Monster Design Guide

Overview

This is where the overview goes, and point out that these are more 'monster design guidelines' than 'monster creation rules' since it's more so advise rather than hard rules. Baseline numbers are provided though. Some example monsters and encounter groups are provided at the end too, for something a bit more tangible.

In general, the numbers and examples given are for making monsters for use against a party of five PCs against five enemies, with the expectation of the encounter lasting for 5-7 rounds. There should usually be one monster per PC when following these guidelines; if you use less monsters they'll need to be a bit stronger and have more HP, or less HP and be weaker if there's more.

The Basics

Base Values
HP 100
MP 4
LP 4
Initiative 1d6+8
Drive Gauge 0/6

All Monsters have HP, MP, LP, an Initiative score, and a Drive Gauge. They have an element they're Weak to, as well as an element they're Resistant too.

HP: HP is a measure of how much of a beating any given monster can take before it's out of commission, just as with PCs. Unlike PCs however, once a monster hits 0HP they're generally out of the fight. Monsters typically do not have dazed actions.

An average monster will typically have around 100HP. For weaker or tougher monsters, you'll probably want to stick to a range between 80-150. Anything less and the monster becomes far too easy to pick off, while anything more will drag the fight out longer than it should, especially if you use multiple monsters with higher/lower values.

HP Adjustments - Unlike most other monster stats, HP is something that you'll want to adjust as the party levels up. They'll be getting access to more quick and passive abilities, which make them more efficient at taking the monsters out. At levels 4, 7, 10, and 13 you'll want to add +10HP to the baseline values, bringing them up to 110HP at L4, 120HP at L7, and 130HP at L10, and finally 140HP at L13.

MP: Much like with PCs, MP is used to power special technique and spells that a monster has been given access to. For monsters, MP values are much smaller, and most abilities only tend to cost 1MP, in order to make keeping track easier for the GM who's running multiple monsters at once.

An average monster will typically have around 4MP. Unlike with monster HP however, MP scores are a lot more flexible, with anything from scores of 2 to 10 being perfectly valid; you could even get away with a monster having 0MP if you really wanted. The average number of 4 is based off of the expected round count of a fight being 6, meaning that generally speaking, most monsters will be able to get through a fight using their special abilities, but the ones that last the entire fight will have had to use their basic action at some point and requiring a small amount of thought on when and where to use each monster's abilities. It also allows a small buffer for monsters to still use their abilities even if the PCs have access to Exhaust.

But as stated above, you have a lot more wiggle room when assigning MP scores. Thinking about how you want the monsters to function in a fight, and go from there. Maybe they have an unusually strong attack, but can only use it a two or three times? Or they're a magical caster type, and you want to make sure the monster can get through the fight without running dry. The main thing to keep in mind is that MP roughly means "how many rounds can a monster perform their abilities", rather than a variable stamina budget like it is for PCs.

LP: LP works completely for monsters than it does for PCs. Rather than adjusting CoS rolls by +/-10, it's instead used to enable monsters to perform combo attacks, and use quick abilities. The main reason for this is to not bog down play and get into LP bidding wars with PCs, especially since monsters would be more capable of aggressively spending due to their short life spans, as well as it taking away it's usefulness from PCs in first place. We'll go into more detail on LP usage in a different part of the guide later, but for now you can sort of think of it in a similar manner as MP, budget wise.

Typically a monster will have 4LP, as well. And like MP, you have a lot more space design wise to adjust that number higher or lower to match your intent for the monster. One thing to keep in mind though is that if you do raise or lower one score, raising the other a bit probably isn't a bad idea, so that the monster still has tricks to perform. And while it's entirely possible to spend both MP and LP in a single turn, for a variety of reason you'll often be doing one or the other, so placing an emphasis on one or the other is a easy way to make monsters feel different in combat. Try to avoid making monsters with scores of 0 in both though; PCs specifically have some tools for interacting with MP and LP, and it's important that they have some opportunities to do so, and not just engage in slogs against monsters that can only spam the same basic action over and over.

Initiative: As monsters do not equip gear, they don't have weight scores. Instead, you simply assign an initiative score to them, base on how lightly you'd like the monster to act earlier in the round. Keep in mind that an random 1d6 is applied to the score when sorting out the initiative order. The default number of 8 was chosen to keep monsters roughly in line with PCs that two pieces of gear, which allows those that specifically go light weight an easier time getting to the top of the list, and those that are particularly bogged down with large weapons and armor are more likely to be at the bottom of the list.

