While a lot of folks seem to be bothered by issues of balance and power with ascension, the one thing that has really crawled up my ass is a little different. The Judges main Ascended Talent really isn't one in my book and, to further bother me, they are apparently the only career that has two choices for their second Trait instead of three -I dislike that simply for symmetry reasons alone.
The main talent presented for the Judges, that being Imperial Authority, is not something unique to the Judges. An Inquisitor dressed to the nines in power-armour with no less then 49 separate =][='s adorning said armour I think would be able to command Hab-Stack Worker #26 to tackle that heretic just as well as an Judge dressed to the nines, or a Ecclessearch with a flock of cherubs singing praises to the Emperor and condemning those who turn their backs on Him, or just about any other Throne Agent for that matter. Beyond that, it's effect and utility is incredibly lack-luster especially in comparisons to the other careers. So, to fix what I perceive as a problem (or at least a major irritant for me) in regards to the Judge Career, i sat down and thought about what a Judge actually is and what it means to Judge.
The main trait of a Judge or the action of Judging is that of making a decision. That is the core of the word and the role, and that is what I went with for my revision of the Judges Ascended Traits. In my thinking, I've come up with two main Ascended Traits and can't rightfully decide which should be implemented so I'll present them both here as well as a third choice for the Judge character's second Ascended Trait.
Discerning
An Arbitrator who has risen to the august rank of Judge has spent his or her lifetime serving the Lex Imperialis and the Corpus Presidium Calixis in rooting out offenders and transgressions against Imperial Law. Rarely are such things evident on first look requiring great and taxing investigations to root out, investigations which have honed the Judges ability to recognize and know the value and role of any evidence placed before them.
A Judge may make a Challenging (+0) test using Logic, a Lore skill appropriate to the matter at hand, or, in the case of the weighing testimony, Scrutiny to determine whether the studied evidence is relevant to the matter at hand and, if so, what it's role in the matter is. If successful, the Judge is able to discern if a piece of evidence is important to the matter at hand, why it is important, and what role it plays in the matter. If the test yields three or more Degrees of Success, the Judge also gains insight as to where an additional bit of evidence important to the matter at hand will most likely be found.
Or
Weighing the Matter
A Judges decisions can set legal precedent for entire sub-sectors and alter the fate and coarse of many worlds and countless lives. As such, no Judge makes any declaration, pronouncement, or judgement lightly and without a great deal of thought and meditation about the possible repercussions of the decision.
Once per game session, the Judge may seclude him or her self to ponder, research, and/or meditate on a possible decision or course of action. They must remain undisturbed for at least 24 hours while weighing the matter, though a GM might state longer or shorter durations depending on the matter being weighed. At the end of the preset time, the Judge will have a clear idea of what the most likely outcome and ramifications of that decision or action is, both short term and long term.
And, for the third choice for Judges to chose their second trait (I have no idea how the writers could have passed this one up):
The Hammer of Witches
(come on, Malius Malificarum, how could they not have jumped at this one?!)
Functions the same as Master of Mutants (should be called Hammer of Mutants now I guess) and Hammer of Heretics only it applies to witches and those who would consort with them.