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127 views26 pages

Hunter Inquisition 2021 0

Uploaded by

rover
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Hunter

Inquisition
OWbN 2021
Portions of the materials are the copyrights
and trademarks of Paradox Interactive AB,
and are used with permission. All rights
reserved. For more information please visit
worldofdarkness.com.
This material is not official White Wolf
material and is intended solely for use in
One World by Night.

2021. Written by the Hunter Coord, Mike F and the Reckoning Team. Proofreading and
edits by Team Documents for One World by Night.
Table of Contents

Approvals/Disallowed:................ 1
Factions.............................. 5
Sects:................................ 6
New Backgrounds:................... 7
New Merits and Flaws:............... 10
New Theurgy Paths:.................. 14
Paths of Theurgy:.................... 17
Humanity:............................ 18
Hierarchy:............................ 18
Florentine Heresy:.................... 19
Approvals/Disallowed:
Paths of Theurgy – The Inquisition p.g 60-64

- Supernaturals get to pick only 1 of the available 5 paths

- Supernaturals do not get conviction, blessings or endowments

Supernaturals joining Florentine Heresy:


Heresy Coord Notify

PC / NPC on the Council of Faith:


Faith Coord Notify

Background: Rank – 4+ (Provincial) Coord Approval


Background

PC / NPC on the Supreme Council:


Council Coord Approval

Supernatural NPC / PC joining the Society of Leopold:


Leopold Coord Approval

Credits: Team Reckoning would like to thank all its contributors to the creation of this packet. Special shoutout
to Team Documents for proofreading and edits, as well as Caroline Berta, Team Documents Subcoord, for her
graphic design work to make this packet a reality!

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1
2
An OWBN Supplemental Guide to The Inquisition 2021
The purpose of this packet is to provide support for storytellers making use of the
Society of Leopold / Florentine Heresy in their chronicles, whether this be in the form of
NPC antagonists or PCs struggling in the Crusade. Within is a handfull of conversions and
references to the many printed source books for the Setting. This is in no way intended
to replace them and reading through is highly recommended. It approaches the World of
Darkness in a way that is not done in any other game line and can be immensely insightful.

For questions and assistance with the genre, please contact Team Reckoning at:
[email protected]

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“Stronger still grow the children of the
Dragon, and they multiply, and they are a
wound unto the earth. And we are the balm
for this wound, we must cleanse it with fire,
and purify it, and then the earth shall be
ready for the Parousia, and we shall be judged
worthy.” – Leopold of Murnau

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Factions
The Condotierri
Founded in the 15th century, the Condotierri focuses on the safety of the
Society rather than the actual mission. They are assigned to protect the
larger and older enacula (group of Inquisitors).

Gladius Dei
They are the elite “Sword of God”, the most distinguished order within
the Society. Its membership is by invitation only, and is similar to a
knighthood. Members of Gladius Dei are hand selected by the
Inquisitor-General herself and act under her direct authority.

Office of the Censor


They who judge the judges. The Inquisition within the Inquisition.
Membership in the Office of the Censor is offered by the Inquisitor-
General.

Order of Saint Joan


An autonomous Order that acts in concert with the Society of Leopold. The
Order’s Convents do not welcome men, including Inquisitors, anywhere
beyond specified guest areas.

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Sects:
The Brethren of Albertus –
Magic is evil, but one must learn it to best combat it, or so go the teachings
of Albertus Magnus. The Albertines excel in the arts of Theurgy, and use it
to great effect against the Supernatural. Most Inquisitors still believe that
“good magic” is simply an illusion that opens the door to black magic.

The Children of Lazarus –


They ignore other supernaturals and focus only on missions that cleave the
vampire scourge. Their concerns and ideology stretch directly
back to Leopold of Murnau.

Fathers of the Good Death –


This small group, which only allows ordained priests, believes
that vampires are unclean spirits from before the flood, immortal
creatures possessing corpses. It is the duty of the Fathers of the
Good Death to track down and destroy these spirits.

