TEXT: Some secret societies may grow out of happenstance. Not all are developed with a clear 
  goal in mind. What began as an act of justice and revenge has grown into a movement 
  that is struggling with its own success. Ideas have power, and that power can be hard to 
  control.
  The Justicars
  The merchants and peasants of Paris have suffered from the taxes imposed by the King, 
  the conscription of their men for the war effort, and the increase and spread of organized 
  crime within the city. Vicious gangs of thugs roam the streets and are able to operate with 
  almost total impunity, exacting their own tolls and taxes on the lives of citizens. Those who 
  do not pay are beaten (or worse); even those who do pay for protection may still be fair 
  game for bored thugs who are looking for some “sport.”
  A possible solution to this growing problem appears to have recently presented itself 
  in the guise of a group of masked vigilantes. Imposing their own brand of justice on the 
  thieves of Paris, their summary judgments are swiftly followed with harsh punishments 
  being carried openly and in public. Asking for, and giving, no quarter these “Judges” began 
  operating in a single slum but have spread across Paris to battle injustice on their own 
  terms.
  With their increasing success at stopping the reign of terror that has, hitherto, been 
  enjoyed by the gangs, the vigilantes have been named Justicars, or Judges, by the locals; 
  their calling cards show the symbol of a set of scales suspended from a stiletto hilt to reflect 
  this.
  The King and the Cardinal see the Justicars as a blatant challenge to their authority. 
  Leaflets left at the scenes of “judgments” warn that nobody is above justice; noble or peas-
  ant, any wrongdoing will be dealt with harshly.
  The success of the Justicars in Paris has inspired similar movements in the rest of France 
  while other radicals and agitators, ever the opportunists, see the apparent weakness of the 
  current regime being exposed by the actions of the Justicars, and are using the success of 
  the vigilantes to further their own agendas.
  History
  The malaise that is gripping France is acutely felt in the slums in Paris. As soldiers are 
  pulled away to the front there are fewer men left to patrol the streets. As a result the gangs 
  201128f
  Author: Gregg WIlson
  Layout: Paul “Wiggy” Wade-Williams
  Template Design: Robin Elliott
  Ubiquity System Design: Jeff Combos
  The Justicars
  A Magickal Secret Society
  www.tripleacegames.com
  Permission is granted to print this ebook. No site licence is given.
  This game uses the Ubiquity Roleplaying System, developed by Exile Game Studio (www.exilegames.com). Ubiquity Roleplaying 
  System, Exile Games Studio, and all associated logos and trademarks are copyright, Exile Games Studio, LLC. Used with permission.
  ©2014 Triple Ace Games. All For One: Règime Diabolique and all related marks and logos are  
  trademarks of Triple Ace Games. All Rights Reserved.
  
  have been flexing their muscles and taking over neigh-
  borhoods. Some gangs are politically connected; others 
  bribe constables to look the other way. The end result 
  is that the merchants and peasants are suffering greatly 
  from the abuses of the thieves and brigands. There ap-
  pears to be little they can do.
  The Justicars are the creation of a sister and brother 
  who live above a small shop in one of the Parisian slums. 
  Despite paying their protection money Justine Marcan 
  was attacked by members of the gang that ruled her 
  slum. Her brother Trevor tried to protect her and he was 
  seriously injured as well.
  The political connections the gang had (a noble’s son 
  who liked to amuse himself by “hunting” with the gang) 
  quashed the investigation almost before it began. A few 
  greased palms and the pair of victims found themselves 
  on their own, their attackers free to walk the streets.
  Once they recovered they tried to put their lives back 
  together. Justine found a teacher of Magick and began 
  studying Arts that would allow her to exact some sense of 
  justice for herself and her brother. Her brother set about 
  gathering a small group of like-minded locals to fight 
  against the gang that was crushing the neighborhood.
  Justine was able to enchant the weapons and cloth-
  ing of the group and the men were able to sneak out 
  and take down the gangsters troubling their slum. As 
  her power grew, the abilities of the vigilantes did as well. 
  The use of Magick is subtle; the Justicars do not see the 
  rituals that power their uniforms taking place. They be-
  lieve that their secretive training is allowing them to be 
  victorious over the gangsters they are attacking. Others 
  have joined the group and been trained in the Magickal 
  Arts to help Justine maintain and expand her arsenal of 
  enchanted items.
