UK Weapon Safety standard of 42” maximum for 1-Handed Melee weapons is a good guideline, 1-Handed ranged weapons should be ‘pistol’ sized which we feel is clear enough guidance. A 2-Handed weapon can only be used &#039;&#039;if both your hands are on the weapon&#039;&#039;. There is no trait required to wield a 1-Handed weapon in each hand. The Game Team reserves the right to re-classify a prop as 2-Handed if we do not think you are safely wielding it in one.&lt;br /&gt;
&lt;br /&gt;
=== Combat Safety ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;All weapons intended to be used in melee must be LARP safe.&#039;&#039;&#039; This means they have been tested by a member of the Game Team and conform to our safety standards. &lt;br /&gt;
* &#039;&#039;&#039;Ranged weapons do not need to be LARP safe.&#039;&#039;&#039; However, if converted from firing props/airsoft/nerf weaponry they must be unloaded and made safe so they cannot fire and &#039;&#039;&#039;no ammunition for them may be brought to DuD games&#039;&#039;&#039;. &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;If you fail to follow this you can be excluded from the event.&amp;lt;/span&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Where you are using a ranged weapon and enter Melee you are responsible for making your weapon safe.&#039;&#039;&#039;  &lt;br /&gt;
** If you are not using a LARP-safe prop you &#039;&#039;&#039;must&#039;&#039;&#039; move your weapon out of the way.  &#039;&#039;&#039;Props made of hard materials or not judged to be LRP-safe by the Game Team must be holstered or placed in a position where you can control their movement to prevent accidentally striking another participant.&#039;&#039;&#039; Charging melee combatants will -always slow- to give you time to do so, do not use this as a chance to retreat, be courteous &lt;br /&gt;
* &#039;&#039;&#039;All blows in Melee must be pulled.&#039;&#039;&#039;  &lt;br /&gt;
** For anyone not used to LARP combat, pulling a blow is the act of slowing the weapon before it strikes the target, so that it hits with a minimal tap.  &lt;br /&gt;
(* Sometimes people will misjudge this – it happens – but you should always be trying your best to pull every blow, and slow down or back off from a fight if you begin to find it difficult. &lt;br /&gt;
* Blows to the head are discouraged &lt;br /&gt;
** We believe they are more risky than other elements of combat, and you should avoid them unless the player does not present another valid target. It is the discretion of the struck player whether to take any effects to the torso or a limb. &lt;br /&gt;
* The use of hands and grappling in melee is specifically restricted to controlled situations where both parties have exchanged enthusiastic consent immediately beforehand. This should never occur where there is a danger of running into other participants or terrain. E.g. near a mass combat, or in a cramped space.  &lt;br /&gt;
 &lt;br /&gt;
=== Combat ===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;DuD combat should feel cinematic for everyone.&#039;&#039;&#039; You should always roleplay a reaction to melee blows and melee/ranged calls regardless of if your traits require you to take no mechanical effect, while your character might not be fully human they are still impacted by the physical force of the attack or forced to dodge out of its way - simply calling a &#039;&#039;&#039;Reaction&#039;&#039;&#039; call is not sufficient.&lt;br /&gt;
&lt;br /&gt;
Always consider what a damage call represents: while the rules do allow you to survive a shot to the face at point-blank range by simply losing a point of Endurance, you should consider how you manage to soak it. Even if you don’t choose to become mechanically affected, it would at least be appropriate to fall to the ground clutching your face.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* When you are struck by an uncalled blow in melee you will lose &#039;&#039;&#039;1 Point of Endurance&#039;&#039;&#039;. You can lose no more Endurance than that every 1s unless a melee blow is accompanied by a &#039;&#039;&#039;Call&#039;&#039;&#039; or &#039;&#039;&#039;Cue&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;A Called Blow or a Shot with a Ranged Weapon&#039;&#039;&#039; may be performed once every 3s. When a ranged call has a locational effect the target chooses where the shot lands, but may not choose a location already effected by a call.&lt;br /&gt;
* A character may enter &#039;&#039;&#039;Cover&#039;&#039;&#039; placing a solid object that cannot be seen though that covers most of their body from their attacker. &lt;br /&gt;
** This allows them to negate the first two ranged calls made against them, after which they must move to a new ‘piece’ of cover to refresh their protection. &lt;br /&gt;
** The calls &#039;&#039;&#039;Burn&#039;&#039;&#039; and &#039;&#039;&#039;Sunder&#039;&#039;&#039; ignore Cover.&lt;br /&gt;
* &#039;&#039;&#039;Ranged Weapons Require “Reloading”&#039;&#039;&#039; this is a five second period that can represent cooling the weapon, recharging it or performing quick maintenance. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1-Handed ranged weapons must Reload every Five Shots&#039;&#039;&#039; and are considered to have a range of five meters &#039;&#039;&#039;but may make ranged calls in melee&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;2-Handed Ranged weapons must Reload every Ten Shots&#039;&#039;&#039; and are limited to the hearing of your target. They cannot be used in melee but may be used to enter &#039;&#039;&#039;Overwatch&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
** Entering Overwatch takes 5-seconds in &#039;&#039;&#039;Cover&#039;&#039;&#039;, bracing or otherwise readying the weapon.&lt;br /&gt;
** Traits specify if they grant bonuses when in Overwatch.&lt;br /&gt;
** Overwatch ends when the user exits the piece of cover they first set up in or moves and cannot be gained again unless the character moves to a new piece of cover and spends 10-seconds repeating the process of entering Overwatch - this resets to the normal 5-second count to enter overwatch when combat ends.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Endurance ===&lt;br /&gt;
Endurance is the resource that measures your characters ability to endure suffering, be that though how tough or fast they are is down to your personal roleplay. &lt;br /&gt;
&lt;br /&gt;
* When you are reduced to 0 Endurance you enter the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039; condition which represents that your character has been pushed to their physical limits and has become critically injured. &lt;br /&gt;
&lt;br /&gt;
* If a Hostile Character tells you &#039;&#039;&#039;I’m taking you in, alive!&#039;&#039;&#039; Your character will be Subdued, rather than &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039; (this can be done even if you are already &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Endurance is recovered in two ways;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Wind&#039;&#039;&#039; - Any character can spend 1 minute of appropriate recovery roleplay (eg. bandaging wounds, praying, etc.) to activate their Second Wind. If they are attacked during this time, all progress is lost. Activating their Second Wind sets their Endurance to half its maximum (rounding up), if it was below half. The character cannot use Second Wind again until they have &#039;&#039;&#039;Recuperated&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recuperating&#039;&#039;&#039; - this is a ten minute short rest where the character role plays the act of resting, drinking water, and having a Medicae check over the minor injuries and strain of the physical efforts they’ve expended earlier.&lt;br /&gt;
&lt;br /&gt;
A character cannot Recuperate if combat is ongoing nearby or they are &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039; or have untreated &#039;&#039;&#039;Complications&#039;&#039;&#039; from a Triage check.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039; character is catastrophically and potentially fatally injured. They must collapse and roleplay devastating injury or, if they prefer, unconsciousness.&lt;br /&gt;
* If they remain &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039; for longer than 100 seconds they will become &#039;&#039;&#039;Near Death&#039;&#039;&#039; (see later). &lt;br /&gt;
* A &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039; character can barely move faster than a slow crawl, only physrep/roleplay their injuries and cannot make any action or use any traits unless their traits specify they can be used while in this state. They can scream or shout for help, unless they were rendered &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039; by the &#039;&#039;&#039;I Am A Knife In The Dark&#039;&#039;&#039; cue.&lt;br /&gt;
* A character who is &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039; can be restored to health via treatment from a &#039;&#039;&#039;Medicae&#039;&#039;&#039; or &#039;&#039;&#039;Chirugeon&#039;&#039;&#039;, which will restore them to 1 Endurance. They pause bleeding when either &#039;&#039;&#039;[[Medical_Treatment#Providing_First_Aid_Treatment|First Aid]]&#039;&#039;&#039; or &#039;&#039;&#039;[[Medical_Treatment#Triage|Triage]]&#039;&#039;&#039; is performed on them - their bleed count only resets after Triage has been successfully performed.&lt;br /&gt;
&lt;br /&gt;
=== Subdued ===&lt;br /&gt;
&lt;br /&gt;
* A character who is &#039;&#039;&#039;Subdued&#039;&#039;&#039; has been beaten into painful submission if they are not unconscious then they are barely conscious and may not talk. They may move for OC safety or comfort, but lack the IC wherewithal to seek IC safety and once OC comfortable or safe should then collapse unconscious or exhausted.&lt;br /&gt;
* A character who is &#039;&#039;&#039;Subdued&#039;&#039;&#039; will begin &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039; if a Non-Player Character moves close to them and directly attacks them, or if they are caught in the area of effect of &#039;&#039;&#039;Burn&#039;&#039;&#039; or &#039;&#039;&#039;Boom&#039;&#039;&#039;.&lt;br /&gt;
* A character can recover from being &#039;&#039;&#039;Subdued&#039;&#039;&#039; by either another character spending 30s roleplaying bringing them around which restores them to 1 Endurance, or if Combat ends, at which point they come around without aid at 1 Endurance. &lt;br /&gt;
* A &#039;&#039;&#039;Subdued&#039;&#039;&#039; character can be captured by their enemies.&lt;br /&gt;
 &lt;br /&gt;
=== Near Death ===&lt;br /&gt;
When a character who is &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Bleeding&amp;lt;/span&amp;gt;&#039;&#039;&#039; hits the end of their count, or experiences a fatal game effect, they become &#039;&#039;&#039;Near Death&#039;&#039;&#039;. They are outwardly unconscious, unable to move, and must be silent - they may experience things in this state but that is at &#039;&#039;&#039;Game Team&#039;&#039;&#039; discretion.&lt;br /&gt;
&lt;br /&gt;
A character who is &#039;&#039;&#039;Near Death&#039;&#039;&#039; has two choices to &#039;&#039;&#039;Embrace Death&#039;&#039;&#039; or to spend &#039;&#039;&#039;Fate&#039;&#039;&#039; to avoid it. Fate is a limited resource a character has only three points of it for the duration of the current DuD campaign - when spending Fate to avoid death, a character may select one of the beneath options - a character may not spend Fate in the same way twice in one &#039;&#039;&#039;Scene&#039;&#039;&#039;;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Back from the Brink&#039;&#039;&#039;&lt;br /&gt;
** You recover consciousness, but you are horrendously injured, and can do nothing but crawl or stagger. &lt;br /&gt;
** You require &#039;&#039;&#039;Surgery&#039;&#039;&#039; and must &#039;&#039;&#039;Recuperate&#039;&#039;&#039; before your character can act normally again.&lt;br /&gt;
* &#039;&#039;&#039;One final Push&#039;&#039;&#039; - Regain all Endurance. Your character now has a Bleed Count of 0 for the rest of the Scene. &lt;br /&gt;
* &#039;&#039;&#039;Marked by Dark Fates&#039;&#039;&#039; - Player characters may gain the attention of the God Emperor, dark powers, or the touch of mysterious and arcane technology. &lt;br /&gt;
** You may choose to have survived even certain death by the attention of… something. &lt;br /&gt;
** In such situations it is best to step OC and talk out options with the Game Team before your character is reintroduced.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Embracing Death&#039;&#039;&#039; is simple, you will not be able to use mechanical skills, but will be able to stagger about and roleplay for before you die. A character who has Embraced Death needn’t use this for an affectionate passing on a death bed - an alternative take on this is to dramatically assure your friends that everything is fine and normal before you turn to face them showing half your head is missing due to being blown off by plasma, before collapsing - it needn’t be a touching moment. &lt;br /&gt;
&lt;br /&gt;
If at any point you have &#039;&#039;&#039;Embraced Death&#039;&#039;&#039;, you can change your mind, talk to the Game Team and spend Fate to evade it.  &lt;br /&gt;
&lt;br /&gt;
A character may &#039;&#039;&#039;Embrace Death&#039;&#039;&#039; by making a stand, they do this by calling &#039;&#039;&#039;This is my Final Stand!&#039;&#039;&#039; - for the next two minutes (or shorter if they prefer) they take no mechanical effects from attacks against them with the exception of the call &#039;&#039;&#039;Sunder&#039;&#039;&#039; which instantly kills them. This has additional effects on their foes.&lt;br /&gt;
