Skip to content

Rules Lawyer

Adversaries Designed by Ettin Entertainment • Art by Rick Hershey

Adversary overview

A sentient 4th-wall breaking rulebook for the cosmic realm they inhabit.

Stat block

Tier
3
Type
Solo
Difficulty
18
HP
12
Stress
5
Attack mod
+6
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
22
Major Damage — Mark 2 HP Major
Mark 2 HP
44
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Rules Filibuster
Range: Close
Damage: 3d6+15
Attack Mod: +6
Damage Type: Magical

Features

Passives

  • Relentless (2)

    This adversary can be spotlighted up to 2 times per GM turn. Spend Fear as usual to spotlight them.

  • Eye Roll

    A PC must mark a Stress whenever they make an action roll while the Rules Lawyer is hostile. 

Actions

  • Roll Initiative
    fear 1

    Spend a Fear to force everyone to roll Initiative. Each Character rolls Initiative; everyone rolls a Fate die and the GM ranks them from highest to lowest. This is the order in which the spotlight shifts among the participants, beginning on whoever rolled the highest. Once they take their action, the spotlight shifts to the next participant. Hope and Fear still generate on action rolls but have no impact on the spotlight changes during Initiative. Initiative ends once everyone takes a turn.  

Reactions

  • Um, Actually
    stress 1

    When a PC makes an Action Roll, you can Mark a Stress to force them to reroll declaring their action wasn’t used properly. If they roll a failure, you gain a Fear.

  • Rules As Written Somewhere
    fear 1

    When a PC uses an action, you can spend a Fear to have the Lawyer unleash a barrage of rules at them that aren’t real and they must mark a Stress as part of their action. 

  • Legendary
    fear 1

    At the end of PC’s turn in Initiative, you can spend a Fear to interrupt the order and take the spotlight.

Motives & tactics

Change the pace Make mad Get eyerolls Oversee games

Experiences

  • School of Knowledge +4

Rules Lawyer

Tier 3 solo

A sentient 4th-wall breaking rulebook for the cosmic realm they inhabit.

Motives & Tactics : Change the pace, Make mad, Get eyerolls, Oversee games

Difficulty : 18 | Thresholds : 22/44 | HP : 12 | Stress : 5

ATK : +6 | Rules Filibuster : Close | 3d6+15 Magical

Experience : School of Knowledge +4

HP :

STRESS :

Features

Relentless (2) - Passive : This adversary can be spotlighted up to 2 times per GM turn. Spend Fear as usual to spotlight them.
Eye Roll - Passive : A PC must mark a Stress whenever they make an action roll while the Rules Lawyer is hostile. 
Roll Initiative - Action : Spend a Fear to force everyone to roll Initiative. Each Character rolls Initiative; everyone rolls a Fate die and the GM ranks them from highest to lowest. This is the order in which the spotlight shifts among the participants, beginning on whoever rolled the highest. Once they take their action, the spotlight shifts to the next participant. Hope and Fear still generate on action rolls but have no impact on the spotlight changes during Initiative. Initiative ends once everyone takes a turn.  
Um, Actually - Reaction : When a PC makes an Action Roll, you can Mark a Stress to force them to reroll declaring their action wasn’t used properly. If they roll a failure, you gain a Fear.
Rules As Written Somewhere - Reaction : When a PC uses an action, you can spend a Fear to have the Lawyer unleash a barrage of rules at them that aren’t real and they must mark a Stress as part of their action. 
Legendary - Reaction : At the end of PC’s turn in Initiative, you can spend a Fear to interrupt the order and take the spotlight.

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.