TEXT:  
    
   Lawful 
  Act in accordance to the law when it hinders you. 
   Neutral 
  Discover a hidden truth about someone or something. 
   Evil 
  Punish someone unnecessarily harshly or cruelly. 
   
   
   Human 
  The inquisition has its resources. Whenever you first enter a 
  civilized place, you can meet another member of the inquisition. 
  Name them and state how they can help you. 
   Elf 
  Your kind radiates superiority. Whenever you interrogate a non-
  elf, you may ask one extra question and gain one extra inquest. 
   
   
  Fill in the names of your companions in at least one: 
  ____________ is hiding something from me, and I intend to 
  figure out what. 
  I fear someone is plotting against ____________.  
  ____________ could wander off the right path. I must guide 
  them. 
  ____________ is highly perceptive and curious; I could learn 
  something from them. 
   
  Whenever you interrogate a member of your target group, foil 
  one of its plans or discover one of its secrets, you gain 1 
  inquest, up to a maximum of 5. When in a civilized place, you 
  may send a report of your activities back to the inquisition 
  and trade in your inquest for one or more assets. This asset will 
  arrive within a reasonable timeframe, depending on where you 
  are and the amount of inquest it costs. 
  Inquest:  
   
   
  Experienced Investigator 
  Choose one of the following groups or associations as a Target Group and explain why 
  the inquisition has picked you to investigate their activities. 
   Criminals and Bandits 
   Nobles and Aristocrats 
   A foreign Court or Nation 
   Mages, Wizards and Others who practice the Arcane 
   Heathens and Heretics of your Religion 
   The Dead and Undead 
   The Planar, Otherworldly and Demonic. 
  When you Discern Realities, add “How is [Target Group] connected to this?” to the list 
  of questions you may ask. When you act on the answer to hinder or investigate them, 
  take +1 forward. 
  Dispel (Wis) 
  When you remove an ongoing spell or magical effect, roll +WIS.  *On a 10+, a lesser 
  spell is ended, or a powerful spell is reduced or dampened while in your presence.  *On a 
  7-9, the spell is removed but choose 1: 
   The spell explodes and affects everyone nearby. 
   The spell is completely suppressed, but only for up to a minute. 
   The spell scatters, and a related elemental or demon senses this happening. 
  Interrogate (Cha) 
  When you ask a question to someone who is locked up, tied up or otherwise at your 
  mercy, roll +CHA.  *On a 10+, they answer your question truthfully and you can choose 
  3.  *On a 7-9, they answer your question truthfully and you can choose 1.  
   You can ask them 2 more questions, which they must answer truthfully. 
   They tell you something useful of their own accord. The GM will tell you what. 
   They give you a useful item. The GM will tell you what. 
   The interrogation doesn’t take long. 
   They will talk to nobody about what just happened. 
  Access to the Dossiers (Wis) 
  When in a safe and civilized place and you request to view the inquisition’s dossier on 
  someone, roll +WIS. *On a 10+, choose 3.  *On a 7-9, choose 1.  
   The dossier carefully maps their contacts and acquaintances. 
   It contains a detailed description of their past. 
   It contains a detailed psychological analysis of their ambitions and fears. 
   It contains a map of their house or residence, if any. 
   It contains information about the source of their funds or resources. 
   The person is unaware that the inquisition is investigating their activities. 
   
   
   
   
   
  6 
  Human: Ramon, Lucius, Maria, Isabella, Margaret, Dredd, Ximenes, Joanna 
  Elf: Elror, Miradir, Galadion, Imil, Eldarien, Alonel, Mirio, Evancha 
   
  Stoic Eyes, Cunning Eyes or Commanding Eyes 
  Cropped Hair, Ponytail or Bald 
  Traveling Clothes, Common Clothes or Robes  
  Thin Body, Pudgy Body or Knobby Body 
  THE INQUISITOR  
  Alignment 
  Race 
  Inquest 
  
   
    
  Your load is 9+STR.  You start with dungeon rations (5 uses, 1 weight) and 
  the badge or symbol of your inquisition: describe it (0 weight).  Choose your 
  defenses: 
   Leather armor (1 armor, 1 weight) 
   Magical decoys that attract nearby magic (3 uses, 1 weight) 
  Choose your weapon: 
   Mace (close, 1 weight) 
   Rapier (close, precise, 1 weight) 
  Choose one: 
   Adventuring Gear (5 uses, 1 weight) 
   Bag of books (5 uses, 2 weight) 
   
