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Higuruma The Just

Adversary overview

A mad lawyer enraged by the injustice of the legal system, seeking to enforce his own chaotic judgement on the world.

He runs his own underground group of sorcerers that seek to overthrow the current world order and enact his justice as an immortal, deified sorcerer. (Think Dr. Doom and Kira from Death Note.) He sleeps, which is important, because he can lose his scrying orb and his Gavel, but his Gavel is only useful in his hands.

Stat block

Tier
4
Type
Solo
Difficulty
20
HP
10
Stress
10
Attack mod
+8
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
37
Major Damage — Mark 2 HP Major
Mark 2 HP
70
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Gavel Of Judgement
Range: Melee
Damage: 1d100
Attack Mod: +8
Damage Type: Physical

Features

Passives

  • Relentless (3)
    fear 1

    Higuruma can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

  • Divine Flight
    fear 1

    While the Higuruma is flying, spend a Fear to move up to Far range instead of Close range before taking an action.

Actions

  • Judgement Expansion
    fear 2

    Spend two Fear to create a miniature domain expansion with you and one other creature within far range. You take the place of the prosecutor while they must defend themselves in front of a spirit judge that is meant to be run impartially. The player is being judged for the worst crime they committed in the campaign. Witnesses (if any) will be brought to the stand. The player will be spotlighted and given the opportunity to disprove the credibility by attacking their character and riling them up. Relevant NPCs will then be brought to the stand to give their testimony on the player's character whether for good or for bad. If the players are reasonably good-hearted, they can take a plea deal and take a minimum of Major damage from Higuruma's attacks. If the player immediately takes the guilty verdict before any evidence is submitted, they receive the repentance judgment and are forgiven of their judgement. The players should not be told of the repentance deal but if they activate it they can do it as many times as they want as a kryptonite to this powerful ability. While Guilty, the target doesn’t gain Hope on a result with Hope. When Higuruma succeeds on a standard attack against a Guilty target, they deal Severe damage instead of their standard damage.

  • God Rays
    stress 1

    Mark a Stress to reflect a sliver of divinity as a searing beam of light that hits up to twenty targets within Very Far range. Targets must make a Presence Reaction Roll, with disadvantage if they are marked Guilty. Targets who fail take 4d6+12 magic damage. Targets who succeed take half damage.

  • We Are One
    fear 1

    Spend a Fear to spotlight all other adversaries within Far range.

Reactions

  • Infinite Jurisdiction
    stress 1

    Spend a Stress whenever to make Higuruma's Gavel extend and grow to reach any foe he can see; if he can see it (even through seeing orbs or similar magic) he can attack it. For every range beyond Melee, it increases his damage by 10, so Very Close is +10 while Out Of Range is +50. He can only extend up to Very Far range without a magical scrying orb or something similar. (Essentially, he works similarly to the Death Note)

Evolutions

Motives & tactics

Pronounce judgment Break social norms Overthrow bureaucracy

Experiences

  • Lawyer +10

Higuruma The Just

Tier 4 solo

A mad lawyer enraged by the injustice of the legal system, seeking to enforce his own chaotic judgement on the world.

Motives & Tactics: Pronounce judgment, Break social norms, Overthrow bureaucracy

Difficulty: 20 | Thresholds: 37/70 | HP: 10 | Stress: 10

ATK: +8 | Gavel Of Judgement: Melee | 1d100 Physical

Experience: Lawyer +10

HP:

STRESS:

Features

Relentless (3) - Passive: Higuruma can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.
Divine Flight - Passive: While the Higuruma is flying, spend a Fear to move up to Far range instead of Close range before taking an action.
Infinite Jurisdiction - Reaction: Spend a Stress whenever to make Higuruma's Gavel extend and grow to reach any foe he can see; if he can see it (even through seeing orbs or similar magic) he can attack it. For every range beyond Melee, it increases his damage by 10, so Very Close is +10 while Out Of Range is +50. He can only extend up to Very Far range without a magical scrying orb or something similar. (Essentially, he works similarly to the Death Note)
Judgement Expansion - Action: Spend two Fear to create a miniature domain expansion with you and one other creature within far range. You take the place of the prosecutor while they must defend themselves in front of a spirit judge that is meant to be run impartially. The player is being judged for the worst crime they committed in the campaign. Witnesses (if any) will be brought to the stand. The player will be spotlighted and given the opportunity to disprove the credibility by attacking their character and riling them up. Relevant NPCs will then be brought to the stand to give their testimony on the player's character whether for good or for bad. If the players are reasonably good-hearted, they can take a plea deal and take a minimum of Major damage from Higuruma's attacks. If the player immediately takes the guilty verdict before any evidence is submitted, they receive the repentance judgment and are forgiven of their judgement. The players should not be told of the repentance deal but if they activate it they can do it as many times as they want as a kryptonite to this powerful ability. While Guilty, the target doesn’t gain Hope on a result with Hope. When Higuruma succeeds on a standard attack against a Guilty target, they deal Severe damage instead of their standard damage.
God Rays - Action: Mark a Stress to reflect a sliver of divinity as a searing beam of light that hits up to twenty targets within Very Far range. Targets must make a Presence Reaction Roll, with disadvantage if they are marked Guilty. Targets who fail take 4d6+12 magic damage. Targets who succeed take half damage.
We Are One - Action: Spend a Fear to spotlight all other adversaries within Far range.

Discussion

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