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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 the true nature of Corruption and Daemonic possession. 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 (usually imagined) corruption in [[The_Imperial_Faith|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 conducive 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.


This is not to say that Exorcists lack faith. Indeed, only those with strong Faith and conviction as well as strength of Will are selected by the Holy Ordos for this training. Without faith in the God-Emperor (or the Omnissiah) it would be nearly impossible for these individuals to undertake the dangerous exorcisms they are called to perform.
"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.


Within the [[The_Prosperitas_Conclave|Holy Ordos of the Inquisition]], an Exorcist is a specialised Agent of the Throne. Exorcists are trained by the Ordo Malleus: although they may not be of the Ordo themselves anymore, they have been fully inducted with knowledge of Daemons and the Dark Gods. All will have undergone harrowing rites to prove they have the strength of will to undertake the duties that will be expected of them.  
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.


'''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.


'''True Exorcisms are not commonplace. The Ordo Malleus and the Inquisition at large forbids its Agents from exposing those outside the Holy Ordos to them except in the direst of circumstances.''' Those not of the Inquisition who are exposed to true Exorcisms are often euthanized for bearing witness to their use: be cautious when and how you use them.
==== 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.


=== Warded Circles ===
Some common traditional methods which are found in Exorcisms are:
The Warded Circle is an essential part of an Exorcist's work. The Circle is drawn in salt, chalk and sometimes blood or other spiritually charged matter applied in an even circular shape. Amongst the Ordo Malleus there are facilities that use more permanent circles formed from electrically charged metals and even ones that use lasers or arcing electricity to create more permanent locations.


In the case of most Rites of Exorcism, an Exorcist does '''not''' want to be within the Circle that is the focus of their power. With a circle created and charged though arcane means, objects or persons who are to be the targets of Exorcisms can be placed within and cannot be allowed to leave.
* 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.


===== Creating Warded Circles =====
* 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.
Warded Circles are intended to represent the fact that Exorcists are not nearly as mobile when they call upon their powers as innate users of the warp like [[Psykers]]. You must create one in order to begin your Exorcism.


The 'ward' refers to a shape drawn within a circle. An Exorcist is taught to avoid using six, seven, eight and nine sided or angled shapes within a circle because of their connection with the Dark Gods. Most prefer to work with '''Decagrams''' as 10 is associated with the God Emperor.
* Physical scourging or symbolic wounds inflicted upon a living target – the use of fire and heat has symbolic value to the Imperium.
'''The exact nature of the circle varies; it takes a minimum of '''60 seconds''' to set up one by drawing on the ground''' or marking a circle in salt or blood. Several LARP sites do not allow this: it is acceptable to ‘mime’ drawing the circle in this circumstance.


Phys-repped circles using pre-prepared props such as mats are excellent but cannot simply be thrown to the ground in order to instantly establish a circle. They are suitable for marking the boundaries, and help avoid the risks of accidentally breaking circles.
* 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 a Warded Circle has been set up, it remains charged and can be used for Exorcisms until sunrise/sunset on the day it was created; or until the boundary of the circle is crossed, scuffed out or a member of the game team says otherwise. The central ward may need to be reconfigured for different rituals. A Circle can be sabotaged by the ward being altered in any way.
Any of these methods will likely be effective, as well as any roleplay appropriate to your character’s background and characterisation.


Psykers can create a warded circle far faster by way of their innate talent to perceive the flow of the warp and their ability to access it. However, they need to be inside the circle to speed the process, essentially replacing a stable ward with themselves. This takes '''20 seconds''' done this way but is not always ideal.
If your character loses faith in the efficacy of their methods, you must see a Ref before conducting an Exorcism.


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


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


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


* 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.
=== 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.


* Physical scourging or symbolic wounds inflicted upon a living target – the use of fire and heat has symbolic value to the Imperium.
An Exorcist may expend ONE [[Mission Supplies|Esoterica]] or [[Willpower]] to:


* 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.
* '''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.


