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.