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.