&lt;br /&gt;
A character that spends &#039;&#039;&#039;Fate&#039;&#039;&#039; to evade death will suffer &#039;&#039;&#039;an Impediment&#039;&#039;&#039;, a lingering effect on body or soul  that will stay with them during the event. &lt;br /&gt;
&lt;br /&gt;
* Choose an appropriate card from the Medical deck. Your character will suffer the effects for the rest of the event. &lt;br /&gt;
* If your character was injured by something supernatural, you may instead choose a card from the Exorcism deck to suffer the effects of for the rest of the event.&lt;br /&gt;
&lt;br /&gt;
They will also gain a [[Character_Advancement#Scars|Scar]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Investigations&amp;diff=3046</id>
		<title>Investigations</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Investigations&amp;diff=3046"/>
		<updated>2022-09-13T12:19:59Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Though a weapon in hand is essential for surviving in the Dark Millennium the work of the Holy Ordos is not to win wars, that falls to the Imperial Guard and Imperial Navy as well as the many other military arms of the Imperium. No, while servants of the Inquisition often fight them fighting horrors in the shadows of the Imperium their singular, unenviable, task is to &#039;&#039;understand&#039;&#039; those horrors - to investigate them and develop the methods by which they may be combatted or defeated - and not all foes can fall to conventional weaponry either some are better defeated with wit then a blade.&lt;br /&gt;
&lt;br /&gt;
Most Inquisitorial Agents have a dual role in investigations, some might simply hold knowledge to be better fighters, but many are genuine scholars of the unusual and esoteric and use their insight to investigate issues. Though the Inquisition is not a true police force, it is often called in when things become hard for conventional enforcers to understand when a murder starts leaving unusual cuts in their targets, or harvesting specific organs...is usually a sign that something unusual is occuring and an Agent of the Inquisition needs to be dispatched to investigate it.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
In the broadest possible terms, the Imperium in the 41st Millenium is built on ignorance and lies. There are threats in the galaxy that gain purchase simply by being thought about, and if the average Imperial citizen truly knew what dire threats surround and permeate the Imperium, then all semblance of control the Imperium has would surely collapse.&lt;br /&gt;
&lt;br /&gt;
Servants of the Inquisition do not have the luxury of ignorance. Every character is a veteran of the shadow wars fought by the Inquisition behind a veil of secrecy to achieve its own ends, as well as preserve the sanctity of the Imperium. To know what you know is no blessing; understanding is a Curse in this dark millenium, and a life sentence of service to the Inquisition.&lt;br /&gt;
&lt;br /&gt;
Lore is acquired from certain [[Expertise Traits|Traits]]. All characters additionally gain one Lore for free at character creation, representing the basic training the Inquisition has given them even if not their former lives. If your character obtains a lore twice by acquiring two different Traits which grant it, this has no additional effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Lores ===&lt;br /&gt;
There are five core Lores that have a direct impact in the game: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Malleus Lore&#039;&#039;&#039; represents a specialist in studying, interacting and combating the forces of the Warp, be they the ruinous powers themselves or the myriad daemons and other psychic entities that live within that nightmare realm. This Lore is considered threatening to the very soul of someone who learns it, and as a result those who bear it are encouraged not to share their knowledge, lest they damn the innocent.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Xenos Lore&#039;&#039;&#039; represents a life spent studying, fighting, or even speaking with the myriad alien life forms that threaten human life across the entire Prosperitas Sector, as well as a basic understanding of the strange relics left behind on certain worlds within the Sector.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hereticus Lore&#039;&#039;&#039; represents a fundamental understanding of the internal threats facing the Imperium from human foes. Be they the cults and armies of the Archenemy, or Rebel and Separatist movements that seek to divide or change the Imperium from within. Hereticus Lore represents a life dedicated to studying, hunting or otherwise interacting with divergent human cultures.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Medicae Lore&#039;&#039;&#039; represents more than basic medical training: it represents the finest education at the hands of lecturers in a Medicae Schola, and years learning about the body and biology, rather than representing the simple first aid training used by base medicaes. It has forensic value in identifying causes of death where they may not be immediately obvious,  and represents the ability to carry out research into medical issues or perform medical actions not immediately pertinent to healing mechanics such as the dissection of corpses, study of diseases and understanding of Alchemistry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mechanicus Lore&#039;&#039;&#039; is not the operation of machinery; all characters are assumed to be familiar with the operation of technology associated with their current or previous role in the Imperium prior to becoming an agent of the powers they answer to. Mechanicus Lore is an intimate familiarity with the workings of machines, the science that makes them function and their repair and manufacture; such things are lost secrets in this age, obscured by the rituals of the Adeptus Mechanicus, with this Lore you understand the need for those rituals and might even have gleaned some knowledge about the truth of machines obscured behind them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Educational Background ===&lt;br /&gt;
If a character selects any Lores, they will need to complete the &#039;&#039;&#039;educational background&#039;&#039;&#039; section of the character sheet. Educational background defines how a character acquired their knowledge. Some servants of the Inquisition became so because of their life experiences: soldiers of the Imperial Guard who survived an encounter with a xenos monster and killed it, Arbitrators who stumbled across Cults performing dark rites, Scholars who found ancient texts containing forbidden secrets. Others were born into Inquisitorial service or recruited young, and have spent much of their lives studying the secrets of the Inquisition. &lt;br /&gt;
&lt;br /&gt;
A character’s educational background is important; it helps frame the context for the Game Team giving you hints about things you witness in downtime and it helps you flesh out how your character acquired their education in these secrets in an Imperium that is largely filled with poorly-educated Citizens. This needn’t focus entirely upon the five core Lores, this is a great opportunity to note other areas of ‘mundane’ interest that your character specialises in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Focus ===&lt;br /&gt;
For every Lore you select you will be asked to fill out your Focus within that Lore. &#039;&#039;&#039;Focus&#039;&#039;&#039; is the special interests your character holds within that Lore, for example an interest in the xenos more palatable to diplomacy could be a good example, or a specialisation in understanding the passage of the soul after death might be another… these can be as specific or as broad as you like. Try to keep to roughly a paragraph of text, or a few concise bullet points.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Investigations ==&lt;br /&gt;
&lt;br /&gt;
As much as talent with a gun might get you somewhere in the 41st Millennium, a sharp eye and an inquisitive mind are just as valuable. Indeed some of the greatest threats of the dark times that characters live in are better defeated with a combination of research, investigation and hard evidence, then they are via resorting simply to direct violence to against an opponent.&lt;br /&gt;
&lt;br /&gt;
=== Investigation Scenes ===&lt;br /&gt;
Investigation Scenes are represented by the players being presented with a &#039;&#039;&#039;plastic box&#039;&#039;&#039; located somewhere obvious for them to see within this box will be a set of &#039;&#039;&#039;Clues&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each Clue will state something in the area close to the box it relates to&#039;&#039;&#039; and the &#039;&#039;&#039;Lore&#039;&#039;&#039;, &#039;&#039;&#039;Trait&#039;&#039;&#039; or sometimes &#039;&#039;&#039;Character&#039;&#039;&#039; or appropriate &#039;&#039;&#039;Character Background&#039;&#039;&#039; (such as &#039;Imperial Guard Service&#039;) relevant for understanding it. &lt;br /&gt;
* After a period of roleplay examining whatever the clue relates to a character may read the Clue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;We encourage you to limit yourself to reading only a few clue cards in a scene&#039;&#039;&#039;, this allows for multiple characters to participate in an investigation scene and creates a more collaborative roleplaying experience for all involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hidden Clues ====&lt;br /&gt;
In some investigation scenes some Clues may be Hidden - these can either be written Clues or Props hidden around the scene - if they are found by hard-skill searching for them then they may be read like normal Clues. &lt;br /&gt;
&lt;br /&gt;
[[Expertise_Traits#Verispex|Verispexes]] have an expertise for locating Hidden Clues in a scene where Hidden Clues exist there will be a Clue for them to read which will inform them if there are Hidden Clues present in a scene and how many there are - where hidden clues are a prop it may also inform them what kind of prop they are looking for (but they may not tell others this).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Erasing Evidence ===&lt;br /&gt;
&#039;&#039;&#039;You may not remove clues or props from an Investigation Scene unless you are permitted to by the Game Team - when you have finished examining a clue, you should make every effort to return it to where you found it, or keep it with the prop it relates to - if it is damaged please tell the Game Team&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
However, a considerable part of the Holy Ordos work involves covering up and hiding information and sometimes it is necessary to do so - with Game Team permission a character attempting to remove evidence, must first remove the elements of a scene that the clues relate to, before removing the clue from the box and handing it to the Game Team; for example, if a Xenos clue describes alien tracks visible in a muddy patch of ground, you must spend time actively disturbing the earth and physically obscuring the tracks.&lt;br /&gt;
&lt;br /&gt;
A character can only erase clues that they themselves have the abilities to read or that someone with the ability to read a clue has instructed them to. If nobody involved in cleaning up a scene has the relevant ability to read a clue they characters are oblivious of its importance and will leave it in place.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Wargear&amp;diff=3045</id>
		<title>Wargear</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Wargear&amp;diff=3045"/>
		<updated>2022-09-13T12:19:50Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wargear represents the equipment carried by all members of the Holy Ordos in order to undertake their tasks &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Physrepping ===&lt;br /&gt;
It is the intention of the Game Team that &#039;&#039;&#039;Basic Weapons&#039;&#039;&#039; can be represented by any form of ‘off the shelf’ props. However, when you start to use Flamers, Bolt Weapons, Hellguns, Heavy Weapons, Melta-weapons, or Plasma Weapons, the expectation is that you will be carrying a distinctive prop that embodies the weapon it is physrepping. Either it should be a setting-inspired prop, or it should be heavily modified to look like a setting-inspired prop.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;If you are ever uncertain about whether a prop is acceptable, you should talk to the Game Team. DuD is a high-costume-standard game, and these rules are intended to encourage that..&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Ammunition Scarcity ===&lt;br /&gt;
Despite the immensely destructive technology available to servants of the Imperium, the ability to keep their most advanced weapons supplied with ammunition is a constant issue. This is especially true for those who operate outside of military logistics structures; such as Servants of the Inquisition like your character. &lt;br /&gt;
&lt;br /&gt;
