Inquisition
Introduction:The last Inquisition brought about the masquerade. The struggle between life and unlife withdrew to the shadows. In secret the monsters bred and organized. And in secret the inquisition hunted them.
The Inquisition of Modern Nights is a decrepit organization that clings to the warfare of the previous age: with gun and blade. While their enemies have adapted, infiltrating every layer of society, with vast wealth and influence at their disposal. It is rumored that the Lords of Night no longer any real need for arms, except to humiliate the Servants of Light.
You are freshly minted Inquisitorial cadets. Deployed as a self-sustaining Hunter cell, you roam the planet, fight the damned and live off your own crafts. Your current Base of Operations is a Truck Stop in the Middle of Nowhere, where a sympathetic bar owner has provided billets, contacts with various suppliers and traveling salesmen, and even waged employment for benched characters.
Your First Mission from the Inquisition is to visit the town of Forks, Washington - where you are to investigate rumours of Vampires and other supernatural creatures operating openly. Your inquisitorial mandate is to annihilate any monsters you find, and purge any traitors or conspirators among the human population. Government relations to the inquisition is mixed, those within the government who are aware of the supernatural are suspicious of everyone else. And others are conspiring on the side of the damned, hoping to gain unlife for themselves. In any case, discretion is advised, and even if the situation degenerates, it is best to find a way to maintain some semblance of order.
You are being paid $2000 per man upfront for this assignment, with performance bonuses and xp points for survivors.
Character Sheet:Name:
Player:
Bio:
Attributes:
Physical
Strength: 1
Dexterity: 1
Stamina: 1
Social
Charisma: 1
Manipulation: 1
Appearance: 1
Mental
Perception: 1
Intelligence: 1
Wits: 1
Abilities
Health:
Willpower: 5
Inventory:
Character Creation:Attributes cost 5 x new level
Abilities cost 3 x new level
New Abilities learnt after character generation cost 7 points.
Level 2 in an attribute costs 10. Level 3 costs 15 level 4 costs 20 level 5 costs 25
1->3 costs 25 1->4 costs 45, 1->5 costs 70
For abilities
0->2 costs 9
0->3 costs 18
0->4 costs 30
0->5 costs 45
All Attributes start at 1.
Prioritize the Physical, Social and mental Mental groups according to what is most important to your character.
Distribute 55 xp into the first group
Distribute 35 xp into the second group
Distrubute 20 xp into the third group
You can't keep any leftover xp.
Then Prioritize Talents, Skills and Knowledges.
Distribute 60 xp into the first group
Distribute 30 xp into the second group
Distrubute 18 xp into the third group
No ability can be higher than 3 initially.
You lose any leftover xp.
Equip Your character with the up-front payment of $2000 per character
Other Notes: The diversification and priority splitting in WoD prevents 1 hit wonders, like characters who can only fight or only use a support skill.
Rules:Inquisition is based on World Of Darkness: Hunter, the Reckoning.
There are 3 basic types of rolls in WoD:
Normal - Where the sum of the related attributes are taken as dice and rolled against a difficulty level. Each Die above the difficulty is a success. A minimum of one success is needed for an action to succeed. Natural 1s negate successes and cause crit-fails if there are more 1s than successes.
Extended - Where an action needs a set number of successes to complete. This is common for team actions.
Resisted - Where 2 characters make rolls and their successes are compared to determine the victor.
A roll for a gunshot would take Dex+Firearms as the number of dice, rolled against a default difficulty of 6, and the number of successes will be counted. - With the weapon damage being applied in case of success.
The defender might take a normal roll to roll to dodge. Or he might block or parry a weapon strike.
Characters can attack or defend multiple times per turn. The formula for number of dice is (sum of attributes and traits - total number of actions - summative value of actions).
3 Attacks/Defenses with 8 dice would have 5 dice on the first attack, 4 on the second, 3 on the third.
Armor and Stamina in WoD rolls to soak damage. Mortals can't resist most damage with stamina though. But vampires can shrug off gunfire.
