Justice

Justice

Boon Level Cost Roll Effect
Judgment Per + Emp When accusing someone of a crime, immediately know if they are guilty.
Guilt Apparitions ●● 1L Man + Int Cause a criminal to be haunted by hallucinations related to his guilt.
Heartfelt Promise ●● 1L + 1W Inflict Virtue Extremity and Willpower loss on those who break promises.
Guilt of the Damned ●●● 1L Per + Emp Drain a criminal’s Virtues.
Shield of Righteousness ●●● 1L + 1W Protect an innocent from being wrongfully punished for a crime.
Code of Heaven ●●●● Apply your Justice Boons to your culture’s unforgivable sins regardless of local laws.
Dream Wrack ●●●● 1W Int + Emp Cause a criminal to suffer from nightmares of his crime and lose Willpower.
Law and Order ●●●● 2+L Cha + Com Hinder or prevent others from using Chaos Boons.
Scarlet Letter ●●●●● 1L + 1W Place a permanent brand on criminals that they must point out to others.
Star Chamber ●●●●● 3+L Cha + Pol Cause a criminal to be inevitably punished by Fate.
Sympathy Pains ●●●●● 1+L + 1W Cha + Com Cause a group of people to feel one anothers’ pain and share wounds.
Banish ●●●●● ● 1+L + 1W Cha + Com Banish a criminal from a certain area.
Rightful Ownership ●●●●● ● 1L + 1W Man + Emp Cause a stolen object to drain the thief of Willpower and cause Virtue Extremities until it is returned to its owner.
Psychic Prison ●●●●● ●● 5L Trap a criminal in a mental prison for years, lowering his social Attributes.
Sanctify Oath ●●●●● ●● 8L Cha + Com Cause those who break their promises to suffer from disastrous botches.
Deputize ●●●●● ●●● 3+L Grant your target the use of your Justice Boons.
Eternal Repentance ●●●●● ●●● 10L + 1W Cause a criminal to be punished eternally after death.
Punish the Line ●●●●● ●●● 10L Punish a criminal’s descendents for his crimes until he has properly atoned.
Overworld Judgment ●●●●● ●●●● 15L Cha + Com Make new laws and force everyone who hears you to obey them.
Pardon ●●●●● ●●●● Varies Remove the effects of Justice Boons from the truly penitent or those who have been wrongfully accused.
Divine Enforcement ●●●●● ●●●●● 5+L + (1W) Per + Emp Learn all the laws of the area, know when they are broken and force criminals to turn themselves in.
The Arbiter ●●●●● ●●●●● ● 30L + 1W Prevent all crimes in your presence, make undisputable judgments, force criminals to confess and enforce judgments effortlessly.

Justice Boons may only treat someone as guilty if this is in fact the case; those who are innocent of the crime in question under the laws of the local area are immune to any attempt to use this purview to punish them. Those who are guilty, however, are helpless against the force of justice unleashed, and they may not roll in an attempt to resist any Justice Boons unless specifically stated.

JUDGMENT

Cost: None
Dice Pool: Perception + Empathy
A Scion wishing to uphold justice and righteousness must first be able to identify those who break those sacred tenets, and this Boon allows her to do so. By rolling her Perception + Empathy (with no benefit from her Epic attributes, Fatebonds or any other source of automatic successes, and without being able to channel a Virtue or in any way add dice to the roll) against her target (who rolls only his or her Legend rating in dice) and making a declamatory statement accusing them of a specific crime, she gains immediate awareness of whether or not her target is guilty of the crime she has just charged them with. If she fails to overcome her target’s roll, the Scion is unable to determine the target’s guilt; if she botches, she receives a false positive or negative. In either case, she cannot use Judgment again on the same target for a full week.