  Their cover as successful business owners (Trevor is 
  a well respected woodcarver thanks in part to his use of 
  enchanted tools) allows the pair to deal with the upper 
  crust of society as well as the common people of their 
  own neighborhood. Justine has ceased working as a 
  seamstress and now plays the part of a woman shattered 
  by trauma. They have moved into a nicer home; one that 
  has space enough for Trevor’s workshop and Justine’s 
  Ritual chamber.
  Organization
  The GM can scale the Justicars to any size he desires. 
  If he wants a single coven seeking revenge he can have 
  the Justicars as a single group. If he wants a growing 
  power, looking to force its vision of a just society onto 
  France and the world, he can have the Justicars operat-
  ing in every city across Europe. The concept of a group 
  settling accounts on their own is scalable to fit the needs 
  of any campaign.
  Justine Marcan and her brother Trevor head the 
  Justicars. Justine is known as Lady Justice or Justitia to 
  the Justicars, a reference to the hidden totem in their 
  headquarters, as well as the concept of justice.
  The rank and file of the Justicars is mainly comprised 
  of merchants and citizens. Most have jobs and shops they 
  work at. They train in fencing schools and then secretly 
  head out into the night to exact justice on a target that 
  has been selected by Justine or Trevor.
  Justicar Rank Table
  The Justicars copied the format of the French judicial 
  system. As they expand their operation they will install 
  the necessary people in each city, and allow the new 
  Chapters to recruit members to fill their ranks.
  Justine is training her Follower from her Patron to 
  train for a position as the Head of a new Chapter. This 
  will allow the creation of the needed enchanted items 
  that give the Justicars their edge. In some cases there 
  are no enchanters available and the Justicars are simply 
  unenhanced but motivated citizens.
  Rank
  Example
  0
  Recruit
  1
  Prevot
  2
  Bailliage
  3
  Parlement
  4
  Chancellor
  5
  Magister Justitiarus (Supreme Judge); Lady 
  Justice (The Judge)
  A GM who wishes this organization to have grown into 
  a multi-city organization is free to do so. As described here 
  the Justicars are in effect a heavily armed Coven operating 
  to exact revenge/justice as they see fit. The members are all 
  low level and titles are more organizational than Resource 
  related. For a larger organization there are support person-
  nel and intelligence gathering agents who target criminals 
  and their wrongdoing, and send these reports in to the 
  organization so the criminal can be dealt with accordingly.
  Members
  The Justicars have many connections with the people 
  on the streets of Paris who, through necessity and cir-
  cumstance, miss very little of what truly occurs in the city. 
  They also have strong connections to the business com-
  munity since the Justicars are predominantly merchants 
  and tradesmen themselves. Information on criminal ac-
  tivity is passed along until the Justicars receive it. Trevor 
  and Justine discuss their next target and then arrange for 
  a team to be equipped and sent out to attack.
  Most of the Justicars act like soldiers, their enchanted 
  items giving them a huge edge in combat. Others can 
  act as informants or spies, gaining knowledge of criminal 
  activity in an area.
  Trevor Marcan
  A woodcarver by trade, his work has become quite 
  All For One 
  
  
  intricate and fashionable. One of the first Magickal acts 
  Justine performed was to enchant his tools enabling 
  him to produce masterwork pieces. Such craftsmanship 
  cannot go unnoticed and the carvers of Paris are talk-
  ing about this daring new artist in their midst. Trevor’s 
  carvings have allowed a number of the Justicars the op-
  tion of carrying enchanted walking sticks/clubs instead 
  of swords, since walking sticks are less noticeable than 
  carrying steel in the streets of Paris.
  Trevor’s body is scarred and he walks with a slight 
  limp because of the beating he suffered at the hands of 
  the gang presently ruling his neighborhood. He carved 
  a wooden statue of Justitia that is in the top room of 
  his workshop/home. This room is where the Justicars 
  meet and where Justine works her Magick. The statue is 
  also the focus of the Area enhancing spells that help the 
  Coven perform their rituals.
