NPCs

INQUISITOR

Insquitor_-_Huy_Mai_Van.png
Insquitor_-_Huy_Mai_Van.png

INQUISITOR

8.00

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.

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