Hidden Judges of the Secret Flame
Cost: 30 motes
Target: Summoned Judge
There are seven ancient judges, tall, cloaked and hooded in black, each of whose limbs have withered to darkened bones and whose face is but a single blue flame. The Hidden Judges each carry one of the Swords of the Secret Flame and have the right to destroy even gods and Exalted who forget their responsibilities. The Judges have no names but are addressed by the names of their swords, such as Hekateron, Amantythae, Sebelle, Kasimodente and Pheberester. In Yu-Shan, they enforce the peace at the Calibration festival. Any other times of the year, they can be called to Creation to punish transgressions against the Divine Law—but never compelled.
The spell lasts from sunrise to sunset. It requires a complex, seven-fold diagram and seven new candles. When the Hidden Judge arrives, the sorcerer must tell it (in Old Realm) who has broken the celestial laws, and how. Yet when the Unconquered Sun turned his face from the world in disgust over Solar excesses, all the Chosen lost the faith of Yu-Shan. Therefore, working against an Exalt is no longer a crime against Divine Law. Hidden Judges are willing to give advice about what is an offense against Heaven, however.
A Judge can be persuaded that an innocent person has committed crimes against Heaven, but a Hidden Judge always discovers the truth in the end. Should a Judge find that it was set to attack an innocent, then all seven Judges hunt the informer until she is dead or has defeated all seven. Honest mistakes are no excuse, though possibly grounds for appeal to the Unconquered Sun.
Normally, however, only one Judge pursues a miscreant at a time, and defeating a Judge in battle redeems even the worst of criminals. Judges can be harmed only by weapons anointed with the blood of a person who has never broken the laws of Heaven and who offers his blood willingly.
Hidden Judge
Motivation: To enforce Divine Law.
Attributes: Strength 8, Dexterity 7, Stamina 9; Charisma 5, Manipulation 3, Appearance 5; Perception 5, Intelligence 6, Wits 5
Virtues: Compassion 1, Conviction 5, Temperance 4, Valor 4
Abilities: Awareness 4, Dodge 6, Larceny 4, Integrity 7 (Being Begged for Mercy +3), Investigation 7 (Find Target +3), Lore 5 (Precedents +3, Laws of Yu-Shan +3), Melee 6 (Sword of the Secret Flame +3), Occult 5, Resistance 6, Socialize 6, Survival 0 (Tracking +6), War 3
Backgrounds: Allies (Other Judges) 5, Artifact (Sword of the Secret Flame) 5, Contacts (Assorted Spirit Courts) 5, Influence (Assorted Spirit Courts) 3, Resources 3
Spirit Charms:
Celestial Circle Sorcery—The Judges each know Sapphire Countermagic, Summoning the Heavenly Portal and one other spell (different for each Judge).
Hekateron, the White Blade—This sample Judge bears Hekateron, the White Blade. This slim, pale sword of enchanted salt inflicts aggravated damage upon ghosts and annihilates any ghosts it kills. Any ghost with an Essence less than 5 cannot cross a line drawn with its tip. Hekateron is tied to its Judge, but not beyond dissolution. It materializes and dematerializes with the Judge but remains solid if the Judge is slain.
Know Your Place—Anyone who sees around a Judge's concealing hood or uncovers the fire of a Judge's face is pierced by complete understanding of his true place in, and responsibilities to, the Celestial Hierarchy. The Judge reflexively spends two motes to activate this power. The revelation acts as an unnatural mental influence to submit to the Judge or assist it in its duty. A character who spends two Willpower can resist the Compulsion effect. Getting rid of the knowledge itself is not so easy, and even the Exalted are seldom flattered by their true place in Heaven's plan.
Materialize—A Judge may materialize for 80 motes.
Measure the Wind—A Judge can spend a mote to determine whether a being has ever broken the laws it enforces, and if so, how.
Principle of Motion—A Judge has a standing pool of 10 extra actions.
Terrestrial Circle Sorcery—Each Judge knows Infallible Messenger and six other Terrestrial Circle spells related to investigation and justice (different for each Judge).
Tracking—A Judge may commit five motes to find and follow the trail of anyone as long as it knows that person's name, has seen him or possesses something that belongs to him. Treat this as a perfect attack, with only appropriate perfect defenses (such as perfect Stealth Charms) effective against it—and those, only as long as a target commits Essence to them. Moreover, while the Judge uses this Charm, no barriers—fortresses, oceans, even the boundaries dividing Yu-Shan, Malfeas or the Wyld from Creation— may prevent it from reaching its quarry. It travels at the pace of a tall, striding man, but never pauses unless forced.
Words of Power—By intoning its enemy's crimes the Judge cripples him with the truth. This ranged attack is aimed using (Manipulation + Valor). It can be launched against anyone who can hear the Judge. If it hits, it inflicts a cumulative, -1 external penalty on all of the victim's actions for the rest of the scene.
A Judge also possesses the First, Second and Third Excellencies for Dodge, Integrity, Investigation, Lore, Melee and Socialize.
Join Battle: 9
Attacks:
Punch: Speed 5, Accuracy 8, Damage +8B, Parry DV 5, Rate 3
Sword of the Secret Flame (Hekateron): Speed 4, Accuracy 20, Damage +14L, Parry DV 10, Rate 3
Soak: 5L/9B (Natural soak; cannot be harmed by weapons that have not been dipped in the blood willingly given by one who has never broken the laws of Heaven)
Health Levels: -0x3/-1x4/-2x6/-4/Incap
Essence: 6 Essence Pool: 110 (10 committed to its Sword of the Secret Flame)
Cost to Materialize: 80
Other Notes: A Hidden Judge will not initiate battle with anyone who has not broken celestial law, though it fights if attacked. It may pause in its travels if asked to judge a case that piques its interest, but it will never stop when it's on the hunt.