GUILT APPARITIONS ●●

Cost: 1 Legend per use
Dice Pool: Manipulation + Integrity
By cursing a target he knows to be guilty of a crime, the Scion with this Boon may cause him or her to be haunted by terrifying hallucinations. By spending the requisite cost and informing the target of their impending punishment (a simple “You’ll be sorry for what you’ve done!” will suffice, or he may send a letter or otherwise contact them remotely), the Scion causes his target to be afflicted by random visions and hallucinations for a number of days equal to his threshold successes. The visions suffered by the target during this time are all related to the crime the Scion is punishing him or her for, and he or she is unable to regain Willpower points for the duration of this Boon’s effects, wracked by guilt and remorse for his or her behavior. Only confessing and atoning for the crime in question can end this Boon’s effects prematurely.

HEARTFELT PROMISE ●●

Cost: 1 Legend and 1 Willpower per use
Dice Pool: None
The sacred promise is a universal convention carrying connotations of honor and trustworthiness, and the Scion with this Boon makes sure that it is not taken lightly. Whenever she witnesses a promise being made (it must be made aloud and in a language she can understand, or in some other way intelligible to her), she may spend the requisite cost to bind the person making the promise to it emotionally, giving them renewed desire to keep it faithfully. If the target in question is Legendary and ever breaks said promise they immediately suffer Virtue Extremity for the Virtue in which they have the highest rating (if more than one Virtue is tied for the highest rating, they must choose one of the tied Virtues at random); if the oath-breaker is mortal, he or she immediately loses all Willpower points and cannot regain them for a full month. This Boon remains in effect for the duration of the promise, which varies from oath to oath; its effects might end if “I promise to deliver this message to your mother,” is fulfilled, but someone thus bound to a promise such as “I swear to be faithful to my husband for the rest of my life” will be forced to endure its effects indefinitely.

GUILT OF THE DAMNED ●●●

Cost: 1 Legend per use
Dice Pool: Perception + Empathy
By calling out a foe’s secret crimes, the Scion with this Boon may shame them into realizing how poorly they are enacting their nobler qualities. By striking the target (either in combat or via a slap or other offensive maneuver) and spending the requisite amount, the Scion may reduce his target’s Virtue ratings by 1 if he successfully overcomes their resistance, leaching their conviction in their ideals out of them by reminding them of their crimes. This Boon does not require a separate action and lasts until the end of the scene, and may be used only once per scene on any target, as a single reminder of their misbehaviors is enough to either suppress a target or convince them to ignore the Scion’s ire.

SHIELD OF RIGHTEOUSNESS ●●●

Cost: 1 Legend and 1 Willpower per use
Dice Pool: None
While punishing evil-doers is an important element of dispensing justice, equally important it making sure that the innocent don’t suffer for the crimes of others. Whenever the Scion sees someone she believes to be innocent about to be punished for a crime that they did not commit, she may reflexively pay this Boon’s cost to throw a shimmering shield of energy around the innocent, insulating them from the hurt they might take as a result of a case of mistaken identity or misplaced blame. The next attack directed against a target thus shielded is completely nullified, inflicting no harm whatsoever; the Scion must spend again if she wishes to protect the target from further attempts on him or her. This Boon depends on the true innocence of the target in order to work; if the Scion attempts to use this power to protect someone who is in fact guilty, it will have no effect.

CODE OF HEAVEN ●●●●

Cost: None
Dice Pool: None
Justice is a universal concept, but it is not expressed the same way universally; the Scion with this Boon overrules the concepts of justice that he may encounter in various other cultures and places and substitutes his own pantheon’s interpretation, allowing him to dispense justice and police offenders according to his rules, not theirs. In any situation wherein his pantheon’s view of justice does not coincide with that of the people he is dealing with, he may use his Justice Boons as if they were one and the same, potentially taking people to task for things his pantheon would frown upon even if their own culture does not look at them the same way. He may punish any of the following behaviors considered crimes by his pantheon, even if the offender has done nothing wrong by his or her own society’s standards:

Pantheon Punishable Offenses
The Aesir Kinslaying, mutiny, oathbreaking
The Alihah Betrayal, breach of hospitality, violation of religious customs
The Anunna Abuse of authority, disrespect toward the gods, rebellion
The Apu Destruction of sacred places or objects, laziness, theft
The Atua Cannibalism, familicide, violation of a taboo
The Bogovi Interference with mortals, shirking of duty, illegitimate reproduction
The Deva Failure to aid those in need, murder, theft
The Elohim Conspiracy, disrespect toward the gods, trespassing
The Inue Disrespect toward the gods, environmental damage, incest
The Kami Wanton destruction, disrespect toward the gods, rebellion
The K’uh Disrespect toward the gods, murder, theft
The Nemetondevos Lying, slavery, treason
The Netjer Disrespect toward the gods, theft, wanton destruction
The Orisha Disrespect toward the gods, slavery, theft
The Shen Hedonism, kinslaying, rebellion
The Teotl Cowardice, promiscuity, treason
The Theoi Breaches of hospitality, disrespect toward the gods, kinslaying
The Tuatha de Danann Betrayal, breaches of hospitality, murder
The Yazata Lying, pollution, theft

When the Scion punishes any one of these unforgivable crimes, he gains double his total number of Justice Boons as automatic successes when using any Justice Boon. While he may use his Justice Boons in this manner with impunity, this is not a carte blanche to stomp all over every culture he comes into contact with; the Scion overusing or abusing this Boon may find himself in very uncomfortable or even fatal situations indeed, as the very actions he sees as punishing misbehavior may cause him to be pursued and punished as a criminal himself.

DREAM WRACK ●●●●

Cost: 1 Willpower per use
Dice Pool: Intelligence + Empathy
Even in the refuge of sleep, a criminal may be punished by a Scion using this Boon, which causes his crimes to follow him and plague him even in his dreams. By paying the requisite cost and letting the target know that he is aware of his crime, the Scion may cause him to suffer horrible nightmares pertaining to it for a number of nights equal to his total number of Justice Boons. During this time, the target loses a point of Willpower each night from the horror of the visions he or she is enduring, and is unable to regenerate any Willpower until the power ceases to affect him or her.

LAW AND ORDER ●●●●

Cost: 2+ Legend per use
Dice Pool: Charisma + Command
The justice-driven Scion prizes the order of society, and with this Boon she may mitigate the effects of those who might wish to throw it into disarray. Whenever she sees a Chaos Boon used, she may spend two points of Legend, plus the cost of the Chaos Boon at work, to reduce its successes by a number equal to her own successes on her activation roll; if this reduces the Chaos power’s successes to zero, it has no effect whatsoever.

SCARLET LETTER ●●●●●

Cost: 1 Legend and 1 Willpower per use
Dice Pool: None
The Scion with this Boon may make examples of criminals he comes across, letting them serve as a living warning to others who might think to follow in their footsteps. By touching a criminal and pronouncing them guilty of a crime, the Scion may spend the requisite cost to place an indelible, completely unremovable mark on his target’s body for a number of years equal to his total number of Justice Boons, symbolizing their crime (it may be in any form that is suitable for the crime it represents). If he chooses to spend a permanent dot of Willpower instead of a temporary point, he may make the mark permanent. At any time in the future, the Scion may choose to spend a Legend, whereupon the target bearing the mark will be forced to reveal it and explain to anyone in his or her vicinity why it was placed there. The mark may never be removed except by the Scion himself, who may spend an additional point each of Legend and Willpower to do so.

STAR CHAMBER ●●●●●

Cost: 3+ Legend per use
Dice Pool: Charisma + Politics
The Scion with this power may pass judgment from himself on to an even higher power: Fate. By paying the requisite Legend cost plus an amount of Legend equal to his target’s Legend rating, the Scion may bring Fate down upon a criminal to punish him; thereafter, circumstances will inexorably conspire to punish the criminal in some manner perfectly befitting his or her crime, no matter how diligently and adroitly he or she tries to avoid it (see Scion: Companion for sample description). Those who use supernatural means to learn about the criminal in question (Magic, Prophecy, etc.) will be able to see this destiny hanging over him or her, but it cannot be removed, even by the Scion himself, until Fate has had its say.