Drive Gauges and ODs by round
Gauge Size Expected First OD Expected Second OD
2 2 3
4 3 5
6 4 7
8 5 9
10 6 11

Drive: Drive gauges for monsters are substantially smaller than the average PCs, due to monsters being designed to only last for a single combat encounter, rather than drive carrying over between fights. Much like PCs, they gain +2 Drive at the end of their turns, however, and when full enables them to use an Overdrive. Generally speaking, they also start each fight with 0Drive.

The average drive gauge drive is 6. This means that on average, the monster will be performing their Overdrive on round 4. This helps keep the fight from feeling like it's simply dragging as you near the end of the fight and the number of monsters starts to dwindle due to having been reduced to 0HP, since the ones that are left still have powerful tricks at their disposal to use! One thing to keep in mind when making the drive gauge shorts or longer is that there's a sort of "wind up" period involved with monster ODs; the first Overdrive they perform will take more rounds to charge up due to starting at 0Drive, but subsequent ones will come faster due to the monster gaining +2 drive after the turn where they performed one. So a monster with a 6 gauge will first Overdrive on round 4, then again at round 7 if it happens to last that long. On the flip side, if you happen to give a monster a Drive Gauge of 2… they would first OD on round 2, then again every round for the rest of the fight! So if you do decide to shorter the monsters gauge, you'll probably want to make their other abilities a little weaker to compensate, or have the Overdrive itself be somewhat lack luster.

Weakness and Resistance: Weakness and Resistances are the main way that S:OD interacts with elemental damage. For each monster, pick one of Earth, Fire, Air and Water to me the monster's Weakness, and another to be its Resistance. When the monster takes elemental damage matching its weakness, it takes +5 more damage. When it takes elemental damage matching its resistance, it takes -5 damage instead.

Unlike a lot of things with monster design, this one particular point is a lot less open to adjustments than other things are, and 'one weakness, one resistance' for each target, PCs included, is a very core idea for the way elemental damage works. You could probably get away with doing more than one weakness or resistance, but try and do so sparingly, and try not to make any monsters without and least one of each.

Actions, Momentum, and Combos

Actions and Combos are the main way to individualize and make each monster unique. Unlike the base statics, the design space space for a monsters abilities are a lot more open ended, but some general guidelines will still be provided.

Generally speaking, you'll want to give each monster one Basic Action, and then between one to three special techniques or spells, each with their own combo options. Passive and Quick abilities are options you can add to diversify your monsters, but they're not strictly needed.

Much like PCs, all monster actions will generate momentum types, and that momentum can be used to perform combos. The monsters momentum pool is kept separate from the PCs, but works in a similar manner After confirming a hit, you can expend a matching momentum type in order to activate an ability's combo, though with different limitations than the PC's once-only one. And just like with PC momentum, unspent monster momentum is removed from play at the end of each round.

Typically, abilities that inflicts physical damage will general Rush, Pin or Launch momentum, while ones that inflict Earth, Fire, Air or Water damage will generate momentum of the same type. Support abilities that do things like heal or create bubbles mostly do so with Recovery momentum. For things that only inflict negative statuses or grants buffs, use your best judgement based on the mental image you have for the monster and that particular ability.

Basic Actions

To begin with, all monsters have access to the same Defend and Reposition actions that PCs do.

In addition to that, they'll have a single other action they can perform without an MP cost, though it's still perfectly capable of comboing.

Most often, this will be a simple Technique referred to as a 'basic melee attack'. It deals 1d8+12 physical damage, with a CoS of 80 and generating Pin, Rush or Launch momentum, and then having one or two different combo options.

This isn't absolute, though. If the monster is a ranged attacker, their basic attack might also be ranged and consume ammo (as covered in the special techniques section below), or it might be a spell dealing elemental damage. Spells as Basic Actions should probably be a little weaker though, owing to the fact that they're innately ranged and ignore armor to boot. Aim for around 1d6+8 elemental damage in these cases. As you can see from this example, if you opt for a weaker or harder hitting attack for whatever reason, considering increasing or decreasing the damage die a size to match as well.

There's even the option to have a Basic Action that doesn't even deal damage, though these should probably be used sparingly as the Basic Action should be something that can be performed in any round and still have some sort of effect. But there's nothing wrong with giving a highly magical type of monster a "recharge" type of basic action that refills +1 or +2 MP they they can to fuel further spells, or another with a "gather energy" basic action that grants +2 or +4 Drive, in order to unleash their overdrive faster. Inflicting a short status is perfectly valid too, but be careful with monsters that do that, as they'll be practically worthless as the last thing on the field if they run out of MP for other actions. But feel free to be creative if an idea strikes you!

Techniques

Techniques cover the various weapon-like or natural attacks a monster might have, like claws or fangs. Most Techniques are melee in nature, though some monsters might have ammo and perform ranged techniques instead.

Technique Basics

Technique Benefits (Pick One)
Scratch Damage About 1/3
Critical Chance +20 Crit
Stronger Combos +2 damage

Techniques have a default CoS of 80, most often deal physical damage, and generate Rush, Pin or Launch momentum. They're also melee by default, meaning they can only be used from the front row, and against other front row targets. This makes them a little bit worse than Spells, with a lower chance to hit, and no natural burst rate. In order to make up for this, Techniques (even the Basic Action, if it's a damage dealing technique) receive one of three benefits of your choice. Usually a monster will use the same option for all of their techniques, but you're free to mix and match for specific abilities if you really want. Keeping them the same makes it easier to solidify the monsters identity, however.

The first is Scratch Damage, which allows the technique to deal some damage even if they miss. Scratch damage should be around 1/3 of the technique's static damage, meaning that a Basic Technique that deals 1d8+12 physical damage would deal 4 Scratch damage on a miss, where as a special technique dealing 1d8+16 physical damage might scratch for 6 instead.

Alternative, it might have a Natural Critical Rate instead. Simply add Critical 20 to the monster, allowing them to deal +4 damage and roll a second damage die when the CoS roll comes up 20 or under.

Finally, you could opt for the monster to have Stronger Technique Combos. Anytime they'd combo, add +2 to the damage on top of the normal combo effect!

Melee vs Ranged

Not all Techniques need to to be melee attacks, but rather than having ranged technique work like Spells, they function more like PC's firearms.

First, you'll need to give the monster an Ammo score, often between 2 to 4. Each ranged technique will then consume 1 Ammo, and when the monster Defends its Ammo will refill to its maximum value.

Ranged attacks hit a little harder to make up for the ammo rating, as well, in the form of rolling more dice. A basic ranged technique would do 2d6+12 ranged physical damage, rather than a melee's 1d8+12.

If a monster uses ammo for all of its abilities, consider making them stronger if a monster has a smaller ammo capacity, particularly the Special Techniques, as they'll need to spend more turns reloading.

Special Techniques

Special Technique are the additional techniques a monster might know, and consume MP to active. Typically, an ability will cost 1MP to use. So want sorts of things might a special technique do? There's a lot of options, but a lot of them are pretty simple in nature.

Strong Attack: It might just hit harder! Add +4 damage over the basic attack and you're more or less done.

Mutli-Attack: Maybe instead of hitting harder, it hits harder? Add a second target using the basic attack damage code! Or you could opt to True Strike all other targets in the same row for 8 damage! If you wanted to go a bit wild, you could make the attack target the full group, but you'd want to increase the MP cost of that to 2 if you do, since full group targetting is pretty powerful.

Inflict a status: It might instead inflict a negative status effect! Pick either a Long I status, or a Short II! Keep in mind that Short II statuses are harder to use on slower monsters, since they only last until the end of the round.

Slow: Attacks that slow are a good way to shake up encounters too, by forcing the PCs to act in a different than expected than normal and possible be forced to adjust their strategies. On paper slow might look like much, but it can have a lot more impact on the feel of a fight, round to round. Values of 1 or 2 are probably fine in most cases.

Dispel: The attack could dispel buffs from targets, too. Generally a dispel effect will only remove a single positive status from the target, but you can pick which one you prefer to remove if they have multiple.

Push or Pull: Techniques that Push or Pull are options as well, but probably ones that should be used sparingly. Having to reposition in most battles would get pretty annoying quickly, but as a occasional obstacle it can be interesting or let PCs that took Dash or Retreat actions get some use from them.

Suppression: Another sometimes food, as it can be particularly frustrating for players and can't be counter acted like cleaning Chill can be. -2 Suppression will negate a single round of Drive gains from most PCs, so values between 1 on the lower end and -5 at the absolute highest are probably the numbers to stick between.

Not all special techniques need to make things worse for the target harder, however. Sometimes they might power up the user instead.