The Sanbenito –
Depending with whom you ask, this group either does not exist or is a
poison in the heart of the Inquisition. The Sanbenito are those Inquisitors
who follow the beliefs of Rafaelle Renzi, the Florentine Heretic.

Sisterhood of Saint Claire –


Saint Claire’s sect is made up of those who take vows of extreme poverty in
order to attract gifts of healing. They refuse all personal possessions and
comforts, except what the Society equips them with.

The Order of Saint Michael –


They do not seek the Infernal “in other things” (vampires, werewolves, etc)
but hunt the direct presence of other diabolic on earth.

The Sons of Tertullian –


These Inquisitors are deeply concerned with ghosts and demonic spirits.
They believe anyone who speaks against the Word of God must be
possessed.

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New Backgrounds:
Mob
The media and social networks of the information age offer a crafty Inquisitor
new and innovative tools for organizing congregations into witch-hunting
mobs. Zealotry surges through the new vectors of status updates. Fiery
sermons sound from home to home via video chat. General Inquisitor Bauer
personally instructs her subordinates in these techniques, and you have
learned well. These folks are not as educated in the ways of the Enemy as you,
and they do not command miracle-working faith or occult power. But they are
angry. They are armed. And they are not going to take it anymore. You will find
that a mob is much like weaponized fire: a destructive force that puts the fear
of God in the hearts of monsters, but one that easily spreads out of control.
• You command a mob of two people.
•• You command a mob of four people.
••• You command a mob of seven people.
•••• You command a mob of fifteen people.
••••• You command a mob of twenty-five people.

Reliquary
You have been granted access to the reliquary of the Church. The vaults of
the Vatican are ancient, dark, and deep, and many are the occulted secrets
within — from holy relics to the terrible devices of witchery that the Church
locks away to keep from blasphemous hands. This Background allows you to
possess such a supernatural artifact and represents both a privilege and a
responsibility, as you are the keeper of the relic. The loss or destruction of the
item consumes any Background points spent, and the Society may think twice
before opening the reliquary to you in the future. The Storyteller has the final
say on a relic’s value and powers. Some example relics can be found on pp.
157-158. Players may opt to pool Background points for a
shared relic. See p.g. 118-119 of V20 for more information on
pooled Backgrounds.
• You possess a minor relic.
•• You possess a useful relic.
••• You possess a relic of significant power.
•••• You possess a relic of incredible power.
••••• You possess a relic mentioned in many legends.

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Status
You are an Inquisitor of status in the Society of Leopold. Such distinction might
come from a reputation of dedicated work, the slaying of a particularly powerful
servant of the Devil, the performing of a holy miracle, the gathering of esoteric
knowledge, or even simple longevity, a rarity in witch-hunters. As with any
institution, having friends in high places helps as well. Regardless of status, a
Society member is always called an Inquisitor. An Inquisitor without a Status
rating begins as a novice. When dealing with Inquisitors of lower Status, apply
the difference in Status as bonus traits to any Social challenge.”
• Tertiary
•• Councilor
••• Abbé
•••• Censor
••••• Provincial

Flock
A flock will not actually work for the inquisitor in his cause by confronting the
enemy or researching its ways, and neither would an inquisitor willingly expose
them to such dangers. Instead, they are a group of people who act as a bulwark
for his belief, reminding him of the reason for his inquisition and who can
actually boost his Conviction through joint prayer (Inquisition Companion p.g.
160)
• You have a few friends you pray with occasionally.
•• A small village looks to you for spiritual guidance.
••• You are one of the most respected preachers in your region, and many
people turn to you to listen to you teach.
••••Word of your preaching has spread far and wide, and news of a visit by you
excites the faithful and worries the sinful.
••••• Your preaching shapes the beliefs of a nation. Had you not been called to
the Inquisition; you would be renowned as a bishop or founder of a monastic
order.

