BRUISER MONSTERS
When you want a big, tough monster that'll really put down the pressure, use a Bruiser!
Bruisers are durable opponents that draw attacks somewhat - but mostly, they're steady, constant threats.
Players relax a little when Bruisers are around, because they aren't too tricky.
On the other hand, they don't leave many openings, either!
Bruisers make a solid backbone for any battle!
Brute Force
Storm's Brewing
Type: Action
Support, Enhancement
Target: Double
20D
The targets are pulled into the front row. The Bruiser deals +30% damage (3).
CoS: 100
Don't Even Think About It
Type: Action
Technique, Condition
Target: Single
50D MP: 1
Delays the target by +30D. On a result check of 20 or lower, the target gains a condition (4); their actions are +10D slower.
CoS: 100
You're Wide Open
Type: Action
Technique
Target: Single
[W]D
Strikes a target charging a CT for x2 weapon damage. If this ability is redirected to a target that is not charging a CT, it only inflicts x1.5 weapon damage.
CoS: 80
Mine's Bigger
Type: Action
Technique, Stance, Punishment
Target: Single
[W]D MP: 1
Deals x1.3 weapon damage. Hit or miss, enter a stance, punishing the first target who uses their Strike Assist: When they do so, the Bruiser inflicts x1.3 weapon damage to them.
CoS: 80
Revenge Kick
Type: Action
Technique
Target: Single
[W]D MP: 1
Deals x2 weapon damage. This ability may only be used against enemies that have slain monsters, and only once against that target for each monster it has slain in this battle.
CoS: 90
Tank Buster
Type: Action
Technique
Target: Single
CT6 [W]D MP: 2
Deals x3 weapon damage to a target that the Bruiser damaged with its last action. If Tank Buster is redirected, it deals x2 weapon damage instead. Don't use Tank Buster two actions in a row.
CoS: 80
Sealed Strike
Type: Action
Technique
Target: Single
[W]-20D MP: 1
Deals x1.5 weapon damage. Monsters with this ability begin with a condition: It can't use Sealed Strike (4). After Sealed Strike is used, it's resealed (4) and unable to be used again.
CoS: 80
Giant Upper
Type: Action
Technique
Target: Single
[W]D MP: 1
Strikes the target for x1.5 weapon damage, hurls them up into the air, causing them to be untargetable by anyone (monster or PC) until the start of their next turn, where upon they land in the back row and can act as normal.
CoS: 80
Leave Open
Type: Action
Technique, Condition
Target: Single
[W]D MP: 1
Strikes the target for x1.2 weapon damage and creates an opening (3): Reduce the result checks of all actions striking this target by 20. (3)
CoS: 80
Lose Heart
Type: Action
Technique, Condition
Target: Single
[W]D MP: 1
Strikes the target for weapon damage and disheartens them: They inflict -30% less damage (3).
CoS: 80
Down for the Count
Type: Action
Technique, Condition, Special
Target: Single
[W]D MP: 1
Strikes the target for weapon damage and pins them, delaying them to 11D if their current delay is less than that. Create a time market at 10D: If the Bruiser is not damaged before that time marker activates, the pinned target's actions have -100% potency (4).
CoS: 75
Dependability
Focusing Strike
Type: Action
Technique, Recovery
Target: Single
[W]D
Strikes the target for weapon damage. The Bruiser gains 8 x WIL T. HP.
CoS: 80
Rock Throw
Type: Action
Technique, Special
Target: Single
CT6 [W]D
Strikes the target for x1.4 ranged weapon damage.
CoS: 70
HP Yell
Type: Action
Technique, Stance, Punishment, Recovery
Target: Single
[W]D MP: 1
Strike a target for weapon damage and enters a stance until next turn, punishing "actions that don't damage me": The Bruiser punishes each of those actions by recovering 10 x WIL HP.
CoS: 80
Retaliate
Type: Action
Technique, Stance, Punishment
Target: Single
[W]D MP: 1
Strike a target for weapon damage and enter a stance until next turn, punishing "actions that damage me": The Bruiser punishes each of those actions by inflicting weapon damage to the attacker.
CoS: 80
Clear Mind
Type: Action
Support, Stance
Target: Self
40D
The Bruiser recovers 1 MP, 1 LP, and enters a stance until its next turn, gaining a 3/5ths defense factor.
