Adversaries

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

25 adversaries

Tier 1 Standard
A gleaming humanoid frame of Republic alloy, hovering silently, sensor array sweeping.
Motives & Tactics: Observe, Assist, Report

Difficulty: 10  |  Thresholds: 8/16  |  HP: 3  |  Stress: 2

ATK: +2  |  Restraint Field: Close  |  2d6+2 phy


Experience: Surveillance Systems +2

Features
Always Helpful First - Passive: Constructs always offer assistance before any other action.
Flight - Passive: Constructs fly at standard speed.
Construct - Passive: Immune to mind-affecting effects and social pressure.
Observation Beam - Action: Marks a target, all Republic forces know that target's location for the rest of the scene.
Emergency Alert - Action: Signals the nearest Sky-Marshal unit; reinforcements arrive in 1d4 rounds.
Tier 1 Standard
An iron-bound logic engine given legs, enforcing Dominion order with tireless, predictive precision.
Motives & Tactics: Control, Isolate, Neutralize

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.

Features
Suppression Field - Action: Each target in Close range must make an Instinct roll or lose 1 Hope.
Tier 1 Standard
A warped boundary-wraith, twisted by Dominion logic into a living anchor that chokes magic at the edge of reality.
Motives & Tactics: Anchor, Distort, Unsettle

Difficulty: 8  |  Thresholds: 6/12  |  HP: 3  |  Stress: 2

ATK: +0  |  Scrambled Strike: Melee  |  1d8 phy


Experience:

Features
Zone Anchor - Action: The Gospog roots into the ground and cannot be moved until the end of the scene or until it chooses to unroot. While rooted, Hope powered features within Close range cost 1 additional Hope.
Resistant to Magic - Passive: The Gospog takes half damage from magical attacks.
Tier 1 Standard
A disciplined Dominion infantry operative, drilled to advance in lockstep and extinguish resistance with calculated force.
Motives & Tactics: Advance, Suppress, Reinforce

Difficulty: 11  |  Thresholds: 8/16  |  HP: 3  |  Stress: 2

ATK: +1  |  Suppression Baton: Melee  |  1d8 phy


Experience:

Features
Coordinated Advance - Passive: When 2+ Soldiers are within Close range of each other, each gains Advantage on their next attack.
Tier 1 Standard
A remnant fragment of rejected World-Truth logic, seeking resolution in a reality that refuses to provide it.
Motives & Tactics: Impose, Destabilize, Persist

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).

Features
Unresolved - Passive: The Echo cannot be permanently destroyed by any attack that uses the same World-Truth axiom it carries. It must be dispersed by an approach that represents genuine Mortal Realm plurality.
Tier 1 Standard
Creatures of the Mortal Realm in its purest form, operating outside every Sovereign's model.
Motives & Tactics: Survive, Protect Territory, Respond to Threat

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.

Features
Pack Instinct - Passive: When 2 or more Unmarked act against the same target in a round, that target suffers Disadvantage on their next action.
Persistent - Passive: An Unmarked driven off does not flee permanently. It reassesses and may return before the scene ends.
Tier 2 Standard
Whatever it was, crawler, golem, mechanism, it is still that, and also something that has been growing through it for …
Motives & Tactics: None discernible. It moves. It responds. It continues.

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

Features
Original Function - Action: The nature of this attack depends on what the construct was. A rail-crawler rams; a stone golem strikes; a siege engine launches. The GM should determine the specific expression, range, flavor, and any incidental effects, based on the construct type encountered. Damage is standard for the size category.
Spore Release - Action: Organic growth across the construct's surface vents a concentrated cloud. All within Close range must succeed on a Toughness roll (Difficulty 12) or suffer Disadvantage on their next two actions as the spores interfere with breath, vision, and focus.
Rooting Slam - Action: Close, the construct strikes low, driving organic material into the ground around the target's feet. Deals damage; the target must succeed on an Agility roll (Difficulty 11) or have their feet rooted, costing a full action to pull free.
Partial Immunity - Passive: Absorbed Constructs take half damage from natural sources, plant-based effects, animal attacks, spirit abilities, and Verdant Zone environmental hazards. Inorganic damage (fire, metal, manufactured weapons) applies normally.
Tier 2 Standard
Battered sky-harness, confident in three dimensions, carries something the Republic would prefer they didn't.
Motives & Tactics: Commerce, Independence, Survival

