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=== Common Methods of Exorcism ===
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.


In OC terms, it '''does not matter''' what exact form the Exorcism ritual takes. However, your character has studied esoteric lores about the nature of Daemons and the rites which cast them out in the process of learning this lore, and is likely to have very fixed ideas about what types of Exorcism are both effective and safe. Your character is aware that Exorcism involves interacting with the powers of the Warp and is therefore '''not without risk'''; many of the sources which teach Exorcism stress the importance of sticking to set forms and rituals to avoid unexpected effects.
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 - most will have undergone harrowing rites to prove they have the strength of will to undertake the duties that will be expected of them. They are not necessarily religious figures, though a degree of Faith in something greater lends most the strength to endure in the face of true horror unleashed.


Some common traditional methods which are found in Exorcisms are:
'''Any character who has this trait has gone through this experience without exception;''' it is not possible without Game Team permission to play an Exorcist who is not known to the Ordo Malleus.




* The invocation of the name of the God-Emperor or Omnissiah in Low or High Gothic or Binaric.
=== Power Tests ===
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.


* The use of sacred salt to create a circle around the target, ‘sealing’ it in, the use of holy water blessed by a priest cast upon the target’s flesh, the application of sacred oils and unguents where the target is mechanical or a machine.
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.


* The use of religious gestures (sign of the aquila, sign of the cog) or religious icons and incantation of prayers, psalms and forms of words such as those found on the [[Prayer and Liturgy]] page as well as binaric hymns sacred to the Cult Mechanicus.
There may be conditions where this will flip and it will be a 75% chance of failure and a 25% chance of success.


* Physical scourging or symbolic wounds inflicted upon a living target – the use of fire and heat has symbolic value to the Imperium.


* Attempting to rouse the Machine Spirit of a possessed machine to resist corruption via extolling its virtues and publicly speaking their great deeds.
=== Exorcisms ===
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.


An Exorcist can exorcise '''Corruption (up to Marked)''', as well as purge '''Warp Taint''' from people and objects in the following fashion:


Any of these methods will likely be effective, as well as any roleplay appropriate to your character’s background and characterisation.
* It costs the Exorcist 1/2/3 points of Willpower to purge Corruption depending on if the individual is Tempted/Touched/Marked - '''the cost of purging Warp Taint''' will either be written on an effect card or told to you by a member of the Game Team.


If your character loses faith in the efficacy of their methods, you must see a Ref before conducting an Exorcism.
* '''Once an Exorcist has committed Willpower they may begin a five minute ritual''', 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).  


If you attempt to carry out an Exorcism while Marked by Corruption, it is highly likely to fail. You must see a Ref before attempting it.
* After the ritual is completed the Exorcist performs a '''Power Check''' if they pass the Exorcism was successful. If they fail a complication has occurred they must draw from the '''Exorcism Risk Deck''' and play out the complication to see if they succeed.


* If the exorcism is resolved successfully the character drops one level of corruption or the warp taint is removed from the person or object.
** A character who has been exorcised is under the effect of the '''Weaken''' call until they Recuperate.


=== Exorcising Corruption ===
Dealing with '''Possession''' or '''Banishing a Daemon''' 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;
If you believe your target is experiencing the effects of '''Corruption''' or has an active warp-related roleplaying effect, then an Exorcism can resolve this up to the '''Marked''' level of '''Corruption'''. An Exorcism of this sort takes the form of a short ritual;


* The target of this Exorcism or Banishment must be '''Subdued''', '''Bleeding''' or otherwise unable to move freely and they must be kept within a warded circle (drawn or otherwise) for this to work.


* It costs a point of '''Willpower''' to attempt an exorcism. If you have a Neural Failsafe, this will typically activate at the '''end''' of the ritual, as your bionics are overloaded by the cognitive stress of casting out the Warp.
* '''Up to three''' Exorcists may participate in this Exorcism or Banishment.


* The precise form of the ritual is at player discretion but it should last at least 5 minutes and should be a violent process, if exorcising a warp effect, read the description.
* '''Exorcists must blindly bid an amount of their willpower''' 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 '''draw a card from the Exorcisms Risks Deck''' and resolve it to be able to proceed.


* It '''must''' refer to the Emperor or the Omnissiah.
* They may then proceed as above with a five minute ritual doing a '''power test''' 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.
** 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't know either of these.


* If you wish to reduce a target’s Corruption level, the ritual must have a '''permanent impact''' on the target. This is not necessary to resolve the effects of a warp effect.
* If the Exorcism or Banishment succeeds the being is driven from the flesh it is possessing or from reality.
** All Exorcists and a Character who has been exorcised are under the effect of the Weaken call until they Recuperate.


* You must make a Power Check during the ritual; if failed, draw a card from the Exorcism Deck.
----


* At the end of the Exorcism the target should be rendered <span style="color: red">'''Bleeding'''</span> and will require medical aid.
=== Rites of the Exorcists ===
Unlike the powers of Psykers or the technoarcana of Tech Priests, the powers demonstrated by Exorcists often have a mostly mundane origin though they are reinforced by faith and will they mostly require very practical preparations, the use of ingredients of materials that is known to react with and negatively affect warp-stuff as well as hexagramatic patterns known to disrupt the flow of warp energies across the veil of reality.


Most of these rites cost willpower to use and several allow the Exorcist to '''push''' to achieve greater effects.


Exorcisms are violent processes; the warp resists being driven from the flesh once it has taken purchase. Unlike '''Ordeals''' which are consensual confessions of sin and corruption, Exorcisms do not require the target to be willing, or believe in the spiritual authority of the Exorcist; they are enacted through the Exorcist’s strength of will alone. This makes them dangerous for both the target and exorcist;  the warp corruption might well fight back.
After any scene where an Exorcist has used one or more of these rites they must do a Power Test - they must do an additional test for each time they '''Pushed''' one of their rites. If they fail they suffer one of the '''Eye of the Dark Gods''' curses at the end of this section.


When reducing Corruption, the '''‘permanent impact’''' of an exorcism could simply be lasting wounds, scars or brands in designs styled to drive the warp from flesh, but more extreme methods such as cutting off a limb demonstrating physical manifestations of corruption might be required. It is harder to justify taking on Mental effects as a result of an '''Exorcism''' than with '''Ordeals''' as the impact should be the result of unwilling admission to failure, signing binding oaths or confessions to hidden sins before an audience. As with Ordeals, any mental effect or undertaking must be honest; the target should be changed by the ritual. If the target means none of what they offer, the rite automatically fails. Players should return to their previous corruption if they ever rescind on those oaths, or repeat their sins, or indeed attempt to have the physical markings of an exorcism excised from their flesh.
----


=== Exorcising Daemons and greater marks of Corruption ===
===== Rites of Denial =====
Creatures of the Warp are beings of emotion and thought given shape, and personal faith is one of the greatest weapons available to those who combat them.


Most characters who become '''Overwhelmed''' by corruption, have willingly '''Beseeched the Warp''', or '''made Pacts with Daemons''' are beyond saving in the eyes of most Puritans. However there is some hope for their souls and some '''Overwhelmed''' individuals may have instead become possessed by a creature of the Warp. In these circumstances it is possible but not common for an Exorcist to drive such foul stuff from the target’s soul.
An Exorcist may expend a willpower to;


* It costs a point of Willpower to attempt this.
* Call Avaunt! Once every 3s while brandishing holy symbol or a more personal talisman before them - they must focus their attention fully on the this rite moving at a slow walk and may not make ranged calls and only use melee weapons defensively - if they take damage or a disruptive effect (such as shock) in this time they must stop and must expend another willpower to regain their focus.  


