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=== Common Methods of Exorcism ===
"Exorcism" is a word commonly: bandied about in the Imperium, it is not unknown for the Priests of the Imperial Faith to have those amongst their number who claim to be exorcists. There are many lay followers of the Faith who practice ritualistic "exorcisms" in their daily duties. In the eyes of the Inquisition, these are placebos and theatrical displays to reinforce Faith at best, and the providence of charlatans at worst.


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.
"True" Exorcism is an esoteric practice that relies on rites of Sanctic Sorcery, the rarest form of warp manipulation. It is a secret guarded jealously by the Inquisition and a few other secretive organisations within the Imperium. It is a dangerous, and often deadly, line of work for an Inquisitorial agent, as to grapple with the cloying stuff of chaos metaphysically imperils the soul and body both.
 
The Ordo Malleus and the Inquisition at large forbids its Agents from exposing Exorcisms to innocent bystanders, who are often euthanised or mindwiped if they witness one.
 
 
==== Methods of Exorcism ====
In OC terms, it '''does not matter''' what exact form the Exorcism ritual takes.
 
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'''; the training staff of the Ordo Malleus stress the importance of sticking to set forms and rituals to avoid unexpected effects.


Some common traditional methods which are found in Exorcisms are:
Some common traditional methods which are found in Exorcisms are:


* The invocation of the name of the [[God-Emperor]] or [[Omnissiah]] in Low or High Gothic or Binaric.


* The invocation of the name of the God-Emperor or Omnissiah in Low or High Gothic or Binaric.
* 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 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 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; binaric hymns sacred to the Cult Mechanicus.
 
* 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.


* Physical scourging or symbolic wounds inflicted upon a living target – the use of fire and heat has symbolic value to the Imperium.
* 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.
* Attempting to rouse the [[Science_and_Technology#Machine_Spirits|Machine Spirit]] of a possessed machine to resist corruption via extolling its virtues and publicly speaking its great deeds.
 


Any of these methods will likely be effective, as well as any roleplay appropriate to your character’s background and characterisation.
Any of these methods will likely be effective, as well as any roleplay appropriate to your character’s background and characterisation.
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If your character loses faith in the efficacy of their methods, you must see a Ref before conducting an Exorcism.
If your character loses faith in the efficacy of their methods, you must see a Ref before conducting an Exorcism.


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.
If you attempt to carry out an Exorcism while you are '''Tempted by Corruption''', it is highly likely to fail. You must see a Ref before attempting it.
 
Exorcisms are violent processes; the warp resists being driven from the flesh once it has taken purchase. This makes them dangerous for both the target and exorcist; the corruption might well fight back.
 
 
===== Warded Circles =====
 
Exceptionally, some rituals require the exorcist to establish a '''warded circle'''. This takes the form of a simple circle drawn in chalk, blood, salt or some other esoteric material. Some players have found it easier to represent this using symbols on pre-made mats or using various props to mark out a circle: this is fine - the general rule is that it should take some time to set up.
 
In some circumstances we may inform you that we cannot actually draw on floors due to the requests of the site hosting our game; in this case, if you have nothing prepared to represent a circle it is perfectly fine to roleplay drawing one out even if there is nothing there.
 
Although known as "Hexagrammic" Wards, exorcists are taught to use only decagrams (ten point stars) within a warded circle if they decorate them at all beyond a simple circular boundary - they don't enter it rather placing the target of their exorcism within it.




=== Exorcising Corruption ===  
=== Combat Exorcisms ===
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;
While not all Exorcists are combatants, the rites they know can be weaponized to better combat warp entities and other beings who have been corrupted by the powers of the warp. This is via the use of applied Sanctic rites and appropriately blessed equipment that they carry on their person.


An Exorcist may expend ONE [[Mission Supplies|Esoterica]] or [[Willpower]] to:


* 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.
* '''Make a single call of SANCTIC KNOCKBACK within melee reach of a foe'''. The effect of this can vary, from driving lesser warp beings away or out of bodies (often used in the case of possessed corpses and the animated dead) to causing larger and more powerful ones to briefly pause. This might not have any effect at all against some very powerful entities.