  Ally 3
  Archetype Everyman
  Motivation 
  Jus‑
  tice
  Style: 2
  Health: 5
  Primary Attributes
  Body: 2
  Charisma: 4
  Dexterity: 2
  Intelligence: 4
  Strength: 3
  Willpower: 3
  Secondary Attributes
  Size: 0
  Initiative: 6
  Move: 5
  Defense: 4
  Perception: 7
  Stun: 2
  Skills
  Base
  Levels
  Rating
  (Average)
  Academics: Law
  4
  2
  6
  (3)
  Art: Carving
  4
  3
  7
  (3+)
  Bureaucracy
  4
  1
  5
  (2+)
  Diplomacy
  4
  2
  6
  (3)
  Empathy
  4
  2
  6
  (3)
  Firearms
  2
  2
  4
  (2)
  Linguistics
  4
  2
  6
  (3)
  Melee
  2
  4
  6
  (3)
  Streetwise
  4
  2
  6
  (3)
  Talents
  None
  Resources
  Contacts 1 (Law; +2 Social bonus)
  Refuge 2 (+2 Carving; Bonus Resource)
  Flaw
  Fanatical (+1 Style point whenever his devotion 
  causes harm or he converts someone else to his way 
  of thinking)
  Weapons
  Rating
  Size
  Attack
  (Average)
  Punch
  0N
  0
  0N
  (0)N
  Walking stick
  2N
  0
  8N
  (4)N
  Justine Marcan
  A former seamstress, Justine survived a vicious assault 
  from the members of the gang that ruled her former 
  neighborhood. She wanted justice (and revenge) and 
  sought it the only way she could think of; she found a 
  teacher of Magick and learned to enchant items, enabling 
  her to create the necessary the tools to hunt down those 
  who hurt her and her brother.
  When her brother was able to gather together a small 
  group of fellow businessmen to fight against the gang, she 
  created the first uniforms of the Justicars. She enchanted 
  each item to increase the skills of the person wielding 
  it. Her brother crafted a life size statue of Justitia and 
  Justine made it the focus of her enchanting room.
  Justine crafts the spells onto the uniforms she makes 
  for the Justicars, and into the weapons that Trevor carves. 
  In this way the Justicars do not realize their abilities are 
  being enhanced through the use of Magick. The various 
  enhancing spells include weapon bonuses, protective 
  shielding for Defense, Perception bonuses, speed bo-
  nuses or whatever the GM deems suitable for creating a 
  formidable array of opponents. Justine’s single Follower 
  is an adept who helps her create the items. In game 
  terms this follower may be sent to a new area to begin 
  supplying enchanted items for a new cell of Justicars.
  The adoption of the slang spelling of Justicars as the 
  official name, instead of the correct spelling of Justiciars, 
  has caused Justine some annoyance but she admits there 
  is a certain ring to it.
  Ally 3
  Archetype Everyman
  Motivation 
  Jus‑
  tice
  Style: 2
  Health: 5
  Primary Attributes
  Body: 2
  Charisma: 3
  Dexterity: 2
  Intelligence: 4
  Strength: 3
  Willpower: 5
  Secondary Attributes
  Size: 0
  Initiative: 6
  Move: 5
  Defense: 4
  Perception: 9
  Stun: 2
  Skills
  Base
  Levels
  Rating
  (Average)
  Academics: Law
  4
  2
  6
  (3)
  Bureaucracy
  4
  1
  5
  (2+)
  Craft:
  Dressmaking
  4
  2
  6
  (3)
  The Justicars
  
  
  Diplomacy
  4
  2
  6
  (3)
  Empathy
  4
  2
  6
  (3)
  Linguistics
  4
  2
  6
  (3)
  Magick:
  Benignus
  5
  1
  6
  (3)
  Magick:
  Enchanting
  5
  3
  8
  (4)
  Magick:
  Homomancy
  5
  1
  6
  (3)
  Melee
  2
  4
  6
  (3)
  Talents
  Magickal Aptitude (Ceremonial)
  Resources
  Follower 1 (Apprentice Magician)
  Patron 2 (Magick Teacher)
  Flaw
  Fanatical (+1 Style point whenever his devotion causes 
  harm or he converts someone else to his way of think-
  ing)
  Weapons
  Rating
  Size
  Attack
  (Average)
  Punch
  0N
  0
  0N
  (0)N
  Walking stick
  2N
  0
  8N
  (4)N
  Enchanted dag-
  gers*
  1L
  0
  7L
  (3+)L
  * Justine’s daggers are enchanted to fly and attack 
  on their own at her command. They are also enchanted 
  to inflict massive damage to an opponent. It was these 
  daggers that allowed Justine to dispatch her first targets 
  on her own.‑
  Typical Members
  The common members of the Justicars are simple 
  merchants and average citizens; any Follower 0 or Fol-
  lower 1 template is suitable. They become lethal when 
  armed with enchanted weapons that cause them to fight 
  better than master swordsmen. Before they head out 
  each night a mass prayer is conducted in front of the 
  Justitia statue. Justine and Trevor have put forth the idea 
  that they are blessed warriors of Justice, and anything 
  untoward that is seen is perceived as a sign of favor from 
  God.
