Adversaries
Creatures, villains, and obstacles for your Fractured Worlds campaign.
11 adversaries
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: