3. ECONOMÍA NAVARRA
3.3. PRECIOS Y COSTES LABORALES
Inquisitors are frequently at a severe disadvantage when dealing with the servants of the Adversary. Thanks to their connection to the supernatural, the enemy almost always knows more about the inquisitor than the inquisitor knows about the enemy. The Eyes of God in particular need to know when they’re in danger, since they so frequently work alone. This Benediction is a collection of intelligence-gathering effects that help the Oculus know what he’s confront- ing.
System: The Wisdom-based application of this
Benediction lets the inquisitor know when he’s being watched or followed and may even give him greater insights than that into his enemies’ attempts to locate him. The Oculus closes his eyes for a moment to pray; the player rolls Perception + Wis- dom (difficulty 6). What information the inquisitor gathers depends on how many successes the player achieves.
Successes Result
1 The inquisitor knows if he’s being watched or followed at that moment by someone in his immediate area. The sensation lasts only for one turn.
2 He knows when an enemy within a mile radius is looking for him.
3 The character knows if he’s being followed. This perception lasts for one scene. 4 As above, and knows the follower’s general
intent and whereabouts.
5 He knows if he’s being watched or viewed by magical means.
An inquisitor using the Faith-based applica- tion of this Benediction is able to tell when magic
or supernatural energies of any sort are being channeled or used in his presence, including very subtle forms of magic like the Presence Discipline. To the sight of the Oculus, those using such energies stand out from the crowd unmistakably, often appearing wreathed in unnatural flames, speaking in streams of black fog or in other, similar ways. As with the other applications of this Bene- diction, the inquisitor closes his eyes briefly and says a prayer. The player spends a point of Convic- tion and rolls Perception + Faith (difficulty 6). Every success allows the Oculus to know if magic (or vampiric Disciplines or the like) is being used (and who is doing so), in a radius of five feet per success rolled.
Using the Zeal-based version of Divine Light gives the Oculus an uncanny awareness of when he’s in danger. The feelings range in strength from vague hints of doom to specific knowledge of plans being made against him. The inquisitor prays for his knowl- edge; the player spends a point of Conviction and rolls Perception + Zeal (difficulty 6). The number of successes reveals how specific the information is.
Successes Degree of Warning
1 The inquisitor has a nervous sense of fore- boding when danger is imminent.
2 The inquisitor gains some small insights into the nature of the danger he’s in, i.e., “I think there’s an ambush ahead.”
3 The inquisitor knows when immediate dan- ger is imminent and what form the danger will take: “Three wolfmen are waiting for us in the trees about fifty yards up the road.” 4 The inquisitor is aware of the danger, knows
the form it will take, who plotted it and why: A gang of thugs awaits us in our room at the inn. They are well armed and they were sent by…the bishop!”
5 The inquisitor knows everything he would know from 4 successes and has insights into how best to avoid the danger or turn it to his advantage.
This danger sense lasts for the duration of the scene.
Libera Me (Advocate)
To perform their sacred function for the Inqui- sition, it is of the utmost importance that the Eyes of God be free to roam where they will. This Benedic- tion is unusual in that it does not aid the Oculus’ efforts at stealth, but helps him maintain his free- dom. Depending on which Superior Virtue the Oculus
uses, this Benediction channels the power of the Father to free the inquisitor from a variety of snares, both physical and otherwise, as surely as prayer frees the soul of its burden. This Benediction requires only that the inquisitor speak the words “libera me” (“De- liver me”).
System: The Wisdom-based effect of this
Benediction rids the inquisitor’s mind of all forms of supernatural control. This includes all of the techniques under the vampiric Dementation, Dominate and Presence Disciplines, as well as all forms of mind-control used by mages and other hell-servitors. The Eye asks for deliverance and his player rolls Wits + Wisdom (difficulty 6). Two successes are needed for emotionally based con- trol (e.g., Presence) and the magic of mages and the fae, while one success breaks all other forms of mental control, including all conditioning that would affect the inquisitor at a later date. This Benediction can even purge the inquisitor of a possessing demon, but this requires three suc- cesses and the expenditure of a point of Conviction. An Oculus using the Faith-based version of Libera Me is set free from any form of physical restraints or binding. Shackles and ropes fall away, pillories and locked doors swing wide and anything else inhibiting the inquisitor’s freedom releases him. This Benediction affects snares and traps that the inquisitor may find himself in as well. Roll the character’s Dexterity + Faith (difficulty 6). One success frees the inquisitor from most forms of bind- ing, but more complicated bindings may require more successes at the Storyteller’s discretion. If the inquisitor is being held by multiple restraints, the player must score one success for each (i.e., an Oculus bound by manacles on his wrists, shackles on his feet and rope tying him to a chair needs three successes to be free).
The Zeal-based effect of Libera Me slams to the ground anyone physically restraining the inquisitor. While this primarily applies to those in physical contact with the inquisitor, it also affects anyone restraining the Oculus through any sorcerous or magical means. The inquisitor’s player rolls Cha- risma + Zeal (difficulty 7). Even one success slams the inquisitor’s assailant(s) heavily to the floor (though it does not cause damage). Furthermore, all targets so affected are stunned for one turn for every success beyond the first (in the form of a –1 penalty to both initiative and dice pools for every success rolled on the character’s behalf).