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


If your character loses faith in the efficacy of their methods, you must see a Ref before conducting an Exorcism.
These effects can be repeated (at the same cost in Esoterica and Willpower) so long as you have Willpower remaining.


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.
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.


Exorcisms are violent processes; the warp resists being driven from the flesh once it has taken purchase. 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 corruption might well fight back.


=== Exorcising Corruption ===
=== Exorcising Corruption ===
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. These are afflictions to which Inquisitorial Agents are often exposed by the nature of the Hidden War against the Archenemy.
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.


'''A character can benefit from being Exorcised of Corruption only ONCE per day''' - this limit does not include Exorcisms resulting from Overwhelmed corruption cards that dictate they involve Possession which are resolved as 'Exorcising Daemons' (see beneath). '''A failed Exorcism does not count to this limit.'''
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):


An Exorcist can exorcise [[Corruption]] in the following way:
* 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.


* The target of this Exorcism must be willing or either '''Subdued''', '''Bleeding''' or otherwise unable to move freely and must be kept within a '''Warded Circle''' throughout for this to work.
* 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.


* It costs the Exorcist 0/1/2/3 points of [[Willpower]] to purge Corruption depending on if the individual is Brushed/Touched/Marked/Tempted.
* 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.


* Before starting the ritual Exorcist performs a [[Power Test]]. If they pass the ritual will be successful. If they fail, a complication has occurred: they must draw from the [[Rules Downloads|Exorcism Risk Deck]] and work the complication into their ritual.
* 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.


* '''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 subject, who feels the warp-taint burning from their flesh. They should roleplay appropriately (inform them beforehand to ensure they know).  
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.


* If the exorcism is resolved successfully the character drops one level of corruption.
** A character who has been exorcised cannot attack or make calls until they [[Recuperate]].


=== Consequences of an Exorcism and The Emperor's Judgement ===
=== The Emperor's Judgement ===


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.
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'''.  


However, a character who has '''Embraced Chaos''' by using one of the '''boons''' offered to them by the Dark Powers 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'''.


* 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.
* 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.
* 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.
* 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'''.
* 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 and Demons ===
=== 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.


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


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


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


* '''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.
** '''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.  
* They may then, depending on the outcomes of the complications - proceed as above with a five minute ritual.  
** 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.  
* 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]].
** All Exorcists and a Character who has been Exorcised are unable to attack or make calls until they [[Recuperate]].


=== Combat Exorcisms ===
Unfortunately for Exorcists, Daemons do not tend to stand patiently still while waiting for an Exorcist to draw a Warded Circle around them to 'trap' it. While it is possible to partially complete a warded circle and 'trick' a daemon into it before finishing the process, doing so before the Daemon can cut down the Exorcist or trap someone inside the circle with it is difficult. As such, most Exorcists go into battle laden with holy icons, holy water, sanctified salts and a vast panoply of rare materials that repulse or weaken supernatural creatures.
An Exorcist may expend ONE [[Supply]] or [[Willpower]] to:
* Make up to five calls of '''Sanctic Weaken''' at 3s intervals. This may be repeated for additional cost in Willpower or Supplies. They must be within melee reach of their target to do so.
** 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 - brandishing or pressing holy icons against it.


The effect of this can vary immensely. Here are some examples of its use:
=== The Exorcism Risk Deck ===


* '''A corpse animated by psychic will or the warp''' or a '''Player Character possessed by a lesser daemon (such as some card decks suggest)''' can be purged or prevented from rising again by calling '''Warp Weaken''' ''once''.
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.


* '''A Daemon or Possessed NPC''' can be affected by '''Sanctic Weaken''' allowing them to be harmed by mortal weapons.


* '''A Daemon or Possessed individual (including PCs)''' can be kept Weakened long enough to draw a circle around them safely by coordinating uses of this call. When the circle is finished make it clear to them you have trapped them (some powerful daemons may still break free).


[[Category:Rules]]
[[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.