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The Exorcist's Codex – (Basic Roleplaying System)

The Exorcist's Codex – (Basic Roleplaying System)

Prepare your soul for The Exorcist’s Codex. Step into the 1890s and take on the role of an Exorcist, Demonologist, Spiritual Medium, or one of several other paths in the battle against ancient demons. Powered by Chaosium’s Basic Roleplaying System (BRP).
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You are called to exorcize a possessed soul, and what you’ve long feared is unveiled—this is just the tip of a far more sinister scheme. An ancient demon is pulling the strings, and if you fail, countless innocent lives hang in the balance, and the course of history will be forever stained by demonic influence.
 
In The Exorcist's Codex, your primary enemies are the Archdemons—ancient beings thought to have been banished ages ago but who, over the last millennia, have silently returned to reclaim the mortal realm and its inhabitants. With the aid of their followers, the cultists, the Archdemons steadily expand their influence and corruption, infiltrating every aspect of modern civilization. They will use every trick at their disposal to grow their power, and it is your task to stop them—or at least hold the demonic resurgence at bay.

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The Exorcist’s Codex is set in a dark horror 1890s setting, where players confront demonic beings, cultists, possessions, and intricate demonic schemes. Built on Chaosium’s BRP system, it introduces new mechanics like Holy Faith, Demonic Corruption, and Spirit Points, which shape characters' abilities and resilience. Players, as Agents of ancient Orders, rely on the Codex—a collection of rituals, powers, and lore—and seek out its fragments and Holy Items to combat demonic forces.

Exorcism (Art by Mohammad Yousefi)







In The Exorcist's Codex, you step into the role of an Agent—a dedicated individual tasked with confronting the demonic forces that plague our world. Choose from twelve different professions, each with its own abilities and foundation. Your chosen profession shapes your abilities, skills, and path (read more in the System section).  When creating your character, you'll follow a process that defines their motivations, background, quirks, and habits—bringing your character to life with depth and personality.




You’ll be tasked with uncovering intricate schemes, finding lost relics, and confronting powerful demonic entities. Each scenario tests your wit, preparation, and spiritual strength. Success demands meticulous planning, gathering the correct tools and components, and preparing complex rituals—all while grappling with moral dilemmas that could shape the fate of entire nations. In The Exorcist’s Codex, you aren’t just fighting demons—you’re uncovering and wielding the wisdom of  millennia to defeat them.

Scenarios in The Exorcist’s Codex fall into three primary types, each focusing on different aspects of confronting demonic influence.

Exorcism Scenarios revolve around direct engagements with demonic entities that have possessed human hosts. These scenarios require careful investigation to determine the nature of the possession, the gathering of necessary ritual components, and the execution of exorcisms. Whether facing a cunning Archdemon manipulating events behind the scenes or a rampant Wild Demon spreading chaos, the Agents must act methodically to sever the demon’s grasp before it’s too late​.

Exploration Scenarios send Agents on perilous journeys in search of lost Relics and holy artifacts. These missions can lead deep into forgotten crypts, ancient ruins, or remote wilderness locations where these objects remain hidden. However, cultists and demonic entities often seek the same Relics, turning these missions into tense races against time. Success in these scenarios requires resourcefulness, spiritual fortitude, and an understanding of their significance.

Exposure Scenarios focus on infiltrating and dismantling networks of cultist influence. Rather than confronting demons directly, these missions require stealth, investigation, and deception. Agents may have to uncover hidden cultist operations, track down corrupted officials aiding demonic forces, or sabotage dark rituals before they come to fruition. Exposure scenarios often demand a balance of social skill, deduction, and precise action—failure could mean giving the cultists the upper hand in their agendas​.

While scenarios primarily follow one of these types, they blend into one another, creating complex and multi-layered campaigns where Agents must perform rituals, uncover lost knowledge, and root out corruption in the same overarching narrative.

The GM's Guide contains three scenarios—one of each type—designed to introduce your players to the system and the world. But here’s the deal: if we unlock certain stretch goals, your collection of scenarios will grow—free for all backers! Check out the stretch goal section for more details!

Exploration (Art by Mohammad Yousefi)
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Core Rulebook

The Core Rulebook is all you need as a player in The Exorcist’s Codex. At over 300 pages, it provides everything needed to create characters, learn the system, and explore the world of The Exorcist’s Codex. It is divided into three main parts:

Introduction:
  • Timeline of Demonic Conflicts: A historical overview to set the stage.
  • Terms: A glossary of essential concepts and mechanics used throughout the game.