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Rank
Each of the orders has its own particular idea of rank, structure and
appellations, but this Background represents an inquisitor’s overall level of
influence and power within the Inquisition as a whole. flock will not actually
work for the inquisitor in his cause by confronting the enemy or researching its
ways, and neither would an inquisitor willingly expose them to such dangers.
Instead, they are a group of people who act as a bulwark for his belief, remind
him of the reason for his inquisition.
• You have exposed a few creatures of Satan and are respected by new
Inquisitors.
•• You are well-known among local inquisitors, who look to you for advice and
guidance.
••• You serve on your local Council of Faith, helping direct the city’s Inquisitors.
•••• You serve (or have served) on the Supreme Council, advising on the
Inquisition across the nation.
••••• You answer to God and the Grand-Inquisitor, and no one else.

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New Merits and Flaws:
Mental
Isolated Upbringing (1pt. Flaw)
You were raised by the Society of Leopold, either born to an Inquisitor or
adopted by the Society at an early age. The Inquisition is all you know. The
sanctity of your holy work is honed by a purity of skill, unclouded by distraction.
Unfortunately, you have a limited understanding of the outside world. When in a
non-Society setting, you are down one trait in all Social challenges. When field
work takes you beyond the Inquisition’s walls, how will you react to all the new
people, stimuli, and fellow hunters who are not so cloistered?

Religious Hysteria (3pt. Flaw)


Angels and demons are everywhere! You see them. You note the signs of
the Divine plan in every nuance of life. The entire world’s an omen! The Holy
Ghost whispers in your ear constantly. Why do others not understand? Even
your brothers and sisters in the faith shake their heads as your breathlessly
elucidate your latest holy vision. The difference between this Flaw and the
Ecstatic Merit (see below) is that people do not take you seriously. Your visions
occur a bit too often, are a bit too untenable. You are down one trait in all Social
challenges.

Social
Ecclesial Rank (1-3pt. Merit)
Though your status as an Inquisitor is a secret outside of the Society of
Leopold, you are also an official member of the Roman Catholic Hierarchy. This
Merit determines your standing, each point widening the scope of your service
and influence. The one-point version grants you the rank of priest, presiding
over one parish (and its deacons and laity). The two-point version grants you
the rank of Bishop, presiding over one diocese, consisting of many parishes
(and their priests). The three-point version grants you the rank of Archbishop,
presiding over several dioceses (and their bishops).

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Sanctioned Witch (2pt. Merit)
You are known as a “Judas Witch,” having received the Sanctuary of
the Disciplina Arcani from the Inquisitor-General herself. You cannot be
punished or detained for occult study or the use of Numina (though the
sanction can be revoked for misconduct). A tattoo of the Seal of Solomon,
on the palm of your left hand, marks your credentials. This does not mean
everyone in the Society trusts your expertise, as many despise the magic arts.

Rebel (1-3pt. Flaw)


You have acquired some infamy in the Society of Leopold. At the one-point
version of this Flaw, you might simply be scorned by your betters, who wait
for you to slip up. At the two-point version, you are actively loathed and can
expect little help. At the three-point version, there are Inquisitors who hate
you as much as the supernatural. You should work with the Storyteller to come
up with the specific reason for this ill repute. Bear in mind, your reputation is
relative among the divisions within the Inquisition. Some sects may embrace
you just to spite their rivals. For example, while you might earn the ire of the
Society at large by studying the sorcerous arts too closely, you might find
acceptance, and even encouragement, from the Brethren of Albertus.

Supernatural
Ecstatic (2pt. Merit)
You are prone to fits of religious ecstasy — stigmata, glossolalia (speaking
in tongues), visions, and trances. This is a Merit of dubious benefit. While
some may distrust you as a religious hysteric, you find high regard among
others of the faith as one “touched by God.” Add one bonus trait to any Social
challenges with the Society (and possibly others with similar spiritual beliefs).