* The precise form of the ritual is at player discretion, but you must find a Ref before you even attempt these.
* Brandish a holy symbol or more personal talisman to call '''Would you kindly stop that?''' to a character who has fallen under the influence of a ''Would you kindly?'' call within 5-metres


* The ritual must follow the guidelines for Exorcisms above but;
After making five successful calls of Avaunt! '''the exorcist may '''push''' to;'''


:* Where a character is Overwhelmed by Corruption in a way that does not involve possession or has Beseeched the Warp the ritual must be pushed to extremes. The most common method of dealing with this is to burn the target at the stake to cleanse their soul at the cost of their life, in all taught Imperial dogma importance is placed on the soul over the mortal form of the target. Sometimes permanent character-altering effects are enough, but these are always dramatic and are not guaranteed to leave the target as a playable character.
* Make a call of '''[Keyword/True Name] I Banish Thee''' - be aware this will have NO effect if you do not know the beings True Name or one of the Keywords it is associated with or get them wrong but the willpower is still lost.


:* Where a character is Possessed, which can include some Overwhelmed levels, by a warp entity this process is focused on driving the warp creature out of the target and banishing it back to where it came from. These rituals need to be ‘contained’ inside a sacred circle, as it is common belief that if the daemon is not trapped and forced back into the warp it will simply ‘leap’ into another nearby victim.


* There may be unique narrative side effects at the discretion of a Ref or draws straight from the exorcism deck.
===== Rites of Warding =====
Done in salt, chalk and sometimes blood or other spiritually charged matter applied directly to a location or pre-marked on purity seals and prayer-rags - wardings are used to deny Warp Entities movement within realspace.  


* You will be expected to make a power check at the end of the ritual, if this fails, the following will happen:-
An exorcist '''may expend a willpower''' to do one of the following;


:* If you are exorcising an individual who has become Overwhelmed by a non-possession effect or someone who has Beseeched the Warp you may either give up or in order to succeed you may kill the target of the ritual (they are free to resist your attempt to the best of their ability).
* Place a warding on a door or other entrance into a space that cannot be passed freely by Warp Entities and Possessed but may be scrubbed off by their mortal servants - some powerful Warp Entities can destroy such wards but at a cost to themselves. Call '''Warded Repel''' to inform beings you believe to be affected that they are trying to cross a warding - they will take it if they are affected.
** A entity cannot use any call other than '''Would you Kindly?''' across a warding - call '''Warded Deflect''' if they forget this.


:* If you are exorcising a Possession the Daemon will be driven out, but not banished, and will immediately leap into you or a nearby victim at Ref discretion, or, if you are particularly unlucky, manifest.
An Exorcist may push to;


=== Rites of the Ordo Malleus ===
* Draw a circular warding around a Warp Entity or Possessed individual - on sites where it is not possible to draw a line on the ground or pour salt this can be done by walking slowly around the target - once the circle is complete you may call I have Encircled thee! - the being is now held and can be targeted by an Exorcism. Circles can be disrupted by a character crossing the invisible barrier around the creature or by one of its mortal servants roleplaying scrubbing a break into it.
These rites are not something trained to Exorcists normally, however in 594.M41 the Prosperitas Conclave voted to unseal ancient vaults of restricted knowledge to train experienced Exorcists in service to the Inquisitors of the Conclave to battle resurgent threats from the forces of the Archenemy. These abilities rely heavily upon the willpower of Exorcists alone to be enacted:
** Attacking a trapped being breaks the circle.
** A trapped being cannot use any call within the circle other than Would you Kindly?
** Some powerful warp entities may call either I resist your bindings! (implying they have limited resistances to such attempts) or Ineffective (implying they are too potent to be bound) to break free.




==== The Rite of Warding ====
===== Rites of Adorning =====
There are two forms of warding. The one commonly taught to Exorcists is used in the consecration of religious spaces; this creates infertile ground for a daemon to exist in and will make them actively uncomfortable, but has very little effect on powerful entities. The Warding Rites unsealed from the Conclave’s vaults are more effective, but require active maintenance when they come under attack from Daemons.  
Exorcists are often the butt of jokes amongst their fellow Agents of the Throne for often looking ridiculously bedecked in prayer strips, purity seals and often daubed with blood and sacred oils or painted or tattooed with hexagramatic wards on their visible skin. Though many Exorcists can be said to be slightly unhinged by their experiences - adorning oneself against the warp has a very practical esoteric value.


