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There were never many of inquisitors, and most of those who spent the Scourge in Barsaive's kaers failed to pass their Discipline on to others. In the fearful confines of the kaers, crime dropped in the interest of self-preservation; furthermore, the paranoid mob mentality of destroying anyone "different" made the inquisitors' rulings largely irrelevant. Now that the kaers have opened once more, these seekers for truth are slowly coming back, but still remain largely unknown in Barsaive. They are, however, avidly sought by organizations such as the Lightbearers and the Grim Legion.
In Thera, the inquisitors' history was rather different. They became the investigative arm of the Empire, ruthlessly seeking out any hint of discontent or rebellion, and using their growing political clout to discredit any who sought to limit their power. As a secretive but influential factor in Theran politics, the inquisitors have become both powerful and feared. Many inquisitors are now among Thera's agents in Barsaive.
Important Attributes: Perception and Willpower.
Racial Restrictions: Troll, Windling
Artisan Skills: Body painting, rune carving.(metal)
Karma Ritual: The inquisitor cuts himself slightly with a small
knife, then spins around with his eyes shut and throws the weapon away
from himself in a random direction. With his eyes still closed, he meditates
on the cut and the weapon that inflicted it, and begins finding his way
to the knife. When he finds it, he passes the flat of the blade over the
cut, then opens his eyes to reveal that the cut is healed. As he does so,
the ritual is complete.
FIRST CIRCLE
Astral Sight
Avoid Blow
Karma Ritual
Silent Walk
Throwing Weapons*
Tracking*
SECOND CIRCLE
Blood Share
Durability
Evidence Analysis*
THIRD CIRCLE
Detect Weapon*
Empathic Sense
FOURTH CIRCLE
Disguise Self
Thread Weaving (Truth Weaving)
Experience Death: Once per day, the inquisitor may use this
ability, identical to the first circle nethermancer spell of the same name.
Use the inquisitor's Perception and Willpower step in place of both his
Spellcasting and Willforce talents.
FIFTH CIRCLE
Detect Trap
Lip Reading
Karma: The inquisitor may spend a Karma Point on any action
using Perception only.
SIXTH CIRCLE
Disarm
Disguise
Halt Flight: The inquisitor can command any fleeing suspect
to stop by naming his crime, i.e., "Stop, thief!" or "Halt, murderer!"
Treat this as the fourth circle illusionist spell Stop Right There, using
the inquisitor's Perception or Willpower step in place of the Spellcasting
or Willforce step. If the target is not guilty of the crime he is accused
of, he gains +5 to his Willpower step to resist this ability.
SEVENTH CIRCLE
Lifesight
Sense Poison*
Spell Defense: Increase the inquisitor's Spell Defense by 1.
EIGHTH CIRCLE
Incite Mob
True Sight*
Social Defense: Increase the inquisitor's Social Defense by
1.
NINTH CIRCLE
Detect Falsehood*
Lion Heart
Steely Stare
Initiative: Increase the inquisitor's Initiative Dice by 1 step.
Physical Defense: Increase the inquisitor's Physical Defense
by 1.
TENTH CIRCLE
Multi-Tongue
Safe Thought
Karma: The inquisitor may spend a Karma Point on any action
using Perception or Willpower only.
Recovery Tests: The inquisitor gains an additional Recovery
Test per day.
ELEVENTH CIRCLE
Thoughtful Expression
Weapon Breaker
Eye of Truth: At the cost of 1 Strain point, the inquisitor
may activate this power for a number of rounds equal to his Circle number.
During this time, anyone who attempts to tell a lie to the inquisitor's
face must make a Willpower roll against the inquisitor's Spell Defense
in order to do so. If this roll is failed, the subject may not lie, though
he is not compelled to tell the truth (he may, for instance keep silent
or evade a question). If the subject cannot see the inquisitor's face,
this ability has no effect.
TWELFTH CIRCLE
Truth Skit*
Wound Transfer
Social Defense: Increase the inquisitor's Social Defense by
1.
Spell Defense: Increase the inquisitor's Spell Defense by 1.
THIRTEENTH CIRCLE
Blood Guilt Weapon*
Detect Influence*
Initiative: Increase the inquisitor's Initiative Dice by 1 step.
Physical Defense: Increase the inquisitor's Physical Defense
by 1.
Vengeful Blade: At the cost of 2 permanent damage points, the
inquisitor may enchant a murder weapon to slay the murderer. If this is
done, the weapon gains +5 steps in all Attack and Damage tests against
the murderer who wielded it, but loses 5 steps against any other targets.
If several people were directly involved in the murder (i.e. struck
blows at the victim), any of their murder weapons will be effective against
any of them. This ability is not effective if the victim was slain other
than with a weapon (poison, spell, bare hands, etc.). If the murderer is
slain by anyone using the vengeful weapon, the enchantment ends and the
inquisitor regains the 2 damage points spent.
Inquisitors' talents for the Fourteenth and higher Circles are no longer known; some of these Adepts may still know these lost abilities, but if so, they have not shared them with anyone yet.
Rituals of Advancement
Inquisitors have no fixed advancement rituals for two reasons. Firstly,
a ritual of this kind requires the inquisitor to rely on others' judgment
rather than his own, which is against every teaching of the Discipline.
Secondly, since the Scourge, inquisitors are generally widely separated,
and have little opportunity to organize any kind of formal advancement
ritual. The inquisitors' Ghost Master Ritual, however, is known:
The inquisitor commits a minor, harmless "crime" -- stealing a rock,
"assaulting" a willing and cooperative "victim", or the like. He then flees
into the wilderness or to some other hiding place, and meditates on the
way that a criminal's mind works. After an hour of such contemplation,
the ghost master appears and confronts the inquisitor about his crime.
The inquisitor must make amends for his crime and beg forgiveness from
the ghost master. If the Ghost Master Test is successful, the master accepts
the apology and the ritual continues as normal.