Leader

LEADER MONSTERS

What makes a pack of rabble a threat, and a scary fight even scarier? The Leader!
Leaders hone any group of monsters into a finely honed machine - and refuels em, too.

Leaders use their fellow monsters as weapons.
That presents the party with a tricky dilemma: What to take out first?
When you feel like thinking tactically, a Leader is what you need.

Command

Call Up

Type: Action
Support, Enhancement
Target: Single
40D MP: 1

Reduce the target's initiative by up to 25D. The target gets powered up (3): They inflict +30% damage.
CoS: 100

Herocharge

Type: Action
Support, Enhancement
Target: Single
CT10 30D MP: 1

Super charges the target (1): Their next action is 0D.
CoS: 100

Armorcade

Type: Action
Support, Enhancement
Target: Single
CT10 30D MP: 1

Energizes (4) and Armors the target (4): They inflict +30% damage and reduce incoming damage by 6 x WIL.
CoS: 100

Extraction

Type: Action
Support, Enhancement
Target: Single
CT10 30D MP: 1

The target is hastened (4): Their actions are -15D faster. When the hastened target dies, it explodes, striking all enemies for 12 x MAG magical damage.
CoS: 100

Luckify

Type: Action
Support, Recovery, Enhancement
Target: Single
40D MP: 1

Restores 12 x WIL + d12 HP and Luckifies the target (4): They recover 1LP after each action.
CoS: 100

Regroup

Type: Action
Support, Recovery
Target: Group
40D MP: 1

Every member of the monster's party can change the row it's in. If they do, they recover 1MP.
CoS: 100

Reinforcements

Type: Action
Support
Target: Special
70D MP: ?

Summons a predetermined, unranked enemy into the battle. The action's MP cost is equal to the new monster's Level+1. Reinforcements can never be used twice in a row.
CoS: 100

Leader Strikes

Assisted Strike

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

Strike the target for weapon damage. Another monster makes a free attack against the same target!
CoS: 80

Boost Strike

Type: Action
Technique
Target: Single
[W]+12D

Strike the target for weapon damage. The next time a monster damages that target, increase the damage by +50%.
CoS: 80

Bolster Strike

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

Strike the target for weapon damage. Increase the duration of all enhancements on all other monsters by +(1).
CoS: 80

Replenish Strike

Type: Action
Technique, Stance
Target: Single
CT7 [W]D

Strikes the target for weapon damage. The monster enters a stance until its next turn: Whenever another monster damages the target of Replenish Strike, they regain 12 x WIL HP.
CoS: 80

Target Marking

Heart Ripper

Type: Action
Spell, Condition
Target: Single
CT15 35D MP: 1

Guard Ripper strikes for 18 x MAG + d12 magical damage and inflicts Heart-Rip (2): Whenever the target would normally be damaged, they lose 12 x MAG HP, instead of however much health they would normally lose. No effect can mitigate this loss of health.
CoS: 100

Hunter Seeker

Type: Action
Spell, Condition
Target: Single
CT15 35D MP: 1

Hunter Seeker strikes for 18 x MAG + d12 magical damage and inflicts a condition: No effect can redirect damage or targeting away from this target, or prevent monsters from targeting them. (2)
CoS: 100

Faintlife

Type: Action
Spell, Condition
Target: Single
CT15 35D MP: 1

Faintlife strikes for 18 x MAG + d12 magical damage and fades life signals (3): All incoming recovery is reduced to 1 HP.
CoS: 100

Shooting Stars

Type: Action
Spell, Condition
Target: Group
CT20 40D MP: 2

Shooting Stars strikes all targets for 8 x MAG + d10 magical damage and inflicts a condition to them (4): The next time each target is struck, they receive an additional 10 x MAG damage. The condition then ends.
CoS: 100

Prime Target

Type: Action
Spell, Stance
Target: Single
CT10 40D MP: 1

Locked on: Until the monster's next turn, whenever the target is struck for damage, Prime Target hits them for 10 x MAG magical damage. While the Leader is in the Prime Target stance, the selected PC counts as Prey for Snarlers, and attacks against it ignore punishment effects. (If the target does not suffer damage, Prime Target does not activate.)
CoS: 100

Orders

GIVING ORDERS: All Orders are a duration (3) enhancement that rests upon the Leader, but affect all monsters in the battle. Only one Order can be in effect at a time - if another is used, the first dissipates.

