Night City Inquisitors
(FOR GM EYES ONLY)

The Night City Inquisitors primarily operate out of the Church of God in West Hill near the corporate center. The Church leader, Reverend Maurice Lebeau, publicly and financially supports the so-called “Inquisition,” as he believes that God cured his paralysis which was caused after a car accident he had in his youth, which rendered him a cripple for many years. This to him is proof that Cybernetics and Bioware are unnecessary as his healing came from God and not science. His moderate voice and religious support of the Inquisitors leads many wealthy and middle class members of the city to join the cause. A secondary supporter of the Inquisition is a neighboring Catholic Church with a similar name, Saint’s Church of God in Centerville, an even richer neighborhood. The Bishop Fredrick T. Patterson, good friend of Reverend Lebeau, also publicly condones the use of Cyberware. Recently for his ties to the Inquisition, a group of cyber enhanced gang members opened fire on the Bishop in an event that was highly publicized on Television and helped to demonize cyber enhanced criminals. The Bishop survived the attack, despite being legally dead for many minutes, although the attack caused both of his legs to be amputated. The Bishop refused cybernetic enhancement, prosthetics, or even replacement surgery and is now one of the few people of his income level to still be wheelchair bound in America. Since the attack the Bishop’s fervor
outside of the public sphere, has been greatly influenced and he has worked hard to increase the fanaticism of the Inquisitors, making them into more of an army and less of a street gang. With the two religious leader’s support, funding is available to the former protection street gang which was started as a multi-faith oriented countermeasure against cybernetic gang violence in the moderate zone and has been transformed into the Army of Christian Zealots it now is. Many Muslims, Jews, and even Buddhists also support the ideals of the Inquisition, but very few are as violent or fanatical.

Leaders: Reverend Maurice Lebeau, Bishop Fredrick T.
Patterson

Territory: The Inquisitors mostly operate in the Moderate Zone as a buffer between the cybernetic gangs of the Combat Zone and the neighborhoods there. Even the NCPD is reluctant to admit that they help keep street violence down in the neighborhoods they are in. The more affluent members of the organization reside in the Corporate Zone and do their best to support the group while typically hiding their funding from the public eye. Many otherwise reasonable businessmen support the Inquisitors out of a sense of duty to their religion and even more are ashamed of their own cybernetic implants, while simultaneously writing checks to the Churches who support the gang.

Members & Influence in Night City: 2,000+ active members, 10,000+ supporters 

 
Reverend Maurice Lebeau Senior
Unknown too many, Reverend Lebeau in Night City actually has a father who is also a preacher in Louisiana with the same name. The Elder Lebeau sends large sums of money to Night City and his son’s congregation, while simultaneously running a bayou training camp for so-called “Soldiers of God” in the Louisiana Swamps. Many of the Elder Lebeau’s Inquisitor recruits are from a local National Guard and Army base. This gives the Inquisitors considerable firepower, as stolen weapons from the Louisiana base make their way out West to re-supply their brother’s in arms. Occasionally HiWay patrol catches a shipment and they suspect Lebeau Senior of weapons charges, but have nothing to pin on him yet. The Elder Lebeau has many contacts among the Nomads in Dixie and out west, using them to smuggle goods.
Stats: Body 4, Ref 7, MA 5, Int 7, Tech 3, Cool 9, Emp 10, Attr 3;
BTM: -1, Save: 4 Run: 15m
Skills: Charismatic Leadership +5, Family +5, Fast Talk/Persuade +10, Oratory +6, Leadership +9, Rhetoric +8, History +6, Expert (The Bible) +8, Handgun +6, Rifle +6, Brawl +6, Intimidate +9, Social +5, Personal Grooming +5, Wardrobe & Style +2, Basic Tech +7, Education +2, Human Perception +8, Interrogate +4, Drive +4, Awareness +7
Perks/Flaws: Intolerant (Non-white Christians and Cybernetic Individuals) 6, Piercing Gaze (3 point perk), Will to Live (2 point perk), No Police Record (1 point perk)
Armor: SP 10 Kevlar Vest, SP 14 Armored Top Hat
Weapons: +14 to hit, Militech Ronin Assault Rifle, Damage: 5d6, Rof: 2/3/30, Clip: 35
 