To this end, after expending 5 shots with a 1-handed ranged weapon or 10 shots with a 2-handed ranged weapon you must reload. Whenever you &#039;&#039;&#039;reload&#039;&#039;&#039;, if you have used any call other than &#039;&#039;&#039;Blam&#039;&#039;&#039;, you &#039;&#039;must&#039;&#039; consume a &#039;&#039;&#039;Supply&#039;&#039;&#039; token, if you have no Supply tokens on you then you cannot make ranged calls. This does not apply to the ability to make calls provided by non-wargear traits unless those traits use your weaponry.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Abundant Ammo:&#039;&#039;&#039; Weapons that &#039;&#039;&#039;only&#039;&#039;&#039; make ranged calls of &#039;&#039;&#039;Blam&#039;&#039;&#039; during a scene do not consume ammo as above. Rather in any scene in which they &#039;&#039;&#039;reloaded&#039;&#039;&#039; they consume a supply &#039;&#039;at the end of that scene&#039;&#039; - if the user has no supplies then they cannot be used again until the character has &#039;&#039;&#039;Recuperated&#039;&#039;&#039; (representing scrounging up more ammunition or recharging laspacks).&lt;br /&gt;
&lt;br /&gt;
Reloading takes 5 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Carry Limits and Special Weapons ===&lt;br /&gt;
Weapons weigh a lot, especially with the ammunition that comes with them. This means that no character can really expect to enter combat carrying more than then a few weapons. To this end any character can carry:&lt;br /&gt;
&lt;br /&gt;
* One 2-Handed Ranged Weapon or Melee Weapon&lt;br /&gt;
&lt;br /&gt;
* One 1-Handed Ranged Weapon (Characters with [[Expertise_Traits#Moritat|Moritat]] can take Two)&lt;br /&gt;
&lt;br /&gt;
* One 1-Handed Melee Weapon&lt;br /&gt;
&lt;br /&gt;
* One Shield (if they have the [[Endurance_Traits#Aegis_Training|Aegis Training]] trait)&lt;br /&gt;
&lt;br /&gt;
* Any Number of Daggers/Small 1-Handed Melee Weapons&lt;br /&gt;
&lt;br /&gt;
In addition;&lt;br /&gt;
&lt;br /&gt;
* Characters with the [[Wargear_Traits#Assault_Weapons_(Melee)|Assault Weapons]] trait may upgrade &#039;&#039;&#039;one&#039;&#039;&#039; of their 1-Handed or 2-Handed Melee weapons to an Assault Weapon.&lt;br /&gt;
&lt;br /&gt;
* Characters with the  [[Wargear_Traits#Heavy_Weapons_(Ranged)|Heavy Weapon]] or [[Wargear_Traits#Special_Weapons_(Ranged)_(Cannot_take_Heavy_Weapons)|Special Weapon]] traits may use their selected weapon to replace &#039;&#039;&#039;one&#039;&#039;&#039; weapon in either their &#039;&#039;&#039;2-Handed&#039;&#039;&#039; or &#039;&#039;&#039;1-Handed&#039;&#039;&#039; Ranged Weapon Slot regardless of the size of the weapon.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Rules_Downloads&amp;diff=2985</id>
		<title>Rules Downloads</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Rules_Downloads&amp;diff=2985"/>
		<updated>2022-09-08T21:29:24Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
These are the decks of random effects that some characters make use of.&lt;br /&gt;
&lt;br /&gt;
==== Medical Complications Deck ====&lt;br /&gt;
You will need a Medical Complications Deck if you have the &#039;&#039;&#039;Chirugeon&#039;&#039;&#039; or &#039;&#039;&#039;Medicae&#039;&#039;&#039; traits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These can be printed double sided (select &#039;print along short edge&#039;) to create backed cards.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Medical Complications 2022.pdf|Medical Complications]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Medical Complications 2022 No Back.pdf|Medical Complications (No Back)]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Warp Phenomena Deck ====&lt;br /&gt;
Download this if you have the Psyker trait;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These can be printed double sided (select &#039;print along short edge&#039;) to create backed cards.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Warp Phenomena 2022.pdf|Warp Phenomena]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Warp Phenomena 2022 No Back.pdf|Warp Phenomena (No Back)]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Exorcism Risk Deck ====&lt;br /&gt;
Download this if you have the Exorcism trait&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These can be printed double sided (select &#039;print along short edge&#039;) to create backed cards.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Exorcism Risks 2022.pdf| Exorcism Risks]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Version without card backs to save ink.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;file-download&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Exorcism Risks 2022 No Back.pdf|Exorcism Risks (No Back)]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
== Lore Sheets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Lore Primers ====&lt;br /&gt;
The following Lore Primers are OOC documents containing useful facts your character would know based on what Lore&#039;s they possess - we try to keep them regularly updated where new information would be helpful tO player characters.&lt;br /&gt;
&lt;br /&gt;
These files are passworded, please request them from the usual contacts;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMING SOON...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Books of Forbidden Lore ====&lt;br /&gt;
These are IC (i.e. non-reliable) documents on the three [[Lore &amp;amp; Investigations|Lores]] forbidden to normal Imperial Citizens - these are not kept updated by the Game Team and represent historical documents written in the past - the Lore Primers are the only maintained lore documents;&lt;br /&gt;
&lt;br /&gt;
These files are passworded, please request them from the usual contacts;&lt;br /&gt;
&lt;br /&gt;
Characters with &#039;&#039;&#039;Malleus&#039;&#039;&#039; lore may have read the [[File:Liber Maleficus Prosperitas-protected.pdf]]&lt;br /&gt;
&lt;br /&gt;
Characters with &#039;&#039;&#039;Xenos&#039;&#039;&#039; lore may have read the [[File: Malleus Barbarus Prosperitas -protected.pdf|Malleus Barbarus Prosperitas]]&lt;br /&gt;
&lt;br /&gt;
Characters with &#039;&#039;&#039;Hereticus&#039;&#039;&#039; lore may have read the [[File:Igneus Proditor Prosperitas-protected.pdf|Igneus Proditor Prosperitas]]&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Ruwwad&amp;diff=1906</id>
		<title>Ruwwad</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Ruwwad&amp;diff=1906"/>
		<updated>2020-07-22T13:13:24Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
=== The Ruwwad ===&lt;br /&gt;
&lt;br /&gt;
With a population spread across the Sector, originally inhabiting much of the Trailing Regions now consumed by the Tenebris Storm, the Ruwwad have their origins in old Terran West Asia. Archaeologists and Sector historians have speculated that the variant naming conventions of the Ruwwad-root Mechanicus on [[Naximus Prime]] (whose names and culture reflects old India and the Persian Empire) and the [[Amenophis]] Ruwwad (whose name, culture and traditional dress often resembles ancient Terra Egypt) are reflective of a combination of colonist populations drawn from different areas of Old Earth, and a desire for recreationist cultural homogeneity in the early colonist populations.&lt;br /&gt;
&lt;br /&gt;
Loyalty bonds are considered extremely important in many surviving Ruwwad cultures, with ties of familial, tribal, city and professional loyalty all interplaying in complex ways. The Ruwwad populations have typically assimilated better than the Anfwynn; having been conquered, demonstrating loyalty to their new Imperial masters is considered virtuous and appropriate by most Ruwwad tribal leaders. However, pockets of resistance do still exist, and linguistic insurgency - the use of one of the languages in the Niquash group, the Ruwwad&#039;s native tongue before colonisation - is a perennial problem in areas of high Ruwwad population. The population are also known as curious and robust explorers, with many ancient Ruwwad tales focusing around the adventures of expeditions of hardy young folk setting out to discover the mysteries of their native planets.&lt;br /&gt;
&lt;br /&gt;
Ruwwad names tend to have Semitic roots, with auxiliary names often including references to a beloved family member, town of origin or profession. Some, particularly the older generation, will use different surnames in different contexts, to illustrate the different &#039;person&#039; they become when invoking their loyalty bonds to one or other institution. For example, Keje&#039;s birth certificate might read Keje Bat-Rivka (daughter of Rivka); but in different contexts, she might write her name as Keje Umm-Qubad (Qubad&#039;s mother), Keje el-Butoniy (from Butonia), or Keje HaMuhandis (the engineer). Moreover, if she holds a position of authority, she might be known as Sheika Keje, Marat Keje, Keje Khan, Bibi (grandmother) or Haisha (mother) Keje, Keje Saidi or Rebbe (teacher) Keje. There are old Ruwwad superstitions attaching values of spiritual value, or protection from evil spirits, to the use of certain names in certain contexts - these superstitions are habitually and ruthlessly repressed by Imperials wherever they surface.&lt;br /&gt;
&lt;br /&gt;
Planets with Ruwwad-origin populations include [[Amenophis]], [[Caudica]], [[Naximus Prime]], and [[Vallum]], amongst others.&lt;br /&gt;
&lt;br /&gt;
The Ruwwad population is physically diverse, but the stereotypical Ruwwad depicted in family legends has dark, curly hair, a love of adventure and travel, a very large extended family, and a reverence for the written word.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THIS PAGE IS UNDER CONSTRUCTION&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Template:WIP&amp;diff=1905</id>
		<title>Template:WIP</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Template:WIP&amp;diff=1905"/>
		<updated>2020-07-22T13:13:00Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: Created page with &amp;quot;&amp;lt;div style=&amp;quot;border: 2px solid black; border-radius: 1em 0 1em 0; background: #EEE; text-align: center&amp;quot;&amp;gt;This page is currently under construction and shouldn&amp;#039;t be taken as cano...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;border: 2px solid black; border-radius: 1em 0 1em 0; background: #EEE; text-align: center&amp;quot;&amp;gt;This page is currently under construction and shouldn&#039;t be taken as canon while this notice is on it.&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Servants_of_the_Inquisition&amp;diff=1699</id>
		<title>Servants of the Inquisition</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Servants_of_the_Inquisition&amp;diff=1699"/>
		<updated>2020-04-25T18:07:45Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This Page is Under Construction and the information on it subject to change&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
An individual Inquisitor surrounds themselves with a network of contacts and retinues of servants, willingly or unwillingly recruited into pursuing their agenda. &#039;&#039;&#039;Contacts&#039;&#039;&#039; are largely kept on the outside, sometimes only communicated with through proxies and servants of the Inquisitor, never knowing who they are truly aiding with their actions and information. &#039;&#039;&#039;Retinues&#039;&#039;&#039; represent Inquisitorial servants that answer directly to the Inquisitor, often by a lead agent close to the Inquisitor’s inner circle. An Inquisitor might have one or several retinues, each formed for a specific purpose, often unaware of each other. These ‘Cells’ are directed by the Inquisitor but rarely come together except for times of dire need. Sometimes these Cells will operate distantly from the Inquisitor they serve acting as autonomous ‘hands’ of their Inquisitor&#039;s will, enforcing their power beyond their physical reach. Rank amongst Inquisitorial servants is limited to the structure an individual Inquisitor decides, normally based on radiating ‘circles’ of trust; an Inquisitor might keep an inner circle of devoted servants always close to them, while outer circles are kept at arm’s length. Outside the immediate servants of their Inquisitor though, no Inquisitorial agent possesses authority other others that others don’t choose to give them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Much like Inquisitors themselves, the servants of the Inquisition are individuals who stand out from the ordinary stock of Imperial citizens. Specialists in combatting certain threats, survivors of battles against impossible beings, and those possessed of unique traits valued by the Inquisition that would usually mark them as outsiders in the Imperium. These individuals are usually referred to as ‘Agents’ collectively, sometimes by the honorific of ‘Throne Agents’ representing their close ties to the God-Emperor&#039;s authority invested in their Inquisitor. &lt;br /&gt;
&lt;br /&gt;
==Outer Circle==&lt;br /&gt;
&lt;br /&gt;
The members of an Inquisitors Outer Circle usually fulfil some form of specialised role. The exact title of each individual agent changes from Inquisitor to Inquisitor, if they possess a title at all, but most fulfil an archetypical role with their cell, attributed to their specialities. The titles that follow are by no means exhaustive, but do best represent the roles commonly found in most Cells and Retinues. In most cases cells use these to determine responsibility for certain duties, but many cells see members combine multiple roles:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Physiks&#039;&#039;&#039; represent the medical staff of an Inquisitor, dedicated practitioners of the healing arts, dedicates to the survival of their cell, but equally expected to keep prisoners alive throughout interrogations.&lt;br /&gt;
* &#039;&#039;&#039;Excoriators&#039;&#039;&#039; represent skilled gatherers of information, capable of acquiring information through myriad methods. Some, are skilled torturers, but more so are simply manipulators and ‘faces’ capable of acquiring information more subtley.&lt;br /&gt;
