You are judge, jury, and executioner—not by mortal law, but by divine mandate.
Ordained in distant chapels, you walk the roads bearing scripture, sentence, and steel. You pass from settlement to holdings, to settle disputes, mark the guilty and pass judgements. You are an enforcer and arbiter of the church–you do not serve a king. Though you might pass judgement over one someday.
Roll a d6 to determine the sacred principle that guides your verdicts:
The Flame Reveals. No lie survives the fire. Root out falsehood wherever it hides.
Guilt is a Burden of the Soul. Confession cleanses. Let no sinner pass unmarked.
Your Word is All You Have. An oathbreaker is more dangerous than any blade. Honor the spoken word above all else.
The Faithful Walk with the Lonely. Show mercy to the outcast, the weak, and the forgotten. The righteous carry others.
Sin Festers in Silence. Where peace reigns too easily, look deeper. Unspoken crimes rot the world from beneath.
Judgement Delayed is Justice Denied. Act when the time is right. To hesitate is to allow evil to take root.
Who ordained you—and what did they expect of you in return?
What is one ruling you regret? A soul you spared… or one you didn’t?
How do you feel about your own sins? Are they buried, burned, or still unfolding?
While choosing the Inquisitor as your vocation during quickstart, you gain the following benefits.
Heart or Wisdom.
Command, Soothe, Divine, Sunder, Sense.
Supplies: Divine Signet, Brimstone Dust
Harvest: Wineskin, Beef Jerky
Runes: Mourning
Chronicles: The Sixth Prayer
Publicly reveal another person's sin.
Gain insight into a cryptic matter by putting together clues.
Carrying out harsh judgments brings you happiness.
You are prey to something—you are sure of it.
Your truths help make your character unique, making them stand out as heroes worthy of song. During character creation, choose 2 truths from the list below.
Consume a Rune to gain cryptic guidance from your faith about any one question.
A well-balanced sword with the insignia of your faith. Deals Cut damage in melee.
A heavy reinforced coat to protect your worldly flesh. Choose two resistances from Crush, Cut, Pierce, and Salt damage.
Your subtle magic lets you make your voice boom with otherworldly might, cause subtle tremors in the earth, shut off all Close to Far light sources, or perform some other minor miracle.
A book inscribed with previous judgments from your predecessors. Gain a random Chronicle when you pass sentence on a sinner.
A heavy maul to enforce your judgements. Deals Crush damage in melee.
A heavy wax seal engraved with scripture. Once per encounter, Strain to place the seal upon a creature or object. While marked, the subject can't move Far from its place.
Strain to discover a target's secret fears, or Burn to accurately determine the truth of a statement.
A short length of consecrated chain used in rituals of punishment and purification. Deals Crush damage in melee.
Locking eyes with a creature lets you overwhelm their mind with guilt, manifesting as Psychic damage.
Your rites stir the air to reveal the damned. Strain to reveal cryptic signs of sin that occurred in a location. Break instead to catch a clear vision instead and gain a Rune related to the sin.
A divine scroll that compels honesty under oath. When unrolled and invoked, anyone addressed under its authority feels bound to speak truthfully, lest they be branded as oathbreakers.
When you attack a Vulnerable creature, Struggles become Triumphs.
An ornate censer that trails heavy smoke when divine rites are spoken. Strain to fill the area Near you with thick, toxic smoke—obscuring vision and dealing Poison damage to those who linger, but not yourself.
News of your arrival spreads fast—carried on whispers and dread. When you enter a settlement or approach a group in the wilderness, the GM tells you one rumor or fear that precedes you.
Any action you take that supports this rumor gains an Edge.
Drives are the goals you set for your character. Whenever you complete a drive, swap it out for another drive you haven't completed. Drives also grant you Rewards upon completion. During quickstart, choose 3 quests and 2 achievements you are after.
Pass judgement on a person who thought they'd escape the church's wrath.
Intervene when innocents are swept up in judgment meant for the guilty.
Tear down a false prophet or shrine.
Test another's faith by ordeal and see them through it.
Spare someone marked for punishment, showing compassion over doctrine.
Defy mortal authority in the name of your faith.
Deliver words that change the hearts of a hostile crowd.
Carry out a distasteful act to prevent someone else from committing sin.
Compel another to take up a path of penance and see them through it.
Offer protection to a soul hunted by mortal laws, not divine.
Resist an offer of power or gold that would pull you from your faith.
Recover, guard, or preserve an ancient scripture of the faith.
Burn a heretical place, relic, or book so it can never return.
Serve as a divine witness in a court, marriage, or oath.
Expose someone who wears the guise of holiness but preaches poison.
Suffer harm or humiliation for the sake of your faith, and endure.
Be declared a saint by the faithful.
Destroy a heretical cult or sect.
Establish or consecrate a lasting place of worship or judgement.
Atone for your own sins by taking a pilgrimage, being baptized, or some other ritual of rebirth.
Pronounce and carry out a sentence on a figure of great power.
Bring a people or community into the faith.
Cast out a sect or leader from the faith.
Craft or uncover a divine relic.
Pass judgement on someone who wields forbidden powers.
Purify a site tainted by corruption.