Justice

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VIII. Justice

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Man is born free, but everywhere he is in chains.

Overview

The Justice Arcana is the #8 Major Arcana, and is an inquisitive card. It usually depicts the figure of Blind Justice: a blindfolded woman holding in one hand the scales of objectivity whilst in her other she holds a sword. Blind Justice holds the power to weigh cases based only on what matters and does not discern based on whose case it is. Thus despite being blind, she is said to have the ability to perceive the true situation instead of the visible falsehoods.

Justice is often associated with perception, objectivity, balance, rationality, honesty, fairness, perceptiveness and awareness. Like the Hierophant, Justice is fundamentally associated with truth, and like the Emperor, Justice deals heavily in the world around them and in seeing an ideal within that world. Unlike either of them, however, Justice does not seek to lead, but rather seeks to serve: protecting what exists, correcting it when it falters, and if necessary, offering alternatives. In this, Justice, Emperor and Hierophant form a noble trinity dedicated to the betterment of the world, but of the three Justice is the most worldly and most in touch with the everyday. Mythopoetically it represents someone coming to the awareness of a need for balance in the world around them and in themselves; coming off the back of Chariot, this is not too surprising.

Justice's greatest strength is its role as a preservator: a protector and a watcher. Justice exhibits a near supernatural sense for change, danger and events. Usually it is Justice that first senses when something has changed, even if they don't quite know how; this powerful instinct is then combined with a steely sense of unfaltering logic or determination, which inevitably uncovers the change. It is also usually Justice that first becomes aware of danger and calamity, usually before it actually happens. In this, Justice is something of an inquisitor and protector both, rooting out change and potential mysteries whilst protecting its world from threats both overt and hidden. This makes Justice a great enemy of deception, falsehood and subterfuge, and a natural friend to truth and honesty. It is important to remember that Justice relies a good deal on instinct and intuition but is not bound to those entirely; to reach their full potential, Justice must pair their sense that something is 'wrong' with the ability to discern and analyse a situation: instinct without knowledge becomes dangerous, as Justice knows all too well in others. In that sense Justice also justifies, when needed, clearing away ambiguities and misunderstandings in others so the real issue can be explored.

For Justice, however, the process can often be painful. People naturally hide away from the real issue because it's too painful or seems too complicated. Justice may be devoted to revealing truths for the greater good, but Justice should also seek to reveal those things in the best possible way, without causing undue harm. It's thus not enough for Justice to be aware of an issue and know what it is; they also must have a level of discernment and even gentleness that allows them to bring the issue to clarity in a way that preserves those involved from unnecessary harm. There may even be times when Justice can find no way of doing so and has to find the balance between revealing an issue or keeping it safely away, which is always complicated when it affects multiple people (as it almost always does). Justice can hurt, but it is never cruel.

Despite all this Justice is not just a force of protection, preservation and detection. Instead Justice is most exemplified as a type of moral compass, being aware of those straying from the path and seeking to warn them and bring them back to the path of goodness. And should things become so bad that the status quo has evil, corruption or deceit incorporated into its very structure, then Justice can become a force of change as they crusade for a better way, bringing the world of 'is' closer to the world of 'ought'. In this Justice's quest may never be finished, but seeking it nonetheless gives Justice a great strength.

When reversed, Justice can represent many things, none of them good. It can represent unfairness, corruption and lies, especially in someone who should be much better than that, or someone who is aware of it but does nothing for various reasons. It can also represent an overzealousness and paranoia, sensing lies and evil where there is nothing so serious; in this Justice becomes a cold, hard judge who dishes out sentences and also carries them out, which is a corruption in and of itself, a corruption of righteousness. More than this is the reversal which sees any change as evil change, and acts accordingly. More simply, however, a reversed Justice can be an issue of self-deception, always a risk with the human heart.

Examples of Inner Conflicts might be Justice learning something about a dear friend, something that should be told to someone, but doing so would probably destroy the friendship; has themselves seen or done something bad that fills them with guilt, especially since they value goodness and honesty; or overly aggressive and misaimed suspicion at others.

Mechanically, the Angelic personas of the Justice Arcana have a fine mix of abilities, but tend to prioritise Light element attacks, ranged attacks and some support.

Justice's Aptitudes offer a strong focus for Perception, having both Perception and Fieldcraft which ensures high Perception growth as well as access to some very useful skills; Fieldcraft especially pairs well, having good skill access. On the other hand, Ballistic Skill makes a good choice for characters aiming for a ranged, sniper-based build.

