JUSTICE
The Executioner
Justice is generally regarded as the most powerful executioner in CAIN’s current arsenal, a loner of few words given extreme leeway in engagement and unusual permission to roam. This is because Justice’s high defiance, Law, will not allow them to disobey orders from a superior in any form, making them the perfect attack dog. They have the most recorded executions in CAIN history and a near-flawless fight record, standing as an object of awe amongst the regular rank and file.
For the most part, they seem to regard their position as an accepted reality and have come to embody their role as the headsman of CAIN. They are exceedingly efficient and the overwhelming nature of their abilities allows them to trivialize even the most tenebrous of opponents.
It is commonly theorized that Temerity has a special subdivision entirely committed to the contingency that Justice manages to circumvent their own defiance.
LIKES:
Religious Debates
Classical Music
Cleanliness
DISLIKES:
Charity (Virtue)
Tardiness
Dogs
FAVORITE FOOD:
Dates
BOND
STRICTURES
Ignore for one roll by taking 1d3 nonlethal stress
You cannot ignore orders from a superior.
Always roll 0d on any action that would break the law.
BOND ABILITIES
- Gain an extra XP trigger: Did you uphold the dogma of CAIN?
- Gain the Law defiance. You can use it once a mission.
- If you executed an anomaly rather than sparing it, then lower strain by 1 after halving it. If you spared an anomaly or failed to execute it, increase strain by 1d3 after halving it instead.
- You always gain the last effect of Law for free (make something specific less hard or risky).
HIGH DEFIANCE
★ LAW (Transmute, Adjacent, 1 Scene)
You set a rule of physical reality that affects everything in a circular area around you, called the Court, with a radius equal to CAT. You can exclude yourself. Any changes made take place instantly and persist inside the area, but the area itself does not move. This power can always eliminate, destroy, or totally change mundane beings, objects or structures. Strong willed or supernatural beings such as executioners or anomalies can partly resist its effects, but humans are always affected instantly. If you exit the area or the scene ends, the effect ends.
To use law, spend all your remaining bursts (min 1), then fill in the sentence:
In the Court, ﹏﹏ is/are ﹏﹏
You can only use words from the list below.
Then, choose one effect:
- Grant up to three advantage die (total) to an ally while the court is active. These can be given out one at a time or all at once.
- Instantly kill all humans in the area or that enter the area while the court is active.
- Slash a tag by rolling MENTAL. This gains +1D and deals +1 slash on at least one success.
- Make something specific less hard, or less risky while the court is active.
This power may easily affect the parameters of rolls while in the area, and may make it so rolls are not even required for certain tasks.
Additional effects are up to the GM and can be improvised depending on the fiction.
TERMS OF LAW
| 1. | Fast | 11. | Arrows | 21. | Fire |
| 2. | Slow | 12. | Blades | 22. | Water |
| 3. | Sticks | 13. | Solid | 23. | Air |
| 4. | Stones | 14. | Liquid | 24. | Forbidden |
| 5. | Paper | 15. | Metal | 25. | Pulled |
| 6. | Cloth | 16. | Soft | 26. | Repulsed |
| 7. | Blood | 17. | Sharp | ||
| 8. | Nails | 18. | Heavy | ||
| 9. | Skins | 19. | Light | ||
| 10. | Slings or Bullets | 20. | Earth |