* 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.
* '''Make up to five calls of SANCTIC WEAKEN, with no less than 10s between them, within melee reach of a foe''' The effect of this can vary, from having the normal effect of [[Calls|WEAKEN]] on a target otherwise not normally affected by it, to making mundane weapons able to briefly harm manifested daemons who would otherwise be immune or resistant to them.


* It '''must''' refer to the Emperor or the Omnissiah.
These effects can be repeated (at the same cost in Esoterica and Willpower) so long as you have Willpower remaining.


* 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.
This is physrepped by throwing (larp safe) vials of holy water or sanctic salts, miming tossing it on the target (please don't use liquids, some of our kit has electronics we'd rather avoid getting wet), or striking the target with silver stakes or striking it with or brandishing (larp-safe) holy icons against it.


* 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.
=== Exorcising Corruption ===
Perhaps unsurprisingly given their name, the most common role of Exorcists in the Holy Ordos is providing esoteric first aid against encroachments of the Warp upon the mind, body and soul. These are afflictions to which Inquisitorial Agents are often exposed by the nature of the Hidden War against the Archenemy.


An Exorcist can attempt to purge [[Corruption]] from another character. There is no mechanical way to tell which 'level' of corruption a character is on: it relies entirely on observing the level of unusual/corrupted roleplay from the individual and the Exorcist making their best guess. They must then bid the correct amount of Willpower (see beneath) to purge it (or overbid to be sure):


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.
* The target of an Exorcism must either be a willing participant, or '''Subdued''' or restrained (in a manner all the players involved are comfortable with) in order to be Exorcised.


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.
* A character who is Brushed (1), Touched (2) or Marked (3) Tempted (4) may be exorcised by bidding the appropriate amount of willpower (denoted in brackets) and then performing a 5 minute exorcism ritual.
** The Rituals required to deal with Brushed/Touched/Marked are subtle and usually less obvious. They '''do not''' require a Warded Circle.
** A character who is '''Tempted''' must be contained within a '''Warded Circle''' (see above) and are often quite loud and obvious when performed.


=== Exorcising Daemons and greater marks of Blight and Corruption ===
* Before they begin the ritual roleplay the Exorcist performs a [[Power Test]]. If they pass, the ritual continues as normal. If they fail then a complication has occurred: they must draw from the [[Rules Downloads|Exorcism Risk Deck]] and work the complication into their ritual. Not all complications cause the Ritual to fail.
** If a Complication occurs that would cause the Ritual to fail, then there is no requirement to perform the full five minute ritual. You can choose to initiate the complication at the best possible dramatic moment.


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.  
* At the end of the ritual, the Exorcist should notify their target that if they were at (the level you bid willpower to cleanse) or below, they reduce their Corruption by '''two levels'''.
** If the Exorcist underbid and the character was on a higher level of corruption the ritual fails - the Willpower bid is spend regardless.
** There is usually no immediate surefire indication of success or failure - the target may roleplay the weight of corruption lifting from them.
** A character who has been exorcised cannot attack, make calls, ''or be Exorcised again'' until they [[Recuperate]].
** A character who has [[Corruption_and_Faith#Embracing_Chaos_and_becoming_Overwhelmed|Embraced Chaos]] must accept the '''Emperor's Judgement''' from the Exorcist, roleplaying demonstrating regret for giving into temptation and suffering the effects beneath. However they can choose to hold onto their corruption and '''expend one willpower''' to cause the Ritual to fail, remaining corrupted.


A character who is tainted by the effects of the Warp can usually be Exorcised without significant permanent effects. The Exorcist's methods may leave them scarred, or the Exorcist may choose to impose a Penance upon them to assist in keeping their soul pure. However, in general these Exorcisms do not '''require''' lasting mechanical effects on the subject to be successful.


* It costs a point of Willpower to attempt this.


* The precise form of the ritual is at player discretion, but you must find a Ref before you even attempt these.
=== The Emperor's Judgement ===


* The ritual must follow the guidelines for Exorcisms above but;
A character who has '''Embraced Chaos''' by using one of the '''boons''' offered to them by the Dark Powers, or by casting off negative effects by willingly jumping to their '''Tempted''' level, must face '''The Emperor's Judgement'''.


:* 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.
* Roleplaying '''The Emperor's Judgement''': Exorcisms for characters in this state are typically more extreme, more painful and require physical damage to be inflicted upon the subject, either by the Exorcist or at their direction. They always require a '''Warded Circle'''.


