Defender

DEFENDER MONSTERS

The iron wall that smashes the hopes of heroes - the Defender stops any assault in its tracks.
Defenders draw attacks, reduce damage, and stand resolute.

When a Defender has their back, other monsters can fight fearlessly.
When monsters fight fearlessly, they win.
Lay down the law with a Defender today!

Iron Fist

Sentry Strike

Type: Action
Technique, Stance
Target: Single
[W]D MP: 1

Strikes for weapon damage, and grants another monster a 3/5th Defense Modifier until the Defender's next turn.
CoS: 80

Chokepoint

Type: Action
Technique
Target: Single
[W]D MP: 1

Strikes for weapon damage, and if the target's next action targets anyone other than the Defender, the action's potency is reduced by -50%.
CoS: 80

Deep Cover

Type: Action
Technique
Target: Single
[W]D MP: 1

Strikes for weapon damage, and select another monster. Until the end of the Defender's next turn, all damage that monster would take is instead depleted from the Defender's HP pool. If that monster has less than 50% HP, heal it for 12 x WIL.
CoS: 80

Hammer Blow

Type: Action
Technique
Target: Single
[W]D MP: 1

Strikes for weapon damage, and delay the target by +20D. This ability has Critical 20.
CoS: 60

Sheer Impact

Type: Action
Technique, Punishment
Target: Single
[W]D MP: 1

Deals weapon damage and pushed the target into the back row. If the target casts a Spell with its next action, it takes 6 x ATK damage.
CoS: 100

Dark Harrier

Type: Action
Technique, Condition
Target: Single
[W]D MP: 1

Strikes for weapon damage and levies a Challenge (4): The struck enemy takes +20% damage from Defenders. This condition stacks upon reapplication, to no limit. It dissipates when the afflicted target damages a Defender.
CoS: 80

Judgement

Declare punishment rules explicitly and loudly. Activate the punishment effect instantly for each action that trips it.

Judgement Wave

Type: Action
Spell, Stance, Punishment
Target: Special
50D MP: 1

Enters a stance until next turn, punishing "Damage dealt to my allies". Punishment effect: 18 x MAG magical damage first time, 10 x MAG magical damage afterwards.
CoS: 100

Forbidden Schema

Type: Action
Spell, Stance, Punishment
Target: Special
50D MP: 1

When used, select a single word. Enter a stance until next turn, punishing "Abilities with that word in them". Punishment effect: 24 x MAG magical damage first time, 10 x MAG afterwards.
CoS: 100

Revenge Field

Type: Action
Spell, Stance, Punishment
Target: Single
50D MP: 1

Enters a stance until next turn, punishing "One of my non-kin allies dies". Punishment effect: 30 x MAG magical damage every time.
CoS: 100

Demon Gate

Type: Action
Spell, Time Marker, Punishment
Target: Special
50D MP: 1

Creates a Time Marker with 40D initiative. When it ticks zero, select a single target and deal 18 x MAG + d12 magical damage to them. It punishes "The Defender hasn't 25 x VIT damage since the time marker was created" : If the defender hasn't taken enough damage, it deals 18 x MAG magical damage to a group, instead! (This is only a punishment activation if the punishment condition is met.)
CoS: 100

Barriers

Barrier Field

Type: Action
Support, Stance
Target: Group
CT20 30D MP: 1

Places barriers around the monster's party (2). Damage dealt to those monsters is reduced by 5 x WIL.
CoS: 100

Barrier

Type: Action
Support, Enhancement
Target: Single
50D MP: 1

Place a barrier around another monster (4). Damage dealt to that monster is reduced by 10 x WIL.
CoS: 100

Great Barrier

Type: Action
Support, Enhancement
Target: Single
30D MP: 1

Place a barrier around another monster (1). Damage dealt to that monster is reduced by 20 x WIL.
CoS: 100

Quick Abilities

No Parole

Type: Quick
When Appropriate
LP: 1

Activate No Parole after damaging an enemy with a Punishment effect. Wrap the target in energy (U) - they take +100% damage from punishment effects.

Guard

Type: Quick
When Appropriate
LP: 2

Activate Guard when this monster is damaged. Reduce the damage dealt by that attack by -50%.

Reflection

Type: Quick
When Appropriate
LP: 2

Activate Reflection when this monster is damaged. The attacker takes the same amount of damage.

Backlash

Type: Quick
When Appropriate
LP: 1

Activate Backlash whenever another monster is damaged. The attacker takes 4 x ATK physical damage for each other monster they damaged with that action.

Vital Spirit

Type: Quick
When Appropriate
LP: 1

Activate Vital Spirit when this monster is healed. The Defender recovers another 18 x WIL HP, too!

Barrier Response

Type: Quick
When Appropriate
LP: 1

Activate Barrier Response when another monster is hit, granting them a barrier (2): They reduce incoming damage by 10 x WIL.

Extreme Judgement

Type: Quick
Before Acting
LP: 1

The monster takes +50% increased incoming damage until its next turn, but its Punishment effects deal +100% damage.

Passive Abilities

Defender Spirit

Type: Passive

Whenever another monster performs a basic attack, it gains an enhancement (1) - Damage dealt to that monster is redirected to the Defender.

Justice Engine

Type: Passive

At the beginning of each of the monster's turns, if one of its allies was damaged since its last turn, it recovers +1 MP, +1 LP.

Bodyguard

Type: Passive

At the beginning of combat, select another monster. As long as the Defender is alive, that monster improves its Defense Factor by 1 step any time it would take damage. And as long as that monster is alive, the Defender recovers 1MP or 1LP at the start of each of its turns.

Iron Wall

Type: Passive
While this monster is above half health, other monsters take -30% damage.

Still Going

Type: Passive

While this monster is below half health, the monster recovers 10 x WIL HP at the start of all of its turns.

Step In

Type: Passive

All Offensive Assist abilities used by players strike this monster, rather than the intended target. If multiple monsters possess this trait, the player may choose which of them they strike.

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