11
Ecumenist (4pt. Merit)
The Holy Spirit “bloweth where it listeth.” You understand this. You see the fractal
reflections of your God in other religions, and you remain humble in knowing how
little of the divine you can know. Where others must brandish the holy symbols of
their tradition when using True Faith, you see the supernal spark at the core of
beliefs beyond your own, and you are able to use their religious icons and holy
ground when confronting the supernatural. Likewise, in your presence, a group
of individuals from different religions may pool their True Faith for greater effect.
Such a communal pool requires only one person with this Merit. You can be the
bridge that connects all faiths as brothers and sisters in the long, dark night of the
soul.

Fist of God (7pt. Merit)


Some call you “Witch-Hammer,” for your naked hands do grievous hurt to the
children of the elder night. All your Brawling damage is considered aggravated
against supernaturals. Work with the Storyteller to create a good reason for this
rare effect, and how it developed. Only mortals with Humanity of seven or higher
may purchase (or keep) this Merit.

Holy Aura (2pt. Merit)


No matter the color, your aura burns as a brilliant beacon of religious devotion.
Even mortals who cannot see auras are drawn to your presence. Subtract one
from the difficulty of all Social Challenges. Some supernaturals will find this a
positive aspect; others, particularly the Kindred, may likely be hostile toward you.
Many will believe you possess great power (regardless of the truth).

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Paradise Lost (2pt. Flaw)
You once had the True Faith that could light the night. It is now extinguished. This
is not the simple loss of an advantage, but a gaping wound of the soul. You know
what it was like to be seen in the light of the divine, but now stumble outside the
sight of God and drown in the corpse-cold murk of doubts, an ever-flowing river
with no end in sight. Whenever you are confronted with this loss (holding a holy
symbol, asked to perform a miracle, entering a church, etc.), make a Willpower
challenge (difficulty 7) or be down one trait on all actions for the scene, as sorrow
seizes you. This Flaw can be earned mid-chronicle with a loss of True Faith, or it
can be taken at character creation as part of a tragic backstory, possibly initiating
a redemption tale of faith regained

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New Theurgy Paths:
Via Geniorum –
Via Geniorum is one of the Ways that is most distrusted by Theurgy’s critics;
Theurgists who practice this Via deal with the realm of spirits and the demonic.
They argue that all creatures are ultimately under the call of heaven, including
spirits and demons. These Theurgists believe that there is an entire spectrum
of Spirits who allied neither with Heaven nor Hell, yet can be commanded by
the power of Heaven. This Way grants the practitioner power over non-human
spiritual entities (demons, elementals, etc.).

Knowledge of a spirit’s true name grants one power over it. A true name is not the
title that the spirit commonly goes by, but a more complex, primal invocation. The
world warps and flutters when true names are spoken. They are jealously guarded
secrets, requiring extended Mental Challenges retest Occult (difficulty 9), and
a good occult library to decipher. Every success grants a “syllable” of the name.
The simplest of spirits might have a single syllable true name, but more powerful
demons will have many more (up to the discretion of the Storyteller). A Theurgist
may try and trick a spirit into divulging its true name. True name syllables are often
a form of currency amongst spirits and occultists, who tend to hoard them.

Cost: 1 WP
Modifiers: A free retest if the Theurgist knows the Spirit’s true name.

Summoning Grades
• Calling: These Rituals are only for summoning spirit entities. You command a
mob of two people.
•• Spirit Summoning: Minor Spirits (e.g. Gaffling, minor elements, low level
minions) can be contacted but not true demons. These Rituals require 5 or more
successes on an extended Social challenge, retest Occult (difficulty 8).
••• Minor Summoning: More powerful spirits (e.g. servitor-rank demons, more
powerful Minions) may be contacted; Rituals require 10 or more successes
(difficulty 9)
•••• Prime Summoning: Greater spirits and demons called “tempters” (the low-level
ones) may be summoned. Such spirits can be dangerous to both the Theurgist’s
body and soul. Very few Theurgists ever truly attempt these summoning Rituals.
••••• Great Summoning: Greater level tempters, and other Preceptor Lords can be
summoned.