Defensive techniques: On a hit, the technique might True Heal the user, or grant a Bubble or Barrier. True Heals and Bubbles probably have values around 10 - not too powerful, but still notifiable - while Barriers are probably closer to 6, since they can be applied to multiple incoming attacks. Self cleansing a negative status is an option, too! Feel free to change the momentum generated by a Defensive Technique to Recovery, rather than one of the physical ones, if desired.

Power Up: Alternatively, it could power the monster up, possible granting a Long Status of some kind, or granting a Short II one in the following round. Make sure you let the PCs know about the incoming buffs if you opt for abilities like this! Self quickening (from 1 to 3, keeping in mind quickening is a little bit weaker than Slowing in most cases), or moves with a Dash or Retreat built in are all valid options too, as well as Techniques that might grant bonus Drive - between 2 to 4 most likely - to the monster (particularly ones with larger drive gauges).

Spells

Base Spell Types
Damage Targets
1d8+15 elemental damage Single
1d6+12 elemental damage Double
1d8+12 elemental damage
and inflict a Short Status
Single
Inflicts a Long Status II Single
Inflicts a Short Status Group

Spells cover pretty much everything pretty much anything that a Technique doesn't - actual spells, and magic type effects like laser eye beams; but also more 'natural' attacks that aren't weapon like, such as fire breath attacks, poison powders or even stances.

Just like with most PC spells, monster spells also by default have a 100 CoS and a 25 Burst Rating, meaning than on a roll of 25 or less the spell will deal +3 damage, and cost -1MP less. Given that most monster abilities only cost 1MP to begin with, this mean that with some luck on scoring bursts, they can squeeze in a few extra spells due to earlier ones having no cost! One other thing to keep in mind when having monsters cast spells is that they only make one CoS roll (as opposed to Techniques rolling once per target), regardless of the number of targets for the spell, which means that PCs can work together to dodge spells using their LP.

If a spell deals elemental damage, the momentum is generate should match it in most cases.

Making a Spell is a little bit different from a Special Technique, since they're typically not using the Basic Attack as a base to build off of. Instead, there's a couple different general Spell types presented here.

Pure Damage: Sometimes your casters just want to nuke things. In that case, the spell will generally deal about 1d8+15 elemental damage.

Multi-Attack: Maybe the spell strikes two targets, instead of one. In that case it'd deal a little less damage! 1d6+12 elemental damage. Making the spell attack an entire row at once rather than two targets is an option as well, though you might lower the damage to +10 in that case. And just like with techniques, you could opt to make a spell that does full group damage… but you'd want to increase the MP cost to 2 in that case, since it's a lot more powerful and shouldn't be as spamable.

Damage and Status: An easy way to make the spells a bit more unique. Start with a base of 1d8+12 elemental damage, the inflict any Short Status you can think of.

Just Inflict A Status: Maybe you don't want to deal any damage, but just want to get a status on the field. In this situations like this, you can afford to make them powerful, since it's not doing any damage, and go ahead and inflict a Long Status II! On the flip side, you might want to target multiple PCs instead - then you'd want to lower the potency. Inflict a Short Status to the entire group! Unlike with damage, since we can lower the potency and still have it have some tactical ramifications and be relevant, we don't need to increase the MP cost. However, if you wanted to do long statuses or Status IIs to multiple targets, then you'd probably want to consider the MP increase.

Dispel, Slow, Push/Pull, Suppression: You can replaces statuses in the above types of spells with these effects if desired, too. Keep in mind that all of these except Slow should be used a bit sparingly, though.

Support Spells: Obviously, not all spells are going to be offensive in nature. Sometimes they're supportive instead! Rather than inflicting negative statuses, they can grant positive buffs instead. And rather that dealing damage, they could heal instead, using the same potency values, and likely generating Recovery momentum instead.

Generally speaking, Spells tend to be either all offensive, or fully supportive, unlike Defensive Techniques which do a little bit of both, though this isn't a hard rule and you're free to make a Healing spell that debuffs and enemy, or a T: Double spell that heals one target as it damages another if you really want to.

Combo Effects

As mentioned earlier, monsters can perform combos, similar to PCs. Since you're designing the monsters from the ground up, it's a lot easier to get the momentum generated by attacks to match up with the combo effects your monster's abilities have access to, but things like PCs slow and quickening targets can make them harder to perform round to round.

In order to activate a combo, a monsters needs both the relevant type of momentum to expend, and 1LP to spend. If you're missing either of these things, the monster is unable to perform the combo. You'll also need to successfully land a hit with the ability to combo with it! If a PC spends LP to dodge, act as if the momentum/LP expenditure never happened.