* '''You should inform a Ref when you have used this rite.'''  
An Exorcist may '''expend a willpower''' to give an individual one of the following adornments an individual may only have one of each adornment and all adornments fade at the end of the next combat scene;


* It costs a point of '''Willpower''' to set a functioning warding covering a small room and more for larger protections (ask a Ref as the larger these get the less effective they are).  
* Adorn an individual with a warding that allows them to call Warp Deflect to the next call they take with Warp attached.


* No creature of the warp should be able to enter the space covered by the warding.
* Mark their brow (you do not have to touch them or leave anything on their skin if they do not wish you too) to allow them to resist a single call of '''Would you Kindly?'''


* Creatures may test the defences by calling '''I test thee!'''; these calls can be resisted by '''any''' exorcist within the warding (represented by prayer/desperately reinforcing/redrawing warding icons) at the cost of a point of '''Willpower''' (making this the only rite that can be used by a group) and calling '''Our Wards Hold Against Thee!'''
* Anoint their armour if they have the '''Armoured''' ability of the '''Militant''' trait or have a '''Unique Trait''' that represents armour - allowing them to treat all calls of '''Warp Rend''' as if they were a call of '''Blam''' or Uncalled Melee.


* Should a daemon call I test thee! at any stage and no exorcists possess the will to maintain the wards, they instantly collapse and cannot be restored without restarting the ritual, allowing the daemon in.
* Anoint their shield if they have Aegis Training allowing them to call '''Warp Deflect''' to the next call with Warp attached.


* Daub their blade with sigils and silver to allow them, to call '''I cast thee out! Warp Rend''' against a Warp Creature, Daemon Engine or Possessed, the Game Team do not expect you to get this 100% right all the time and crew should be briefed to ignore this call if they are not a creature of the warp.


==== The Rite of Denial ====
----
You may spend a point of Willpower and pray over a holy icon of importance to you to call '''Avaunt!''' every 5s for the duration of a scene '''while presenting a holy icon before you'''. This has the effect of driving away most lesser creatures of the warp in fear, and causes greater creatures to flinch, making it equally valuable as a tool to reveal them. The call '''I test thee!''' if not resisted with '''Willpower''' causes the symbol to be destroyed or irrevocably tainted and the ability to call this to end until you can bless another sacred object and spend another point of will to begin again.


=== Eye of the Dark Gods ===
The curse of being an Exorcist is that while many are not Psykers and would normally live lives freer of the predation of Daemons and the Dark Gods - as a result of being amongst a singularly despised cadred of servants of the Holy Ordos they are reserved special attention by the horrors of the warp.


==== The Rite of Dismissal ====
Whenever a Exorcist fails a Power Test they must select one of the following curses - you may randomise which one you get or select the curse of the God most closely associated with the last warp entities you encountered if you know it;
After ritually preparing a melee weapon with sacred oils, and other banes of the warp, you may spend a point of will to call '''Creature of the Warp! I cast thee out! Warp Rend!''' every 5s for the duration of a scene. This can only be used on a weapon you are using. This only takes effect on Warp Creatures and Possessed, but where you aren’t sure feel free to attempt it, the game team do not expect you to get this 100% right all the time and crew should be briefed to ignore this call if they are not a creature of the warp.
 
* '''Slaanesh''' prefers to sink its barbs in deep extracting suffering by laming with its curses to make the cursed easy prey for its followers - your maximum endurance is reduced by 2 (to a minimum of 1) for the next scene.
 
* '''Nurgle''' likes to punish mortals that hurt its children with illnesses and diseases - the next time you attempt to use one of your rites or take a melee blow 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 - you become violently unwell, you cannot move faster than a slow stagger - this lasts 30s or until the Rites of Denial are used on you to drive it out.
 
* '''Khorne''' on the other hand likes to goad those it curses into dying a glorious death in the visceral mayhem of melee - the next time you enter combat you are overcome with bloodlust you may not use any of your traits until you gotten into melee and struck a foe with a melee blow, only then does the killing haze clear and you have clarity of mind to recover.
 