Strike Order

Type: Action
Support, Enhancement, Order
Target: Self
20D MP: 1

The monster gives the Strike Order: Monsters inflict +30% physical damage and gain +20 CoS. (3)
CoS: 100

Spell Order

Type: Action
Support, Enhancement, Order
Target: Self
20D MP: 1

The monster gives the Spell Order: Monsters inflict +30% magical damage and reduce CTs by -10CT. (3)
CoS: 100

Protect Order

Type: Action
Support, Enhancement, Order
Target: Self
20D MP: 1

The monster gives the Protect Order: Monsters receive -20% damage, and are immune to conditions. (3)
CoS: 100

Quick Abilities

Burn it Down

Type: Quick
When Appropriate
LP: 1

Activate Burn it Down when a monster with an enhancement strikes an enemy. Inflict 12 x MAG magical damage to that enemy.

Re-Direct

Type: Quick
When Appropriate
LP: 2

Activate Re-Direct when a monster is damaged. Redirect that damage onto another monster.

Lifesaver

Type: Quick
When Appropriate
LP: 1

Activate Lifesaver when a monster with an enhancement would reach 0 HP. Remove all enhancements and conditions from it and restore it to 20 x WIL HP.

Morale Boost

Type: Quick
After Acting
LP: 1

Target a monster with an enhancement and cleanse a condition from them.

Benefits Package

Type: Quick
Before Acting
LP: 1

Select a single monster other than the Leader; that monster recovers 1 MP and 1 LP.

Inspire

Type: Quick
Before Acting
LP: 1

Select a single monster; it powers up and gains +30% potency (2).

Shout

Type: Quick
Before Acting
LP: 1

Select a single monster; it reducing incoming damage by -30% (2).

Try Again

Type: Quick
When Appropriate
LP: 1

Activate Try Again when another monster would miss with an attack. Set its delay to 10D.

Your Noble Sacrifice Will Be Remembered

Type: Quick
When Appropriate
LP: 1

Whenever an attack would kill you, pick another monster. You suffer no effects from the attack, and that monster dies.

All According To Plan

Type: Quick
Before Acting
LP: 1

Until the start of the Leader's next turn, no other monsters on the field are capable of being reduced below 1 HP for any reason. The Leader, however, can be. Can only be used once per battle.

It's Up To You

Type: Quick
Anytime
LP: 3

Grant a single other monster 30 x WIL T.HP. It's shielded (1) and takes -50% damage. Activate It's Up To You only once per battle.

Passive Abilities

Follower Spirit

Type: Passive

When monsters use basic attacks to attack what the monster before them targeted, they deal +20% damage.

Severance Package

Type: Passive

Anytime another monster dies, restore 12 x WIL to all other remaining monsters aside from the Leader.

We Brave Few

Type: Passive

Monsters inflict +10% damage for each fallen ally.

Perfect Play

Type: Passive

Monsters are -15D faster until a monster is slain.

Free Exchange

Type: Passive

Monsters can freely spend MP and LP from any monster's pool, not just their own.

The Day Is Ours

Type: Passive

Whenever the Leader strikes a target with a technique, and the result check is 30 or less, allies gain an enhancement (1): Critical 30.

Follow My Lead

Type: Passive

Whenever the Leader damages a target, that target takes +20% damage (1).

HP Nova

Type: Passive

Whenever the Leader casts a spell, allies in the same row recover 12 x WIL HP.

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