Adversaries

Creatures, villains, and obstacles for your Fractured Worlds campaign.

5 adversaries

Tier 2 Leader
Battle-hardened coordinator of Remnant assets, with the precise and limited optimism of someone who has survived three years of impossible …
Motives & Tactics: Coordinate, Protect, Endure

Difficulty: 14  |  Thresholds: 11/22  |  HP: 6  |  Stress: 4

ATK: +2  |  Remnant Blade: Melee  |  2d8+2 phy


Experience: Hardpoint Instinct - In Remnant territory, Callantier and allies within Close range cannot be Surprised.

Features
Rally the Line - Action: Mark a Stress. All allies within Close range who are below half HP immediately recover 1 HP and remove Frightened if present.
Contingency - Reaction: When an ally within Far range is reduced to 0 HP, Callantier may immediately move to Close range of that ally at no cost before the enemy's next action.
Tier 4 Leader
Motives & Tactics: Tactical Precision, Efficient Conversion

Difficulty: 22  |  Thresholds: 33/66  |  HP: 9  |  Stress: 8

ATK: +6  |  The Actuator: Melee  |  4d12+8 mag


Experience: Experiences +BONUS

Features
Directive Command - Action: targets all within Close range, each must succeed on an Instinct roll or suffer Disadvantage on their next action.
Probability Field - Reaction: When taking first damage, targets the attacker and imposes Disadvantage on all rolls for the scene until the target breaks the attack to refocus by succeeding on a Presence roll (DC13)
Tier 4 Leader
Lean and energetic, wearing the Republic's sky-blue with the ease of absolute conviction.
Motives & Tactics: Uplift, Partnership, Progress

Difficulty: 20  |  Thresholds: 30/60  |  HP: 8  |  Stress: 9

ATK: +5  |  Diplomatic Address: Close  |  3d10+6 mag


Experience: Institutional Logic +4, Sincere Conviction +3

Features
Diplomatic Address - Action: All within Close range who can hear Vale must succeed on a Presence roll (Difficulty 14) or be compelled to listen without acting for one round. This is not mind control, he is simply that compelling.
Array Authorization - Action: to activate an emergency Array pulse. All magic within Close range is reclassified for one round, appearing as energy discharge and requiring an additional Hope to use.
Sincere - Passive: Vale cannot be detected as lying because he is not lying. Any ability that detects deception finds nothing.
The Best Argument - Reaction: Once per encounter, Vale may attempt to reason with an opponent. The opponent must succeed on a Presence roll (Difficulty 16) or spend their next turn responding verbally rather than acting. This does not work on beings incapable of language.
Personal Guard - Reaction: Calls two Sky-Marshal Cadets to his position as a free action.
Tier 4 Leader
Silk-dark clothing. A smile that arrives slightly before the rest of her expression. Grey eyes that are recording everything.
Motives & Tactics: Architectural Control, Ledger Collection, Sovereign Consolidation

Difficulty: 21  |  Thresholds: 32/64  |  HP: 9  |  Stress: 12

ATK: +6  |  The Leverage: Close  |  3d10+6 mag


Experience: Nocturne Political Theory +5, Mortal Realm Intelligence +4

Features
The Leverage - Action: Valez invokes a known secret or obligation against one target within Close. That target must succeed on a Presence roll (Difficulty 15) or be unable to act against Valez this round as they process the implication.
Ledger Entry - Action: Valez produces the Black Ledger and makes an entry. The named target is bound by a condition of Valez's choosing that persists until they make amends or a countermeasure is found. Difficulty 18 Presence roll to resist the entry taking hold.
The Redirect - Reaction: When Valez would take damage, she may redirect it to a nearby Ledger entry-holder within Close range who is aware of their obligation.
Always Prepared - Passive: Valez has information on every party member gathered before any encounter. The GM should brief relevant background details before the scene.
Architecture - Passive: In a Noir Zone, Valez cannot be surprised. She always knows when someone is looking for her.
The Ledger's Protection - Passive: Valez cannot be killed while the Ledger has outstanding entries naming her as holder; she is too entangled with its existence to be severed from it conventionally.
Tier 4 Leader
An ancient avatar of the Verdant Will—twenty feet of bark, canopy, and living root
Motives & Tactics: Absorb, Reclaim, Outlast, Correct

Difficulty: 21  |  Thresholds: 33/66  |  HP: 9  |  Stress: 8

ATK: +6  |  Heartroot Lash: Close  |  4d12+8 phy


Experience: Sovereign Presence +3, Verdant Will +3

Features
Verdant Zone - Passive: While Vael-Thyra stands on living ground, metal weapons used against her deal half damage.
Green Consumption - Action: Mark 2 Stress to flood a point within Far range with grasping roots. All creatures in a Close range must make a Strength Reaction Roll. Fail: Take 2d20+12 phy and become *Restrained* until you succeed on a Strength roll as an action. Succeed: Take half damage and are not Restrained.
Verdant Correction - Action: Spend a Fear to summon a Verdant Host at Close range; it immediately takes the spotlight.
Unhurried Immortality - Reaction: When Vael-Thyra has marked 7+ HP, you may spend a Fear to have her sink into the ground and re-form elsewhere on living terrain within Far range (she cannot be targeted until the start of her next turn). A PC who succeeds on an Instinct roll can predict where she will surface.
The Forest Remembers - Reaction: *Countdown (Loop 2d6).* When Vael-Thyra has marked 6+ HP, start the countdown. When it triggers, choose a target within Far range: the Wilds “reclassifies” them. They must make a Presence roll.Fail: Lose 2 Hope and become *Frightened* until end of scene. Vael-Thyra then clears Stress equal to the Hope lost.