Typically speaking, a monster will get one to three combo options for both its Basic Action, as well as any Special Techniques or Spells it knows, with each combo having a different effect. That's not a hard rule though, and you're free to let combo effects have overlap if desires, especially for simpler monsters. Going over three is fine too, but it will increase the complexity overhead a fair bit and make running the monsters (not to mention planning out their actions) noticeably more difficult and make it harder for PCs to figure out how the monsters work as well, so it's not recommend. So, what do combos do? Anything you want them to, much like with the abilities themselves, but here's some good starting points:

Add damage: The easiest combo option to add. A combo can either add more damage dice, or static damage. Generally +1 die, or +4 damage.

Multi-Attack: Since combos are technically activated after confirming a hit, adding more targets can be tricky and is ill advised. What's often easier to do is add True Strikes to secondary targets - True Strike a second target for 8 or 10 damage, or True Strike multiples for 6 or so. Secondary True Strikes don't necessarily need to have the same element as the initial hit, and can be an interesting way to differentiate combos

Increase status potency: If the combo already inflicts a status, making it more potent is another common option. Turn a short status into a long one, or go from I to II!

Add another status: Feel free to add a status that wasn't part of the initial attack, too.

Slow, Dispel, Push/Pull, Suppression: Can be added as well, though remember to not go overboard with them.

Beneficial Options: Likewise, you're free to add True Heals, Bubbles, Barriers, Quickens, Dashes, Retreats, Cleanses, additional drive, and positive effects to the combo options as well. These can work particular well for your tank and support type monsters, especially if they effect ally monsters rather than the user!

Dazed

Dazed actions are probably the place where monsters are the most different from PCs. Given that the objective in most encounters is for the players to win, even if by a close call in some cases, and that the GM is already running multiple combatants, there's not much of a point in giving them Dazed actions. Moreover, KOing a monster is usually a mark of progress in the encounter, and Dazed actions take away from that to an extent. As such, they should be using sparingly, perhaps more so than any other possible option. Use them to make particularly memorable or frustrating enemies (multi-part bosses, tough tank-types, reoccurring antagonists and the like), or particularly gimmicky monsters like living bombs or ghosts that have low HP but still attack when defeated.

Just like with PCs, if a monster does have a dazed action it should be on the weak end. True Strike a target for 4 damage, granting a Short Status, Slow 1 a target, and other things on that level of power. Daze actions usually aren't Techniques or Spells, and typically don't have MP costs.

Overdrives

When a monster starts a turn with a full Overdrive Gauge, just like with PCs, they'll perform an Overdrive. Unlike PCs, most monsters only have a single OD, owing to the fact that they're unlikely to get multiples off before they're KOd anyway, though certain gimmick monsters or bosses might have more than one.

A Overdrive is generally designed the same way that a Special Technique or Spell is, but waving the MP cost. Not all Overdrives need to be Techniques or Spells though; if it doesn't roll damage dice, it can probably do without the tag and rolling to hit. Overdrive's don't have combo options either, though they do generate momentum. When designing an OD, you're allowed to go a bit more overboard than you normally would for a Technique or Spell, particularly if the drive gauge is bigger than the default size. When using smaller gauges, where it's possible the monster might actually perform more than one OD try and keep the power somewhere between a Basic Action and the normal guidelines for Special Techs/Spells. Otherwise, this is a good place for things like massive spike damage hits, row/group attacks, supreme damage, buffs that might add new passive abilities rather than statuses, and other things of that nature that you wouldn't typically want to put on an ability that a monster can use at will.

Passive and "Quick/LP" Effects

These are probably the hardest part of monster design to give solid advise on, in part because they're entirely optional and many monsters won't have access to either type of ability. Still, they're good tools and can do a lot to help to make monsters feel different from one another if used right.

Passive effects

As stated above, passive abilities aren't something that most monsters need; the vast majority of the ones you write probably won't have any at all.

The most common passive ability that you might put on a monster is probably Armor; granting tough monsters the ability to lessen the damage they take from physical damage, just like the gear PCs can wear. 3's a good number for armor - big enough to be felt, but small enough that light weapon characters can still deal some damage.

Starting battles with certain buffs is another easy thing to do, especially if your players have access to dispel type effects.

A monster might also have passive effects that take effect only under certain conditions: casters that deal bonus damage against front row targets, strikers that hit harder against max HP targets, spirits gaining extra drive when hitting weakness, or gaining extra effects while defending are all valid choices. Be creative!