Reverend Maurice Lebeau Junior
This Louisiana preacher turned Reverend has traveled to Europe on many occasions and has a reputation for being far more educated than his father. He secretly fears technology, while at the same time he strives to understand as much of his fear as possible. While he does not grasp how each system works scientifically, he’s aware of generally what every new piece of cyberware on the market does and is excellent at identifying them. He was crippled during a car accident in his youth, but during his time it was “miraculously” cured. Reverend Lebeau Junior was secretly repaired by Black Market Biotechnicans working for the Catholic Church when in France. Unlike his father; he believes biotech holds promise for the future of humanity although he publicly shows just as much distaste for it as Cybernetics. He finds his regenerate spinal treatment to be a great success, although he still must continue to make yearly injections and hence his repeated travel to Europe. Reverend Lebeau Junior’s public charade leads many to be suspicious, but allows him great power on influencing his fanatical followers.
Stats: Body 6, Ref 8, MA 8, Int 10, Tech 7, Cool 7, Emp 9, Attr 7;
BTM: -2, Save: 6 Run: 24m
Skills: Charismatic Leadership +8, Fast Talk/Persuade +8, Oratory +8, Leadership +8, Rhetoric +6, History +7, Expert (The Bible) +9, Handgun +7, Rifle +2, MA: Boxing +7, Intimidate +7, Social +5, Personal Grooming +2, Wardrobe & Style +5, Basic Tech +2, Education +6, Human Perception +6, Drive +6, Motorcycle +2, Expert (Cybertech) +8, Expert (Biotech) +4, Awareness +8
Personality: Stable and Serious
Person Valued Most: his Father
Valued Most: Knowledge
Feelings about most People: People are Tools. Use them and discard them.
Most Valued Possession: Hammer used by his great grandfather to build the family home
Perks/Flaws: Intolerant (Cybernetic Individuals) 4, Technophobe 6, Piercing Gaze (3 point perk), Will to Live (2 point perk), Animal Magnetism (1 point perk)
Armor: SP 14 Armored Suit (Torso, Arms, Legs), SP 14 Armored Top Hat
Weapons: +16 to hit, Chrome Colt .45 Peacemaker, Damage: 4d6+6 HEX (1/2 SP, x2 dam), Rof: 2, Clip: 6
 
Reverend Blair Linters
A self-modeled “Soldier of God,” from Mississippi, Reverend Linters is a long way from his congregation and support by the Reverend Lebeau Senior’s group. Blair is looking for vengeance; his wife, young daughter, and son were killed by a cyber-psychotic killer in Jacksonville Mississippi. It was believed that this may have been a revenge killing by corporations who sell cybernetics after a recent cybernetic boycott orchestrated in Dixie. Blair has followed the killer, known only as Jaws (because of his cybernetic teeth), out West to Night City. Jaws is known to be a Cannibal as well as a hired killer and got his nickname off his likeness to the James Bond Villain of the same name.
Stats: Body 6, Ref 9, MA 8, Int 6, Tech 4, Cool 8, Emp 10, Attr 8;
BTM: -2, Save: 6 Run: 24m
Skills: Charismatic Leadership +6, Fast Talk/Persuade +8, Oratory +9, Leadership +6, Rhetoric +4, History +4, Expert (The Bible) +7, Handgun +4, Rifle +4, Brawl +6, Resist Torture & Drugs +4, Intimidate +4, Streetwise +1, Social +4, Personal Grooming +4, Wardrobe & Style +6, Awareness +4, Athletics +7
Personality: Intellectual and Detached
Person Valued Most: Son (Now Dead)
Valued Most: Vengeance
Feelings about most People: Every person is a valuable individual
Most Valued Possession: Wedding Ring
Perks/Flaws: Intolerant (Cybernetic Individuals) 4, Vendetta: Avenge Family (6 point flaw), Media Ties: Network 54 (2 points), Well Traveled (2 points), Strong Stomach (3 points)
Armor: SP 14 Tactical Vest (Torso)
Weapon: +13 to hit, Sawn off Double Barrel 8-gauge, Damage: 6d6/4d6/2d6, Rof: 2, Clip: 2, Range: 30m
 
The Red Hand of Allah
A splinter group inside the Inquisitors made of 50 or so Muslims, they work with them but their scopes are slightly broader. Their reasons for hating Cybernetic implantations come from a hatred for all Western Capitalism and they consider corporations to be the primary cause of these corruptions. They tend to target Corporations who produce the cyberware more than the individuals on the street and attempt to orchestrate elaborate plans, such as taking hostage executive members of cybernetic research companies. The Red Hand has been around since the beginnings of the Inquisitors as a street gang in moderate neighborhoods such as near the East Residential Zone and Cassias Lane. Their fanaticism rivals many other Inquisitors, as they are willing to follow through plans that would result in suicide in the pursuit of the “greater good,” a society without cybernetics.
Red Hand of Allah Inquisitor
Stats: Body 8, Ref 10, MA 7, Int 6, Tech 7, Cool 10, Emp 8
BTM: -3, Save: 8 Run: 21m
Skills: Combat Sense +7, Fast Talk/Persuade +6, Awareness +8, SMG +6, Handgun +6, Rifle +8, Stealth +6, Hide/Evade +6, Shadow/Track +4, Drive +5, Brawl +8, Melee +8, Streetwise +6, Pick Lock +4, Electronics Security +6, Expert (Cybertech) +4, Athletics +7, Resist Torture & Drugs +6, Intimidate +6, Demolitions +8
Armor: Medium Armor Jacket SP 18 (Covers Torso, Arms, EV +1)
Flak Pants SP 20 (Legs, EV +1)
Weapons: +17 to hit, AK-80 Heavy Assault Rifle, Damage: 6D6+2 AP (7.62mm Armor Piercing), Clip: 35, ROF: 2/3/25, Range: 400m, Conceal: N/A
+16 to hit, Sternmeyer Type 35, Damage: 3D6 (11mm), Clip: 8, ROF: 2, Range: 50m, Conceal: Jacket
+17 to hit, EMP Grenade, Damage:  Special, Range: 18m Thrown
C6 Vest (5 blocks), Damage: 20d10 with a Dead Man’s Trigger, Radius: 10m