* '''Tzeentch''' prefers to make misfortune its weapon of discipline; you treat all attacks that target you in the next scene as if they had Warp attached.
 
Each Gods curse can only be on you once you must select a different one if you fail another test before it is resolved - If you are so particularly unlucky to fail a string of power tests and have all four curses active, get a member of the Game Team.

Revision as of 00:46, 26 August 2022

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.

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 - most will have undergone harrowing rites to prove they have the strength of will to undertake the duties that will be expected of them. They are not necessarily religious figures, though a degree of Faith in something greater lends most the strength to endure in the face of true horror unleashed.

Any character who has this trait has gone through this experience without exception; it is not possible without Game Team permission to play an Exorcist who is not known to the Ordo Malleus.


Power Tests

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.

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.

There may be conditions where this will flip and it will be a 75% chance of failure and a 25% chance of success.


Exorcisms

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.

An Exorcist can exorcise Corruption (up to Marked), as well as purge Warp Taint from people and objects in the following fashion:

  • It costs the Exorcist 1/2/3 points of Willpower to purge Corruption depending on if the individual is Tempted/Touched/Marked - the cost of purging Warp Taint will either be written on an effect card or told to you by a member of the Game Team.
  • Once an Exorcist has committed Willpower they may begin a five minute ritual, 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).
  • After the ritual is completed the Exorcist performs a Power Check if they pass the Exorcism was successful. If they fail a complication has occurred they must draw from the Exorcism Risk Deck and play out the complication to see if they succeed.
  • If the exorcism is resolved successfully the character drops one level of corruption or the warp taint is removed from the person or object.
    • A character who has been exorcised is under the effect of the Weaken call until they Recuperate.

Dealing with Possession or Banishing a Daemon 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;

  • The target of this Exorcism or Banishment must be Subdued, Bleeding or otherwise unable to move freely and they must be kept within a warded circle (drawn or otherwise) for this to work.
  • Up to three Exorcists may participate in this Exorcism or Banishment.
  • Exorcists must blindly bid an amount of their willpower 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 draw a card from the Exorcisms Risks Deck and resolve it to be able to proceed.
  • They may then proceed as above with a five minute ritual doing a power test 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.
    • 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't know either of these.
  • If the Exorcism or Banishment succeeds the being is driven from the flesh it is possessing or from reality.
    • All Exorcists and a Character who has been exorcised are under the effect of the Weaken call until they Recuperate.

Rites of the Exorcists

Unlike the powers of Psykers or the technoarcana of Tech Priests, the powers demonstrated by Exorcists often have a mostly mundane origin though they are reinforced by faith and will they mostly require very practical preparations, the use of ingredients of materials that is known to react with and negatively affect warp-stuff as well as hexagramatic patterns known to disrupt the flow of warp energies across the veil of reality.

Most of these rites cost willpower to use and several allow the Exorcist to push to achieve greater effects.

After any scene where an Exorcist has used one or more of these rites they must do a Power Test - they must do an additional test for each time they Pushed one of their rites. If they fail they suffer one of the Eye of the Dark Gods curses at the end of this section.


Rites of Denial

Creatures of the Warp are beings of emotion and thought given shape, and personal faith is one of the greatest weapons available to those who combat them.

An Exorcist may expend a willpower to;

  • Call Avaunt! Once every 3s while brandishing holy symbol or a more personal talisman before them - they must focus their attention fully on the this rite moving at a slow walk and may not make ranged calls and only use melee weapons defensively - if they take damage or a disruptive effect (such as shock) in this time they must stop and must expend another willpower to regain their focus.
  • Brandish a holy symbol or more personal talisman to call Would you kindly stop that? to a character who has fallen under the influence of a Would you kindly? call within 5-metres

After making five successful calls of Avaunt! the exorcist may push to;

  • Make a call of [Keyword/True Name] I Banish Thee - be aware this will have NO effect if you do not know the beings True Name or one of the Keywords it is associated with or get them wrong but the willpower is still lost.


Rites of Warding

Done in salt, chalk and sometimes blood or other spiritually charged matter applied directly to a location or pre-marked on purity seals and prayer-rags - wardings are used to deny Warp Entities movement within realspace.

