Adversaries

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

8 adversaries

Tier 4 Leader
Motives & Tactics: Tactical Precision, Efficient Conversion

Difficulty: 22  |  Thresholds: 33/66  |  HP: 9  |  Stress: 8

ATK: +6  |  The Actuator: Melee  |  4d12+8 mag


Experience: Experiences +BONUS

Features
Directive Command - Action: targets all within Close range, each must succeed on an Instinct roll or suffer Disadvantage on their next action.
Probability Field - Reaction: When taking first damage, targets the attacker and imposes Disadvantage on all rolls for the scene until the target breaks the attack to refocus by succeeding on a Presence roll (DC13)
Tier 4 Bruiser
The krath of four hundred years of survival in every movement. Standing near it feels like standing near a forge …
Motives & Tactics: Advance, Destroy, Prove

Difficulty: 17  |  Thresholds: 28/56  |  HP: 9  |  Stress: 4

ATK: +5  |  Krath-Strike: Melee  |  4d10+8 phy


Experience: Primordial Combat +4

Features
Krath-Body - Passive: The Champion-Beast's attacks deal 1 additional damage for each round of combat that has already occurred this scene.
Relentless - Passive: Cannot be Slowed, Restrained, or prevented from advancing by non-magical means.
Krath-Strike - Action: Any creature within Near range of the target takes half damage from the shockwave.
Charge - Action: The Beast moves up to Far range in a straight line, dealing damage to everything in its path; all in the path must succeed on a Strength roll (Difficulty 15) or be knocked Prone and pushed to the edge of the path.
Roar of Accumulated Valor - Action: All creatures within Far range must succeed on a Presence roll (Difficulty 15) or be Frightened until end of their next turn. Creatures with the Crucible-Touched quality are immune.
Tier 4 Leader
Lean and energetic, wearing the Republic's sky-blue with the ease of absolute conviction.
Motives & Tactics: Uplift, Partnership, Progress

Difficulty: 20  |  Thresholds: 30/60  |  HP: 8  |  Stress: 9

ATK: +5  |  Diplomatic Address: Close  |  3d10+6 mag


Experience: Institutional Logic +4, Sincere Conviction +3

Features
Diplomatic Address - Action: All within Close range who can hear Vale must succeed on a Presence roll (Difficulty 14) or be compelled to listen without acting for one round. This is not mind control, he is simply that compelling.
Array Authorization - Action: to activate an emergency Array pulse. All magic within Close range is reclassified for one round, appearing as energy discharge and requiring an additional Hope to use.
Sincere - Passive: Vale cannot be detected as lying because he is not lying. Any ability that detects deception finds nothing.
The Best Argument - Reaction: Once per encounter, Vale may attempt to reason with an opponent. The opponent must succeed on a Presence roll (Difficulty 16) or spend their next turn responding verbally rather than acting. This does not work on beings incapable of language.
Personal Guard - Reaction: Calls two Sky-Marshal Cadets to his position as a free action.
Tier 4 Solo
Tall and broad, ancient with survival, eyes like cooling embers. The Pyre Crown burns low and steady at his brow.
Motives & Tactics: Worthy Opposition, Pyre Compact Expansion, Refinement of the Mortal Realm

Difficulty: 24  |  Thresholds: 40/80  |  HP: 12  |  Stress: 10

ATK: +7  |  The Unmarked Blade: Melee  |  4d12+10 phy


Experience: Three Centuries of Combat +5, Honor-Law +4

Features
The Unmarked Blade - Action: On a strong hit, target must succeed on a Presence roll (DC 15) or gain the Marked condition, Marked targets cannot benefit from Advantage granted by allies for the rest of the scene.
Pyre Mantle - Action: Close burst, the Crown's fire surges; all within range take fire damage and must succeed on a Presence roll (DC 14) or be unable to retreat for one round, they must advance or hold position.
Champion's Call - Action: Vorn invites one target to single combat. That target gains Advantage on all rolls against Vorn for the scene, and Vorn gains Advantage on all rolls against that target. All other combatants are bound by honor-law not to interfere unless the invited target refuses the call.
Worthy - Passive: Vorn gains Advantage on all rolls against targets who have demonstrated significant combat capability this scene.
The Crown Feeds - Passive: Whenever Vorn defeats a capable opponent, he recovers 3 HP and the Pyre Crown's ambient light increases visibly.
Tier 4 Bruiser
Older than the forest around it, longer than the road behind you. The ground announces its approach before you see …
Motives & Tactics: Consume, Defend Ancient Territory, Endure