List of Abilities:Talents
Alertness
Athletics
Awareness
Brawl
Dodge
Empathy
Expression
Intimidation
Intuition
Leadership
Streetwise
Subterfuge
Skills
Animal Ken
Crafts
Demolitions
Drive
Etiquette
Firearms
Melee
Performance
Security
Stealth
Survival
Technology
Knowledges
Academics
Bureaucracy
Computer
Finance
Investigation
Law
Linguistics
Medicine
Occult
Politics
Research
Science
List of Common Feats:Physical Feats:
Climbing (Dex + Athletics)
Driving (Dex/Wits + Drive)
Encumbrance (10kg/Str) (we'll play loose with this rule)
Intrusion (Dex/Perception + Security)
Jumping (Str + Athletics) - like across chasms or rooftops (Per+Athletics) for gauging distances
Lifting/Breaking (strength) - stacks with multiple chars
Open/Close/Bashing doors (str) - stacks with multiple chars, like many people trying to keep a door shut while a beast pounds at it, or ramming a door
Pursuit (Dex+Athletics/Drive) - Extended action
Shadowing (Dex+Stealth/Drive)
Sneaking (Dex + Stealth)
Swimming (Stamina + Athletics)
Throwing (Dex + Athletics)
Mental Feats:
Hacking (Int/Wits + Computer)
Investigation (Per + Investigation)
Repair (Dex/Per + Crafts/Tech)
Research (Int + Occult/Research/Science)
Tracking (Perception + Survival)
Social Feats:
Carousing (Charisma + Empathy)
Credibility (Manipulation/Perception + Subterfuge)
Fast Talk / bullshitting (Manipulation + Subterfuge)
Interrogation (Manipulation + Empathy/Intimidation vs Willpower)
Intimidation (Strength/Manipulation + Intimidation)
Oration (Charisma + Leadership)
Performance (Charisma + Performance)
Seduction (Appearance + Expression), (Manipulation + Empathy/Subterfuge) resisted against (Perception + Intuition), (Wits + Empathy/Subterfuge)
List of Common Combat Moves:Close Combat Maneuvers
Bite (Dex + Brawl)
Block (Dex + Brawl)
Clinch (Str + Brawl)
Disarm (Dex + Brawl/Melee)
Dodge (Dex + Dodge)
Hold (Str + Brawl)
Kick (Dex + Brawl)
Parry (Dex + Melee)
Scratch (Dex + Brawl)
Strike (Dex + Brawl)
Sweep (Dex + Brawl/Melee)
Tackle (Str + Brawl)
Weapon Strike (Dex + Melee)
Ranged Combat Maneuvers
Usually uses Dex + Firearms
Automatic Firearms
Multiple Shots
Strafing
3-Round Burst
2-Weapons
Changes to Combat Rules from WoDGuns are adjusted so that smaller or shorter weapons are better at toe to toe fighting. Assault and full-sized rifles are better for mass formation or team fighting.
Combat Movement:
Pistols: Can Run and Shoot
SMGs: Can Walk and Shoot, +2 difficulty to running and shooting
Carbines: Can shoot after moving. +2 difficulty to walking and shooting, +4 to running
Rifles: +2 difficulty to shooting after moving, +4 to walking and shooting.
Shotguns: Same as Carbines
Dual Wielding:
Dual Wield guns take an additional strength test for recoil control. Failure in this means an automatic botch for all other attack rolls that turn.
Larger melee weapons also need a strength test.
Dual Wield attacks still count as 2 actions.
Light Pistols: Difficulty 6
Heavy Pistols: Difficulty 7
Compact SMGs: Difficulty 8
Bigger SMGs: Difficulty 9
Sword, Light Axe: Difficulty 8
Large Axe: Difficulty 9
Cover:
Cover does not add difficulty to ranged shots. Instead it gives an armor value to the part of the body being covered and ablates as it is hit. (40k rules)
Base Damage:
Melee Damage is based on strength Original WoD rules has something like
Knife: Str+1
Sword: Str+2
Light axe: Str +2.. etc.
But damage will vary from item to item.
