Inquisitors are enigmatic faceless individuals, an unknown threat within the World of Darkness.
Overview[]
The Inquisitors are an enigma. Everything about their behavior suggests they are creatures of the Weaver, but they positively reek of Wyrm-taint. Pentex has become especially interested in them after the Inquisitors reduced a number of their agents in Dallas, Boston, and London to drooling husks. Whatever their agenda might be, they’ve yet to reveal it to anyone, and they don’t answer questions.
No one knows where the Inquisitors come from or what they’re after. That they have an agenda is clear; they’re no-nonsense creatures, clearly acting with purpose. Inquisitors appear in search of particular bits of information, and are willing to do whatever it takes to acquire it. Nor are they unreasonable beings, or so they insist. They give subjects the opportunity to talk freely, and those victims who answer an Inquisitor’s questions openly and honestly are left puzzled but otherwise unmolested. Those who try to impede the Inquisitors die painfully.
They seem as interested in gathering information on the Wyrm as they are in finding patterns within the madness of the Wyld or plotting out the works of the Weaver. Those few who have compared notes on the Inquisitors suspect they are taking some sort of survey of the strength and deployment of the various forces involved in the Apocalypse, but none knows their purpose.
Appearance[]
Inquisitors are flat, matte black humanoid shapes. They have no distinguishing features. They have no faces at all, only vague suggestions of where facial features might be. They come in two varieties — roughly male and almost female — but all have identical cold, inflectionless voices. They tend towards nondescript, conservative clothing. They drive black rental cars when they use any sort of transportation at all.
Character Sheet[]
Attributes: Strength 6, Dexterity 6, Stamina 6, Charisma (6) 3, Manipulation (6) 3, Appearance (3) 2, Perception 6, Intelligence 6, Wits 6
Abilities: All save Primal-Urge and Rituals at 4. (All stats are at 4, lacks Primal-Urge and Rituals)
Rage: 5;
Gnosis: 5;
Willpower: 10
Powers: Armor (as the spirit Charm; cost: 1 Gnosis) (four soak dice), Control Electrical Systems (as the spirit Charm; cost: 1 Gnosis), Cyber-Senses (as the Glass Walker Gift), Mind Probe.*
- Mind Probe: Inquisitors may extend a series of thin metallic filaments from their fingertips. They use these probes to pierce the skull of a restrained victim and literally to drain away his knowledge.
Reference[]
- WTA: Book of the Wyrm Second Edition, p. 131-132 (Stats in Italic and Parentheses)
- W20: W20 Book of the Wyrm, p. 175-176