Other types of passive abilities might have you reacting to things happening to your monsters: robots gaining extra drive when their air weakness is struck, grim reapers gaining bonuses and powering up as targets are KOd, vanguards deploying bubbles when allies are struck, excitable monsters quickening when struck, and things like that. If the reaction-type of effect is particular potent, or you want to limit it if it's hard for most of your players to avoid triggering them, considering adding a 1LP cost to activate them so that things don't get out of hand (an enable some interesting counter play potential with Curse).

Passive abilities don't strictly need to positive, and there's as much room if not more for interesting effects to be negative for the monster in question, especially if they're a little stronger than normal. Giants that stumble and get shocked when hit by attacks with launch momentum, undead being weakened when hit by fire attacks, a speedy wolf enemy that loses drive or is slowed when struct by water damage. Lots of different ways you can play around with them.

Quick effects

Quick abilities on monsters are probably a little more common than passives, but generally speaking they're still not a thing that most monsters will need.

The most common reason to give a monster is if it has a smaller action that it's likely to repeat every turn, or on monsters with low or no combo potential, so that they still have some method of spending LP.

Generally, even if a monster has access to more than one quick ability, they can still only activate one per turn like PCs. Unlike PCs, they're not limited to using a quick a single time per encounter though, and are handled similar to how monster combos are - they can be activated multiple times over the encounter, but must spend 1LP to do so each time.

Like with passives, it's hard to give solid advise on what a quick action will look like, but you can probably use PCs accessories and class quick abilities as a good reference point. Moderate True Strikes, Bubbles, Short Statuses, small damage boosts, or maybe an effect that slightly modifies how the monsters other actions work, and things of that nature.

Bosses: Scarier, stronger, more threatening monsters!

When designing a power antagonist, forest guardians, demon overlords and other various Boss grade encounters, you have a lot more wiggle room to go wild with your design and number. Especially since S:OD inherently doesn't have any sort of action denial - they can even act when KOd with Dazed actions!

Boss Values (With Minions)
Stat With 4 With 2 Solo
HP 200-250 300-400 600-700
MP 6 10 20
LP 6 10 20
Initiative 1d6+8
Drive Gauge 0/6

For the bosses basic statistics, feel free to double them if they're with minions or the main body of a multi-part boss, while for solo boss encounters, you might want to go up to five times as much so that it doesn't drop in a single round.

The Bosses Basic Action is probably on par with a normal monster's Special Technique or Spell. And for the bosses techniques and spells, you can do a bit over board. Feel free to have multi-target techniques, or spells that deal damage and inflict long statuses, or giant hits for 1d10+20 damage to a single target! Feel free to give them more than one or two special abilities as well, as a boss is much more likely to last until the end of an encounter than your average monster.

Bosses are a little different from normal monsters in that, while not mandatory, having access to some passive and/or quick abilities is highly recommended. Quick abilities might even be as powerful as a normal monsters basic action, to sell the threat of a boss, though you'll likely still want to limited them to one quick per turn.

Passive's can likewise be extra ordinarily powerful, with a fairly common addition for bosses being the creation of a initiative marker when the fight begins, allowing the boss to act more than once per round. This is particularly important for solo bosses, which you might give multiple additional initiative cards to to prevent the boss from being over whelmed and out paced. When doing this consider increasing the size of the drive gauge, to offset the extra drive it will be gaining - or don't. Bosses are allowed to be a little excessive. If a boss has multiple turn markers, when it's quicken or slowed only move a single marker, chosen by the ability user.

One other thing to keep in mind is that you'll probably want to give your boss some access to mitigation or recovery tools, as they're likely to be ganged up on, Cleanses can be particularly important the less minions a boss is accompanied by, since a single, powerful target is a highly attractive target for long statuses effects, and most classes have access to a few. Probably in the form of quicks or actives, rather than as a passive effect so that there's still some opportunity cost to restoring the boss to peak fighting order, and the turns the PCs spent inflicting statuses don't feel completely wasted.

Rewards

Generally speaking, 15EXP and 15Gold for each PC per encounter, or 3EXP/Gold per enemy. You can adjust this number up or down for particularly weak or strong enemies, and probably want to inflate it a tiny bit when the PCs win important boss fights. Note that gold doesn't strictly need to drop from monsters mid dungeon. If that sort of thing makes less sense than normal in the setting, or if it's something that bothers the PCs, feel free to keep track of how much gold they should be gathering, and then give it to them as quest rewards from friendly NPCs, a salary they earn from an employer, or even within treasure chests that they find while exploring. Speaking of treasure, don't forge to occasionally gives your players some actual treasure from time to time as well.