Book interior (Art by Even Røssland)


Part 1: Characters:
  • Character Creation: Step-by-step instructions for building characters, including attributes like Strength, Constitution, Dexterity, and Power. Derived values include Spirit Points, Power Points, and Hit Points.
  • Professions: Features 12 defined professions, each with its own skill set and abilities.
  • Backgrounds: Adds depth and mechanical bonuses to characters, alongside motivations that provide goals and context for roleplaying.
  • Skills: Over 40 skills, categorized into professional, personal, and Codex-related options.

Part 2: System:
  • Combat and Actions: Detailed rules for combat encounters and general actions.
  • Damage and Healing: Clear systems for managing harm and recovery.
  • Situational Rules: Covers various in-game scenarios and modifiers.
  • Gear and Resources: Rules for acquiring and using equipment.

Part 3: The Codex:
  • Divine and Demonic Lore: Essential knowledge for understanding the spiritual framework of the game.
  • Rituals: Over 20 detailed rituals, ranging from basic blessings to advanced exorcisms, with clear mechanics for preparation and execution.
  • Divine Powers: Rules for wielding divine energy to overcome challenges.
  • Holy Items:  Covers Blessed Items used in rituals, Charged Talismans that store Power Points, Holy Artifacts as powerful versatile tools, and Relics as extremely powerful, scenario-critical items. 
  • Scenario Guides:  Clear instructions for players on understanding and performing their roles in scenarios. 

Book interior (Art by Even Røssland)




GM’s Guide

The GM’s Guide is approximately 200 pages and provides everything a Game Master needs to run campaigns and scenarios in The Exorcist’s Codex. It is divided into six key sections:

Part 1: Game Master Tools:
Instructions, tips for running the game, and guidance on managing game mechanics such as the Demon Dice, Demonic Interference, playing Possessed Hosts, etc.

Part 2: Demonic Elements:
Details demonic realms, portals, items, and powers, providing the tools needed to design challenging encounters.

Part 3: Cultists and Rituals:
Explores cultist operations, hierarchies, and skills, along with rules for incorporating dark rituals into gameplay.

Part 4: The Demonicon:
Features detailed descriptions of Grand Demons, Lesser Demons, and Demonic Entities, offering a comprehensive guide for adversaries.

Immortal and ancient, the Archdemons are master strategists, known for crafting intricate, long-term schemes to seize control of the mortal realm. All interaction with the mortal realm is conducted from their Cores, usually located at the center of their realms and within the Archdemons’ dwellings. From their Cores, they can open portals or communicate with cultists through their demon prophets. (Art by Mohammad Yousefi)

Part 5: Creatures and NPCs:
Includes a bestiary of monsters, infernal creatures, and non-player characters to enrich the game world.

Part 6: Scenarios and Adventures:
Provides guidance on crafting scenarios and includes three pre-written adventures, each focused on a different type of mission: Exorcism, Exploration, and Exposure.

Enter the Demon's Realm (Art by Mohammad Yousefi) - The Demon Realms range from vast, pulsating swamps filled with fleshy, organic growths, to dim, planetary worlds where the sun is faint, casting only minimal light.


Both the Core Rulebook and the GM Guide are premium hardcover books in US letter format, with pages of vibrant, full-color content on matte 100gsm paper, wrapped in a gloss-laminated silk-coated cover for durability and elegance.


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The Demonic Symphony

Experience a chilling exorcism scenario set in 1890s Winchester, UK. During the grand Winchester Autumnal Arts Festival, players are thrust into a race against time to uncover a dark agenda before it culminates in catastrophe. The players face an Archdemon with sinister plans for the old and historic city. This scenario includes all key elements of an Exorcism Scenario, focusing on the events and investigations required to perform an Archdemonic Exorcism Ritual. With a detailed narrative, immersive locations, and escalating tension, this 96-page scenario invites you to unravel the mysteries and face the challenges ahead. Will you decipher the signs and take the steps necessary to prevent disaster? 




This 96-page scenario is available as an add-on for The Exorcist’s Codex, is the first scenario created for the game, and is a must-have for all exorcists, demonologists, and those dedicated to combating demonic threats.

Back within 48 hours and get 'The Demonic Symphony' for FREE! (Value: $14.99) 
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The Demonologist Journal, first published in 1888 by the British Demonology Society, is an in-world periodical packed with information and tools for both players and GMs. Each volume is made to deepen immersion and provide actionable content for gameplay.