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Ritual of Revelation (Rank 1):
The Theurgist does not peer into the spirit world so much as command nearby
supernal beings to reveal themselves. On a successful Social challenge retest
Occult (difficulty 8), the Theurgist can see all spirits in the immediate area
(including those possessing physical bodies).

Ritual of Protection (Rank 2):


On a successful Mental challenge retest Occult (difficulty 7), the Theurgist
may draw protective sigils into handheld objects or in a small circle around
her. Extended challenges can make larger circles or more completely protected
locations, with 10 successes being enough to protect a small house. Spirits cannot
harass or enter a person or location, thus protected, without succeeding in a
Willpower challenge (difficulty 9). Protection lasts for one month or until the sigil is
disturbed (a carved sigil is much harder to disrupt than one drawn in chalk).

Ritual of Dismissal (Rank 3):


The Theurgist can send a spirit back to its native realm. This Via requires a Social
challenge retest Occult (difficulty 9). The number of successes needed, in an
extended challenge, vary widely based on the power of the spirit (and left to the
Storyteller’s judgment).

Ritual of Summoning (Rank 4):


The Theurgist can now summon spirit entities. This Via requires an extended
Social challenge retest Occult (difficulty 9). The number of success needed,
in an extended ritual vary widely based on the power of the spirit (and left to
the Storyteller’s judgment). A summoned spirit must remain in the Theurgist’s
presence for a scene or until it has answered three questions (it cannot be
made to reveal its true name in this manner). Further interaction relies on
Social challenges, sacrifices, or other powers. A failed
challenge, requires 2 simple challenges. If the player
fails both failed challenges, the summons an enraged
spirit who likely attacks the unlucky Theurgist.

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Ritual of Binding (Rank 5):
The Theurgist can now force a spirit into servitude. This Via requires an extended
Mental challenge retest Occult (Difficulty 9). The number of success needed, in an
extended ritual, vary widely based on the power of the spirit (and left to the Story-
teller’s judgment). A bound spirit may be asked to do a specific action (“Attack that
vampire!”) or an ongoing action (“Watch over me.”) lasting until the next sunrise or
sunset.

Via Necromantiae –
The Via Necromantiae is Theurgy designed to contact or banish the dead. This
Via resembles in parts those of the Via Geniorum, but it is, nonetheless, distinct.
Cost: 1 WP
Modifiers: -1 difficulty if the Theurgist has an object important to the ghost in life.

Ritual of Wakening (Rank 1):


The Theurgist may command a recently deceased cadaver to awaken. On a
successful extended Social Challenge, retest Occult (difficulty 7). The corpse will sit
up and answer the Theurgist’s questions, to the best of its ability, for one minute
per success. Every twenty-four hours the cadaver has been dead adds one to the
difficulty. A cadaver more than three days dead cannot be wakened.

Ritual of Warding (Rank 2):


Theurgists may protect an area from ghostly intrusion. With a successful extended
Mental challenge, retest Occult (difficulty 7). The Theurgist may block ghosts from
entering a room-sized area. Each success indicates one week of successful
warding.

Ritual of Communication (Rank 3):


Theurgists may contact the dead by making an extended Social challenge, retest
Occult (difficulty 10). That difficulty drops, cumulatively, if any of the following
criteria are met: Theurgist possesses an object important to the ghost in life
(-1), a person important to the ghost is present (-1), the ritual is conducted in the
ghost’s former home (-1), the ritual is conducted in a place where the veil between
the Underworld and the world of the living is thin (a free retest). Maintaining
contact with the dead is difficult. Each success allows the Theurgist one minute of
communication. The time period can be doubled for another point of Willpower.

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Ritual of Summoning (Rank 4):
Theurgists may expel a haunting ghost. This requires an extended Social
Challenge, retest Occult (difficulty of the ghost’s Willpower + 3, maximum of 9);
this is an extended challenge, requiring a number of successes equal to twice
the ghost’s Willpower. Simply initiating the banishing costs 1 Willpower, but no
more Willpower is required for the remainder of the struggle.