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

Features
Terrain Mastery (Sky) - Passive: Drift Runners have Advantage on all movement and navigation rolls in Aether Zone sky-space.
Unofficial Channels - Passive: Drift Runners know approach vectors to sky-city perimeters that avoid standard sensor coverage.
Network - Passive: Drift Runners have contacts in every Fringe Settlement within the Aether Zone.
Evasive Pattern - Action: The Drift Runner becomes Difficult to Target for one round, all attacks against them have Disadvantage.
Sky-Vehicle Ram - Action: Deals heavy damage; costs an action to reposition after.
Tier 2 Standard
A rippling distortion in the air where up and down have ceased to agree.
Motives & Tactics: Environmental hazard, no motives

Difficulty: 0  |  Thresholds: 0/0  |  HP: 0  |  Stress: 0

ATK: +0 Melee


Experience:

Features
Disorientation Field - Passive: All creatures entering the Anomaly must succeed on an Agility roll (Difficulty 12) or become Disoriented, Disadvantage on movement-related rolls, for the scene.
Gravitational Surge (1/round, at GM discretion) - Action: One creature within the Anomaly is flung one range band in a random direction, taking damage if they contact a surface.
Inversion Pocket (rare) - Action: Gravity reverses for one round for all creatures within Close of the Anomaly's center.
Irresolvable - Passive: Cannot be attacked. Resolves only when the underlying reality conflict that produced it is addressed. Republic engineers can suppress (not resolve) a Moderate Anomaly in 2d4 rounds.
Tier 2 Standard
In permanent internal conflict between integration and resistance. In pain. Not malicious. Dangerous.
Motives & Tactics: Seek resonance, reduce distress

Difficulty: 10  |  Thresholds: 8/16  |  HP: 4  |  Stress: 0

ATK: +3  |  Integration Grasp: Melee  |  2d8+3 oth


Experience:

Features
Integration Grasp - Action: On a hit, target must succeed on a Toughness roll (Difficulty 13) or gain a painful, non-functional modification that deals 1 damage at the start of each turn until medically addressed.
Distress Pulse - Action: Close burst, the Spawn's biological distress radiates outward. All in range must succeed on a Presence roll (Difficulty 11) or gain 1 Stress from shared biological resonance.
Desperate Surge - Passive: When reduced below half HP, the Spawn immediately moves to Melee range with the nearest creature and attempts Integration Grasp as a free action.
Pitiable - Passive: Any character who succeeds on a Knowledge or Lore roll about the Continuum recognizes what a Spawn is and how it came to be; they may choose to have Disadvantage on attack rolls against it.
Drawn to Integration - Passive: Spawns preferentially target the most Loom-modified being in range.
Tier 2 Standard
A defender of hardpoint territory, carrying three years of survival experience and the specific stubbornness of someone who has been …
Motives & Tactics: Defend, Endure, Protect

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.

Features
This Ground - Passive: A Warden cannot be forcibly moved from their position by World-Truth environmental effects while they remain above half HP.
For the Record - Reaction: When an ally within Close range is reduced to 0 HP, the Warden may immediately make one attack against the creature responsible at no action cost.
Tier 2 Standard
Sky-blue uniform, personal lift harness, calm professional bearing.
Motives & Tactics: Protect, Maintain Order, Represent the Republic

Difficulty: 11  |  Thresholds: 10/20  |  HP: 4  |  Stress: 3

ATK: +3  |  Correction Tool: Far  |  2d8+3 phy


Experience: Republic Doctrine +2

Features
Doctrine - Passive: Cadets always attempt verbal de-escalation before using force and cannot be provoked into acting first.
Lift Assist - Passive: Cadets can fly at Close speed as a free movement action.
Coordinated Apprehension - Passive: When 2+ Cadets act against the same target, that target suffers Disadvantage on actions to escape or act aggressively.
Aether Shield Bash - Action: Melee, damage + pushes target one range band back.
Tier 2 Standard
Coldly efficient Dominion enforcer, treating brutality as the disciplined execution of order.
Motives & Tactics: Contain, Predict, Suppress

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.