:* 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.  
* Physical consequences: As a result of their brutal scourging, characters who have undergone '''The Emperor's Judgement''' cannot exceed half their maximum [[Endurance]] for the remainder of the event.


* There may be unique narrative side effects at the discretion of a Ref or draws straight from the exorcism deck.
* Spiritual consequences: The Exorcist must assign their subject a '''penance'''. This is a pattern of behaviour they must follow to protect themselves against the temptations of the Warp. For example, they might be required to pray after every battle, or to act as a servant for one of their fellow Imperials. This '''penance''' is usually calculated to specifically offset the Temptations of the Dark Powers facing the subject.


* You will be expected to make a power check at the end of the ritual, if this fails, the following will happen:-
* Should the subject fail to follow this '''penance''', or willingly break it, they have willingly fallen to Chaos. They gain one use of their '''Tempted''' boon and immediately become '''Overwhelmed'''.


:* 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).


:* 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.
=== Exorcising Possession ===
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. This requires a different approach to cleansing a body of the taint of the warp: unlike in the case of Corruption, there is another (potentially quite powerful) entity resisting the Exorcists. If it does not wish to, or cannot willingly, leave the body it must be purged at great risk:


* The Possessed body must be '''Subdued''', '''Bleeding''' or otherwise unable to move freely and must be kept within a '''Warded Circle''' for this to work.


=== Rites of the Ordo Malleus ===
* '''Up to three''' Exorcists may participate in this Exorcism.
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:


* '''Exorcists must blindly bid an amount of their willpower''' to purge the entity possessing of a body that may be pooled from every Exorcist involved.


==== The Rite of Warding ====
** '''If you underbid the entity''' you must draw from your deck until you get a card that causes you to fail the ritual. If the Card has a method to resist its effects, you cannot use it. The ritual has failed, you may continue the ritual roleplay in order to trigger the complication when it would be most dramatic to do so.
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.  
*** If you draw '''Possession''' or '''Greater Possession''' the ritual succeeds and the target is free of the entity - you on the other hand...
*** If you know the '''True Name''' of the entity possessing the individual you may redraw your card and pick the one you prefer to suffer.


* '''You should inform a Ref when you have used this rite.'''  
** '''If you outbid or match the willpower of the entity''' then before you begin the ritual roleplay each Exorcist performs a [[Power Test]]. If they pass, the ritual continues as normal; if they fail then a complication has occurred: they must draw from the [[Rules Downloads|Exorcism Risk Deck]] and work the complication into their ritual. Not all complications cause the Ritual to fail.
*** If you draw '''Possession''' or '''Greater Possession''' the ritual succeeds and the target is free of the entity - you on the other hand...
*** If you know the '''True Name''' of the entity possessing the individual you may redo your Power Test on a failure.


* 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).  
* They may then, depending on the outcomes of the complications - proceed as above with a five minute ritual.  


* No creature of the warp should be able to enter the space covered by the warding.  
* 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 unable to attack or make calls until they [[Recuperate]].


* 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!'''


* 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.
=== The Exorcism Risk Deck ===


The [[Rules_Downloads#Exorcism_Risk_Deck|Exorcism Risk Deck]] consists of 48 cards, with effects of varying severity and danger. Players should check the [[Rules Downloads]] page shortly before each event to confirm they are still using the most up to date version.


==== 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.




==== The Rite of Dismissal ====
[[Category:Rules]]
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.

Latest revision as of 16:51, 20 July 2023

"Exorcism" is a word commonly: bandied about in the Imperium, it is not unknown for the Priests of the Imperial Faith to have those amongst their number who claim to be exorcists. There are many lay followers of the Faith who practice ritualistic "exorcisms" in their daily duties. In the eyes of the Inquisition, these are placebos and theatrical displays to reinforce Faith at best, and the providence of charlatans at worst.

"True" Exorcism is an esoteric practice that relies on rites of Sanctic Sorcery, the rarest form of warp manipulation. It is a secret guarded jealously by the Inquisition and a few other secretive organisations within the Imperium. It is a dangerous, and often deadly, line of work for an Inquisitorial agent, as to grapple with the cloying stuff of chaos metaphysically imperils the soul and body both.