CoS: 100
Walk It Off
Type: Action
Support, Stance
Target: Self
40D
The Bruiser cleanses itself of a single condition and moves into the opposite row before entering a stance which grants it a 3/5ths defense factor until its next turn.
CoS: 100
Victory Strike
Type: Action
Technique, Condition
Target: Single
[W]+5D
Strike a target for weapon damage. The next monster to hit that target inflicts +30% damage and recovers 1 MP and 1 LP.
CoS: 80
Celebration Strike
Type: Action
Technique, Condition
Target: Single
[W]+5D
Strike a target for weapon damage. The next monster to hit that target inflicts +30% damage and recovers 12 x WIL HP.
CoS: 80
Rage
Fire Breath
Type: Action
Spell, Condition
Target: Group
CT40 10D MP: 3
Fire Breath burns all enemies for 20 x MAG + d12 magical damage.
CoS: 100
Winter Storm
Type: Action
Spell, Condition
Target: Group
CT40 20D MP: 3
Winter Storm strikes all enemies for 16 x MAG + d12 magical damage, and leaves targets Frozen (3): Their delays are increased by +10D.
CoS: 100
Ultraluminous
Type: Action
Spell, Recovery
Target: Group
CT50 10D MP: 4
Ultraluminous strikes all enemies for 24 x MAG + d12 magical damage, and restores 10 x WIL HP to all other monsters.
CoS: 80
Earth Collapse
Type: Action
Spell, Condition
Target: Group
CT40 20D MP: 3
Earth Collapse strikes all enemies for 16 x MAG + d12 magical damage, and leaves targets Shaken (3): They take +20% damage.
CoS: 100
Searing Ray
Type: Action
Spell, Stance, Punishment, Condition
Target: Single
CT40 10D MP: 3
While charging Searing Ray, the monster enters a stance, punishing "damage dealt to me". When the punishment effect activates, it burns the attacker for 12 x MAG magical damage, and burns them (3), causing them to take +30% damage.
Searing Ray inflicts 40 x MAG + d12 magical damage with a -20% situational modifier for each enemy with the burned condition.
CoS: 100
Quicks
Sweep
Type: Quick
After Acting
LP: 1
The monster's next Technique becomes Target: Double (Different Rows).
Crash
Type: Quick
After Acting
LP: 1
The monster's next Technique becomes Target: Row. It deals -30% damage.
Find a Big Rock
Type: Quick
After Acting
LP: 1
Regain the use of Rock Throw. Roll a d100 while using Find a Big Rock; on a roll of 10 or less, your next use of Rock Throw is T: Row.
Dispel Buster
Type: Quick
After Acting
LP: 1
Activate Dispel Buster after striking an enemy with an enhancement. Remove that enhancement.
Looks Worse Than It Is
Type: Quick
Before Acting
LP: 1
Reduce the timer of a condition on the Bruiser to (1).
Watchful Eye
Type: Quick
After Acting
LP: 1
Mark another monster and enter a punishment stance until the Bruiser's next turn. Each time that monster is targeted by a PC's action, increase the damage your next attack deals by +30%.
Here Comes Me
Type: Quick
When Appropriate
LP: 3
Activate after another monster is slain. The Bruiser inflicts +50% damage and gains 10 x WIL THP after each action (4).
Phoenix
Type: Quick
When Appropriate
LP: 2
Activate after this monster is slain. Create a time card at 50D: When it activates, this monster revives with 30 x WIL HP. Only one of these time cards can exist at a time.
Passives
Brute Spirit
Type: Passive
Basic attacks used by monsters grant them -20% incoming damage until their next turn.
Best Offense
Type: Passive
Whenever the monster takes an action that deals no damage, it gets ready (2) and inflicts +100% damage with its next action.
Last Stand
Type: Passive
When this monster is the last one standing in battle, and there had been more monsters at some point in time, this monster does +100% damage.
Hold Back Tears
Type: Passive
When another monster is slain, this monster recovers 15 x WIL HP.
Brittle Armor
Type: Passive
While above half health, this monster has Armor 50. When below half health, this monster inflicts +50% damage.
Break Bonds
Type: Passive
The monster deals +30% damage against targets with an active punishment effect.