Features
Disruption Round - Action: Mark a Stress to target a spellcaster between Close and Far range, their next spell attempt this scene has Disadvantage.
Formation Fire - Passive: When 3+ Marshals act together against a single target, that target suffers Disadvantage on next 2 rolls.
Tier 2 Standard
A figure in formal dark clothing, carrying an open book, making no aggressive moves.
Motives & Tactics: Obligation presentation, not a combat encounter

Difficulty: 0  |  Thresholds: 0/0  |  HP: 0  |  Stress: 0

ATK: +0 Melee


Experience:

Features
Manifestation - Passive: The Collector appears as a figure in formal dark clothing carrying an open book and makes no aggressive moves.
Obligation Presentation - Action: The Collector addresses one specific target with a precise account of their Ledger entry. That target must succeed on a Presence roll (Difficulty 14) or gain 2 Stress. If already at maximum Stress, they become Incapacitated with shame until someone reaches them.
Departure - Passive: If the target sincerely acknowledges their obligation and states willingness to address it, the Collector departs. The Ledger entry does not disappear but the collection urgency decreases.
Cannot Be Harmed - Passive: Attacking a Collector disperses it temporarily; it reconstitutes in 1d4 hours.
Cannot Be Reasoned With - Passive: The Collector is not a person; social abilities have no effect. Only acknowledgment works.
Tier 2 Standard
Burn-signatures seared into the skin. Moving with the desperate compulsion of something that cannot stop trying to resolve what cannot …
Motives & Tactics: Compelled aggression, unable to retreat

Difficulty: 10  |  Thresholds: 8/16  |  HP: 4  |  Stress: 2

ATK: +3  |  Burning Grasp: Melee  |  2d8+3 fire


Experience:

Features
Burning Grasp - Action: Target must succeed on a Presence roll (Difficulty 12) or gain 1 Stress as the Crown's residual energy presses against their own.
Compelled Advance - Passive: The Marked can never willingly move away from a combat; they always close distance if able.
Desperate Blow - Passive: When reduced below half HP, the Marked immediately make one free attack against the nearest creature.
Pyre Rejection - Passive: The Marked take double damage from effects that invoke honor, courage, or genuine strength, the Crown's energy in them reacts violently to what it rejected.
Cannot Be Reasoned With - Passive: No social ability functions on the Marked.
Tier 2 Standard
Recognizable as someone who was. Going about a life that has been written over without knowing it.
Motives & Tactics: Insisting on a version of history that no longer holds

Difficulty: 9  |  Thresholds: 8/16  |  HP: 3  |  Stress: 2

ATK: +2  |  Rewritten Touch: Melee  |  2d6+2 mag


Experience:

Features
Version Intrusion - Action: The Twice-Told interacts with the environment according to their version of history. Any creature caught in a contradiction between versions must succeed on a Presence roll (Difficulty 13) or be Confused for one round.
Rewritten Touch - Action: On a hit, target must succeed on a Presence roll (Difficulty 11) or briefly experience the Twice-Told's version of recent events, suffering Disadvantage on their next action due to disorientation.
Historical Pull - Action: The Twice-Told insists on the reality of a specific event. All creatures within Close range must succeed on a Presence roll (Difficulty 14) or briefly believe the event occurred as the Twice-Told describes it.
Partially Real - Passive: The Twice-Told can be harmed but reforms in 2d4 hours in the location of the historical rewriting that created them.
Resolving - Passive: If the historical rewriting that created them is reversed or acknowledged, they disperse permanently.
Tier 2 Standard
Compressed shadow with the purposefulness of a tracking animal. It smells what you owe.
Motives & Tactics: Pressure the obligated, feed on outstanding debt

Difficulty: 11  |  Thresholds: 10/20  |  HP: 4  |  Stress: 3

ATK: +3  |  Obligation Bite: Melee  |  2d8+3 mag


Experience:

Features
Shadow Movement - Passive: Umbral Hounds can move through any shadow as a free action.
Sunlight Vulnerability - Passive: Umbral Hounds disperse immediately in direct sunlight, not lamplight, but direct sunlight.
Clean Conscience - Passive: The Hound ignores creatures with no outstanding obligations and no current Stress.
Obligation Bite - Action: Targets a creature with at least 1 Stress; deals damage plus adds 1 additional Stress.
Shadow Cling - Action: The Hound attaches to a target's shadow. While attached, the target has Disadvantage on Presence rolls until they succeed on a Presence roll (Difficulty 12) as an action to shake it free.
Despair Surge - Action: If the majority of the party has 2+ Stress, the Hound surges, it gains Advantage on all rolls for one round.
Tier 3 Standard
Visibly modified in ways their unintegrated ancestors were not. Moving through Biozone territory as if it is an extension of …
Motives & Tactics: Territory Protection, Integration Facilitation, Survey Support

