Adversaries

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

8 adversaries

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.