SYMPATHY PAINS ●●●●●

Cost: 1+ Legend and 1 Willpower per use
Dice Pool: Charisma + Command
Sometimes explaining the need for cooperation and rule of law in a situation is not enough to convince; more drastic measures may need to be taken, which the Scion with this Boon may decide to do. By spending the requisite cost plus one more point of Legend for every person past the first that he wishes to include in the bond, the Scion may tie several people (a maximum equal to his total number of Justice Boons) together, making them feel one anothers’ pain and take one anothers’ injuries as if they were their own. Whenever any one of those tied together thusly is hurt, all others feel the same pain and take an equal amount of unsoakable damage of the same type; if one of those mystically tied by the Scion’s powers dies, all others (except the Scion himself) instantly die as well unless they successfully overcome his successes on a Stamina + Fortitude roll, which allows them to simply fall unconscious with one health level remaining. This Boon, while undeniably powerful, exists to foster brotherhood and to encourage others to consider how their actions affect their fellows; it cannot be used intentionally to try to kill people or for any kind of treachery or trickery, and the Scion must declare what he is doing in order for the Boon to function. The effects last for a number of days equal to the Scion’s total number of Justice Boons.

BANISH ●●●●● ●

Cost: (1/2 Target’s Legend rating) Legend and 1 Willpower per use
Dice Pool: Charisma + Command
For truly dangerous or difficult criminals, sometimes the only punishment that also safeguards the innocent from them is to remove them completely from the area in which they have sinned. By spending the requisite cost and defeating his target’s resistance roll, the Scion may make a declaration (i.e., “I banish you from this city for your crime of murder most foul!”) and banish his target entirely from the area, rendering them literally incapable of entering it while this power remains in effect; there is simply a massive, impenetrable invisible wall preventing them from entering the area specified by the Scion, however they might try to do so. The Scion may apportion his successes between either increasing the range of the banished area or increasing its duration, as follows:

Successes Effects
1 Success 1 room
2 Successes 1 building OR 1 day
5 Successes 1 city
8 Successes 1 state/province OR 1 month
10 Successes 1 country OR 1 year
15 Successes 1 continent or Terra Incognita OR 1 century
25 Successes 1 specific Underworld or Overworld
35 Successes 1 entire plane (World, Underworld, etc.) OR forever

A target who has been banished immediately feels a strong, urgent need to depart, and is seldom able to remain in the area for long before being locked permanently out of it.

RIGHTFUL OWNERSHIP ●●●●● ●

Cost: 1 Legend and 1 Willpower per use
Dice Pool: Manipulation + Empathy
The Scion with this Boon punishes whatever crimes she sees fit, but theft, in particular, harshly and immediately. When any inanimate item is stolen, if its rightful owner is willing to donate 1 lethal damage worth of blood, the Scion may meditate on the owner’s blood in order to place a curse on the thief, afflicting them with horrible consequences for as long as they continue to possess the stolen object. The thief begins losing one point of Willpower per day that he or she continues to own the stolen object unless he or she overcomes the Scion’s successes on a resist roll, and loses one dot of Willpower each month that it remains in his or her possession with no resistance; in addition, each time he or she loses a dot of Willpower, he or she also enters immediate Virtue Extremity (chosen at random from his or her Virtues). The only way for the thief to remove the curse is by returning the item to its owner, destroying it in a suitably epic and fateful manner, or passing it off to someone else who takes it of their own free will; in the latter case, the curse passes on to the object’s new owner, to whom all the effects of the curse instantly apply. While this may not necessarily return the item to its owner every time (since many thieves may be more afraid of retribution than they are of the curse, or not realize the source of the curse for some time), it allows the Scion to punish thieves extremely effectively, and makes ever contemplating stealing from her an extremely risky proposition. This Boon’s effects are permanent once activated, until the stolen object is either returned or destroyed.

