The Inquisition
The Inquisition was created in the early days of Orde, to root out elven spies and quickly began to specialize in detecting will and intent. Many times in Verum's history it has been implemented in times of great need, although not without equal controversy. The third inquisition was perhaps the worst, as it not only caused open war between two countries, but indeed the greatest loss of life in a single battle in the entirety of Verum's history. So many died that day, that the ground on which Gravewatch sits and the Crimson Citadel overlooks was forever changed, becoming a misshapen landscape of undeath. Since the conclusion of that war the Inquisition fell greatly out of favor with the Council of Light, and indeed much of the war. It is only now, in the 6th Era, that a great need to find that which is hidden once more has arisen, not in any small part of the actions of a priest named Zachariah, reinventing the Inquisition and changing the course of Orde in the process. Its tenets remain archaic, but with hope, Zachariah will be able to change them to what they need to be.
Recently the Inquisition has undergone several internal changes, now no longer a temporary institution but rather something else. Now completely autonomous of the White Council, it is free to protect Orde as it sees fit, only falling under the White Council on matters of international importance or diplomacy. Many know not what to expect from a changed Inquisition, only time will speak to its motives and efficiency.
Special Ability: You gain a +2 bonus to attack rolls with this weapon against the selected enemy. If the attack is a critical hit, the extra damage is dealt as bleed damage. Breaker Mace
Special Ability: You gain a +1 bonus to damage rolls with this weapon against the selected enemy. If the attack is a critical hit, the target must succeed on a DC 12 Constitution saving throw or have disadvantage on its next attack. Swiftstrike Dagger
Special Ability: You gain a +1 bonus to damage rolls with this weapon against the selected enemy. If the attack is a critical hit, you can move up to 10 feet without provoking an opportunity attack from that target. Heart Piercing Crossbow
Special Ability: You gain a +1 bonus to damage rolls with this weapon against the selected enemy. If the attack is a critical hit, the target must succeed on a DC 12 Dexterity saving throw or have its movement speed reduced by 10 feet until the end of its next turn.
Starter
A set of fine clothes, Healer's Kit, Disguise Kit, Poisoner's Kit. Improved Starting Equipment - Choose three from the following item sets to start with: x2 Bandoliers, x3 Potions of Healing, Pole of Collapsing, Antitoxin, 2 empty vials, Bullseye Lantern, Smokestick, Net, Hourglass.General
Attribute Cap Increase - +2 Charisma; This boosts the maximum of an ability score but not the score itself. Tool Proficiencies - Disguise Kit, Poisoner's Kit Inquisitorial Badge - This silver piece of metal, which is often time imbued with the additional symbol of the individual's deity, represents not only their mark of membership, but serves as a slightly enchanted magical object, allowing the individual to gain advantage on a single insight roll once per long rest. This is only able to be used to specifically detect deception.Anointed Gear
Those that enter the Inquisition are granted one of the following weapons to wield that grant bonuses when fighting a selected enemy type: fiend, undead, or aberration. The enemy type for these weapons may not be changed after you have selected it. The Inquisition member gains proficiency with their weapon. Only one of these weapons may be wielded at a time. Paired weapons that may be added are an exception, and the anointed crossbow of the Watch Wall has no bearing on this. Ripping Great AxeSpecial Ability: You gain a +2 bonus to attack rolls with this weapon against the selected enemy. If the attack is a critical hit, the extra damage is dealt as bleed damage. Breaker Mace
Special Ability: You gain a +1 bonus to damage rolls with this weapon against the selected enemy. If the attack is a critical hit, the target must succeed on a DC 12 Constitution saving throw or have disadvantage on its next attack. Swiftstrike Dagger
Special Ability: You gain a +1 bonus to damage rolls with this weapon against the selected enemy. If the attack is a critical hit, you can move up to 10 feet without provoking an opportunity attack from that target. Heart Piercing Crossbow
Special Ability: You gain a +1 bonus to damage rolls with this weapon against the selected enemy. If the attack is a critical hit, the target must succeed on a DC 12 Dexterity saving throw or have its movement speed reduced by 10 feet until the end of its next turn.
