Adversaries

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

11 adversaries

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.