Arcana Qualities

Characteristic Bonus Aptitudes Magic Characteristic
+10 Perception Ballistic Skill, Perception, Fieldcraft Intelligence

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Arcana Exemplary

Exemplary Base Effect Rank 4 Improvement Rank 7 Improvement Rank 10 Improvement
Divine Sight Your Major Persona gains an extra Knack slot, which may only be filled with a Divining Knack. Usual Suspects: At the start of each week, you may select a number of individuals equal to half your Perception Bonus. Once per week per individual, you can make a Scrutiny test with a -20 penalty. On a success, you gain some limited information about what they might plausibly be doing at the moment. On a success with 3 DoS or higher, you gain a rough insight into where that individual might be right at this moment. Your Major Persona gains an extra Knack slot, which always has the Perceive Illusion knack. When using the Perceive Illusion knack, not only do you see the listed Knacks, you also dispel them. Usual Suspects is empowered: you now pick Perception Bonus targets, and suffer no penalty to the test. Once per week, so long as no one is aware of your current location and has not been for at least an hour, you can spend 20 Realisation to appear within 100m of anyone of a Usual Suspect.

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Arcana List

Grade One: Ambriel Angelos

An angel of protection and purity. He inspires clarity and understanding in communication.
Details
Grade: 1 Name: Wounds:
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Traits, Knacks, Item
Traits: Knacks: Item:
Powers
Spells: Arts: Passives:

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Grade Two: Ramiel Archangelos

His name means 'Thunder of God'. He resides over hope, and guides the souls of the faithful into the heaven and brings about divine visions.
Details
Grade: 2 Name: Wounds:
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Traits, Knacks, Item
Traits: Knacks: Item:
Powers
Spells: Arts: Passives:

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Grade Three: Haniel Arche

The Archangel of Joy. Also known as Anael, she is one of the seven archangels that forms the protective sigil of God in the work of John Dee.
Details
Grade: 3 Name: Wounds:
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Traits, Knacks, Item
Traits: Knacks: Item:
Powers
Spells: Arts: Passives:

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Grade Four: Camael Exousiai

The Principality of war and courage. He is one of the Angels of the Kabbalah and is claimed to be the Angel that bars Eden.
Details
Grade: 4 Name: Wounds:
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Traits, Knacks, Item
Traits: Knacks: Item:
Powers
Spells: Arts: Passives:

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Grade Five: Ariel Dynamis

The Lion of God and leader of the Powers. Ariel is master of creativity and of the elements.
Details
Grade: 5 Name: Wounds:
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Traits, Knacks, Item
Traits: Knacks: Item:
Powers
Spells: Arts: Passives:

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Grade Six: Zadkiel Kyriotes

The Dominion of mercy and forgiveness. He carries a battle standard behind Michael, and is sometimes the angel that held Abraham back from sacrificing his own son.
Details
Grade: 6 Name: Wounds:
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Traits, Knacks, Item
Traits: Knacks: Item:
Powers
Spells: Arts: Passives:

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Grade Seven: Phanuel Thronos

The Ophanim of Salvation and leader of the Thrones. He is said to bear up God's Throne and protects all who have found salvation. His archrival is Belial.
Details
Grade: 7 Name: Wounds:
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Traits, Knacks, Item
Traits: Knacks: Item:
Powers
Spells: Arts: Passives:

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Grade Eight: Raziel Kherouv

The Cherub of mystery and knowledge. He reputedly hears all God says and does, and records everything down in a tome of power.
Details
Grade: 8 Name: Wounds:
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Traits, Knacks, Item
Traits: Knacks: Item:
Powers
Spells: Arts: Passives:

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Grade Nine: Seraphiel Seraphim

The chief of the Seraphim. He is one of the eight angel judges and the protector of Metatron.
Details
Grade: 9 Name: Wounds:
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Traits, Knacks, Item
Traits: Knacks: Item:
Powers
Spells: Arts: Passives:

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Grade Ten: Michael Taxiarch

The chief of God's warriors and the leader of the heavenly host. He defeated Satan in the war of Heaven, and will defeat him again at the end of the world. His name means 'Who is like God?', and is a rhetorical challenge to any who hear it.
Details
Grade: 10 Name: Wounds:
Elemental Attributes
Melee Missile Fire Ice Elec Wind Psi Nuke Bless Curse
Traits, Knacks, Item
Traits: Knacks: Item:
Powers
Spells: Arts: Passives:

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