Difficulty: 13  |  Thresholds: 16/32  |  HP: 6  |  Stress: 4

ATK: +4  |  Adaptive Strike: Melee  |  3d8+5 phy


Experience: Biozone Operations +3, Integrated Combat +2

Features
Adaptive Strike - Action: If the Vanguard has already been hit by this target this scene, this attack has Advantage as the Vanguard has adapted to their attack pattern.
Spore Burst - Action: Close burst, releases targeted integration spores. All in range must succeed on a Toughness roll (Difficulty 12) or gain a minor involuntary modification causing 1 Stress until medically addressed.
Regenerative Surge - Reaction: When reduced to 0 HP, the Vanguard rolls a Toughness check (Difficulty 12). On success they survive with 1 HP and gain a temporary physical adaptation giving +2 to one defense for the scene.
Adaptive Learning - Passive: Vanguard that survive one encounter with a Stormbound report the party's combat approach to the Loom network. In subsequent encounters in the same Biozone, Vanguard have Advantage on their first action against each party member.
Biozone Synergy - Passive: In established Biozones, Vanguard recover 1 HP at the start of each round.
Tier 3 Standard
Full capabilities and judgment, but not free. The contract has become more central to what they are than anything else.
Motives & Tactics: Fulfill the contract, nothing else matters

Difficulty: 14  |  Thresholds: 16/32  |  HP: 6  |  Stress: 5

ATK: +4  |  Skilled Strike: Melee  |  3d8+5 phy


Experience: Enforcer Training +3, Ledger Knowledge +2

Features
Contractual Focus - Passive: Cannot be persuaded to abandon their contract objective by any means short of the contract being nullified.
Pitiable - Passive: They are aware of their situation. Social approaches that acknowledge their lack of freedom have Advantage.
Obligation Knowledge - Passive: The Enforcer knows one significant secret about each party member, imparted by the Ledger. They may reveal one as a free action, causing 1 Stress to the relevant target.
Binding Touch - Action: On a hit, the Enforcer marks the target with a contract fragment. Until the mark is removed, the target cannot willingly leave the Enforcer's vicinity, Difficulty 15 Presence roll to attempt it.
Tier 3 Standard
Ancient armor that burns at the joints. The weight of four hundred years of honest combat in every movement.
Motives & Tactics: Worthy Combat, Advancement through Valor, Pyre Compact Enforcement

Difficulty: 13  |  Thresholds: 18/36  |  HP: 6  |  Stress: 5

ATK: +4  |  Legion Blade: Melee  |  3d10+5 phy


Experience: Crucible Combat +3, Honor-Law +2

Features
Honor-Law - Passive: Legionnaires will not attack Downed or defenseless targets, will not use abilities that require deception, and cannot be compelled to break these prohibitions by any means.
Legion Blade - Action: If the target is also in Melee with at least one other Legionnaire, this attack has Advantage.
Crushing Advance - Action: Melee, forces target back one range band; if target cannot retreat, deals bonus damage.
Challenge Declaration - Action: The Legionnaire formally challenges one target; that target has Disadvantage on all rolls to disengage for the rest of the scene.
Tier 3 Standard
Organic architecture that exceeds its intended function. Assessing everything that enters its vicinity. Not malicious. Doing something.
Motives & Tactics: Biological assessment, integrated-being protection

Difficulty: 14  |  Thresholds: 0/0  |  HP: 0  |  Stress: 0

ATK: +0 Melee


Experience:

Features
Extension Lash - Action: Close, the Structure extends biological filaments; deals standard damage and target must succeed on a Toughness roll (Difficulty 12) or be pulled one range band toward the Structure.
Spore Concentration - Action: All within Near range, the Structure releases the most concentrated spore dispersal available outside the Evolver Prime itself. Toughness roll (Difficulty 15) or begin rapid integration, gain 2 Stress immediately as the changes begin, and again at the start of each subsequent scene in the Structure's vicinity.
Healing Pulse - Reaction: When an integrated being within Close takes damage, the Structure immediately restores 2 HP to that being.
Not Malicious - Passive: Emergent Structures do not pursue. They respond to intrusion and return to dormancy. If no further intrusion occurs, the response ends in 1d4 rounds.
Biological Attunement - Passive: Structures can perceive the biological state of any creature within Close range with perfect accuracy; this cannot be disguised or deceived.
Tier 3 Standard
Enhanced Aether harness, upgraded lift systems, measured eyes.
Motives & Tactics: Protect Priority Assets, Counter Resistance Activity