* &#039;&#039;&#039;Hierophants&#039;&#039;&#039; represent the spiritual security of their retinues, often recruited from the Imperial Faith, they are individuals of great will responsible for shepherding the faith of their cells and providing confession, as well as Exorcism where it is needed.&lt;br /&gt;
* &#039;&#039;&#039;Mystics&#039;&#039;&#039; represent those born with the powers of the Warp, psykers, often assigned other duties but deliberately ‘othered’ within their cells to make it clear to others their status apart from humanity, though in some cells they are treated far better.&lt;br /&gt;
* &#039;&#039;&#039;Sages&#039;&#039;&#039; represent the centres of intellect, skilled archivists, specialist researchers, Mechanicus and others who all provide some form of specialised non-combat aid to the Imperium through their vast knowledge.&lt;br /&gt;
* &#039;&#039;&#039;Warriors&#039;&#039;&#039; represent the muscle of Inquisitorial retinues, providing force protection to their fellow agents, or assassins to remove specific threats, serving to provide direct, physical, opposition to foes.&lt;br /&gt;
* &#039;&#039;&#039;Penitents&#039;&#039;&#039; represent a unique place in a retinue, an individual convicted of something and bound into service of the Inquisition, so they might repent for their sins. They are alive at the will of the Inquisition alone. Sometimes they are simply abhumans, ‘endured’ by puritan inquisitors for their talents and given lease to die for the Emperor. &lt;br /&gt;
&lt;br /&gt;
==Acolytes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acolytes&#039;&#039;&#039; are set apart from the rest of their cells, they are those who exist within the direct and trusted inner circles of their Inquisitor’s agents. They are often considered ‘proto-Inquisitors’ and apprentices of their Inquisitor, the trust offered them often considered representing a step on the pathway of eventually becoming an Inquisitor. It is a not a guarantee of course, but most Inquisitors walk this path. There is a misconception that most Acolytes are stylised by the title of ‘Interrogator’ but there are many titles assigned to them, representing their value to their Inquisitor:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Interrogators&#039;&#039;&#039; are commonly seen as their Inquisitor&#039;s ‘hands’: broadly varied in their specialities and dedicated primarily to acting on their Inquisitor&#039;s behest, they are valued for their loyalty and obedience most of all above any skills they possess.&lt;br /&gt;
* &#039;&#039;&#039;Deductors&#039;&#039;&#039; often operate more independently of their Inquisitor, tasked with investigating a specific concern or problem or monitoring a specific region of space. They often spend years apart from their Inquisitor working a specific case alone until finally reporting in when they believe higher attention is needed. They are arch-informants, often running rings of localised contacts to provide an Inquisitor the most complete overview of a world when they make contact.&lt;br /&gt;
* &#039;&#039;&#039;Intelligencers&#039;&#039;&#039; are charged with the duty of managing intelligence and knowledge, each is a specialist in an area of knowledge, be it a specific threat, or in information monitoring and analysis, dedicating their entire lives to an existence within dusty librariums and archives, or linked in to monitoring endless scrawls of information. They are the arch-sages of the Inquisition, savants tasked with information management and research tasks.&lt;br /&gt;
* &#039;&#039;&#039;Elucidators&#039;&#039;&#039; act in concert with their Inquisitors, governing and guiding specific investigations, focused on providing their Inquisitor with a steady flow of reliable information to support their work. Generally granted independence to pursue information gathering they are the spymasters of the Inquisition ensuring nothing escapes the view of their Masters.&lt;br /&gt;
* &#039;&#039;&#039;Agitators&#039;&#039;&#039; are specialised solitary acolytes, granted the independent duty of dealing with threats to their Inquisitor by any means necessary they are defined by a creed of permissions granted to them by their Inquisitor, either to infiltrate and out heretical and criminal groups, or to bring judgement on an Inquisitors foes. They are the Inquisition&#039;s bloodhounds, sometimes sleeper agents lying in wait for their prey to present themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Chambers Militant ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chambers Militant&#039;&#039;&#039; are military organisations tied to the Inquisition. The Ordos Majoris command ancient alliances with mysterious warriors of the Imperium enabling them to call upon ancient pacts to summon them when all other options have failed. But some Inquisitors and Conclaves possess their own Chambers Militant comprised of so-called ‘Black Units’ of Inquisitorial [[The Prosperitas Commissariat and Stormtrooper Regiments|Stormtroopers]] and many other unique warrior orders.&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Servants_of_the_Inquisition&amp;diff=1698</id>
		<title>Servants of the Inquisition</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Servants_of_the_Inquisition&amp;diff=1698"/>
		<updated>2020-04-25T18:06:08Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This Page is Under Construction and the information on it subject to change&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An individual Inquisitor surrounds themselves with a network of contacts and retinues of servants, willingly or unwillingly recruited into pursuing their agenda. &#039;&#039;&#039;Contacts&#039;&#039;&#039; are largely kept on the outside, sometimes only communicated with through proxies and servants of the Inquisitor, never knowing who they are truly aiding with their actions and information. &#039;&#039;&#039;Retinues&#039;&#039;&#039; represent Inquisitorial servants that answer directly to the Inquisitor, often by a lead agent close to the Inquisitor’s inner circle. An Inquisitor might have one or several retinues, each formed for a specific purpose, often unaware of each other. These ‘Cells’ are directed by the Inquisitor but rarely come together except for times of dire need. Sometimes these Cells will operate distantly from the Inquisitor they serve acting as autonomous ‘hands’ of their Inquisitor&#039;s will, enforcing their power beyond their physical reach. Rank amongst Inquisitorial servants is limited to the structure an individual Inquisitor decides, normally based on radiating ‘circles’ of trust; an Inquisitor might keep an inner circle of devoted servants always close to them, while outer circles are kept at arm’s length. Outside the immediate servants of their Inquisitor though, no Inquisitorial agent possesses authority other others that others don’t choose to give them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Much like Inquisitors themselves, the servants of the Inquisition are individuals who stand out from the ordinary stock of Imperial citizens. Specialists in combatting certain threats, survivors of battles against impossible beings, and those possessed of unique traits valued by the Inquisition that would usually mark them as outsiders in the Imperium. These individuals are usually referred to as ‘Agents’ collectively, sometimes by the honorific of ‘Throne Agents’ representing their close ties to the God-Emperor&#039;s authority invested in their Inquisitor. &lt;br /&gt;
&lt;br /&gt;
==Outer Circle==&lt;br /&gt;
&lt;br /&gt;
The members of an Inquisitors Outer Circle usually fulfil some form of specialised role. The exact title of each individual agent changes from Inquisitor to Inquisitor, if they possess a title at all, but most fulfil an archetypical role with their cell, attributed to their specialities. The titles that follow are by no means exhaustive, but do best represent the roles commonly found in most Cells and Retinues. In most cases cells use these to determine responsibility for certain duties, but many cells see members combine multiple roles:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Physiks&#039;&#039;&#039; represent the medical staff of an Inquisitor, dedicated practitioners of the healing arts, dedicates to the survival of their cell, but equally expected to keep prisoners alive throughout interrogations.&lt;br /&gt;
* &#039;&#039;&#039;Excoriators&#039;&#039;&#039; represent skilled gatherers of information, capable of acquiring information through myriad methods. Some, are skilled torturers, but more so are simply manipulators and ‘faces’ capable of acquiring information more subtley.&lt;br /&gt;
* &#039;&#039;&#039;Hierophants&#039;&#039;&#039; represent the spiritual security of their retinues, often recruited from the Imperial Faith, they are individuals of great will responsible for shepherding the faith of their cells and providing confession, as well as Exorcism where it is needed.&lt;br /&gt;
* &#039;&#039;&#039;Mystics&#039;&#039;&#039; represent those born with the powers of the Warp, psykers, often assigned other duties but deliberately ‘othered’ within their cells to make it clear to others their status apart from humanity, though in some cells they are treated far better.&lt;br /&gt;
* &#039;&#039;&#039;Sages&#039;&#039;&#039; represent the centres of intellect, skilled archivists, specialist researchers, Mechanicus and others who all provide some form of specialised non-combat aid to the Imperium through their vast knowledge.&lt;br /&gt;
* &#039;&#039;&#039;Warriors&#039;&#039;&#039; represent the muscle of Inquisitorial retinues, providing force protection to their fellow agents, or assassins to remove specific threats, serving to provide direct, physical, opposition to foes.&lt;br /&gt;
* &#039;&#039;&#039;Penitents&#039;&#039;&#039; represent a unique place in a retinue, an individual convicted of something and bound into service of the Inquisition, so they might repent for their sins. They are alive at the will of the Inquisition alone. Sometimes they are simply abhumans, ‘endured’ by puritan inquisitors for their talents and given lease to die for the Emperor. &lt;br /&gt;
&lt;br /&gt;
==Acolytes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acolytes&#039;&#039;&#039; are set apart from the rest of their cells, they are those who exist within the direct and trusted inner circles of their Inquisitor’s agents. They are often considered ‘proto-Inquisitors’ and apprentices of their Inquisitor, the trust offered them often considered representing a step on the pathway of eventually becoming an Inquisitor. It is a not a guarantee of course, but most Inquisitors walk this path. There is a misconception that most Acolytes are stylised by the title of ‘Interrogator’ but there are many titles assigned to them, representing their value to their Inquisitor:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Interrogators&#039;&#039;&#039; are commonly seen as their Inquisitor&#039;s ‘hands’: broadly varied in their specialities and dedicated primarily to acting on their Inquisitor&#039;s behest, they are valued for their loyalty and obedience most of all above any skills they possess.&lt;br /&gt;
* &#039;&#039;&#039;Deductors&#039;&#039;&#039; often operate more independently of their Inquisitor, tasked with investigating a specific concern or problem or monitoring a specific region of space. They often spend years apart from their Inquisitor working a specific case alone until finally reporting in when they believe higher attention is needed. They are arch-informants, often running rings of localised contacts to provide an Inquisitor the most complete overview of a world when they make contact.&lt;br /&gt;
* &#039;&#039;&#039;Intelligencers&#039;&#039;&#039; are charged with the duty of managing intelligence and knowledge, each is a specialist in an area of knowledge, be it a specific threat, or in information monitoring and analysis, dedicating their entire lives to an existence within dusty librariums and archives, or linked in to monitoring endless scrawls of information. They are the arch-sages of the Inquisition, savants tasked with information management and research tasks.&lt;br /&gt;
* &#039;&#039;&#039;Elucidators&#039;&#039;&#039; act in concert with their Inquisitors, governing and guiding specific investigations, focused on providing their Inquisitor with a steady flow of reliable information to support their work. Generally granted independence to pursue information gathering they are the spymasters of the Inquisition ensuring nothing escapes the view of their Masters.&lt;br /&gt;
* &#039;&#039;&#039;Agitators&#039;&#039;&#039; are specialised solitary acolytes, granted the independent duty of dealing with threats to their Inquisitor by any means necessary they are defined by a creed of permissions granted to them by their Inquisitor, either to infiltrate and out heretical and criminal groups, or to bring judgement on an Inquisitors foes. They are the Inquisition&#039;s bloodhounds, sometimes sleeper agents lying in wait for their prey to present themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Chambers Militant ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chambers Militant&#039;&#039;&#039; are military organisations tied to the Inquisition. The Ordos Majoris command ancient alliances with mysterious warriors of the Imperium enabling them to call upon ancient pacts to summon them when all other options have failed. But some Inquisitors and Conclaves possess their own Chambers Militant comprised of so-called ‘Black Units’ of Inquisitorial [[The Prosperitas Commissariat and Stormtrooper Regiments|Stormtroopers]] and many other unique warrior orders.&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Servants_of_the_Inquisition&amp;diff=1697</id>