The Ordo Malleus and the Inquisition at large forbids its Agents from exposing Exorcisms to innocent bystanders, who are often euthanised or mindwiped if they witness one.


Methods of Exorcism

In OC terms, it does not matter what exact form the Exorcism ritual takes.

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; the training staff of the Ordo Malleus stress the importance of sticking to set forms and rituals to avoid unexpected effects.

Some common traditional methods which are found in Exorcisms are:

  • 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 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; binaric hymns sacred to the Cult Mechanicus.
  • 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 its great deeds.

Any of these methods will likely be effective, as well as any roleplay appropriate to your character’s background and characterisation.

If your character loses faith in the efficacy of their methods, you must see a Ref before conducting an Exorcism.

If you attempt to carry out an Exorcism while you are Tempted by Corruption, it is highly likely to fail. You must see a Ref before attempting it.

Exorcisms are violent processes; the warp resists being driven from the flesh once it has taken purchase. This makes them dangerous for both the target and exorcist; the corruption might well fight back.


Warded Circles

Exceptionally, some rituals require the exorcist to establish a warded circle. This takes the form of a simple circle drawn in chalk, blood, salt or some other esoteric material. Some players have found it easier to represent this using symbols on pre-made mats or using various props to mark out a circle: this is fine - the general rule is that it should take some time to set up.

In some circumstances we may inform you that we cannot actually draw on floors due to the requests of the site hosting our game; in this case, if you have nothing prepared to represent a circle it is perfectly fine to roleplay drawing one out even if there is nothing there.

Although known as "Hexagrammic" Wards, exorcists are taught to use only decagrams (ten point stars) within a warded circle if they decorate them at all beyond a simple circular boundary - they don't enter it rather placing the target of their exorcism within it.


Combat Exorcisms

While not all Exorcists are combatants, the rites they know can be weaponized to better combat warp entities and other beings who have been corrupted by the powers of the warp. This is via the use of applied Sanctic rites and appropriately blessed equipment that they carry on their person.

An Exorcist may expend ONE Esoterica or Willpower to:

  • Make a single call of SANCTIC KNOCKBACK within melee reach of a foe. The effect of this can vary, from driving lesser warp beings away or out of bodies (often used in the case of possessed corpses and the animated dead) to causing larger and more powerful ones to briefly pause. This might not have any effect at all against some very powerful entities.
  • Make up to five calls of SANCTIC WEAKEN, with no less than 10s between them, within melee reach of a foe The effect of this can vary, from having the normal effect of WEAKEN on a target otherwise not normally affected by it, to making mundane weapons able to briefly harm manifested daemons who would otherwise be immune or resistant to them.

These effects can be repeated (at the same cost in Esoterica and Willpower) so long as you have Willpower remaining.

This is physrepped by throwing (larp safe) vials of holy water or sanctic salts, miming tossing it on the target (please don't use liquids, some of our kit has electronics we'd rather avoid getting wet), or striking the target with silver stakes or striking it with or brandishing (larp-safe) holy icons against it.


Exorcising Corruption

Perhaps unsurprisingly given their name, the most common role of Exorcists in the Holy Ordos is providing esoteric first aid against encroachments of the Warp upon the mind, body and soul. These are afflictions to which Inquisitorial Agents are often exposed by the nature of the Hidden War against the Archenemy.

An Exorcist can attempt to purge Corruption from another character. There is no mechanical way to tell which 'level' of corruption a character is on: it relies entirely on observing the level of unusual/corrupted roleplay from the individual and the Exorcist making their best guess. They must then bid the correct amount of Willpower (see beneath) to purge it (or overbid to be sure):

