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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.
"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.


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.
"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.


'''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 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.




=== Power Tests ===
==== Methods of Exorcism ====
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.
In OC terms, it '''does not matter''' what exact form the Exorcism ritual takes.


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.
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.


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


=== Exorcisms ===
* 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.
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:
* 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.


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


* '''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).  
* 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.


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


* If the exorcism is resolved successfully the character drops one level of corruption or the warp taint is removed from the person or object.
If your character loses faith in the efficacy of their methods, you must see a Ref before conducting an Exorcism.
** 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;
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.


* 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.
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.


* '''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.
===== Warded Circles =====


* 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.
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.  
** 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.  
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.
** All Exorcists and a Character who has been exorcised are under the effect of the Weaken call until they Recuperate.
 
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 [[Mission Supplies|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.


=== Rites of the Exorcists ===
* '''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.
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.
These effects can be repeated (at the same cost in Esoterica and Willpower) so long as you have Willpower remaining.


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.
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.


===== Rites of Denial =====
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):
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;
* 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.


* 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.  
* 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.


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


* 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.
* 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.


===== 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;
=== The Emperor's Judgement ===


* 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 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'''.  
** 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;
* 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'''.


* 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.
* 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.
** 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.


* 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.


===== Rites of Adorning =====
* 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'''.
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.
=== 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:


* 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?'''
* 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.


* 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.
* '''Up to three''' Exorcists may participate in this Exorcism.


* Anoint their shield if they have Aegis Training allowing them to call '''Warp Deflect''' to the next call with Warp attached.
* '''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.  


* 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.
** '''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 [[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.


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


=== Eye of the Dark Gods ===
* If the Exorcism or Banishment succeeds the being is driven from the flesh it is possessing or from reality.
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.
** All Exorcists and a Character who has been Exorcised are unable to attack or make calls until they [[Recuperate]].


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.
=== The Exorcism Risk Deck ===


* '''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.
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.


* '''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.
[[Category:Rules]]

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.