Judge
Enforcer’s Eye
When observing a crowd or another group of characters (such as assembled personages at a party), you automatically identify anyone with a criminal background. Gain +1 Enhancement to any actions taken to either further pursue their criminal activities, or to bring them to justice. If the target is of a Tier higher than you or is concealing their identity via magic, make a Clash of Wills.
Lie Detector
Anyone of a Tier lower than you must overcome Complication 2, “Under Scrutiny” when lying to you; failure or inability to buy off this Complication results in a confession from the target. Spend Momentum, and they simply cannot lie to you at all. The Storyguide should also notify you when a lie has been told, though it does not automatically reveal the truth, but also reveals nebulous truth, such as “he has been convinced this is true” — which should always be a means for characters to pursue the person who manipulated the target in the first place.
One More Question!
When questioning a target that has broken a rule or law — either one you established, or one belonging to a nation, state, etc. — they are compelled to keep answering your questions as long as you keep asking them. The questions need only be vaguely related to the broken rule or law. The target must use a Basic Action to answer the question, which may be part of a Mixed Action. They do not need to answer honestly but they do need to answer. Targets of the same Tier or greater can make a Clash of Wills to break free of the compulsion. You may use this Knack in combat as well as in any Intrigue or Procedural scene.
The Pain of Dishonesty:
Prerequisite: Lie Detector.
Spend Momentum and anyone who lies directly to you suffers a +1 Injury Condition. You choose whether or not to inflict the damage or Condition, automatically alerting you of the lie (though it does not reveal the truth). You also know the severity of the lie, and therefore can choose not to harm someone who is lying to preserve someone’s feelings as opposed to lying to obstruct a criminal investigation. If the target is another player’s character with whom you have Bond, the Bond lessens by 1 unless the character chooses to reveal the truth.
Petty Tyrant
While in your Lair, you may establish up to your Judge Calling in arbitrary rules, which you may change or adjust at the start of any scene. Any Storyguide character who doesn’t follow your rules gains a +2 Complication of “Rulebreaker” to all actions while within your domain, if a target refuses or is unable to buy off the Complication, they are compelled to leave your Lair and must do so immediately. If they cannot do so immediately, they must make every effort to do so as swiftly as possible. Other players’ characters are not required to obey your petty edicts. This Knack applies even if you have tricked an enemy into breaking your rules.
Seat of Power
While in a place in which you hold power (your lair or any other establishment or organization under your control, etc.) the atmosphere for dealing with you can never be better or worse than neutral at your choice, and any positive or negative atmosphere is increased or decreased by 1 to the regular maximum or minimum of +/-3.
Terror of the Guilty
Anyone guilty of a wrongdoing of your choosing who is of lower Tier than you cannot bear to be in your presence and will flee in panic and terror or break down weeping and confessing. The wrongdoing must be something abhorrent to your personal ethics and/or morali- ty, or applicable to the laws of your place of origin. To apply this to anyone of the same Tier or higher, spend Momentum and win a Clash of Wills.