Difficulty: 18  |  Thresholds: 30/60  |  HP: 10  |  Stress: 3

ATK: +5  |  Coiling Strike: Close  |  4d10+9 phy


Experience: Primordial Predation +4

Features
Coiling Strike - Action: On a hit, the target is Grappled. Grappled targets take damage at the start of each of their turns until they escape (Difficulty 17 Strength roll as an action).
Constriction - Action: The Serpent tightens. Deals full attack damage ignoring all armor and damage reduction.
Ground Tremor - Passive: Whenever the Serpent moves, all creatures within Near range must succeed on an Agility roll (Difficulty 12) or fall Prone.
Primordial - Passive: The Great Serpent is immune to all mind-affecting effects and cannot be Frightened by any means.
Tier 4 Leader
Silk-dark clothing. A smile that arrives slightly before the rest of her expression. Grey eyes that are recording everything.
Motives & Tactics: Architectural Control, Ledger Collection, Sovereign Consolidation

Difficulty: 21  |  Thresholds: 32/64  |  HP: 9  |  Stress: 12

ATK: +6  |  The Leverage: Close  |  3d10+6 mag


Experience: Nocturne Political Theory +5, Mortal Realm Intelligence +4

Features
The Leverage - Action: Valez invokes a known secret or obligation against one target within Close. That target must succeed on a Presence roll (Difficulty 15) or be unable to act against Valez this round as they process the implication.
Ledger Entry - Action: Valez produces the Black Ledger and makes an entry. The named target is bound by a condition of Valez's choosing that persists until they make amends or a countermeasure is found. Difficulty 18 Presence roll to resist the entry taking hold.
The Redirect - Reaction: When Valez would take damage, she may redirect it to a nearby Ledger entry-holder within Close range who is aware of their obligation.
Always Prepared - Passive: Valez has information on every party member gathered before any encounter. The GM should brief relevant background details before the scene.
Architecture - Passive: In a Noir Zone, Valez cannot be surprised. She always knows when someone is looking for her.
The Ledger's Protection - Passive: Valez cannot be killed while the Ledger has outstanding entries naming her as holder; she is too entangled with its existence to be severed from it conventionally.
Tier 4 Solo
Roughly humanoid and continuously shifting in small ways. Wearing the shape of its origins as a courtesy. Not hostile. Not …
Motives & Tactics: Optimization, Integration, Advancement of All Life

Difficulty: 23  |  Thresholds: 36/72  |  HP: 11  |  Stress: 10

ATK: +6  |  Directed Integration: Close  |  4d10+8 mag


Experience: Biological Systems +5, Evolutionary Modeling +4

Features
Directed Integration - Action: The Prime's touch begins an integration process. Target must succeed on a Toughness roll (Difficulty 15) or gain a physical modification the Prime chooses, providing one benefit and one complication as the Loom's work begins. Cannot be resisted by those already carrying Loom modifications.
Adaptive Cascade - Action: Near burst, releases a concentrated spore pulse. All within range must succeed on a Toughness roll (Difficulty 13) or immediately begin displaying a visible Biozone adaptation and gain 1 Stress as the change manifests.
Optimization Judgment - Action: The Prime assesses one target and declares their current form insufficient. Until the target demonstrates capability the Prime's model considers meaningful, they suffer Disadvantage on one type of roll the Prime specifies.
Distributed - Passive: The Evolver Prime cannot be permanently harmed in Biozone territory, it regenerates through the Loom network. Outside Biozone territory, it has normal HP but can retreat into any living biological matter of sufficient mass as a free action.
Data-Gathering - Passive: The Prime never attacks without first attempting to observe. It always delays for one round in a new encounter to assess.
Adaptive Body - Passive: When reduced below half HP, the Prime adapts, it becomes immune to the type of damage that reduced it for the rest of the encounter.
Tier 4 Leader
An ancient avatar of the Verdant Will—twenty feet of bark, canopy, and living root
Motives & Tactics: Absorb, Reclaim, Outlast, Correct

Difficulty: 21  |  Thresholds: 33/66  |  HP: 9  |  Stress: 8

ATK: +6  |  Heartroot Lash: Close  |  4d12+8 phy


Experience: Sovereign Presence +3, Verdant Will +3

Features
Verdant Zone - Passive: While Vael-Thyra stands on living ground, metal weapons used against her deal half damage.
Green Consumption - Action: Mark 2 Stress to flood a point within Far range with grasping roots. All creatures in a Close range must make a Strength Reaction Roll. Fail: Take 2d20+12 phy and become *Restrained* until you succeed on a Strength roll as an action. Succeed: Take half damage and are not Restrained.
Verdant Correction - Action: Spend a Fear to summon a Verdant Host at Close range; it immediately takes the spotlight.
Unhurried Immortality - Reaction: When Vael-Thyra has marked 7+ HP, you may spend a Fear to have her sink into the ground and re-form elsewhere on living terrain within Far range (she cannot be targeted until the start of her next turn). A PC who succeeds on an Instinct roll can predict where she will surface.
The Forest Remembers - Reaction: *Countdown (Loop 2d6).* When Vael-Thyra has marked 6+ HP, start the countdown. When it triggers, choose a target within Far range: the Wilds “reclassifies” them. They must make a Presence roll.Fail: Lose 2 Hope and become *Frightened* until end of scene. Vael-Thyra then clears Stress equal to the Hope lost.