Ritual of Vivification (Rank 5):


The Theurgist can now urge a cadaver to rise. This Via requires an extended
Mental challenge, retest Occult (difficulty 8). Every success animates the corpse
for one week, and that time can be doubled for another point of Willpower.
Animated cadavers will not have much in the way of personality or intelligence,
but can follow simple directions.

Paths of Theurgy:
Supernatural’s that are a part of the Florentine Heresy are only able to learn a
maximum of 1 path of Theurgy. PC’s are not allowed to learn Psychic Hedge
Magic. Supernatural’s are not allowed to learn any of the 3 The Holy Art paths.

Via Geniorum (per The Inquisition p.g. 62)


Via Necromantiae (per The Inquisition p.g. 63)
Via Medicamenti (per The Inquisition p.g. 61)
Via Ignis (per The Inquisition p.g. 62)
Via Oraculi (per The Inquisition p.g. 63)
The Holy Art (per The Inquisitor p.g. 189)

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Humanity:
Mortals can lose their Humanity in the same manner as vampires. Those with a
high Humanity rating must be careful; they can lose Humanity through acts of
arbitrary cruelty or wanton destruction, even in the name of God. Such mortals
can find their Humanity slowly diminishing, until ultimately it dwindles to
nothing: insanity, depravity, and derangements are all that awaits them.

However, humans can never truly lose their Humanity. If a mortal character’s
Humanity rating drops to zero, it reverts back to one. For Each “dip” into the
ocean of the Beast, each time that a mortal’s Humanity rating temporarily
reaches zero, he gains a Permanent Derangement.

Humanity is vitally important for those mortals who would possess True Faith.
A character with True Faith must have a minimum of Humanity 4; once their
Humanity score drops below 4, then her Faith rating disappears.

Conviction / Blessings:
Supernatural creatures are not allowed to get conviction / blessings. These are
for the mortal inquisition members and they function per the Inquisitor book on
page 159.

Hierarchy in the Inquisition:


Tertiaries: Entry level members in the organization.

Councilors: Those promoted by the Provincial due to the respect they have
earned.

Abbe: Responsible for the actions of the Cenaculumn. Appointed by the


Provincial or elected by a group of Councilors if the Cenaculumn has a large
group of Inquisitors.

Censor: Appointed by Provincial to make sure no member of the Inquisition has


turned infernal.

Provincials: Successful Abbe promoted by the Inquisitor-General. They manage


an entire region. They generally all have a yearly meeting to discuss yearly
plans, which all of the Society is invited to join.

Inquisitor-General: Leader of the Entire Society, and has lifetime authority in the
Society. Voted and chosen by the provincials.

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Florentine Heresy:
The Florentine Heresy is the name given by the Italian monk Rafaelle Renzi. He
believed supernaturals were able to overcome their inherent evil nature by honest
remorse and decided to minister to them offering the Lord’s salvation. For this,
he and his associates were placed on trial and burned. However, that has not
stopped the Heresy from spreading, no matter how much the Society of Leopold
has tried to stop it. 1 year after Rafaelle Renzi’s death, the Society made the
Florentine Decree.

Florentine Decree
In the name of the holy and undivided Trinity, Father, Son and Holy Ghost.
This holy council of the Society of Leopold, lawfully assembled in the Holy Ghost,
considering the great import of the matters to be considered, recognizes that its
wrestling is not against flesh and blood, but against the spirits of wickedness
in high places. Wherefore, that this pious solicitude of the Society may work
according to the Grace of God, it ordains and decrees that the following canons of
faith are in accord with the sacred charge of the Society.

Canon I - If any member of the Society forsakes his duties, either through
negligence or intent, let him be anathema. While the Society allows for the
provision of the general failure or error, it still sees the duties of Inquisitor as
sacred and binding.

Canon II - If anyone disobeys the decisions of the Inquisitor-General, or his


Provincial, or his Abbé, or any other member of the Society of just authority, let him
be anathema.

Canon III - If anyone disbelieves the reality of the Prince of Darkness, or


that his children walk the Earth to torment and harass the faithful, let him be
anathema. Such apostasy is contrary to the truths of the Society.

