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BRC
2008-03-26, 08:58 PM
So, Ive been toying with this idea for a while of running a DnD game with the characters as agents of an inquisition. Ive gotten some of the ideas here from Warhammer 40k, but I don't intend to go to that level. Here are some framework rules ive come up with, I'm hoping to add more and any suggjestions would be great!

Inquisition

Rule Changes
Detect Alignment, Discern lies and speak with dead are out,

Ranks

Agents: Agents have no official position within the inquisition, but they play a vital role. Anybody the inquisition brings in, from the mercenaries who escort an inquisitor to a lost temple, to the rider who carries the sketches of the runes back to the headquarters, to the scholar who analyzes those sketches, is an agent. In short, an agent is somebody who works for the inquisition while not actually being a member, they range from well-trained paramilitary units to clusters of people an inquisitor trusts and uses, to mercenaries hired out of a pub. Because they have no official rank in the inquisition, they cannot exert any influence on others that they could not exert anyway.

Investigators: A rash of mysterious disappearances near a town may mean the presence of a local demon cult or necromancer. However, most of the time it just means some new bandits or something similar moved into the area. Inquisitors are too busy to spend their time chasing after every mere rumor, even though that is the way most leads are developed. Instead, Investigators are sent out to probe around. Investigators almost always work secretly, checking up on stories they hear in the pub, reading the writing on the wall and eavesdropping on roadside gossip. If these turn out to lead to something sinister, the investigators alert their higher-ups, often remaining around to help whoever comes to investigate. If they do chose to reveal themselves, they receive a +2 circumstance bonus on Intimidate checks to those who know their identity. They may also receive a bonus or penalty to Bluff and Diplomacy checks, depending on how the subject feels concerning the inquisition. However, people get edgy around inquisitors, even mere interrogators, so they receive a penalty to gather information checks. Investigators have little power in the inquisition, and so civic authorities do not need to pay them much heed.

Interrogators: An Interrogator is an Inquisitor’s personal assistant, if an Investigator reports a juicy lead, or a group of Agent’s needs leading, an Interrogator is the man for the job. Often they are training the become inquisitors someday, working in a sort of apprenticeship, but sometimes they are merely highly effective individuals in the service of the inquisition. An Interrogator receives the same bonuses as an Investigator if the chose to reveal themselves, except the Intimidate bonus is +5 and the bonuses to Bluff and Diplomacy are higher. Interrogators exert more influence over civic authorities than Investigators, but exactly how much depends on the local laws.

Inquisitor: An Inquisitor is the highest category in the inquisition. There are individual offices that are higher, but for the most part Inquisitor is as high as it gets. If a lead turns out to be a serious threat an inquisitor arrives to personally take charge, technically they were in charge from the beginning, through their network of Investigators, Agents and an Interrogator or two, but when an inquisitor arrives it means the big guns have been brought out. If an Inquisitor reveals him or herself, they receive a +15 bonus on Intimidate checks, as well as even higher bonuses to Bluff and Diplomacy depending on the target’s views concerning the inquisition. Also, anybody lying to an inquisitor is understandably nervous, and takes a -5 penalty to their bluff check. Inquisitors can exert a great deal of influence over local governmental authorities, though as always it varies depending on local laws.




Local Laws

The Inquisition is not treated the same way everywhere, though most nations recognize it not all give it’s agents power. Here are the general levels of influence (Note, this is a guideline)

Negative: This nation sees the inquisition as an enemy force and being a member of it is a crime.
None: This nation does not recognize the inquisition, and treats it’s members no differentially then normal citizens.
Low: The nation recognizes the inquisition and it’s members are given free reign to do what they will. However, all actions will be reported to higher-ups, who may punish members of the inquisition who abuse this privilege. The local authorities are not obligated to give any special treatment to members of the inquisitions
Medium: The nation recognizes the inquisition and instructs its government to aid them within reason. A member of the inquisition can exert some pull over local authorities, but don’t expect them to be able to declare marshal law without consulting higher-ups.
High: The inquisition is a powerful political force in this nation, and it’s members can exert a good deal of influence over local authorities. Police forces, local beuracracies and the like must obey the commands of inquisitors.
Extreme: The inquisition all but rules this nation. It is a crime for ANYBODY to disobey an inquisitor, and inquisitorial agents can commandeer whole regiments for aid if need be.
Religion

An inquisition dosn't work all that well without a religious bent to it. I feel the best way to handle it is to make a list of Approved Dieties that members of the inquisition can worship, Dieties whose worship is not tolerated,and Dieties whose worship is a crime.


Some things I'm looking for help with/may come up with eventually on my own.

Special Items/spells avaiable only to those of a certain rank.

A prestige class (Maybe, proably not)

A sample Inquistorial Adventure/ Campaign Setting.

Anything else that would be useful for running this type of game!

Comments/Flames/Suggjestions?