Difficulty: 15  |  Thresholds: 20/40  |  HP: 6  |  Stress: 5

ATK: +4  |  Precision Correction: Far  |  3d10+5 phy


Experience: Advanced Doctrine +3, Tactical Assessment +2

Features
Enhanced Lift - Passive: Veterans can reach sky-city altitude and move at speed in three dimensions.
Priority Protocol - Passive: Veterans cannot be Frightened or Confused.
Gravity Spike - Action: Close burst. Creates a localized gravity surge; all within range are knocked Prone and must spend their next action standing.
Aether Burst Shield - Reaction: When a Veteran would take damage, they may spend 1 Hope to reduce the damage by half.
Precision Correction - Action: On a strong hit, strips 1 Hope from target in addition to damage.
Tier 3 Standard
A pillar of living wood and compressed spirit-will. Not waiting. Watching. The boundary has always been here, you simply crossed …
Motives & Tactics: Anchor Territory, Repel Intruders, Alert the Court

Difficulty: 14  |  Thresholds: 20/40  |  HP: 7  |  Stress: 0

ATK: +4  |  Spirit Pulse: Close  |  3d8+5 mag


Experience: Territorial Warding +3

Features
Anchoring Roots - Action: Close, roots surge from the ground around one target. The target must succeed on a Strength roll (Difficulty 15) or be Restrained for the rest of the scene. A Restrained target may attempt the Strength roll again as an action each turn.
Spirit Pulse - Action: All within Close range take damage and are pushed one range band away. Each target must also succeed on a Presence roll (Difficulty 13) or suffer Disadvantage on all rolls against spirits of the Totem's court for the rest of the day.
Absorption Touch - Action: The Totem begins drawing the target's spirit inward. The target loses 1 Hope at the start of each of their turns until they are freed from the Restrained condition.
Regeneration - Passive: The Totem recovers 2 HP at the start of each round while in contact with living ground. Severing it from the ground, raising it, suspending it, destroying the ground beneath it, ends this regeneration.
Slow - Passive: The Totem cannot move more than Close range per round and cannot Chase fleeing targets.
Court Connection - Passive: Any damage dealt to the Totem immediately alerts its spirit court. Members of the court begin moving toward the Totem's location; the GM determines arrival time based on distance.
Tier 3 Standard
The living mat underfoot, suddenly aware of what it is standing on.
Motives & Tactics: Environmental immune response, not a combat encounter by design

Difficulty: 0  |  Thresholds: 0/0  |  HP: 0  |  Stress: 0

ATK: +0 Melee


Experience:

Features
Root Eruption - Action: When the Substrate activates in response to significant disruption, root structures erupt from the living mat. All creatures in the affected area must succeed on an Agility roll (Difficulty 12) or be Restrained until they break free as an action.
Integration Pulse - Action: The Substrate releases a concentrated local spore dispersal. All in the area must succeed on a Toughness roll (Difficulty 14) or begin showing visible integration effects causing 1 Stress per scene until medically addressed.
Engulf - Action: The Substrate begins to incorporate them, dealing 2 damage at the start of each turn until freed. Freed targets carry Substrate tissue on them that will attempt to root into open wounds.
Distributed - Passive: Attacking the Substrate in one area has no effect on its response in adjacent areas.
Dormant - Passive: In areas without significant biological disruption, the Substrate does not activate; treat it as difficult terrain only.
Tier 3 Standard
Bark-dark skin laced with living rootwork, weapons that breathe. Moving through the forest like it belongs to them, because it …
Motives & Tactics: Guard Territory, Enforce the Will, Hunt

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

Features
Living Spear - Action: On a hit, the target is Marked. Thyrak Hunters have Advantage on all attacks against a Marked target for the rest of the scene. A target can only carry one Mark at a time.
Root Snare - Action: Close, the Hunter calls roots from the ground beneath a target. The target must succeed on an Agility roll (DC 13) or be Restrained until they break free as an action.
Pack Signal - Action: The Hunter alerts all Thyrak within the scene. Reinforcements arrive in 1d4 rounds. This cannot be interrupted once initiated.
Forest Movement - Passive: Thyrak Hunters ignore all terrain penalties in natural environments and cannot be Surprised while in Verdant Zones.
Living Weapons - Passive: The Hunter's weapons are organic extensions of its body. They cannot be disarmed, destroyed, or separated from the Hunter by non-magical means.