		<title>Servants of the Inquisition</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Servants_of_the_Inquisition&amp;diff=1697"/>
		<updated>2020-04-25T18:04:51Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This Page is Under Construction and the information on it subject to change&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An individual Inquisitor surrounds themselves with a network of contacts and retinues of servants, willingly or unwillingly recruited into pursuing their agenda. &#039;&#039;&#039;Contacts&#039;&#039;&#039; are largely kept on the outside, sometimes only communicated with through proxies and servants of the Inquisitor, never knowing who they are truly aiding with their actions and information. &#039;&#039;&#039;Retinues&#039;&#039;&#039; represent Inquisitorial servants that answer directly to the Inquisitor, often by a lead agent close to the Inquisitor’s inner circle. An Inquisitor might have one or several retinues, each formed for a specific purpose, often unaware of each other. These ‘Cells’ are directed by the Inquisitor but rarely come together except for times of dire need. Sometimes these Cells will operate distantly from the Inquisitor they serve acting as autonomous ‘hands’ of their Inquisitor&#039;s will, enforcing their power beyond their physical reach. Rank amongst Inquisitorial servants is limited to the structure an individual Inquisitor decides, normally based on radiating ‘circles’ of trust; an Inquisitor might keep an inner circle of devoted servants always close to them, while outer circles are kept at arm’s length. Outside the immediate servants of their Inquisitor though, no Inquisitorial agent possesses authority other others that others don’t choose to give them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Much like Inquisitors themselves, the servants of the Inquisition are individuals who stand out from the ordinary stock of Imperial citizens. Specialists in combatting certain threats, survivors of battles against impossible beings, and those possessed of unique traits valued by the Inquisition that would usually mark them as outsiders in the Imperium. These individuals are usually referred to as ‘Agents’ collectively, sometimes by the honorific of ‘Throne Agents’ representing their close ties to the God-Emperor&#039;s authority invested in their Inquisitor. &lt;br /&gt;
&lt;br /&gt;
== Outer Circle ==&lt;br /&gt;
&lt;br /&gt;
The members of an Inquisitors Outer Circle usually fulfil some form of specialised role. The exact title of each individual agent changes from Inquisitor to Inquisitor, if they possess a title at all, but most fulfil an archetypical role with their cell, attributed to their specialities. The titles that follow are by no means exhaustive, but do best represent the roles commonly found in most Cells and Retinues. In most cases cells use these to determine responsibility for certain duties, but many cells see members combine multiple roles:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Physiks&#039;&#039;&#039; represent the medical staff of an Inquisitor, dedicated practitioners of the healing arts, dedicates to the survival of their cell, but equally expected to keep prisoners alive throughout interrogations.&lt;br /&gt;
* &#039;&#039;&#039;Excoriators&#039;&#039;&#039; represent skilled gatherers of information, capable of acquiring information through myriad methods. Some, are skilled torturers, but more so are simply manipulators and ‘faces’ capable of acquiring information more subtley.&lt;br /&gt;
* &#039;&#039;&#039;Hierophants&#039;&#039;&#039; represent the spiritual security of their retinues, often recruited from the Imperial Faith, they are individuals of great will responsible for shepherding the faith of their cells and providing confession, as well as Exorcism where it is needed.&lt;br /&gt;
* &#039;&#039;&#039;Mystics&#039;&#039;&#039; represent those born with the powers of the Warp, psykers, often assigned other duties but deliberately ‘othered’ within their cells to make it clear to others their status apart from humanity, though in some cells they are treated far better.&lt;br /&gt;
* &#039;&#039;&#039;Sages&#039;&#039;&#039; represent the centres of intellect, skilled archivists, specialist researchers, Mechanicus and others who all provide some form of specialised non-combat aid to the Imperium through their vast knowledge.&lt;br /&gt;
* &#039;&#039;&#039;Warriors&#039;&#039;&#039; represent the muscle of Inquisitorial retinues, providing force protection to their fellow agents, or assassins to remove specific threats, serving to provide direct, physical, opposition to foes.&lt;br /&gt;
* &#039;&#039;&#039;Penitents&#039;&#039;&#039; represent a unique place in a retinue, an individual convicted of something and bound into service of the Inquisition, so they might repent for their sins. They are alive at the will of the Inquisition alone. Sometimes they are simply abhumans, ‘endured’ by puritan inquisitors for their talents and given lease to die for the Emperor. &lt;br /&gt;
&lt;br /&gt;
== Acolytes ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acolytes&#039;&#039;&#039; are set apart from the rest of their cells, they are those who exist within the direct and trusted inner circles of their Inquisitor’s agents. They are often considered ‘proto-Inquisitors’ and apprentices of their Inquisitor, the trust offered them often considered representing a step on the pathway of eventually becoming an Inquisitor. It is a not a guarantee of course, but most Inquisitors walk this path. There is a misconception that most Acolytes are stylised by the title of ‘Interrogator’ but there are many titles assigned to them, representing their value to their Inquisitor:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Interrogators&#039;&#039;&#039; are commonly seen as their Inquisitor&#039;s ‘hands’: broadly varied in their specialities and dedicated primarily to acting on their Inquisitor&#039;s behest, they are valued for their loyalty and obedience most of all above any skills they possess.&lt;br /&gt;
* &#039;&#039;&#039;Deductors&#039;&#039;&#039; often operate more independently of their Inquisitor, tasked with investigating a specific concern or problem or monitoring a specific region of space. They often spend years apart from their Inquisitor working a specific case alone until finally reporting in when they believe higher attention is needed. They are arch-informants, often running rings of localised contacts to provide an Inquisitor the most complete overview of a world when they make contact.&lt;br /&gt;
* &#039;&#039;&#039;Intelligencers&#039;&#039;&#039; are charged with the duty of managing intelligence and knowledge, each is a specialist in an area of knowledge, be it a specific threat, or in information monitoring and analysis, dedicating their entire lives to an existence within dusty librariums and archives, or linked in to monitoring endless scrawls of information. They are the arch-sages of the Inquisition, savants tasked with information management and research tasks.&lt;br /&gt;
* &#039;&#039;&#039;Elucidators&#039;&#039;&#039; act in concert with their Inquisitors, governing and guiding specific investigations, focused on providing their Inquisitor with a steady flow of reliable information to support their work. Generally granted independence to pursue information gathering they are the spymasters of the Inquisition ensuring nothing escapes the view of their Masters.&lt;br /&gt;
* &#039;&#039;&#039;Agitators&#039;&#039;&#039; are specialised solitary acolytes, granted the independent duty of dealing with threats to their Inquisitor by any means necessary they are defined by a creed of permissions granted to them by their Inquisitor, either to infiltrate and out heretical and criminal groups, or to bring judgement on an Inquisitors foes. They are the Inquisition&#039;s bloodhounds, sometimes sleeper agents lying in wait for their prey to present themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Chambers Militant ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chambers Militant&#039;&#039;&#039; are military organisations tied to the Inquisition. The Ordos Majoris command ancient alliances with mysterious warriors of the Imperium enabling them to call upon ancient pacts to summon them when all other options have failed. But some Inquisitors and Conclaves possess their own Chambers Militant comprised of so-called ‘Black Units’ of Inquisitorial [[The Prosperitas Commissariat and Stormtrooper Regiments|Stormtroopers]] and many other unique warrior orders.&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Map_of_the_Prosperitas_Sector&amp;diff=1557</id>
		<title>Map of the Prosperitas Sector</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Map_of_the_Prosperitas_Sector&amp;diff=1557"/>
		<updated>2020-04-16T14:57:29Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sector-Map-Red.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
(Click for larger versions)&lt;br /&gt;
&lt;br /&gt;
[https://art.istic.net/dud-assets/retina/Sector-Map-Red.jpg Full sized version (Huge)]&lt;br /&gt;
&lt;br /&gt;
[https://art.istic.net/dud-assets/retina/Sector-Map-Red.jpg Full sized version in Blue (Also Huge)]&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Map_of_the_Prosperitas_Sector&amp;diff=1556</id>
		<title>Map of the Prosperitas Sector</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Map_of_the_Prosperitas_Sector&amp;diff=1556"/>
		<updated>2020-04-16T14:56:21Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sector-Map-Red.jpg]]&lt;br /&gt;
&lt;br /&gt;
[https://art.istic.net/dud-assets/retina/Sector-Map-Red.jpg Full sized version (Huge)]&lt;br /&gt;
&lt;br /&gt;
[https://art.istic.net/dud-assets/retina/Sector-Map-Red.jpg Full sized version in Blue (Also Huge)]&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=File:Sector-Map-Red.jpg&amp;diff=1555</id>
		<title>File:Sector-Map-Red.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=File:Sector-Map-Red.jpg&amp;diff=1555"/>
		<updated>2020-04-16T14:55:58Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Main_Page&amp;diff=1554</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Main_Page&amp;diff=1554"/>
		<updated>2020-04-16T14:53:14Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: Oops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;jumbotron jumbotron-fluid dud-jumbotron systemmap-background&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;container&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 class=&amp;quot;display-4&amp;quot;&amp;gt;Death unto Darkness&amp;lt;/h1&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#tweekihide:firstHeading}}&lt;br /&gt;
&lt;br /&gt;
Death Unto Darkness is a LARP system based on an an unapologetically feminist and queer take on Games Workshop&#039;s Warhammer 40k universe. In our current campaign, the players take on roles as agents of the Inquisition assigned to a far-off sector of the universe, fighting against Chaos, Xenos, Heresy, and, occasionally, other bits of the Imperium. &lt;br /&gt;
&lt;br /&gt;
We are a not-for-profit fan-group and no individual involved in this game gains any financial benefit from doing so, all event fees are to cover the cost of hiring sites and building props for event and nothing further.&lt;br /&gt;
&lt;br /&gt;
This site is dedicated to the rules and current setting of the system, if you&#039;re interested in more, you can visit [https://www.facebook.com/groups/247182592109165/ our Facebook group], or contact the system team at [mailto:deathuntodarkness@gmail.com deathuntodarkness@gmail.com].&lt;br /&gt;
&lt;br /&gt;
To report problems with this wiki, please email [mailto:wiki.deathuntodarkness@gmail.com wiki.deathuntodarkness@gmail.com]&lt;br /&gt;
&lt;br /&gt;
=What&#039;s New?=&lt;br /&gt;
&lt;br /&gt;
==April 2020==&lt;br /&gt;
&lt;br /&gt;
The entire wiki.&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Map_of_the_Prosperitas_Sector&amp;diff=1552</id>
		<title>Map of the Prosperitas Sector</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Map_of_the_Prosperitas_Sector&amp;diff=1552"/>
		<updated>2020-04-16T14:47:45Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: Created page with &amp;quot;File:File.jpg  [https://art.istic.net/dud-assets/retina/Sector-Map-Red.jpg Full sized version (Huge)]  [https://art.istic.net/dud-assets/retina/Sector-Map-Red.jpg Full siz...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:File.jpg]]&lt;br /&gt;
&lt;br /&gt;
[https://art.istic.net/dud-assets/retina/Sector-Map-Red.jpg Full sized version (Huge)]&lt;br /&gt;
&lt;br /&gt;
[https://art.istic.net/dud-assets/retina/Sector-Map-Red.jpg Full sized version in Blue (Also Huge)]&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Colophon&amp;diff=1540</id>
		<title>Colophon</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Colophon&amp;diff=1540"/>
		<updated>2020-04-13T14:32:37Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: Created page with &amp;quot;This is a Mediawiki site.  The Death unto Darkness team are not Games Workshop employees and do not claim any authority over the IP, we are simply fans creating a fan-created...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a Mediawiki site.&lt;br /&gt;
&lt;br /&gt;
The Death unto Darkness team are not Games Workshop employees and do not claim any authority over the IP, we are simply fans creating a fan-created LARP, no member of the Death unto Darkness team profits from this game.&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Contact_Us&amp;diff=1539</id>