  Follower 0
  Archetype Everyman
  Motivation Justice
  Style: 2
  Health: 4
  Primary Attributes
  Body: 2
  Charisma: 1
  Dexterity: 1
  Intelligence: 1
  Strength: 2
  Willpower: 2
  Secondary Attributes
  Size: 0
  Initiative: 2
  Move: 3
  Defense: 3
  Perception: 3
  Stun: 2
  Skills
  Base
  Levels
  Rating
  (Average)
  Craft: Various
  1
  2
  3
  (1+)
  Melee
  2
  2
  4
  (2)
  Streetwise
  1
  1
  2
  (1)
  Talents
  None
  Resources
  None
  Flaw
  Fanatical (+1 Style point whenever his devotion causes 
  harm or he converts someone else to his way of think-
  ing)
  Weapons
  Rating
  Size
  Attack
  (Average)
  Punch
  0N
  0
  0N
  (0)N
  Club
  2N
  0
  6N
  (3)N
  Rapier*
  2L
  0
  6L
  (3)L
  * GM adds magickal combat bonuses to suit his cam‑
  paign, from +2 to +10 dice.
  Issues Facing the Justicars
  The irony of a vigilante crime group breaking the law 
  to make a point about justice is not lost on the organiza-
  tion. The use of magick to aid in the pursuit of justice is 
  also illegal to both Man and God.
  Justine and Trevor are also struggling with the direc-
  tion and power of the group. The peasants and those 
  who feel downtrodden and ignored cheer when some-
  one in power is beaten and thrown, in chains, into the 
  street with a list of his crimes pinned to him. It gives 
  them a sense of justice, and a small thrill of revenge.
  Limits and the Lack Thereof
  In the early days gang members were tracked down 
  and beaten and, occasionally, a few of them were killed. 
  The Justicars are now struggling to develop a scale of 
  balance for their vigilante activities. Most of the time a 
  criminal is beaten, chained, and left in the street for the 
  police to pick up. Sometimes he is charged, other times 
  he is let go. Those who behave are left alone, while re-
  peat offenders receive further beatings.
  Some offenders are killed for their crimes and their 
  bodies dumped in the streets. On such occasions 
  explanatory letters are always left on the bodies. The 
  leadership is trying to determine a suitable escalation 
  of punishments for crimes that go unpunished by the 
  regular courts.
  All For One 
  
  
  Cutting and Ritual Magick
  One early Follower of Justine’s captured a criminal 
  and carried him back to the Refuge. They used the 
  criminal in a magickal ritual and killed him. His death 
  powered the ritual and enchanted more items for the 
  Justicars to use. The magick user argued that the man 
  had been sentenced to die for his crimes; he was just 
  using the death to save hours of rituals and the criminal’s 
  death was going to power more justice. It is an ethical 
  issue that Justine is struggling with. Is there a difference 
  between killing a man in the street, or capturing him and 
  killing him in a hidden room, or killing him and using his 
  death energy to power a ritual?
  Notes
  The correct spelling of a judge like figure in history 
  is from the Latin Justiciarius. Justicar is a shortened/bas-
  tardized word created for ease of pronunciation and is 
  used in several modern games. Given the slum origins 
  and poor education of such an origin a slang and mis-
  pronounced version of the word seemed appropriate. If 
  the GM is a language purist he should feel free to use the 
  correct form of Justiciar.
  https://en.wikipedia.org/wiki/Lady_Justice
  Lady Justice article on wikipedia with history of the 
  symbols.
  https://en.wikipedia.org/wiki/Stilletto
  The shape and inspiration for the knife with scales 
  hanging from it. A simple cross hilt with the scales of 
  Justice. Justice will be sharp and swift.
  The Justicars
  
  
SOURCE: textdata/thevault/Triple Ace Games/All For One/201129F - The Justicars.pdf