
Exorcism
Cost: 1 Point/Rank
Relevant Ability: Wisdom
Progression: Descriptive; see below
Optional: Fatigue
A character with this Attribute knows how to perform or create rituals, charms, or spells capable of driving out, binding, or banishing demons (or possibly other supernatural entities). In anime, this ability is often possessed by Buddhist monks, Shinto priests or priestesses, and wandering mediums. Exactly what entities qualify will depend on the nature of the game world; in some settings, undead, such as zombies or ghosts, may be vulnerable to exorcism. Normal characters and creatures are not affected by Exorcism.
Each attempt at exorcism counts as an attack and requires a Wisdom check with a +1 bonus per Rank of the Attribute. A ritual action is also necessary in most cases, such as a chant or mystical gestures, or use of particular objects, such as holy water or spirit wards. During the exorcism attempt, the character is completely focused on the exorcism and cannot defend against other attacks. In addition, the target entity must fail a Will Save, with a penalty equal to the Rank of the Exorcism Attribute.
If the attack succeeds (the exorcist makes his or her Wisdom check and the entity fails his or her own Will save) the entity will be affected. It cannot attack the exorcist (and any companions sheltered behind him or her) for one round. In addition, the entity needs to make the same Fatigue check as the caster, but including the Ability bonus, not including the bonus from this power, to the save DC. Although prevented from attacking the exorcist for one round, the creature may choose to take other actions, such as taunting or threatening the exorcist, fleeing, or even vanishing.
Exorcism may be repeated each round with successes draining additional Energy from the target, and failures having no effect (and leaving the demon free to attack the character). If the entity is ever reduced to Exhausted as a result of the spiritual attack, it is either banished to its own dimension (if normally extra-dimensional), turned to dust, or permanently "sealed" in an object or in a mystic location (an Item or Place of Power may be ideal) until a specific action is taken that breaks the seal (GM's option).
