Adversaries

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

6 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.