Light Pistols:
Damage: 4 Range: 20
Heavy Pistols:
Damage: 5 Range: 30
SMG:
Damage:4 Range 25-50
Assault Rifle
Damage: 7 Range: 150
Rifle:
Damage: 8 Range: 200
Shotgun:
Damage: 8 Range: 20
Item Shop:General Stuff
Duct Tape - $1 per roll
Size: 0.5
Rope
$100
Description: "A million uses. Traps, holding hostages, climbing cliffs, hanging yourself when you can't stop crit failing during a bad session" - Sialia, Goon.
Notes: Heavy duty stuff, 50 ft/15.24m Length. 748Kg Load
Size: 4
Clean Trousers and shirts - $50 per set
Size: 2
Space: 2 pockets
Backpacks
$100
Space: 20
Duffel Bag:
$200
Space: 50
Gun Case (suitcase for guns)
$200
Space: 5
Chest Rigging
$50
Space: 10 pouches for ammo/grenades
Doctor's Kit (empty):
$50
Space: 10
Hot Meal - $10
Junk Meal - $5
Ration Pack (Mystery Starch + Mystery Protein)
$5
Space: 1
Stores Indefinitely
Consumables:
Pistol Ammo: $0.50
Rifle Ammo: $2
Shotgun 12 Gauge Shells:
$2
Size: 0.1
Magazines: $20
Size: 0.25 for Pistols, 0.50 for Rifles
250 round Ammo Box
$20
Size: 4
Beverages, Narcotics and Consumables:
Beer:
Effects: +1 Charisma, +1 Strength
Side Effects: +/-1 Intelligence, -1 Perception, -1 Wits, roll on Stamina to resist at difficulty 6.
Addiction Effects: Restores 1 Willpower, -4 willpower in case of deprivation
Dosage: 483ml Pints
Price:
$2 per bottle, size 1, 1 dose
$10 per 6 bottles
$200 per Keg 124 Pints Size 60
Gin:
Effects: +2 Charisma, +2 Strength
Side Effects: +/-2 Intelligence, -2 Perception, -2 Wits, roll on Stamina to resist at difficulty 7.
Addiction Effects: Restores 2 Willpower, -4 willpower in case of deprivation
Dosage: 35ml shots. 20 Doses per Bottle
Price: $20 per bottle, bulk price. Used in Molotov Cocktails.
Scotch Whisky:
Effects: +3 Charisma, +3 Strength
Side Effects: +/-3 Intelligence, -3 Perception, -3 Wits, roll on Stamina to resist at difficulty 8.
Addiction Effects: Restores 3 Willpower, -4 willpower in case of deprivation
Dosage: 35ml shots. 20 Doses per Bottle
Price: $40 per bottle
Molotov Cocktail
$20
Size: 1
Damage: 4
Range: Str+Athletics
Fragmentation Grenade
$50
Size: 1
Damage: 10
Range: Str+Athletics
200g TNT/Dynamite
$100
Size: 1
Damage: 15
Coagulants
$100
Bandages:
$20 per roll
Simulants:
Cocaine
Effects: Perception +2 Wits+2
Side Effects: Strength +/-2 Stamina -2
Addiction: +2 Willpower, -4 willpower in case of deprivation
Dose: 1g
Price: $300/g
Meth
Effects: Perception +3 Wits+3
Side Effects: Strength +/-3 Stamina -3
Addiction: +3 Willpower, -4 willpower in case of deprivation
Dose: 1g
Price: $500/g
Anabolic Steroids
Effects: Strength +2, Stamina +2
Side Effects: 2 Appearance, -2 Charisma, -2 Manipulation
Addiction: +2 Willpower, -4 willpower in case of deprivation
Dose: 1g
Price: $300/g
Adrenalin
Effects: Recover 5 health, Strength +3, Dex +3
Dose: 1 vial
Price: $70
Apparel
Bespoke Business Suit
$500
Treated Boiler Suit
$200
HP: 1
Armor: 1
Trench Coat:
$200
HP: 2
Armor:1
Dex: -1
Leather Jacket
$100
HP: 2
Armor: 2
Dex: -1
Concealable Kevlar Vest
$500
HP: 3
Armor: 3
Dex: -1
Riding Helmet
$200
HP: 2
Armor: 3
Dex: -1
Kevlar Riding Suit
$200
HP: 3
Armor: 3
Dex: -2
Armor Chest Plate Carrier
$500
HP: 5
Armor: 4
Dex: -2
Full Riot Suit
$5000
HP: 10
Armor: 5
Dex: -3
Guns!