		<title>Contact Us</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Contact_Us&amp;diff=1539"/>
		<updated>2020-04-13T14:32:00Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;jumbotron jumbotron-fluid dud-jumbotron blackhole-background&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;container&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 class=&amp;quot;display-4&amp;quot;&amp;gt;Contact Us&amp;lt;/h1&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#tweekihide:firstHeading}}&lt;br /&gt;
&lt;br /&gt;
The primary contact for the game team regarding event admin questions and rules-related questions is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;deathuntodarkness@gmail.com&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to get in contact with us regarding something to do with plot, character background, or general story queries please email:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;writingteam.deathuntodarkness@gmail.com&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you are sending IC mail to another player or to an NPC, or writing fic that you want to be considered canon please email:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;icmail.deathuntodarkness@gmail.com&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Emergency Contact Numbers will be provided in emails closer to events, otherwise the alternative method to contact the team is to contact us through our FB group:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://www.facebook.com/groups/247182592109165/ Death Unto Darkness: Chat, Players and Froth]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Death unto Darkness team are not Games Workshop employees and do not claim any authority over the IP, we are simply fans creating a fan-created LARP, no member of the Death unto Darkness team profits from this game.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Contact_Us&amp;diff=1536</id>
		<title>Contact Us</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Contact_Us&amp;diff=1536"/>
		<updated>2020-04-13T14:23:50Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;jumbotron jumbotron-fluid dud-jumbotron blackhole-background&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;container&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h1 class=&amp;quot;display-4&amp;quot;&amp;gt;Contact Us&amp;lt;/h1&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#tweekihide:firstHeading}}&lt;br /&gt;
&lt;br /&gt;
The primary contact for the game team regarding event admin questions and rules-related questions is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;deathuntodarkness@gmail.com&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to get in contact with us regarding something to do with plot, character background, or general story queries please email:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;writingteam.deathuntodarkness@gmail.com&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you are sending IC mail to another player or to an NPC, or writing fic that you want to be considered canon please email:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;icmail.deathuntodarkness@gmail.com&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Emergency Contact Numbers will be provided in emails closer to events, otherwise the alternative method to contact the team is to contact us through our FB group:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&#039;&#039;&#039;https://www.facebook.com/groups/247182592109165/&#039;&#039;&#039;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Death unto Darkness team are not Games Workshop employees and do not claim any authority over the IP, we are simply fans creating a fan-created LARP, no member of the Death unto Darkness team profits from this game.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=User:Aquarion&amp;diff=1346</id>
		<title>User:Aquarion</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=User:Aquarion&amp;diff=1346"/>
		<updated>2020-04-11T13:27:26Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a test&lt;br /&gt;
&lt;br /&gt;
Another test&lt;br /&gt;
&lt;br /&gt;
Still testing&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Law_and_Order&amp;diff=200</id>
		<title>Law and Order</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Law_and_Order&amp;diff=200"/>
		<updated>2019-12-25T22:27:29Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Imperial and Planetary Law ==&lt;br /&gt;
&lt;br /&gt;
There are two categories of law in the Imperium, ‘Local’ or ‘Planetary’ Laws and ‘Imperial’ Law.&lt;br /&gt;
&lt;br /&gt;
Local and Planetary Laws are set by the Governments of those worlds and deal with petty and minor crimes, often up to and including murder. The influence a Government has on setting those laws can vary, as can the powers of local law enforcement. The makeup of local police forces varies massively from planet to planet as a result; some are more casual volunteer militias whereas on Duroverum, for example, each noble House has a personal security force responsible for enforcing house and planetary laws within their domain, while on Neau-Prospekt enforcement is the business of grim Guild thugs. There is no Imperial-mandated uniformity for these local forces and laws; they can vary from planet to planet, from vaguely sensible consequences for theft and murder, to the frankly bizarre laws governing the presentation of a planetary ruler in artwork.&lt;br /&gt;
&lt;br /&gt;
Imperial Law is the direct opposite. It is immutable; every single line of it laid down in the Lex Imperialis, the Book of Judgement - a text so ancient it can trace its first drafting to the Emperor’s initial subjugation of the warring nations of Holy Terra. It is enforced by the Adeptus Arbites, the Imperial Judiciary and Police force, grim individuals schooled and indoctrinated with Imperial values. Imperial Laws primarily focus upon High Crimes such as treason, and threats to the internal security and stability of the Imperium. However, the Arbites have a vast array of powers and wide jurisdiction and will quickly take over investigations from the local police IF they believe it has a connection to a wider threat.&lt;br /&gt;
&lt;br /&gt;
Unlike local police, Arbites ARE the law in of themselves, they need not bring a suspect to a local magistrate; they are (if needed) responsible for judging and sentencing crimes on the spot. These powers, imbued in individuals who are assigned FAR from their homeworlds as to avoid conflicts of interest, are a potent mix that keeps Planetary Governments in line as much as it does Lowborn citizens. The entire Imperium knows that it is constantly under the stern, vigilant gaze of the Arbites, and that should they stray from compliance with Imperial Law, or fail to deliver what the Imperium desires, it will be the Arbites who will ensure they do not make that mistake twice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sentencing ==&lt;br /&gt;
&lt;br /&gt;
There is one uniform reality for the legal process in the Imperium: neither Arbites nor local Magistrates have any time for trials. Sentencing is almost always carried out on arrest or as soon as the criminal has been dragged before the appropriate official. Only the most prominent and powerful figures are afforded the dignity of standing trial and even then there are many situations where such things are circumvented, especially in the hands of Arbites.&lt;br /&gt;
&lt;br /&gt;
Although the sentencing guidelines for many crimes does give the option of delivering a death warrant, the Imperium very rarely carries out executions of regular citizens. More often than not they are exclusively reserved for prominent and popular criminals for the purpose of propaganda, and for individuals deemed to be irredeemable by the official sentencing them.&lt;br /&gt;
&lt;br /&gt;
For most petty criminals, fines and punitive punishments are used; for those found guilty of more severe crimes the Imperium has penal duty in military Penal Legions, or labour on various penal worlds, colonies and prison ships or to the flagellant penitents of the Ecclesiarchy. Ultimately a dead body is of less use to the Imperium then a live one, executions waste resources in more than one way and disposing of human remains takes more effort than one realizes. Thanks to advanced technology, those criminals deemed too much of a threat to be assigned to penal duties, or that know too much to be safely left intact are handed over to the Adeptus Mechanicus. These unfortunate souls suffer fates worse than death - lobotomised and modified with bionics and transformed into grotesque cyborg thralls known as ‘Servitors’. Indeed the Imperium does make heavy use of these thralls, not just for their tireless labour, but so that the sight of a former neighbour’s face left vacant and mutilated as they work machine-like is a solid reminder of what happens to those who err.&lt;br /&gt;
&lt;br /&gt;
Death of criminals does of course occur; all Arbites and most local police carry an array of lethal weapons, and many ‘non-lethal’ weapons are often the opposite of that. Should criminals resist arrest or present any kind of threat to an Arbites or police enforcer, many will use lethal force rather than be put at risk. This judgement is backed by the Lex Imperialis, which supports placing the life of a law enforcer before that of a suspect.&lt;br /&gt;
&lt;br /&gt;
There are also situations where mass executions are permitted. Planetary rebellions or mass rioting see Arbites turn from a police force to an elite military force to maintain Imperial control of a world - participating in rebellion is a capital crime and the Lex Imperialis supports the use of lethal force to suppress major unrest. In addition, it is not uncommon for both Arbites and Local Enforcers to engage in ‘Crime Blitzes’ against criminals and cleansing of mutant populations. In both cases hunter-killer teams will bring down the heaviest available equipment and scour the area designated as the target of the operation, brutally suppressing even minor crimes or purging mutants wherever they find them.&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Law_and_Order&amp;diff=199</id>
		<title>Law and Order</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Law_and_Order&amp;diff=199"/>
		<updated>2019-12-25T22:27:22Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Imperial and Planetary Law =&lt;br /&gt;
&lt;br /&gt;
There are two categories of law in the Imperium, ‘Local’ or ‘Planetary’ Laws and ‘Imperial’ Law.&lt;br /&gt;
&lt;br /&gt;
Local and Planetary Laws are set by the Governments of those worlds and deal with petty and minor crimes, often up to and including murder. The influence a Government has on setting those laws can vary, as can the powers of local law enforcement. The makeup of local police forces varies massively from planet to planet as a result; some are more casual volunteer militias whereas on Duroverum, for example, each noble House has a personal security force responsible for enforcing house and planetary laws within their domain, while on Neau-Prospekt enforcement is the business of grim Guild thugs. There is no Imperial-mandated uniformity for these local forces and laws; they can vary from planet to planet, from vaguely sensible consequences for theft and murder, to the frankly bizarre laws governing the presentation of a planetary ruler in artwork.&lt;br /&gt;
&lt;br /&gt;
Imperial Law is the direct opposite. It is immutable; every single line of it laid down in the Lex Imperialis, the Book of Judgement - a text so ancient it can trace its first drafting to the Emperor’s initial subjugation of the warring nations of Holy Terra. It is enforced by the Adeptus Arbites, the Imperial Judiciary and Police force, grim individuals schooled and indoctrinated with Imperial values. Imperial Laws primarily focus upon High Crimes such as treason, and threats to the internal security and stability of the Imperium. However, the Arbites have a vast array of powers and wide jurisdiction and will quickly take over investigations from the local police IF they believe it has a connection to a wider threat.&lt;br /&gt;
&lt;br /&gt;
Unlike local police, Arbites ARE the law in of themselves, they need not bring a suspect to a local magistrate; they are (if needed) responsible for judging and sentencing crimes on the spot. These powers, imbued in individuals who are assigned FAR from their homeworlds as to avoid conflicts of interest, are a potent mix that keeps Planetary Governments in line as much as it does Lowborn citizens. The entire Imperium knows that it is constantly under the stern, vigilant gaze of the Arbites, and that should they stray from compliance with Imperial Law, or fail to deliver what the Imperium desires, it will be the Arbites who will ensure they do not make that mistake twice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sentencing ==&lt;br /&gt;
&lt;br /&gt;
There is one uniform reality for the legal process in the Imperium: neither Arbites nor local Magistrates have any time for trials. Sentencing is almost always carried out on arrest or as soon as the criminal has been dragged before the appropriate official. Only the most prominent and powerful figures are afforded the dignity of standing trial and even then there are many situations where such things are circumvented, especially in the hands of Arbites.&lt;br /&gt;
&lt;br /&gt;