Example Monsters

Since the design guide largely just gives advise on building monsters, rather than a creation system with strictly rules, it might be hard to get an idea of how monsters and encounters should look. To that end, we've created a number of example encounters, each with a few monsters each to see how some of these ideas work in practice.

Forest Encounter

Featuring two Boars in the front row, and three Pixies in the back row.

Boar

W: Fire, R: Earth
HP: 100
MP: 3
LP: 3
Init: 1d6+10
Drive: 0 / 8

[T] Attack - 80 CoS - Deals 1d8+12 physical damage to a single target. Scratch 4 on a miss. M-Rush
C Pin: +4 damage
C Recovery: All Boars on the field gain +2 Drive.

[T] Charge - 1MP - 80 CoS - Dash, then deal 1d8+12 physical damage and inflict Long Taunt on a single target. Scratch 4 on a miss. M-Pin
C Air: Slow 1 the target as well.
C Fire: +4 damage.

[OD][T] Gouge - 80 CoS - Deals 1d10+20 Supreme damage to a single target. Scratch 7 on a miss. M-Pin

Pixie

W: Water, R: Air
HP: 100
MP: 4
LP: 4
Init: 1d6+6
Drive: 0 / 6

[T] Attack - 80 CoS - Deals 1d8+12 physical damage. Scratch 4 on a miss. M-Rush

[S] Fairy Fire - 1MP - 100 CoS - Deals 1d8+12 fire damage and inflicts Short Burning to a single target. M-Fire
C Rush: Inflict Short Burning on a second target as well.
C Recovery: +4 damage.

[S] Fey Whisper - 1MP - 100 CoS - Deals 1d8+12 air damage and inflicts Short Shock to a single target. M-Air
C Rush: The Pixie Quickens 1
C Pin: +4 damage.

[OD][S] Fey Light - 100 CoS - Restores 1d8+15 HP to a single target. M-Recovery

Forest Encounter 2

Featuring three Slimes in the front row, and two Hawks in the back row.

Slime

W: Fire, R: Earth
HP: 100
MP: 4
LP: 4
Init: 1d6+8
Drive: 0 / 6

[P] Squishy - The Slime has 3 Armor.
[P] Frozen Solid - Anytime the Slime is struck for water damage, it gains Short K-Shatter II

[T] Attack - 80 CoS - Deals 1d8+12 physical damage to a single target. Scratch 4 on a miss. M-Rush
C Air: True Strike same row targets for 6 physical.
C Rush: True Strike a target in the opposite row for 8 physical.

[T] Glomp - 1MP - 80 CoS - Deals 1d8+12 physical damage and inflicts Short Challenge II to a single target. Scratch 5 on a miss. M-Pin
C Water: The Slime gains a Bubble (8).
C Air: Long K-Falter the target as well.

[S] Solvent - 1MP - 100 CoS - Deals 1d8+12 water damage and dispels a positive status from a single target. M-Water
C Pin: +4 damage.

[OD][T] Bounce - 80 CoS - Deals 1d8+12 physical damage to two targets. M-Rush

Hawk

W: Air, R:Earth
HP: 100
MP: 4
LP: 4
Init: 1d6+8
Drive: 0 / 6

[T] Attack - 80 CoS - Deals 1d8+12 physical damage to a single target. Critical 20. M-Rush
C Pin: Suppresses the target by -2.
C Air: +4 damage.

[S] Buffet - 1MP - 100 CoS - Deals 1d8+12 air damage to two targets. M-Air
C Rush: Inflicts Long K-Shatter on one of the hit targets.

[S] Fair Winds - 1MP - 100 CoS - Grants Short E-Power to the entire group. M-Air
C Water: Grants Short E-Power II instead.

[OD] Twister - True Strike the group for the 8 air damage. M-Air

Forest Encounter 3

Featuring two Giant Bees in the front row, and two Ambuplants in the back row.

Giant Bee

W: Earth, R: Air
HP: 150
MP: 4
LP: 6
Init: 1d6+2
Drive: 0 / 4

[P] Death Attack - When the Giant Bee is KOd, True Strike the attacker for 8 physical damage immediately.

