Adversaries
Creatures, villains, and obstacles for your Fractured Worlds campaign.
25 adversaries
Difficulty: 10 | Thresholds: 8/16 | HP: 3 | Stress: 2
ATK: +2 | Restraint Field: Close | 2d6+2 phy
Experience: Surveillance Systems +2
Difficulty: 10 | Thresholds: 7/14 | HP: 3 | Stress: 2
ATK: +0 | Iron Strike: Melee | 1d8+1 phy
Experience: Predictive - In an Iron Zone, the Servitor has Advantage on its first attack against each target.
Difficulty: 8 | Thresholds: 6/12 | HP: 3 | Stress: 2
ATK: +0 | Scrambled Strike: Melee | 1d8 phy
Experience:
Difficulty: 11 | Thresholds: 8/16 | HP: 3 | Stress: 2
ATK: +1 | Suppression Baton: Melee | 1d8 phy
Experience:
Difficulty: 10 | Thresholds: 6/12 | HP: 3 | Stress: 2
ATK: +0 | Axiom Pulse: Close | 1d8 mag
Experience: Residual Logic - The Echo's attacks carry the remnant of a specific World-Truth. The GM chooses one: the target loses 1 Hope (Iron), suffers a bleed effect (Emerald), is pushed back one range band (Aether), or is marked (Infernal).
Difficulty: 9 | Thresholds: 5/10 | HP: 3 | Stress: 1
ATK: +1 | Mortal Fang: Melee | 1d8+1 phy
Experience: Outside the Model - Unmarked creatures cannot have their behavior predicted by any Sovereign ability or environmental effect. Any feature that reads behavior or predicts actions fails against them.
Difficulty: 11 | Thresholds: 12/24 | HP: 5 | Stress: 0
ATK: +3 | Original Function: Close | 2d8+3 phy
Experience: None, operates on absorbed instinct, not trained capability
Difficulty: 12 | Thresholds: 12/24 | HP: 4 | Stress: 4
ATK: +3 | Improvised Sidearm: Very Close | 2d8+3 phy
Experience: Aether Zone Navigation +3, Unofficial Channels +2
Difficulty: 0 | Thresholds: 0/0 | HP: 0 | Stress: 0
ATK: +0 Melee
Experience:
Difficulty: 10 | Thresholds: 8/16 | HP: 4 | Stress: 0
ATK: +3 | Integration Grasp: Melee | 2d8+3 oth
Experience:
Difficulty: 13 | Thresholds: 10/20 | HP: 5 | Stress: 3
ATK: +2 | Remnant Arms: Melee | 2d8+2 phy
Experience: Hardpoint Knowledge - In Remnant territory or any territory a Warden has defended before, they gain Advantage on all defensive rolls.
Difficulty: 11 | Thresholds: 10/20 | HP: 4 | Stress: 3
ATK: +3 | Correction Tool: Far | 2d8+3 phy
Experience: Republic Doctrine +2
Difficulty: 12 | Thresholds: 9/18 | HP: 4 | Stress: 3
ATK: +1 | Suppression Baton: Melee | 2d8+2 phy
Experience: Pre-Positioned - Marshals are never surprised in Iron Zones. They always act before the party on the first round of combat.
Difficulty: 0 | Thresholds: 0/0 | HP: 0 | Stress: 0
ATK: +0 Melee
Experience:
Difficulty: 10 | Thresholds: 8/16 | HP: 4 | Stress: 2
ATK: +3 | Burning Grasp: Melee | 2d8+3 fire
Experience:
Difficulty: 9 | Thresholds: 8/16 | HP: 3 | Stress: 2
ATK: +2 | Rewritten Touch: Melee | 2d6+2 mag
Experience:
Difficulty: 11 | Thresholds: 10/20 | HP: 4 | Stress: 3
ATK: +3 | Obligation Bite: Melee | 2d8+3 mag
Experience:
Difficulty: 13 | Thresholds: 16/32 | HP: 6 | Stress: 4
ATK: +4 | Adaptive Strike: Melee | 3d8+5 phy
Experience: Biozone Operations +3, Integrated Combat +2
Difficulty: 14 | Thresholds: 16/32 | HP: 6 | Stress: 5
ATK: +4 | Skilled Strike: Melee | 3d8+5 phy
Experience: Enforcer Training +3, Ledger Knowledge +2
Difficulty: 13 | Thresholds: 18/36 | HP: 6 | Stress: 5
ATK: +4 | Legion Blade: Melee | 3d10+5 phy
Experience: Crucible Combat +3, Honor-Law +2
Difficulty: 14 | Thresholds: 0/0 | HP: 0 | Stress: 0
ATK: +0 Melee
Experience:
Difficulty: 15 | Thresholds: 20/40 | HP: 6 | Stress: 5
ATK: +4 | Precision Correction: Far | 3d10+5 phy
Experience: Advanced Doctrine +3, Tactical Assessment +2
Difficulty: 14 | Thresholds: 20/40 | HP: 7 | Stress: 0
ATK: +4 | Spirit Pulse: Close | 3d8+5 mag
Experience: Territorial Warding +3
Difficulty: 0 | Thresholds: 0/0 | HP: 0 | Stress: 0
ATK: +0 Melee
Experience:
Difficulty: 13 | Thresholds: 18/36 | HP: 6 | Stress: 4
ATK: +4 | Living Spear: Far | 3d8+5 phy
Experience: Verdant Zone Tracking +3, Pack Coordination +2