Although the sentencing guidelines for many crimes does give the option of delivering a death warrant, the Imperium very rarely carries out executions of regular citizens. More often than not they are exclusively reserved for prominent and popular criminals for the purpose of propaganda, and for individuals deemed to be irredeemable by the official sentencing them.&lt;br /&gt;
&lt;br /&gt;
For most petty criminals, fines and punitive punishments are used; for those found guilty of more severe crimes the Imperium has penal duty in military Penal Legions, or labour on various penal worlds, colonies and prison ships or to the flagellant penitents of the Ecclesiarchy. Ultimately a dead body is of less use to the Imperium then a live one, executions waste resources in more than one way and disposing of human remains takes more effort than one realizes. Thanks to advanced technology, those criminals deemed too much of a threat to be assigned to penal duties, or that know too much to be safely left intact are handed over to the Adeptus Mechanicus. These unfortunate souls suffer fates worse than death - lobotomised and modified with bionics and transformed into grotesque cyborg thralls known as ‘Servitors’. Indeed the Imperium does make heavy use of these thralls, not just for their tireless labour, but so that the sight of a former neighbour’s face left vacant and mutilated as they work machine-like is a solid reminder of what happens to those who err.&lt;br /&gt;
&lt;br /&gt;
Death of criminals does of course occur; all Arbites and most local police carry an array of lethal weapons, and many ‘non-lethal’ weapons are often the opposite of that. Should criminals resist arrest or present any kind of threat to an Arbites or police enforcer, many will use lethal force rather than be put at risk. This judgement is backed by the Lex Imperialis, which supports placing the life of a law enforcer before that of a suspect.&lt;br /&gt;
&lt;br /&gt;
There are also situations where mass executions are permitted. Planetary rebellions or mass rioting see Arbites turn from a police force to an elite military force to maintain Imperial control of a world - participating in rebellion is a capital crime and the Lex Imperialis supports the use of lethal force to suppress major unrest. In addition, it is not uncommon for both Arbites and Local Enforcers to engage in ‘Crime Blitzes’ against criminals and cleansing of mutant populations. In both cases hunter-killer teams will bring down the heaviest available equipment and scour the area designated as the target of the operation, brutally suppressing even minor crimes or purging mutants wherever they find them.&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Law_and_Order&amp;diff=198</id>
		<title>Law and Order</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Law_and_Order&amp;diff=198"/>
		<updated>2019-12-25T22:27:07Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Imperial and Planetary Law ==&lt;br /&gt;
&lt;br /&gt;
There are two categories of law in the Imperium, ‘Local’ or ‘Planetary’ Laws and ‘Imperial’ Law.&lt;br /&gt;
&lt;br /&gt;
Local and Planetary Laws are set by the Governments of those worlds and deal with petty and minor crimes, often up to and including murder. The influence a Government has on setting those laws can vary, as can the powers of local law enforcement. The makeup of local police forces varies massively from planet to planet as a result; some are more casual volunteer militias whereas on Duroverum, for example, each noble House has a personal security force responsible for enforcing house and planetary laws within their domain, while on Neau-Prospekt enforcement is the business of grim Guild thugs. There is no Imperial-mandated uniformity for these local forces and laws; they can vary from planet to planet, from vaguely sensible consequences for theft and murder, to the frankly bizarre laws governing the presentation of a planetary ruler in artwork.&lt;br /&gt;
&lt;br /&gt;
Imperial Law is the direct opposite. It is immutable; every single line of it laid down in the Lex Imperialis, the Book of Judgement - a text so ancient it can trace its first drafting to the Emperor’s initial subjugation of the warring nations of Holy Terra. It is enforced by the Adeptus Arbites, the Imperial Judiciary and Police force, grim individuals schooled and indoctrinated with Imperial values. Imperial Laws primarily focus upon High Crimes such as treason, and threats to the internal security and stability of the Imperium. However, the Arbites have a vast array of powers and wide jurisdiction and will quickly take over investigations from the local police IF they believe it has a connection to a wider threat.&lt;br /&gt;
&lt;br /&gt;
Unlike local police, Arbites ARE the law in of themselves, they need not bring a suspect to a local magistrate; they are (if needed) responsible for judging and sentencing crimes on the spot. These powers, imbued in individuals who are assigned FAR from their homeworlds as to avoid conflicts of interest, are a potent mix that keeps Planetary Governments in line as much as it does Lowborn citizens. The entire Imperium knows that it is constantly under the stern, vigilant gaze of the Arbites, and that should they stray from compliance with Imperial Law, or fail to deliver what the Imperium desires, it will be the Arbites who will ensure they do not make that mistake twice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sentencing ==&lt;br /&gt;
&lt;br /&gt;
There is one uniform reality for the legal process in the Imperium: neither Arbites nor local Magistrates have any time for trials. Sentencing is almost always carried out on arrest or as soon as the criminal has been dragged before the appropriate official. Only the most prominent and powerful figures are afforded the dignity of standing trial and even then there are many situations where such things are circumvented, especially in the hands of Arbites.&lt;br /&gt;
&lt;br /&gt;
Although the sentencing guidelines for many crimes does give the option of delivering a death warrant, the Imperium very rarely carries out executions of regular citizens. More often than not they are exclusively reserved for prominent and popular criminals for the purpose of propaganda, and for individuals deemed to be irredeemable by the official sentencing them.&lt;br /&gt;
&lt;br /&gt;
For most petty criminals, fines and punitive punishments are used; for those found guilty of more severe crimes the Imperium has penal duty in military Penal Legions, or labour on various penal worlds, colonies and prison ships or to the flagellant penitents of the Ecclesiarchy. Ultimately a dead body is of less use to the Imperium then a live one, executions waste resources in more than one way and disposing of human remains takes more effort than one realizes. Thanks to advanced technology, those criminals deemed too much of a threat to be assigned to penal duties, or that know too much to be safely left intact are handed over to the Adeptus Mechanicus. These unfortunate souls suffer fates worse than death - lobotomised and modified with bionics and transformed into grotesque cyborg thralls known as ‘Servitors’. Indeed the Imperium does make heavy use of these thralls, not just for their tireless labour, but so that the sight of a former neighbour’s face left vacant and mutilated as they work machine-like is a solid reminder of what happens to those who err.&lt;br /&gt;
&lt;br /&gt;
Death of criminals does of course occur; all Arbites and most local police carry an array of lethal weapons, and many ‘non-lethal’ weapons are often the opposite of that. Should criminals resist arrest or present any kind of threat to an Arbites or police enforcer, many will use lethal force rather than be put at risk. This judgement is backed by the Lex Imperialis, which supports placing the life of a law enforcer before that of a suspect.&lt;br /&gt;
&lt;br /&gt;
There are also situations where mass executions are permitted. Planetary rebellions or mass rioting see Arbites turn from a police force to an elite military force to maintain Imperial control of a world - participating in rebellion is a capital crime and the Lex Imperialis supports the use of lethal force to suppress major unrest. In addition, it is not uncommon for both Arbites and Local Enforcers to engage in ‘Crime Blitzes’ against criminals and cleansing of mutant populations. In both cases hunter-killer teams will bring down the heaviest available equipment and scour the area designated as the target of the operation, brutally suppressing even minor crimes or purging mutants wherever they find them.&lt;br /&gt;
&lt;br /&gt;
== A third thing ==&lt;br /&gt;
&lt;br /&gt;
Third thing&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Law_and_Order&amp;diff=197</id>
		<title>Law and Order</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Law_and_Order&amp;diff=197"/>
		<updated>2019-12-25T22:26:50Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Imperial and Planetary Law ==&lt;br /&gt;
&lt;br /&gt;
There are two categories of law in the Imperium, ‘Local’ or ‘Planetary’ Laws and ‘Imperial’ Law.&lt;br /&gt;
&lt;br /&gt;
Local and Planetary Laws are set by the Governments of those worlds and deal with petty and minor crimes, often up to and including murder. The influence a Government has on setting those laws can vary, as can the powers of local law enforcement. The makeup of local police forces varies massively from planet to planet as a result; some are more casual volunteer militias whereas on Duroverum, for example, each noble House has a personal security force responsible for enforcing house and planetary laws within their domain, while on Neau-Prospekt enforcement is the business of grim Guild thugs. There is no Imperial-mandated uniformity for these local forces and laws; they can vary from planet to planet, from vaguely sensible consequences for theft and murder, to the frankly bizarre laws governing the presentation of a planetary ruler in artwork.&lt;br /&gt;
&lt;br /&gt;
Imperial Law is the direct opposite. It is immutable; every single line of it laid down in the Lex Imperialis, the Book of Judgement - a text so ancient it can trace its first drafting to the Emperor’s initial subjugation of the warring nations of Holy Terra. It is enforced by the Adeptus Arbites, the Imperial Judiciary and Police force, grim individuals schooled and indoctrinated with Imperial values. Imperial Laws primarily focus upon High Crimes such as treason, and threats to the internal security and stability of the Imperium. However, the Arbites have a vast array of powers and wide jurisdiction and will quickly take over investigations from the local police IF they believe it has a connection to a wider threat.&lt;br /&gt;
&lt;br /&gt;
Unlike local police, Arbites ARE the law in of themselves, they need not bring a suspect to a local magistrate; they are (if needed) responsible for judging and sentencing crimes on the spot. These powers, imbued in individuals who are assigned FAR from their homeworlds as to avoid conflicts of interest, are a potent mix that keeps Planetary Governments in line as much as it does Lowborn citizens. The entire Imperium knows that it is constantly under the stern, vigilant gaze of the Arbites, and that should they stray from compliance with Imperial Law, or fail to deliver what the Imperium desires, it will be the Arbites who will ensure they do not make that mistake twice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sentencing ==&lt;br /&gt;
&lt;br /&gt;
There is one uniform reality for the legal process in the Imperium: neither Arbites nor local Magistrates have any time for trials. Sentencing is almost always carried out on arrest or as soon as the criminal has been dragged before the appropriate official. Only the most prominent and powerful figures are afforded the dignity of standing trial and even then there are many situations where such things are circumvented, especially in the hands of Arbites.&lt;br /&gt;
&lt;br /&gt;
Although the sentencing guidelines for many crimes does give the option of delivering a death warrant, the Imperium very rarely carries out executions of regular citizens. More often than not they are exclusively reserved for prominent and popular criminals for the purpose of propaganda, and for individuals deemed to be irredeemable by the official sentencing them.&lt;br /&gt;
&lt;br /&gt;
For most petty criminals, fines and punitive punishments are used; for those found guilty of more severe crimes the Imperium has penal duty in military Penal Legions, or labour on various penal worlds, colonies and prison ships or to the flagellant penitents of the Ecclesiarchy. Ultimately a dead body is of less use to the Imperium then a live one, executions waste resources in more than one way and disposing of human remains takes more effort than one realizes. Thanks to advanced technology, those criminals deemed too much of a threat to be assigned to penal duties, or that know too much to be safely left intact are handed over to the Adeptus Mechanicus. These unfortunate souls suffer fates worse than death - lobotomised and modified with bionics and transformed into grotesque cyborg thralls known as ‘Servitors’. Indeed the Imperium does make heavy use of these thralls, not just for their tireless labour, but so that the sight of a former neighbour’s face left vacant and mutilated as they work machine-like is a solid reminder of what happens to those who err.&lt;br /&gt;
&lt;br /&gt;
Death of criminals does of course occur; all Arbites and most local police carry an array of lethal weapons, and many ‘non-lethal’ weapons are often the opposite of that. Should criminals resist arrest or present any kind of threat to an Arbites or police enforcer, many will use lethal force rather than be put at risk. This judgement is backed by the Lex Imperialis, which supports placing the life of a law enforcer before that of a suspect.&lt;br /&gt;