Loyalty Perks
Boons of the White Pantheon
Fury of the Light Once per mission or act of a campaign, a member of the Inquisition may call upon the light to empower their next attack. This must be decided to be used at the start of the turn in which you wish to use it. It empowers the next attack, that if it hits, is considered a critical hit. If the attack misses, the effect is wasted. if this is used against a target without the evil alignment the effect is wasted. This may only be used on an effect with an attack roll.Loyalty 2
Choose from one of the following benefits. You must choose Service to the White Pantheon if you are a paladin, cleric, or gregorian rogue. Service to the White Pantheon (Paladin, Cleric, Gregorian): Gain a 2nd Lip Service and Church Boon from a deity that is in the White Pantheon. Glory: You have advantage on Perception, Investigation and Survival checks to seek out evil creatures or Cult activity. Once per short rest, If you hit a creature with an attack you may convert all damage done to a creature to radiant damage. If the attack was made with a greatsword, then add 2d6 to the damage roll. Viderick: You gain advantage on charisma checks against evil creatures. Once per short rest, As a bonus action you can restore hit points to a creature within 5 ft equal to your charisma modifier plus your level. Vavren: You gain advantage on saving throws against the charmed and frightened condition from evil creatures. Once per short rest when you or a creature within 10ft takes damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. Runetheras: Skill checks you make to learn about an evil creature or cults have advantage. Once per short rest, whenever you make an Arcana, History, Nature, Martial or Religion skill check you may add +5 to the result. If at any point you gain a level in Paladin or Cleric, or become a gregorian, you lose the benefits of a deity-specific boon and receive the boon Service to the White Pantheon.Tenets
- Protect and Serve the White Council and the people of Orde.
- Seek out the evils that may threaten Orde.
- Trial and evidence are luxuries of time; seek to act within the law, but recognize when to exercise impunity.
- Our order is known, its reach need not be. Hide our presence and actions for as long as prudent.
- The Black Pantheon cannot be trusted, guard Orde from their machinations.
VINPC
The White Council - The council can be contacted on matters of international importance.Ranks
Chaptermaster - Inquisitorial Captain Quartermaster - Requisition Officer Ambassador - Liaison Member - RedeemerExit
When leaving the Inquisition you sacrifice all loyalty benefits and you must return your badge of office.Additional Benefits:
Faction Tool Empowerment: Alchemist's Supplies +1 Alchemist's Supplies are made available to the faction. Any faction member can use this kit, but it cannot be removed from the Bank, nor does it count toward the number of total magic items in the bank for the purpose of the magic item limit.---
Faction Tool Empowerment: Calligrapher's Supplies +1 Calligrapher's Supplies are made available to the faction. Any faction member can use this kit, but it cannot be removed from the Bank, nor does it count toward the number of total magic items in the bank for the purpose of the magic item limit.---
Faction Tool Empowerment: Cook's Utensils +1 Cook's Utensils are made available to the faction. Any faction member can use this kit, but it cannot be removed from the Bank, nor does it count toward the number of total magic items in the bank for the purpose of the magic item limit.
Faction Loyalty Milestones Achieved
Show spoiler
- 15, Downtime - The faction itself gains downtime days as if it were a player, if 3 were awarded to the player base, the faction gets 3. These can only be used to progress agendas. These days will be submitted after each update stream.
- 27, Gold Income - The faction earns 1000 gold every update stream. This gold is immediately stored in the Faction Bank.
- 30, Forward Base 1 - The Faction begins to expand. You gain an outpost within the country that your Faction resides, Dolten for the World Wanderers. This outpost increases the magical item storage capabilities of your faction bank by 1. This outpost is not an RPable location, and can be destroyed through certain events.
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