Bruiser

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.

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