An exorcist may expend a willpower to do one of the following;

  • Place a warding on a door or other entrance into a space that cannot be passed freely by Warp Entities and Possessed but may be scrubbed off by their mortal servants - some powerful Warp Entities can destroy such wards but at a cost to themselves. Call Warded Repel to inform beings you believe to be affected that they are trying to cross a warding - they will take it if they are affected.
    • A entity cannot use any call other than Would you Kindly? across a warding - call Warded Deflect if they forget this.

An Exorcist may push to;

  • Draw a circular warding around a Warp Entity or Possessed individual - on sites where it is not possible to draw a line on the ground or pour salt this can be done by walking slowly around the target - once the circle is complete you may call I have Encircled thee! - the being is now held and can be targeted by an Exorcism. Circles can be disrupted by a character crossing the invisible barrier around the creature or by one of its mortal servants roleplaying scrubbing a break into it.
    • Attacking a trapped being breaks the circle.
    • A trapped being cannot use any call within the circle other than Would you Kindly?
    • Some powerful warp entities may call either I resist your bindings! (implying they have limited resistances to such attempts) or Ineffective (implying they are too potent to be bound) to break free.


Rites of Adorning

Exorcists are often the butt of jokes amongst their fellow Agents of the Throne for often looking ridiculously bedecked in prayer strips, purity seals and often daubed with blood and sacred oils or painted or tattooed with hexagramatic wards on their visible skin. Though many Exorcists can be said to be slightly unhinged by their experiences - adorning oneself against the warp has a very practical esoteric value.

An Exorcist may expend a willpower to give an individual one of the following adornments an individual may only have one of each adornment and all adornments fade at the end of the next combat scene;

  • Adorn an individual with a warding that allows them to call Warp Deflect to the next call they take with Warp attached.
  • Mark their brow (you do not have to touch them or leave anything on their skin if they do not wish you too) to allow them to resist a single call of Would you Kindly?
  • Anoint their armour if they have the Armoured ability of the Militant trait or have a Unique Trait that represents armour - allowing them to treat all calls of Warp Rend as if they were a call of Blam or Uncalled Melee.
  • Anoint their shield if they have Aegis Training allowing them to call Warp Deflect to the next call with Warp attached.
  • Daub their blade with sigils and silver to allow them, to call I cast thee out! Warp Rend against a Warp Creature, Daemon Engine or Possessed, the Game Team do not expect you to get this 100% right all the time and crew should be briefed to ignore this call if they are not a creature of the warp.

Eye of the Dark Gods

The curse of being an Exorcist is that while many are not Psykers and would normally live lives freer of the predation of Daemons and the Dark Gods - as a result of being amongst a singularly despised cadred of servants of the Holy Ordos they are reserved special attention by the horrors of the warp.

Whenever a Exorcist fails a Power Test they must select one of the following curses - you may randomise which one you get or select the curse of the God most closely associated with the last warp entities you encountered if you know it;

  • Slaanesh prefers to sink its barbs in deep extracting suffering by laming with its curses to make the cursed easy prey for its followers - your maximum endurance is reduced by 2 (to a minimum of 1) for the next scene.
  • Nurgle likes to punish mortals that hurt its children with illnesses and diseases - the next time you attempt to use one of your rites or take a melee blow 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 - you become violently unwell, you cannot move faster than a slow stagger - this lasts 30s or until the Rites of Denial are used on you to drive it out.
  • Khorne on the other hand likes to goad those it curses into dying a glorious death in the visceral mayhem of melee - the next time you enter combat you are overcome with bloodlust you may not use any of your traits until you gotten into melee and struck a foe with a melee blow, only then does the killing haze clear and you have clarity of mind to recover.
  • Tzeentch prefers to make misfortune its weapon of discipline; you treat all attacks that target you in the next scene as if they had Warp attached.

Each Gods curse can only be on you once you must select a different one if you fail another test before it is resolved - If you are so particularly unlucky to fail a string of power tests and have all four curses active, get a member of the Game Team.