  You may spend inquest to commission: 
  - Something common you could find yourself without too much trouble, such 
  as a room at the inn, a weapon, some cash, an address, and so on. (1 inquest) 
  - Something uncommon that could take a while to find, such as a magical 
  scroll, silver bullets, something the boys at the lab cooked up, etcetera. (2 
  inquest) 
  - Something you can’t get your hands on easily, like a forged invitation to a 
  ball, a secret meeting with an expert or an enemy uniform. (3 inquest)  
  - Something you’d otherwise never have access to, like a hidden safehouse, a 
  masterwork weapon, a warship and so on. (4 inquest) 
  - Something Big. An-absolution-for-someone’s-crimes Big. A-one-of-a-
  kind-relic Big. The-boss-will-kill-me-if-I-lose-this Big. (5 inquest)
   
   
   
  When you gain a level from 2-5, choose from these moves. 
   Rough Methods 
  You have ways of making them talk. When you interrogate someone, you 
  may choose one extra option from the list. However, you deal your damage 
  to them and their body will be bruised or otherwise visibly harmed. 
   Good Cop, Bad Cop 
  When you try to persuade someone, through interrogation or otherwise, and 
  you and another PC assume the roles of Good Cop and Bad Cop, you 
  may always roll the dice twice and pick the highest result until the 
  conversation ends. 
   Nobody expected this! 
  When you suddenly interrupt a party, gathering or other occasion 
  without any warning whatsoever, treat every player’s next roll as a 7-9 if 
  they roll 6-. 
   
   DETECT MAGIC  
  When you detect nearby magic, roll +WIS. *On a 10+, you detect what 
  kind of magic it is, and its source. *On a 7-9, you detect either the kind or its 
  source. 
   Shed Light 
  Whenever you unsheathe your weapon in a particularly flashy way, it 
  will shine with an intense white light until you sheathe it again. When it 
  shines, you deal your damage +1d4 to members of your Target Group. 
   Illusion Breaker 
  When you discern realities and ask “What here is not what it appears to 
  be?” the GM will also tell you what it really is. 
   It Takes One to Know One 
  Choose any wizard or cleric spell that is one level below yours, or lower. 
  You may cast this spell as if you were that class. 
   SCRUTINIZE 
  When you meet a person for the first time and clearly see their face, roll 
  +WIS. *On a 10+, you decide what alignment they are. *On a 7-9, you 
  decide one alignment they are definitely not. 
   The Light Protects 
  When you have at least one free hand, you gain +2 armor against magical 
  and otherworldly attacks. 
   Authority 
  When attempting to enter an area that is off-limits, you may flash the 
  inquisition’s badge or symbol to whoever is guarding it and roll +CHA. *On 
  a 10+, you may enter the area and do as you please. *On a 7-9, you may 
  enter, but only under supervision or strict conditions. The GM tells you 
  which. 
   
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
   Mana Disruption 
  Your weapon scrambles the flow of magic. When you deal damage to a 
  magical creature or person, you may instead choose to either reduce their 
  armor by that amount, or force them to roll twice for damage and take the 
  worse result until the end of the battle. 
   Inside Man 
  An associate has infiltrated or earned the trust of your Target Group. When 
  you need their help, roll +CHA. *On a 10+, they have an important or 
  useful piece of information for you, or will actively help you, your choice. 
  *On a 7-9, they have a useful piece of information for you, but they are 
  compromised and you will lose your inside man until they are replaced by 
  another agent. 
   Adaptable 
  Choose a second Target Group. 
   BOUND BY THE LAW 
  You may arrest someone by launching magical shackles. When you do so, 
  roll +WIS. *On a 10+, their hands and feet are tied and they are entirely 
  constricted. *On a 7-9, either their arms or feet are cuffed, your choice. This 
  move only works on people and anthropomorphic creatures. 
   Mental Conditioning 
  When someone or something attacks your mind or psyche, you can shrug 
  off all its effects but get the confused debility. This does not work if you 
  already have that debility. 
   Grizzled Veteran 
  You’ve seen things in your life. When you remember a situation similar to 
  the one you’re in right now, roll +WIS. *On a 10+, tell your party an 
  anecdote and explain how it is relevant to the current situation. If they act on 
  it, they gain +1 forward. *On a 7-9, tell your party an anecdote that is 
  completely irrelevant to the current situation. If they act on it regardless, they 
  take +1 forward. 
   Spell Bend 
  When a magical attack targets you, you may roll +WIS to try to deflect the 
  incoming spell. *On a 10+, the spell bounces away and hits an enemy. *On a 
  7-9, the spell bounces away and hits an ally, or grazes you and deals half its 
  damage. 
   One they Fear 
  Towards members of your Target Group, you have the +terrifying tag. 
  Additionally, your damage die becomes a d8. 
   Cleansing Wave 
  Your dispel move can affect all magic within a reasonable distance if you so 
  desire. Dramatically raising your weapon or stamping your foot on the floor 
  is optional. 
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Playbooks/Inquisitor.pdf