Light Pistols:
Colt Mustang:
$600
Size: 1
Damage: 4
Range: 20
Rate: 3
Magazine: 6 .380 ACP
Glock 17
$400
Size: 2
Damage: 4
Range: 20
Rate: 3
Magazine: 17 9x19mm
Heavy Pistol:
Colt 1911
$1000
Size: 4
Damage: 5
Range: 20
Rate: 3
Magazine: 9 .45 ACP
SMG:
Ingram MAC-10
$800
Size: 6
Damage: 5
Range: 20
Rate: 3, 3x3, 30
Magazine: 30 .45 ACP
H&K MP5
$1500
Size: 8, 4 disassembled
Damage: 4
Range: 150
Rate: 3, 3x3, 30
Magazine: 30 9x19mm
H&K UMP45
$1000
Size: 8, 4 disassembled
Damage: 5
Range: 50
Rate: 3, 3x3, 30
Magazine: 30 .45 ACP
Assault Carbines:
M4A4
$1000
Size: 16, 5 disassembled
Damage: 7
Range: 150 (optimal) 600 Max
Rate: 3, 3x3, 30
Magazine: 30 5.56x45mm
AR-15
$700
Size: 15, 5 disassembled
Damage: 7
Range: 200 (Optimal)
Rate: 3
Magazine: 30 5.56x45mm
Notes: This gun is more legal than others.
Rifles:
M16A4
$1000
Size: 16, 5 disassembled
Damage: 7
Range: 600
Rate: 3, 3x3, 30
Magazine: 30 5.56x45mm
Notes: Full Length Rifle in 5.56mm
Remington 700
$600
Size: 12
Damage: 8
Range: 800
Rate: Bolt Action
Magazine: 5 .308
M14 EBR
$3700
Size: 20
Damage: 8
Range: 800
Rate:3
L115A3 AWM
$5000
Size: 20
Damage: 10
Range: 1100
Rate: Bolt Action
Magazine: 10 .338 Lapua
M249-Para
$5000
Size: 20
Damage: 7
Range: 700
Rate: 5, 3x5, 50
Magazine: 100 5.56x45mm (Box Mag is size 2)
Shotguns
Winchester Model 870
$400
Size: 12
Damage: 8
Range: 20
Rate: 1
Ammo: 4 12 Gauge
Bigger Boomers
RPG-7
Launcher: $1000
Size: 20
Range: 200, 900 Max
Ammo Size: 4
PG7-VL Single Stage HEAT
$200
Damage: 100 (for direct hits)
PG7-VR Tandem HEAT
$500
Damage: 100 + 100 (for direct hits)
OG-7V Fragmentation
$200
Damage: 10 (area)
TBG-7V Thermobaric (fuel air)
$500
Damage: 8 (Bigger area, Fire damage)
Melee:
Titanium Hunting Knife
$200
Size: 2
Damage: Str + 3
Tempred Steel Sidesword
$1000
Size: 10
Damage: Str +3
Reach Advantage
Vehicles:
Used Pickup Truck
$3000/First is Free
maneuver: 3
Cargo Space: 15000
Open Top
Engine block HP: 10 Armor 4
Chasis: HP 10 Armor 3
Sedan
$10,000
Maneuver: 6
Cargo Space: 250
Engine block HP: 5 Armor 4
Chasis: HP 5 Armor 3
SUV
$50,000
Maneuver: 6
Cargo Space:1000
Engine block HP: 10 Armor 5
Chasis: HP 10 Armor 3
Minivan
$50,000
Maneuver: 6
Cargo Space:5000
Engine block HP: 10 Armor 5
Chasis: HP 10 Armor 3
Sports Car
$100,000
Maneuver: 8
Cargo Space: 250
Engine block HP: 10 Armor 5
Chasis: HP 5 Armor 3