What you’ll find inside:
  1. Essential Knowledge: Articles covering demonic lore, history, equipment, and items—everything a demonologist needs to know.
  2. Scenario Hooks: Reports, personal accounts, and advertisements containing leads for long journeys or local investigations.
  3. Locations and NPCs: New characters and significant sites introduced through stories, notices, and field reports.
  4. Advertisements: A variety of items and services players can use in their investigations, from equipment to hireable experts.

The Demonologist Journal is an excellent tool for enhancing your campaigns, adding life and lore to the game world, and providing fresh ideas for both players and game masters.

Oh, and one more thing: YOU can be a part of it! As an add-on, you can step into the Victorian era and become the journalist, occultist, shopkeeper, demonologist, historian, detective, gunsmith, medium—or whatever you’ve always imagined yourself to be! Write your story or ad, add your name, and secure your place in The Demonologist Journal, Vol. 1!
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Step into the world of The Exorcist's Codex with your very own Charged Talisman. These holy items serve as reservoirs of divine power, measured by their Charge Capacity, and can be used to fuel certain abilities or powers.

Each Charged Talisman is a masterpiece, individually handmade in Norway using premium materials to ensure durability, beauty, and uniqueness. No two are completely alike, making your talisman not just a tool for gameplay, but a one-of-a-kind work of art.

There are only 17 talismans available. To claim yours:
  1. Pledge for the Talisman Deluxe Bundle, which includes a Charged Talisman alongside all other rewards from the Deluxe pledge.
  2. Send us your preferred talisman number from the available selection in the Pledge Manager when the campaign ends.

Talismans are assigned in the order pledges are received, so the earlier you back, the better your chances of securing your favorite piece!

Don’t miss out—secure your Charged Talisman today and wield the power of the divine in style. Once these 17 are gone, they’re gone for good!



The Collection








Note: The descriptions provided are fictional and intended for use within The Exorcist's Codex role-playing game setting.
Variants: The core pendant design stays the same, but the details and craftsmanship vary slightly between pieces, ensuring each Charged Talisman has its own individual style. 

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The Exorcist's Codex will offer free access to character sheets and rules on Virtual Tabletop (VTT) platforms as soon as the books are ready for delivery! To reach as many players as possible, our dedicated team is working to make this available on both Roll20, Foundry, and Alchemy!

While The Exorcist's Codex is primarily designed as a Theater of the Mind experience, we understand that many prefer the accessibility and tools provided by VTT platforms. We're exploring the best way to provide full VTT integration for The Exorcist's Codex. However, a full level of integration is divided into stretch goals, as it requires substantial time and resources. Achieving this will depend on the campaign reaching specific funding levels. Let's make it happen together!



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Expand your experience with tools and content! Add the GM Screen for easy reference during play, the Demon Dice Board for tracking demonic influence and corruption, and the 96-page scenario The Demonic Symphony for an intense exorcism scenario. All add-ons can be included in your pledge to deepen your game further! 


Document your fight against the darkness with this set of five official Exorcist’s Codex notebooks! Perfect for in-game use, these notebooks give players the ideal space to record Lore, Rituals, Holy Items, and demonic encounters. Whether you're sketching symbols, jotting down notes, or doodling during sessions, these journals keep everything in one place!


Become Part of The Exorcist’s Codex 

Add yourself to the world of The Exorcist’s Codex! Choose between the Minor NPC Add-On, where you’ll be featured as a background character from 1890s Europe, or the Major NPC Add-On, giving you a crucial role in the narrative. Appear in the GM’s Guide, The Demonic Symphony, or any unlocked stretch goal scenario.

You can also become a contributor to The Demonologist Journal by submitting your own ad, story, or letter to be featured in this immersive in-world publication. Leave your mark on the setting and become part of the game's official lore!



Additional Add-Ons

 Expand your collection with previously published works from Two Starving Gnolls, all available at a reduced price. Add Pax Cthuliana, a Lovecraftian scenario set in 1920s London, and Svalbard, a chilling Lovecraftian mystery set on the remote Arctic archipelago. Also available is Insight Fantasy, a fantasy TTRPG where the world shifts and evolves based on the player characters' insights and discoveries. 


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System Mechanics: The Exorcist's Codex is built on the Basic Roleplaying (BRP) system developed by Chaosium Inc., utilizing its latest edition. This percentile-based, skill-driven framework will feel familiar to those who have played Call of Cthulhu, as both systems share a common foundation.