  • The target of an Exorcism must either be a willing participant, or Subdued or restrained (in a manner all the players involved are comfortable with) in order to be Exorcised.
  • A character who is Brushed (1), Touched (2) or Marked (3) Tempted (4) may be exorcised by bidding the appropriate amount of willpower (denoted in brackets) and then performing a 5 minute exorcism ritual.
    • The Rituals required to deal with Brushed/Touched/Marked are subtle and usually less obvious. They do not require a Warded Circle.
    • A character who is Tempted must be contained within a Warded Circle (see above) and are often quite loud and obvious when performed.
  • Before they begin the ritual roleplay the Exorcist performs a Power Test. If they pass, the ritual continues as normal. If they fail then a complication has occurred: they must draw from the Exorcism Risk Deck and work the complication into their ritual. Not all complications cause the Ritual to fail.
    • If a Complication occurs that would cause the Ritual to fail, then there is no requirement to perform the full five minute ritual. You can choose to initiate the complication at the best possible dramatic moment.
  • At the end of the ritual, the Exorcist should notify their target that if they were at (the level you bid willpower to cleanse) or below, they reduce their Corruption by two levels.
    • If the Exorcist underbid and the character was on a higher level of corruption the ritual fails - the Willpower bid is spend regardless.
    • There is usually no immediate surefire indication of success or failure - the target may roleplay the weight of corruption lifting from them.
    • A character who has been exorcised cannot attack, make calls, or be Exorcised again until they Recuperate.
    • A character who has Embraced Chaos must accept the Emperor's Judgement from the Exorcist, roleplaying demonstrating regret for giving into temptation and suffering the effects beneath. However they can choose to hold onto their corruption and expend one willpower to cause the Ritual to fail, remaining corrupted.

A character who is tainted by the effects of the Warp can usually be Exorcised without significant permanent effects. The Exorcist's methods may leave them scarred, or the Exorcist may choose to impose a Penance upon them to assist in keeping their soul pure. However, in general these Exorcisms do not require lasting mechanical effects on the subject to be successful.


The Emperor's Judgement

A character who has Embraced Chaos by using one of the boons offered to them by the Dark Powers, or by casting off negative effects by willingly jumping to their Tempted level, must face The Emperor's Judgement.

  • Roleplaying The Emperor's Judgement: Exorcisms for characters in this state are typically more extreme, more painful and require physical damage to be inflicted upon the subject, either by the Exorcist or at their direction. They always require a Warded Circle.
  • Physical consequences: As a result of their brutal scourging, characters who have undergone The Emperor's Judgement cannot exceed half their maximum Endurance for the remainder of the event.
  • Spiritual consequences: The Exorcist must assign their subject a penance. This is a pattern of behaviour they must follow to protect themselves against the temptations of the Warp. For example, they might be required to pray after every battle, or to act as a servant for one of their fellow Imperials. This penance is usually calculated to specifically offset the Temptations of the Dark Powers facing the subject.
  • Should the subject fail to follow this penance, or willingly break it, they have willingly fallen to Chaos. They gain one use of their Tempted boon and immediately become Overwhelmed.


Exorcising Possession

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. This requires a different approach to cleansing a body of the taint of the warp: unlike in the case of Corruption, there is another (potentially quite powerful) entity resisting the Exorcists. If it does not wish to, or cannot willingly, leave the body it must be purged at great risk:

  • The Possessed body must be Subdued, Bleeding or otherwise unable to move freely and must be kept within a Warded Circle for this to work.
  • Up to three Exorcists may participate in this Exorcism.
  • Exorcists must blindly bid an amount of their willpower to purge the entity possessing of a body that may be pooled from every Exorcist involved.
    • If you underbid the entity you must draw from your deck until you get a card that causes you to fail the ritual. If the Card has a method to resist its effects, you cannot use it. The ritual has failed, you may continue the ritual roleplay in order to trigger the complication when it would be most dramatic to do so.
      • If you draw Possession or Greater Possession the ritual succeeds and the target is free of the entity - you on the other hand...
      • If you know the True Name of the entity possessing the individual you may redraw your card and pick the one you prefer to suffer.
    • If you outbid or match the willpower of the entity then before you begin the ritual roleplay each Exorcist performs a Power Test. If they pass, the ritual continues as normal; if they fail then a complication has occurred: they must draw from the Exorcism Risk Deck and work the complication into their ritual. Not all complications cause the Ritual to fail.
      • If you draw Possession or Greater Possession the ritual succeeds and the target is free of the entity - you on the other hand...
      • If you know the True Name of the entity possessing the individual you may redo your Power Test on a failure.
  • They may then, depending on the outcomes of the complications - proceed as above with a five minute ritual.
  • 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 unable to attack or make calls until they Recuperate.


The Exorcism Risk Deck

The Exorcism Risk Deck consists of 48 cards, with effects of varying severity and danger. Players should check the Rules Downloads page shortly before each event to confirm they are still using the most up to date version.