&lt;br /&gt;
There are also situations where mass executions are permitted. Planetary rebellions or mass rioting see Arbites turn from a police force to an elite military force to maintain Imperial control of a world - participating in rebellion is a capital crime and the Lex Imperialis supports the use of lethal force to suppress major unrest. In addition, it is not uncommon for both Arbites and Local Enforcers to engage in ‘Crime Blitzes’ against criminals and cleansing of mutant populations. In both cases hunter-killer teams will bring down the heaviest available equipment and scour the area designated as the target of the operation, brutally suppressing even minor crimes or purging mutants wherever they find them.&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=Law_and_Order&amp;diff=196</id>
		<title>Law and Order</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=Law_and_Order&amp;diff=196"/>
		<updated>2019-12-25T22:26:42Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Imperial and Planetary Law ==&lt;br /&gt;
&lt;br /&gt;
There are two categories of law in the Imperium, ‘Local’ or ‘Planetary’ Laws and ‘Imperial’ Law.&lt;br /&gt;
&lt;br /&gt;
Local and Planetary Laws are set by the Governments of those worlds and deal with petty and minor crimes, often up to and including murder. The influence a Government has on setting those laws can vary, as can the powers of local law enforcement. The makeup of local police forces varies massively from planet to planet as a result; some are more casual volunteer militias whereas on Duroverum, for example, each noble House has a personal security force responsible for enforcing house and planetary laws within their domain, while on Neau-Prospekt enforcement is the business of grim Guild thugs. There is no Imperial-mandated uniformity for these local forces and laws; they can vary from planet to planet, from vaguely sensible consequences for theft and murder, to the frankly bizarre laws governing the presentation of a planetary ruler in artwork.&lt;br /&gt;
&lt;br /&gt;
Imperial Law is the direct opposite. It is immutable; every single line of it laid down in the Lex Imperialis, the Book of Judgement - a text so ancient it can trace its first drafting to the Emperor’s initial subjugation of the warring nations of Holy Terra. It is enforced by the Adeptus Arbites, the Imperial Judiciary and Police force, grim individuals schooled and indoctrinated with Imperial values. Imperial Laws primarily focus upon High Crimes such as treason, and threats to the internal security and stability of the Imperium. However, the Arbites have a vast array of powers and wide jurisdiction and will quickly take over investigations from the local police IF they believe it has a connection to a wider threat.&lt;br /&gt;
&lt;br /&gt;
Unlike local police, Arbites ARE the law in of themselves, they need not bring a suspect to a local magistrate; they are (if needed) responsible for judging and sentencing crimes on the spot. These powers, imbued in individuals who are assigned FAR from their homeworlds as to avoid conflicts of interest, are a potent mix that keeps Planetary Governments in line as much as it does Lowborn citizens. The entire Imperium knows that it is constantly under the stern, vigilant gaze of the Arbites, and that should they stray from compliance with Imperial Law, or fail to deliver what the Imperium desires, it will be the Arbites who will ensure they do not make that mistake twice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sentencing ===&lt;br /&gt;
&lt;br /&gt;
There is one uniform reality for the legal process in the Imperium: neither Arbites nor local Magistrates have any time for trials. Sentencing is almost always carried out on arrest or as soon as the criminal has been dragged before the appropriate official. Only the most prominent and powerful figures are afforded the dignity of standing trial and even then there are many situations where such things are circumvented, especially in the hands of Arbites.&lt;br /&gt;
&lt;br /&gt;
Although the sentencing guidelines for many crimes does give the option of delivering a death warrant, the Imperium very rarely carries out executions of regular citizens. More often than not they are exclusively reserved for prominent and popular criminals for the purpose of propaganda, and for individuals deemed to be irredeemable by the official sentencing them.&lt;br /&gt;
&lt;br /&gt;
For most petty criminals, fines and punitive punishments are used; for those found guilty of more severe crimes the Imperium has penal duty in military Penal Legions, or labour on various penal worlds, colonies and prison ships or to the flagellant penitents of the Ecclesiarchy. Ultimately a dead body is of less use to the Imperium then a live one, executions waste resources in more than one way and disposing of human remains takes more effort than one realizes. Thanks to advanced technology, those criminals deemed too much of a threat to be assigned to penal duties, or that know too much to be safely left intact are handed over to the Adeptus Mechanicus. These unfortunate souls suffer fates worse than death - lobotomised and modified with bionics and transformed into grotesque cyborg thralls known as ‘Servitors’. Indeed the Imperium does make heavy use of these thralls, not just for their tireless labour, but so that the sight of a former neighbour’s face left vacant and mutilated as they work machine-like is a solid reminder of what happens to those who err.&lt;br /&gt;
&lt;br /&gt;
Death of criminals does of course occur; all Arbites and most local police carry an array of lethal weapons, and many ‘non-lethal’ weapons are often the opposite of that. Should criminals resist arrest or present any kind of threat to an Arbites or police enforcer, many will use lethal force rather than be put at risk. This judgement is backed by the Lex Imperialis, which supports placing the life of a law enforcer before that of a suspect.&lt;br /&gt;
&lt;br /&gt;
There are also situations where mass executions are permitted. Planetary rebellions or mass rioting see Arbites turn from a police force to an elite military force to maintain Imperial control of a world - participating in rebellion is a capital crime and the Lex Imperialis supports the use of lethal force to suppress major unrest. In addition, it is not uncommon for both Arbites and Local Enforcers to engage in ‘Crime Blitzes’ against criminals and cleansing of mutant populations. In both cases hunter-killer teams will bring down the heaviest available equipment and scour the area designated as the target of the operation, brutally suppressing even minor crimes or purging mutants wherever they find them.&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=User:Aquarion&amp;diff=168</id>
		<title>User:Aquarion</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=User:Aquarion&amp;diff=168"/>
		<updated>2019-12-17T16:34:25Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a test&lt;br /&gt;
&lt;br /&gt;
Another test&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=User:Aquarion&amp;diff=167</id>
		<title>User:Aquarion</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=User:Aquarion&amp;diff=167"/>
		<updated>2019-12-17T16:33:48Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: Created page with &amp;quot;This is a test&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a test&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=MediaWiki:Tweeki-navbar-left&amp;diff=9</id>
		<title>MediaWiki:Tweeki-navbar-left</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=MediaWiki:Tweeki-navbar-left&amp;diff=9"/>
		<updated>2019-08-21T11:29:40Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rules,&lt;br /&gt;
* Core Rules&lt;br /&gt;
* Character Creation&lt;br /&gt;
* Esoteric Powers &amp;amp; Enginseering&lt;br /&gt;
* Exorcism&lt;br /&gt;
* Medicae&lt;br /&gt;
* Mechanicus Collegia,&lt;br /&gt;
* Psychic Disciplines,&lt;br /&gt;
* Sorcery&lt;br /&gt;
* Sanctioned Events&lt;br /&gt;
* E&amp;amp;D&lt;br /&gt;
Game,&lt;br /&gt;
* The Story So Far&lt;br /&gt;
* Gazetteer&lt;br /&gt;
* Background Documents&lt;br /&gt;
* Downloadable Resources&lt;br /&gt;
* Look and Feel, &lt;br /&gt;
** Costume&lt;br /&gt;
** Weapon Guide&lt;br /&gt;
** Armour Guide&lt;br /&gt;
Events,&lt;br /&gt;
* How to book&lt;br /&gt;
* Events|Upcoming Events&lt;br /&gt;
* Previous Events&lt;br /&gt;
Contact&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=MediaWiki:Tweeki-navbar-left&amp;diff=7</id>
		<title>MediaWiki:Tweeki-navbar-left</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=MediaWiki:Tweeki-navbar-left&amp;diff=7"/>
		<updated>2019-08-21T11:27:35Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rules,&lt;br /&gt;
* Core Rules&lt;br /&gt;
* Character Creation&lt;br /&gt;
* Esoteric Powers &amp;amp; Enginseering&lt;br /&gt;
* Exorcism&lt;br /&gt;
* Medicae&lt;br /&gt;
* Mechanicus Collegia,&lt;br /&gt;
* Psychic Discipline,&lt;br /&gt;
* Sorcery&lt;br /&gt;
* Sanctioned Events&lt;br /&gt;
* E&amp;amp;D&lt;br /&gt;
Game,&lt;br /&gt;
* The Story So Far&lt;br /&gt;
* Gazetteer&lt;br /&gt;
* Background Documents&lt;br /&gt;
* Downloadable Resources&lt;br /&gt;
* Look and Feel, &lt;br /&gt;
** Costume&lt;br /&gt;
** Weapon Guide&lt;br /&gt;
** Armour Guide&lt;br /&gt;
Events,&lt;br /&gt;
* How to book&lt;br /&gt;
* Events|Upcoming Events&lt;br /&gt;
* Previous Events&lt;br /&gt;
Contact&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=MediaWiki:Tweeki-navbar-left&amp;diff=6</id>
		<title>MediaWiki:Tweeki-navbar-left</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=MediaWiki:Tweeki-navbar-left&amp;diff=6"/>
		<updated>2019-08-21T11:25:04Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rules,&lt;br /&gt;
* Core Rules&lt;br /&gt;
* Character Creation&lt;br /&gt;
* Esoteric Powers &amp;amp; Enginseering&lt;br /&gt;
* Exorcism&lt;br /&gt;
* Medicae&lt;br /&gt;
* Mechanicus Collegia,&lt;br /&gt;
** Biologis&lt;br /&gt;
** Enginseer&lt;br /&gt;
** Secutor&lt;br /&gt;
* Psychic,&lt;br /&gt;
** Astropathy&lt;br /&gt;
** Biomancy&lt;br /&gt;
** Divination&lt;br /&gt;
** Telekinesis&lt;br /&gt;
** Telepathy&lt;br /&gt;
** Taghmata&lt;br /&gt;
* Sorcery&lt;br /&gt;
* Sanctioned Events&lt;br /&gt;
* E&amp;amp;D&lt;br /&gt;
Game,&lt;br /&gt;
* The Story So Far&lt;br /&gt;
* Gazetteer&lt;br /&gt;
* Downloadable Resources&lt;br /&gt;
* Look and Feel, &lt;br /&gt;
** Costume&lt;br /&gt;
** Weapon Guide&lt;br /&gt;
** Armour Guide&lt;br /&gt;
Events,&lt;br /&gt;
* How to book&lt;br /&gt;
* Events|Upcoming Events&lt;br /&gt;
* Previous Events&lt;br /&gt;
Contact&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=MediaWiki:Tweeki-navbar-left&amp;diff=5</id>
		<title>MediaWiki:Tweeki-navbar-left</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=MediaWiki:Tweeki-navbar-left&amp;diff=5"/>
		<updated>2019-08-21T11:22:54Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game,&lt;br /&gt;
* Core Rules&lt;br /&gt;
* Character Creation&lt;br /&gt;
* Esoteric Powers &amp;amp; Enginseering&lt;br /&gt;
* Exorcism&lt;br /&gt;
* Medicae&lt;br /&gt;
* Mechanicus Collegia,&lt;br /&gt;
** Biologis&lt;br /&gt;
** Enginseer&lt;br /&gt;
** Secutor&lt;br /&gt;
* Psychic,&lt;br /&gt;
** Astropathy&lt;br /&gt;
** Biomancy&lt;br /&gt;
** Divination&lt;br /&gt;
** Telekinesis&lt;br /&gt;
** Telepathy&lt;br /&gt;
** Taghmata&lt;br /&gt;
* Sorcery&lt;br /&gt;
Background,&lt;br /&gt;
* The Story So Far&lt;br /&gt;
* Gazetteer&lt;br /&gt;
* Downloadable Resources&lt;br /&gt;
Policies,&lt;br /&gt;
* Sanctioned Events&lt;br /&gt;
* E&amp;amp;D&lt;br /&gt;
Look and Feel, &lt;br /&gt;
* Costume&lt;br /&gt;
* Weapon Guide&lt;br /&gt;
* Armour Guide&lt;br /&gt;
Events&lt;br /&gt;
* How to book&lt;br /&gt;
* Events|Upcoming Events&lt;br /&gt;
* Previous Events&lt;br /&gt;
Contact&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
	<entry>
		<id>https://www.deathuntodarkness.org/w/index.php?title=MediaWiki:Tweeki-navbar-left&amp;diff=4</id>
		<title>MediaWiki:Tweeki-navbar-left</title>
		<link rel="alternate" type="text/html" href="https://www.deathuntodarkness.org/w/index.php?title=MediaWiki:Tweeki-navbar-left&amp;diff=4"/>
		<updated>2019-08-21T11:20:55Z</updated>

		<summary type="html">&lt;p&gt;Aquarion: Created page with &amp;quot;Game, * Core Rules * Character Creation * Esoteric Powers &amp;amp; Enginseering * Exorcism * Medicae * Mechanicus Collegia,   * Biologis   * Enginseer   * Secutor * Psychic,   * Astr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game,&lt;br /&gt;
* Core Rules&lt;br /&gt;
* Character Creation&lt;br /&gt;
* Esoteric Powers &amp;amp; Enginseering&lt;br /&gt;
* Exorcism&lt;br /&gt;
* Medicae&lt;br /&gt;
* Mechanicus Collegia,&lt;br /&gt;
  * Biologis&lt;br /&gt;
  * Enginseer&lt;br /&gt;
  * Secutor&lt;br /&gt;
* Psychic,&lt;br /&gt;
  * Astropathy&lt;br /&gt;
  * Biomancy&lt;br /&gt;
  * Divination&lt;br /&gt;
  * Telekinesis&lt;br /&gt;
  * Telepathy&lt;br /&gt;
  * Taghmata&lt;br /&gt;
* Sorcery&lt;br /&gt;
Background,&lt;br /&gt;
* The Story So Far&lt;br /&gt;
* Gazetteer&lt;br /&gt;
* Downloadable Resources&lt;br /&gt;
Policies,&lt;br /&gt;
* Sanctioned Events&lt;br /&gt;
* E&amp;amp;D&lt;br /&gt;
Look and Feel, &lt;br /&gt;
* Costume&lt;br /&gt;
* Weapon Guide&lt;br /&gt;
* Armour Guide&lt;br /&gt;
Events&lt;br /&gt;
* How to book&lt;br /&gt;
* Events|Upcoming Events&lt;br /&gt;
* Previous Events&lt;br /&gt;
Contact&lt;/div&gt;</summary>
		<author><name>Aquarion</name></author>
	</entry>
</feed>