However, The Exorcist's Codex introduces several new mechanics to reflect its focus on combating demonic forces. Players will engage with detailed rules for conducting Rituals, wielding Holy Items, and performing exorcisms. The game also incorporates Codex Lore, Spirit Points, Holy Faith, Demonic Energy, and Demonic Corruption, adding layers of strategy and tension to the gameplay.

The rules are structured to be clear and accessible for newcomers while offering depth and strategic options for experienced players. For those familiar with Call of Cthulhu, the transition to The Exorcist's Codex is seamless, as it retains the intuitive percentile mechanics while expanding them with systems tailored to its theme. The shared BRP foundation also allows for compatibility with Call of Cthulhu, enabling integration of elements from one game into the other.

Theater of the Mind: Designed as a theater-of-the-mind game, this system primarily uses maps for navigating cities and buildings rather than detailed combat. While there’s about the same amount of combat as in a typical Call of Cthulhu game, it’s still light overall. Some Professions lean more into combat, but the heart of the game lies in its story and atmosphere. Of course, the balance between combat and narrative depends on the GM, the players, and your preferred playstyle.

Campaign Style:  This game truly shines in long campaigns, where the intricate schemes of the Archdemons unfold over time, and players have the opportunity to develop their characters and piece together lost knowledge from the Codex. 

Professions

Choose from 12 professions, each offering unique abilities and starting points in your journey to confront demonic forces. Private Exorcists operate independently of established religions and formal doctrines, relying on their own methods to combat evil. Church-Licensed Exorcists are sanctioned by papal decree, making them the first responders to demonic incidents. Priests focus on guiding and protecting their communities, offering wisdom and comfort in the face of darkness. As an Order Guardian, you are sworn to an ancient Order dedicated to protecting humanity from demonic threats. Occult Detectives are seekers of the unknown, armed with sharp intellects and unyielding curiosity.

Demonologists delve into the lore of demons, becoming invaluable sources of knowledge about their powers, origins, and weaknesses. Relic Hunters brave forgotten ruins and treacherous landscapes to recover lost relics, holy artifacts, and codex fragments. For a Shaman, the path is one of destiny, guided by profound visions that shape their purpose. Spiritual Mediums are gifted individuals with a natural ability to connect and communicate with spirits, offering insights that others cannot. As a Relic Custodian, you ensure the safety and care of valuable holy items and relics stored within institutional vaults.

Vanguards serve as steadfast protectors, providing essential strength and defense in high-risk situations. Lastly, Futsumashi, rooted in Japanese Shinto and Buddhist traditions, rely on spiritual discipline and deep knowledge to cleanse the world of demonic influence. Each profession provides a distinct way to face the darkness, allowing you to shape your role in this harrowing battle.
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We have always strongly believed in the creativity and talent of human artists, and we’ve consistently worked with professional illustrators to bring all our projects to life, such as Joseph Diaz (ArtStation - Joseph Diaz), Megvin Gjovari (ArtStation - Megvin Gjovari) and Yi Jong (Website). For The Exorcist's Codex, our main illustrator is Mohammad Yousefi (https://www.artstation.com/myousefi2d), with additional arts by our own Even Røssland.


Private Exorcist - sketch and final by Mohammad Yousefi



Exorcism - sketch by Mohammad Yousefi





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The teaser video for The Exorcist's Codex was filmed in a house built in 1899, in a small bedroom with original props, furniture, and items. We're not professional scenographers and have limited experience in filmmaking, but we wanted to create a short film that could convey the core themes of The Exorcist's Codex. With the help of aspiring actress Bea Røssland-Telset as the possessed, our own Even Røssland as the priest and aspiring makeup artist Synne Haktorson Grønstøl, we managed to create a short yet expressive teaser video. We decided to use it as part of our marketing and on the story page of the campaign.

Special thanks to the Church of Kvinnherad for lending us the 19th-century priest's vestment, without having any clue what it would be used for.

