Inquisitor

by Paul Smith

Those sons and daughters of the lay members of the Inquisition who show ability in the magic arts are channeled into two quite different orders. The males are trained to be Inquisitors while the females become healers. Inquisitors are taught to seek out all evil within the land, particularly secret practitioners of magic. To assist and protect them they are taught the skills of "anti magic" concentrating on dispelling rather than casting. Their staffs of office allow them to earth the power within a spell effectively dispelling it. The range for this effect is given below. Any spell cast or entering this area may be dispelled. This applies equally to friendly spells.

Starting character

  M WS BS S T W I A Pin
Inquisitor 4 3 3 3 4(5) D6+8 4 1 5+

Weapon

Sword (Dam dice + S)

Armour

None

Equipment

Staff of power

Staff of power

Each turn the inquisitor can try to discharge the winds of magic though his staff. Roll a D6 and the GM must roll a D6. If the inquisitor wins the roll off then no-one may cast any spells this turn including scrolls and rings.

Magical aura

Over many years of continuously "earthing" the winds of magic, inquisitors become infused with magical energy. The most senior inquisitors appear to have a silvery blue aura around them which heightens the peoples belief in their divine power. This aura has a more practical effect in battle as the inquisitor starts channeling magic energy and becomes filled with the rightous rage of battle the aura glows strongly making him difficult to look at. In addition the aura itself can slightly deflect the weapons of the enemy. This is resolved as an armour saving throw unmodified for strength. You do not have any choice about the dispel. It is automatic... even if it is a friendly spell.

  Level Save Range Dispel
Inquisitor 2 +1T - 5+
Inquisitor Champion 4 +1T 2 squares 4+
Inquisitor Master 6 +2T 3 squares 3+
Inquisitor Grand Master 8 +3T board section 3+

Inquisitors will not wear any armour as it interferes with their aura. They will not ride horses either, preferring to walk. As for magical items he will not use any item that involves casting spells, armour or shields.

Inquisitors and settlements

Inquisitors may visit the weaponsmith, the gun smith, general trader, temple and the ale house. When rolling on the ale house table you are at -3 to the roll as you are so unused to drinking.

Temple

As well as the normal temple rules you may try to see the priest to aid you in your training. You will never find a willing priest in villages but you will find one in towns on a 9+ on 2D6 and in cities on a 7+ on 2D6.

Item Availability Buy Sell Notes
Staff of power 9 500 - You may only ever own one at a time.
Dispel scroll 7 200 50 On a 6+ you can dispel one spell cast. Discard after use
Inquisitors robes 4 150 -  

Inquisitors and uneventful days

D6  
1-2 You accuse the town healer of being a witch and in league with the forces of evil. You are driven out of town.
3-5 Truly uneventful... you can't find anyone to call a witch/sorcerer... You are unhappy about this...There must be someone...
6 You manage to root out a local cult that practices magic. You gain D6x200 gold in thanks from the towns folk.

Skills

2D6

Skills

2

Hatred

You will now force your way through to the enemy magic user at all costs. While you are trying to force your way through you are at -1 to hit but +2S. When you reach the magic user you go into a frenzy and on a 4+ gain double attacks

3

Magic resistance

After all your contact with the winds of magic you have started to become resistant to their effects

Inquisitor 6+
Champion 5+
Master 4+
Grand Master       3+

4

Banish undead

You have become so strong that you have mastered the art of withdrawing the magical powers that hold together undead. 

On a roll of 5+ you can banish one undead model. You do not gain any gold for doing this though.

5

Parry

You have learnt how to parry with your staff. On a 6+ you can ignore one hit taken this turn.

6

Channel

You have learnt how to channel away more magic that ever before...

You may now add the bonus onto your roll to drain the power with your staff.

Inquisitor +1
Champion +2
Master +3
Grand Master       +4

7

Righteousness

+1 luck point

8

Staff fighter

You have mastered the art of quarterstaff fighting.

You may now use your staff as a weapon if you so wish. You gain +2A at normal damage (dam dice +S) and +1T when in combat. The staff counts as a magical weapon because it has been imbued with the magic you have been draining away.

9

Courage

Your warrior may re-roll any failed fear or terror tests, though the second result must be accepted.

10

Blinding Aura

Monsters are at -1 to hit you because of your blinding aura.

11

Resist corruption

Disease and filth cannot touch your warrior. Plague, Tomb rot, vomit, sewer events and any magic that involves disease or filth have no effect on your warrior.

12

Inspire fear

A roll must be made for any group of opposing monsters (except for the Undead) as if the Warrior caused Fear. A single roll is made for each type of monster present, adding their Fear rating to the roll, if any. Terror-causing monsters or those otherwise immune to fear or psychology are immune. The Warrior's Fear rating is equal to his Battle Level. If a monster group fails this roll, they are affected by Fear as described on page 81 of the Roleplay book. Their to-hit rolls against the Inquisitor are at -1. For monster spellcasters, if spell targets are randomly determined, the Inquisitor will not be considered a possible target.

Roleplay hints

This guy HATES all magic users...including the ones in his party... Have fun :)