 
Inquisitor Executioner
Stats: Body 6, Ref 10, MA 8, Int 6, Tech 4, Cool 8, Emp 6
BTM: -2, Save: 6 Run: 24m
Skills: Combat Sense +6, Fast Talk/Persuade +4, Awareness +6, SMG +7, Handgun +7, Stealth +8, Hide/Evade +8, Shadow/Track +6, Drive +6, MA: Judo +8, Melee +7, Streetwise +4, Pick Lock +6, Electronics Security +4, Expert (Cybertech) +4, Athletics +6, Interrogate +4, Intimidate +4, Demolitions +6
Armor: Armored Long Coat SP 14 (Covers Torso, Arms, and 50% Legs)
Weapons: +16 to hit, H&K 53, Damage: 5D6 AP (5.56mm Armor Piercing), Clip: 40, ROF: 2/3/35, Range: 200m, Conceal: LC
+18 to hit, Beretta 93R, Damage: 2D6+1 (9mm), Clip: 20, ROF: 2/3, Range: 50m, Conceal: Jacket
+16 to hit, EMP Grenade, Damage:  Special, Range: 18m Thrown
+17 to hit, Techtronica Microwaver, Damage: 1D6+Special, ROF: 2, Clip: 10, Range: 10m

 
Inquisitor Street Preacher
Stats: Body 6, Ref 8, MA 6, Int 5, Tech 5, Cool 8, Emp 8
BTM: -2, Save: 6 Run: 18m
Skills: Charismatic Leadership +5, Fast Talk/Persuade +6, Rhetoric +6, Social +4, Awareness +5, SMG +8, Handgun +5, Shadow/Track +4, Drive +4, Brawl +6, Melee +6, Pick Lock +2, Electronics Security +2, Expert (Cybertech) +2, Athletics +4, Interrogate +6, Intimidate +6, Streetwise +6, Leadership +6
Armor: Armored Long Coat SP 14 (Covers Torso, Arms, and 50% Legs)
Weapons: +16 to hit, CAR-15, Damage: 5D6, Clip: 100 drum, ROF: 2/3/30, Range: 250m, Conceal: LC
+14 to hit, Colt 1911, Damage: 2D6+2, Clip: 7 ROF: 2, Range: 50m, Conceal: Jacket
+12 to hit, EMP Grenade, Damage:  Special, Range: 18m Thrown
+13 to hit, Techtronica Microwaver, Damage: 1D6+Special, ROF: 2, Clip: 10, Range: 20m

 
Inquisitor Ganger
Stats: Body 6, Ref 6, MA 6, Int 5, Tech 5, Cool 7, Emp 7
BTM: -2, Save: 6 Run: 18m
Skills: Family +2, Fast Talk/Persuade +5, Rhetoric +3, Streetwise +3, Awareness +5, Handgun +5, Shadow/Track +4, Drive +4, Brawl +8, Melee +8, Expert (Cybertech) +1, Athletics +4, Intimidate +3
Armor: Armored Long Coat SP 10 (Covers Torso, Arms, and 50% Legs)
Weapons: +14 to hit, Nunchuku, Damage: 2D6 (1/2 real/stun) conceal: Long Coat
+14 to hit, Bo-Staff, Damage: 3D6 (stun) conceal: N/A
+14 to hit, Brass Knuckles, Damage: 1D6+2 (1/2 real/stun) conceal: Pocket
+13 to hit, Sledgehammer, Damage:  4D6 (1/2 real/stun) conceal: N/A
+11 to hit, Armalite 44, Damage: 4D6+1 (12mm), Rof: 1, Clip: 8, Range: 50m, Conceal: Jacket
+11 to hit, Techtronica Microwaver, Damage: 1D6+Special, ROF: 2, Clip: 10, Range: 20m







 Written by Citizen X, images from unknown sources.