PSYCHIC PRISON ●●●●● ●●

Cost: 5 Legend per use
Dice Pool: None
No longer bound by mortal laws and mortal methods of enforcement, the Scion with this Boon brings down divine punishment within the very mind of the criminal. By staring uninterrupted into the criminal’s eyes for one full minute, the Scion may hurl a target into a prison within their own mind, an empty, featureless cell with no interaction or stimuli of any kind (see Scion: Demigod for sample description). The criminal remains frozen and “imprisoned” therein for a number of minutes equal to the Scion’s total number of Justice Boons; however, to the criminal, it feels as if a number of years equal to three times the Scion’s Justice Boons have passed, a sensory deprivation imprisonment that might shake even the most mentally self-contained of warriors. For every 10 “years” the target remains imprisoned, the Scion chooses a dot of either their Charisma, Manipulation, or Willpower to be lost irrevocably (this cannot drop any one of these stats below one); the criminal cannot regain these dots except by buying them with experience points, and may not use Epic Attributes that are past the normal “limit” imposed by his or her normal Attributes (though he or she does not lose them and they may become active again once he or she has bought enough of the mundane Attribute to support them). The Scion may choose to allow her prisoner out of the mental prison early once per minute, but is under no onus to do so; if the target is injured in any way, they will also immediately snap out of their mental hell. Anyone who attempts to attack either the Scion’s target or the Scion himself while he uses this Boon is instantly placed in an identical prison for the same duration.

SANCTIFY OATH ●●●●● ●●

Cost: 8 Legend per use
Dice Pool: Charisma + Command
No longer simply suggesting that others keep their word, the Scion with this Boon now demands that they honor their oaths, giving them little to no choice in the matter. At any time that she witnesses a person or group swearing an oath or making a promise, she may spend the requisite amount of Legend to tie the oath to Fate itself, dooming those involved to heinous consequences should they ever break their promise. For every threshold success the Scion scores, his target (or targets) suffers one disastrous botch on a critical action or attempt; everything he or she attempts to do that the Storyteller deems crucial is an automatic botch until all of the Scion’s threshold successes have been used up. Worse yet, if the target breaks his or her oath again, this number resets to its total again and he or she suffers all the ill effects once more. The Scion need not inform her targets that she has sanctified their oath, and the effects of the sanctification are permanent (unless the Scion herself chooses to remove it by paying 10 more points of Legend, usually as a result of an appropriate amount of repentance and/or begging on the part of the sanctified).

DEPUTIZE ●●●●● ●●●

Cost: 3+ Legend per use
Dice Pool: None
Even the most watchful of judges can’t be everywhere all the time, and the Scion with this Boon knows how to lend her authority and abilities in a divide-and-conquer strategy. By spending the cost of the Boon she wishes to bestow plus a number of Legend points equal to its level, she may give any Justice Boon to another person for later use; that person may use the Boon once for free, whenever they deem it necessary. The Scion may give as many Boons to her deputy as she wishes, but the expense of doing so adds up very quickly.

ETERNAL REPENTANCE ●●●●● ●●●

Cost: 10 Legend and 1 Willpower per use
Dice Pool: None
Even the most guilty of perpetrators have managed to escape justice in that most final and cowardly way: by dying. The Scion with this power denies a criminal that option, forcing him or her to suffer for his or her crimes even once he or she has shuffled off his mortal coil. By making a declamatory pronouncement of the target’s guilt and detailing his or her impending punishment while in the criminal’s presence, the Scion may lay the onus of justice so heavily upon him or her that it cannot be escaped even in death; whatever underworld he or she escapes to, he or she will find the Scion’s chosen punishment waiting for him or her there, and, like such malcontents as Sisyphus or Tantalus, will be helpless to avoid it. Of course, the criminal may put justice off for some time by avoiding death, but even the gods know that, inevitably, their day may come, and he or she will be oppressed by the knowledge of the impending torment, causing them to roll their Willpower each day; whenever he or she fails that roll, he or she immediately enters a random Virtue Extremity. The inevitable punishment may only be removed if the criminal in question makes reparations judged worthy by the Scion. Once the Scion’s target has died and begun serving his or her sentence, anyone attempting to remove him or her from the underworld before that sentence is complete suffers a difficulty to all actions equal to the Scion’s threshold successes.

