NPCs
INQUISITOR
INQUISITOR
Medium sentient humanoid (8d6)
Street judges, juries, and executioners.
STR 15 (5d6) AGI 6 (3d6) END 15 (5d6)
INT 6 (3d6) LOG 6 (3d6) WIL 10 (4d6)
CHA 6 (3d6) LUC 1 (1d6) REP 10 (4d6)
MELEE DEFENCE 32
RANGED DEFENCE 16
MENTAL DEFENCE 16
VITAL DEFENCE 32
HEALTH 80
SOAK 16; VULN none
IMMUNE none
INITIATIVE 6d6
PERCEPTION 4d6
SPEED 4; CLIMB 2; JUMP 12'/12'
CARRY 300lb (max lift 750lb)
REACH 5-ft
ACTIONS 2
Nightstick 8d6 (3d6 blunt damage)
Carbine 8d6 (4d6+5 ballistic damage; range 12)
Skills riding 6 (3d6), tracking 6 (3d6), computers 3 (2d6), leadership 6 (3d6), law 6 (3d6), perception 6 (3d6), concentration 6 (3d6), tactics 6 (3d6), clubs 6 (3d6), pistols 6 (3d6), local knowledge 6 (3d6), intimidation 3 (2d6), interrogation 3 (2d6)
Gear inquisitor's carbine, riot armor
Inquisitor's carbine. This mastercraft piece of equipment is ID-locked to its owner; unauthorised attempts to use the carbine result in an electric shock (3d6 electricity damage). The carbine can be switched between slugger and armor-piercing mode as a free action.
Freeze! An inquisitor can make a REP mental attack at a single target who can hear him. If successful, the target is Restrained. The target must be able to understand the Inquisitor and have an INT attribute of 2 or more.
Backup. In an urban environment, an Inquisitor can call 2d6 cops as backup. They arrive in five minutes.
Stop Right There! Enemies which try to move past the Inquisitor (move within 5 feet) are subject to a free action nightstick attack, which stops their movement if successful.