INQUISITOR
 An inquisitor is a religious fanatic determined to make his
religion the dominant one. Such individuals are not normal,
sane followers of a faith, but those who follow it blindly with
absolute strictness and intolerance. Inquisitors are highly
feared and despised by the majority of the population, viewed
as ruthless preachers of rhetoric who do or say anything to
get a citizen to follow their paths. There are a few inquisitors
who are somewhat more ethical and peaceful in their
conquests, although none by definition are the least bit
flexible or reasonable in their beliefs.
Inquisitors are quite dangerous opponents, skilled in warfare,
magic, and in manipulating the mind and spirit. Inquisitors are
clever and determined individuals who are not deterred in the
pursuit of their goals. The adversity faced in the pursuit of
their faith makes them stronger. Inquisitional zeal may take a
hold of any religious person, whether she worship a god or
simply the power of nature or her own moral code. An
inquisitor applies her skills in many ways; sometimes by
starting great wars and conquering in the name of her deity,
and sometimes more subtly by skulking about and spying on
others to ensure that they are true to their words. In order to
qualify as an inquisitor, a character must be firmly seated in
her beliefs. She must strictly follow the teachings of her god
or the tenets of a particular sect.  While it is not necessary for
Inquisitors to be mages, many mages do become inquisitors.
Those that do gain special abilities in addition to the talents
they possess as an inquisitor. Inquisitors are often at odds
with clerics and templars that follow the same god. Clerics and
templars view inquisitors as fanatics and paranoid advocates
of their faith.  Inquisitors must provide 1000 X rank silver
pennies per year in support to their temple, this may be their
own money or money they have raised.

For each rank a character achieves in inquisitor he or she
may add 2% to the base chance of hitting with their primary
weapon. At ranks 3, 6 and 9 they add one on to the damage
of their primary weapon.   Because of their zealous faith they
add 3% per rank on to their magical resistance.

Rank 1:  Convert the unbeliever, If an inquisitor spends five minutes talking to an individual they must roll under 4
X WP – 5% per rank of the inquisitor or they will convert. Such views are permanent unless reversed by another
inquisitor later or by psychic surgery from a telepath. Immune to charm and hypnotism.

Rank 2:  Divine Protection, inquisitors may roll under MR to resist the life draining effects of the undead. They
must also loose ½ their FT in order to be stunned.

Rank 3: Smite the Unbeliever, those who follow the faith of another god or worship some other being make their
magic resistance rolls at -10% against spells cast by an inquisitor. Immune to fright table and fear.

Rank 4: Extra strike with primary weapon. Eyes & Ears of faith, Inquisitor may expend 1 FT per 1,000 feet to focus
on an amulet, statue of painting of their deity and listen through that object. If it possesses eyes they may look
through the eyes of the object. Observers who roll under PC may notice something unusual about the object, and
magic detection will reveal something magical about it.

Rank 5: Empower Followers; Disciples of the same deity may be lead into battle by the inquisitor who continues to
rouse them to zeal. By expending 1 FT per pulse they may so rouse their fellow believers that they become
fearless in battle, must loose ½ their FT from a hit in order to be stunned, and gain +10% and +3 damage while the
inquisitor proclaims the glory of their god. This ability affects 50 believers per rank beginning at rank 5.  The
effects of empowering will last for 4 pulses after the inquisitors stops speaking. Immune to mind control.

Rank 6: Excommunicate, Clerics and templars found “lacking” in faith may be stripped of their special abilities if
they fail to roll under their MR. The inquisitor can tell if their efforts to strip a person was successful. This ability
may only be done once a number of times equal to the inquisitors WP divided by 3.  White mages who are stripped
lower all their base chances by 30% and spells cost double FT. Other members of the faith will perform all skills at
50% of their normal base chance while excommunicated. Vesturing: An inquisitor may reinstate a fallen member of
the faith. This may be done an unlimited number of times.

Rank 7: Martyr’s Cry, The inquisitor must speak to a person for a full minute, and at the end the person must roll
under MR or they will be totally dedicated to carrying out the inquisitor’s wishes even if that means their death.
Even if they roll under their MR they will still try to carry out the inquisitor’s wishes, just not endanger their life. In
order to totally ignore the inquisitor they must roll under MR -20. This ability may be used a number of time equal
to ½ an inquisitor’s PC.

Rank 8: Extra strike with primary weapon, Improved Smite -20% to resisting spells cast by the Inquisitor.  Resist
pain, two rolls to resist mind influencing spells.

Rank 9: Barrier of Faith:   By expending 4 FT an inquisitor may set up a barrier of faith within a 20 foot radius that
allows those within the circle to resist the special attacks of the undead, demons and other faiths.   Protected
members now may roll under MR to resist the effects of life draining and add +15% to resist spells cast by undead,
demons or members of another faith.

Rank 10: Convert the masses, anyone within earshot of the inquisitor must roll under MR or be converted to the
faith of the inquisitor. Player characters are immune to this power. Up to 4 X (WP + PC) people may be converted
after an hour of proclamation. This ability may be used once per day.  This number may be increased if the
Inquisitor is a military scientist. In that case, whichever skill allows for more “troops” may be used to calculate the
number of converts. Crusader Call, all believers present can be sent on a crusade if they fail to roll under their MR.
This ability has a 60% of working and an inquisitor may expend 500 experience points to raise it by 5%. This ability
may be used once per day. Crusading faithful go into battle fearlessly, and benefit from resist pain, +10% to base
chances for a number of days equal to the inquisitor’s WP.