PUNISH THE LINE ●●●●● ●●●

Cost: 10 Legend per use
Dice Pool: None
Nothing is more inescapable or damning than the sins of the father. The Scion with this Boon makes sure that a criminal has the greatest motivation possible to atone for his misdeed: the welfare and safety of his family. When confronted with any criminal, the Scion may spend the requisite cost to curse all of his descendents with a horrible affliction. The nature of the curse is up to the Scion to determine (with Storyteller approval), but it is always appropriate to the nature of the offender’s crime, and is permanent and crippling to those afflicted. The curse may only be removed if the criminal atones for his misdeeds in a manner that the Scion deems appropriate; since a curse may not be attached to divine ichor, the Scion may not curse the line of any god with a Legend rating of 9 or higher, and, of course, if the target in question is not actually guilty of the crime the Scion accuses him or her of, this Boon has no effect.

OVERWORLD JUDGEMENT ●●●●● ●●●●

Cost: 15 Legend per use
Dice Pool: Charisma + Command
The Scion with this Boon is now literally the law, and he may enforce his edicts by doing nothing more than stating them. By spending the requisite cost and overcoming the resistance rolls of those around him, he may declare a law or rule and force everyone who hears him to obey, whether they want to or not. Those not from the Scion’s pantheon who attempt to break his law must spend a point of Willpower and fail a roll of whichever Virtue is most appropriate to the situation (for example, Valor if the Scion has declared that killing prisoners is outlawed); those who are from the Scion’s pantheon must spend the Willpower and botch the roll in order to do so. The Scion is instantly aware of anyone who breaks his law, though what he chooses to do about it is entirely up to him. The new law remains completely binding for each target for a number of months equal to the Scion’s threshold successes, after which point they are no longer strictly bound to adhere to it.

PARDON ●●●●● ●●●●

Cost: 1+ Legend and 1+ Willpower (see below)
Dice Pool: None
Though the Scion with this Boon is zealously driven to enact justice in all its forms, she is also aware that even judges are not infallible and that the world is not always as black and white as it seems, and she is able to adapt and administer justice without stepping over the line into cruelty. Whenever she is confronted with someone who is suffering from the effects of a Justice Boon for crimes they have committed, she may examine the case herself to determine whether or not the punishment fits the crime. If it turns out that the victim is suffering from something that the Scion does not deem a crime (because of someone else’s use of Code of Heaven, for example) or if she judges them to be truly penitent, she may spend the requisite cost plus the cost of the Boon to lift the punishment entirely, forgiving the target of whatever judgment was delivered against him or her in the past. The Scion may not remove any Justice Boon that she cannot reasonably claim has been levied in error or continued too long, and she cannot remove Justice Boons from herself, should she be punished for misbehavior of her own.

DIVINE ENFORCEMENT ●●●●● ●●●●●

Cost: 5+ Legend and 1 optional Willpower per use
Dice Pool: Perception + Empathy
The Scion with this Boon knows the laws and codes of any society in which she chooses to operate, flawlessly and authoritatively. By spending a scene in a specific society, she automatically gains complete, encyclopedic knowledge of its laws and rules, and retains it for as long as she remains in that society; if she wants to know a law from a different community in the same society (i.e., a state law from a neighboring state), she must spend 1 Legend in order to automatically gain this knowledge. If she chooses to spend the full cost of the Boon, she may become instantly aware of all unpunished or current lawbreakers within the society, up to a radius of a number of miles equal to her successes on the activation roll (if she wishes to increase her range, she may spend 1 additional point of Legend to add the same distance again). Once she has become aware of all the guilty parties within her range, she may choose to spend a point of Willpower to cause all of them to instantly lose their entire Willpower pool and to feel a strong compulsion to turn themselves in to the nearest authority with a full explanation of their misdeed (even if they did not know about it prior to the Scion’s use of this Boon, the criminals in question instantly gain intimate knowledge of what they did wrong). If the Scion wishes, she may exclude specific crimes from this Boon (jaywalking, speeding, kidnapping, or whatever else she chooses), but she cannot make specific people exempt from its effects. This Boon does not affect gods with a Legend rating of 9 or higher, as they are forces greater than any one Scion’s attempt to impose the law.

THE ARBITER

Cost: 30 Legend and 1 Willpower per scene
Dice Pool: None
The Scion is uncontradictable and causes all who see him to feel the burning shame of any past misdeeds; his word is incontrovertible and no one may behave unrighteously in his presence.

Justice

God-Touched Nut_Meg