Canon IV - If anyone believes that Salvation is open to the children of the


Enemy, or that they are deserving of the mercies of the Church, or the Society, or is
in any other way an adherent or sympathizer to the Florentine Heresy, let him be
anathema. Such apostasy is contrary to the truths of the Society, and counteracts
the good which the Society has done on Earth. He shall be branded traitor and
will be deserving of the most severe punishments and penalties, without the hopes
of penance or forgiveness other than by God.
Canon V - If anyone is disloyal to the Society of Leopold, or reveals its secrets
to outsiders, or sides with the enemies of the Society, let him be anathema. Such
apostasy is contrary to the truths of the Society, and counteracts the good which
the Society has done on Earth. He shall be branded traitor and will be deserving
of the most severe punishments and penalties, without the hopes of penance or
forgiveness other than by God.

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How to Join?
Joining the Florentine Heresy requires several different steps. These steps are
to show that the supernatural creature is truly able to overcome their inherent evil
nature. The following below are the first steps to being able to join the Florentine
Heresy:
1.) You must have Humanity at 3+, or be on a path dedicated to one of the
Abrahamic religions.
2.) You must be invited to join the group. To do so, usually involves proving that you
are repentant over your inherent evil nature by some action.

Structure / Roles:
The Florentine Heresy is structured in the same way as the Society of Leopold. In
fact, some of its members hold the same position in both organizations. The only
difference is that the Society is openly hostile / aggressive against the Heresy
and that the Society is a lot larger.

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Roles in the Inquisition:
Inquisitors –
The smallest unit. Where there is an inquisitor, there is an Inquisition. An
Inquisitor is a combination of an apostolic judge, and medieval Police Officer.
The inquisitor’s mission, handed to them, is not hunting the fiends of the night
and the heretics. It is to save souls and protect them from the Scourge of Evil. An
inquisitor is never alone. He believes in the strength in numbers and works with
others in cells to plan, watch, wait, and act.

Procurator Fiscalis –
The Procurator Fiscalis is a combination of public prosecutor, archivist and
expert in the ways of the damned. A single Procurator Fiscalis serves a Council
of Faith. Only those with especially keen minds, eyes for details and objective
outlooks are promoted to the position.

Council of Faith-
Council members are chosen from the pool of inquisitors with backgrounds as
lawyers, theologians, clergy and distinguished laity. They are entrusted by the
Supreme Council to maintain the hierarchy and organization of the Shadow
Inquisition. A Council of Faith comprises 5 venerable inquisitors.

Supreme Council-
The Supreme Council comprises 7 members. Two inquisitors of high standing,
two secretaries, two lawyers or experts in theology and 1 Advocatus Fiscalis
(financial advisor). The Supreme Council has 3 functions:
1.) Executive board that oversees the direction of the Inquisition.
2.) Act as the Council of Faith for Rome.
3.) The Supreme Council can vote to remove the Cardinal (head of the Secret
Inquisition), the Cardinal does not know the Supreme Council has this ability.

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Bibliography
Jim E. (1995) - Vampire the Masquerade: The Inquisition - Clarkston, GA: White Wolf
Publishing

Justin A., Jason A., Martin H., Matthew M.F. and Matthew S. (2013) - Vampire the
Masquerade, The Hunters Hunted: II - CCP hf., Onyx Path Publishing, White Wolf Publishing

Emily D.T., Myranda K., Matthew M.F., Anthony R., Sarah R., C.A. Suleiman, Adam T. and
Janet T. (2002) - Dark Ages: Inquisitor Core Rulebook - Stone Mountain, GA: White Wolf
Publishing

Kraig B., Myranda K., Jonathan S., Adam T. and Janet T. (2004) - Dark Ages: Inquisitor
Companion Rulebook - Stone Mountain, GA: White Wolf Publishing

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This packet’s graphic design is by Caroline Berta
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Instagram: Crow.Witch

CAROLINE BERTA
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