Cast and Crew
Possessed Girl: Bea Røssland-Telset
The Exorcist: Even Vinjor Røssland
Narrator: Nathaniel Goodwyn
Illustrations: Mohammad Yousefi & Even Vinjor Røssland
Camera: Jarle Haktorson & Lillian L. Røssland
Makeup: Synne Haktorson Grønstøl
Editing, Music & Sound Design: Even Vinjor Røssland


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Two Starving Gnolls

Two Starving Gnolls is the creative duo of Jarle Haktorson and Even Vinjor Røssland, lifelong friends from rural Norway who discovered their love for games together. From AD&D and Shogun to Call of Cthulhu and early computer gaming, we’ve spent decades crafting worlds, stories, and mechanics. After launching "Insight RPG" on Kickstarter in 2014, we turned our passion into a mission to share our creations with the RPG community. Our process is simple: an idea, a cup of tea, and lively discussions that become engaging games. From the puzzles of Svalbard to the time pressure of Pax Cthuliana and the demon-filled world of The Exorcist’s Codex, we aim to make every moment memorable.



Even is a modern-day Da Vinci. He writes games, composes music, creates illustrations, and handles graphic design—all while bringing our games to life with his creative energy. The Exorcist’s Codex is a testament to his genius, springing from his imaginative mind, and there’s much more to come.



Jarle is, first and foremost, a writer—the creator behind Pax Cthuliana and Svalbard. Beyond writing, he serves as the critical eye for everything we create, ensuring quality at every step. As our ‘general manager’, Jarle also oversees production, shipping, and communication with backers, all while continuing to write, with more exciting news from him coming later this year…



Mohammad Yousefi is an accomplished designer and concept artist with over 10 years of professional experience across diverse styles and fields. Specializing in character design, environment art, and colorkey creation, his work has been crucial for The Exorcist’s Codex, where his talent for creating atmospheric environments and evocative characters has helped bring the dark, mysterious world of the game to life. ArtStation - Mohammad Yousefi



Eva is our Social Media Organizer, handling the publication of our content across platforms like BlueSky, X, Facebook, and Instagram.



Bea created the beautiful talismans included in the Deluxe pledge and also showcased her talent as an actor in our presentation video.
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We have partnered with Eastar Game Manufacturing to produce our products because they are among the best in the industry. Their impressive portfolio includes titles from Free League (The Lord of the Rings RPG, The One Ring RPG, Blade Runner RPG, Tales from the Loop, and more) and Awaken Realms (Tainted Grail, Castles of Burgundy, etc.), among countless others.
For The Exorcist’s Codex, we are committed to delivering the highest possible quality, and Eastar consistently meets that standard.

 For shipping, we partner with eFulfillment Service, the most award-winning fulfillment company in the US. With over 20 years of experience and a 99.9% customer satisfaction rate, they are a trusted and reliable choice. Our goal is to ensure a smooth, hassle-free experience for delivering The Exorcist's Codex, and eFulfillment Service is the perfect partner to make that happen. 

 For our add-ons Pax Cthuliana, Svalbard, and Insight Fantasy, we are partnering with DriveThruRPG, the world’s largest RPG download store. We’ve worked with them on several projects in the past, and they always deliver exceptional service. It’s also a fantastic platform to discover new and exciting RPGs! 
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Campaign period.


Payment processing period. Payment closes April 8. Backers who pledge over $150 can complete payments through the "Pay Over Time" option until July 25.
(Pledge Manager will remain open afterward for final order adjustments).

Production and fulfillment preparation.

Shipping and delivery to backers.
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We are partnering with eFulfillment Service, a US-based company with over 20 years of experience and a 99.9% customer satisfaction rate, to handle and ship The Exorcist’s Codex. Their proven expertise and reliability make them the perfect fit for our project. Shipping will be managed from their warehouses in the United States.

Your pledge does not include shipping costs. These will be collected separately through BackerKit after the campaign ends. Below, we’ve provided estimated shipping costs based on current rates. Please note that adding physical add-ons may increase shipping costs. Any applicable taxes, VAT, or duties are not reflected in the table below and may vary depending on your country’s regulations.

Estimated Shipping Costs per Pledge:




Print-on-Demand Add-ons:
The add-ons Pax Cthuliana, Svalbard, and Insight Fantasy will be fulfilled through DriveThruRPG’s Print-on-Demand (POD) service. After the campaign ends, you’ll receive a unique code from DriveThruRPG, which you use to pay the base printing cost and shipping to your address. Your add-ons should arrive shortly after completing this process.
  • Estimated Printing Costs: USD 4.50
  • Estimated Shipping Costs: Vary based on delivery location, print location, and shipping options (e.g., USA shipping approximately USD 4.50).
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Contact Two Starving Gnolls!
Have questions or just want to reach out? We'd love to hear from you!
📧 Email us at: [email protected]
Let us know how we can help!

 



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