[T] Attack - 80 CoS - Deals 1d8+15 physical damage to a single target. Scratch 5 on a miss. M-Rush.
C Pin: The Giant Bee gains Long K-Power.
C Earth: +5 damage.
C Fire: Inflicts Long Burning as well.

[T] Sting - 1MP - 80 CoS - Deals 1d8+15 physical damage and inflicts Short Toxin II to a single target. Scratch 5 on a miss. M-Pin
C Rush or Earth: Inflicts Long Toxin as well.

[OD][T] Fly By - 80 CoS - Deals 1d8+15 physical damage to one target in each row. Scratch 5 on a miss. M-Rush

Ambuplant

W: Fire, R: Water
HP: 100
MP: 6
LP: 3
Init: 1d6+8
Drive: 0 / 6

[S] Photosynthesis - 100 CoS - The Ambuplant gains +2 Drive. M-Fire
C Earth: The Ambuplant gains a Barrier (6) as well.

[S] Vine Lash - 1MP - 100 CoS - Deals 1d8+15 earth damage to a single target. M-Earth

[S] Pollen Cloud - 1MP - 100 CoS - Inflicts Short Exhaust on an entire group. M-Earth
C Pin: Inflicts Long Exhaust on a single target.
C Fire: True Strike all targets for 6 fire damage as well.

[OD][S] Quick Lash - 100 CoS - Deals 1d8+12 earth damage to a single target and grants Short Lucky to the Ambuplant. M-Earth

Roadside Encounter

Featuring four Goblin Raiders and two Goblin Shaman

Goblin Raider

W: Water, R: Air
HP: 80
MP: 2
LP: 2
Init: 1d6+8
Drive: 0 / 8

[T] Attack - 80 CoS - Deals 1d6+10 physical damage to a single target. M-Rush
C Launch: + 6 damage
C Fire: +2 damage, and Slow 1 the target.

[T] Goblin Punch - 1MP - 80 CoS - Deals 1d8+14 physical damage to a single target. M-Launch
C Rush: +6 damage

[OD][T] Double Attack - 80 CoS -Deals 1d6+10 physical damage to a single target. M-Rush

Goblin Shaman

W: Earth, R: Fire
HP: 100
MP: 6
LP: 2
Init: 1d6+6
Drive: 0 / 6

[T] Attack - 80 CoS - Deals 1d8+12 physical damage to a single target. M-Launch
C Fire: +2 damage, Ignore Row Limitations for this attack, then True Strike a second target for 6 physical damage.
C Launch: +6 damage

[S] Radiance - 1MP - 100 CoS - Deals 1d8+12 fire damage and inflicts Short Chill. M-Fire
C Rush: +2 damage, and Inflicts Long Chill instead.

[S] Restore - 2MP - 100 CoS - Restores 1d10+20 HP to a single target. M-Recovery

[OD] Divine Blessing - Grants Long Fire Saber and Short Liberation II to a single target. M-Fire

Roadside Encounter 2

Featuring three Wolves in the front row and two Earth Elementals in the back row.

Wolf

W: Water, R: Air
HP: 100
MP: 4
LP: 2
Init: 1d6+6
Drive: 0 / 6

[P] Deft Strikes - Whenever the Wolf attacks a target with an init marker below its own, deal +2 damage.

[T] Bite - 80 CoS - Deals 1d8+12 physical damage to a single target. Scratch 4 on a miss. M-Pin
C Rush: +4 damage.
C Earth: The Wolf True Heals +10HP.

[T] Rush - 1MP - 80 CoS - Deals 1d8+12 physical damage to a single target and Quicken 1s the Wolf. Scratch 5 on a miss. M-Rush
C Pin: +4 damage.
C Air: Quicken 3 instead.

[S] Howl - 1MP - 100 CoS - Grants Long K-Power and Long Energize to the Wolf. M-Air
C Earth: Gain Long E-Guard as well.

[OD][T] Dash Attack - 80 CoS - Deals 1d8+12 physical damage to a single target, and can ignore row limitations. Scratch 5 on a miss. M-Rush

Earth Elemental

W: Air, R: Earth
HP: 100
MP: 4
LP: 4
Init: 1d6+8
Drive: 0 / 6

[S] Pebble - 100 CoS - Deals 1d6+8 earth damage to a single target. M-Earth
C Earth: The Earth Elemental gains a Bubble (10)

[S] Micro Quake - 1MP - 100 CoS - Deals 1d8+12 earth damage to two targets. M-Earth
C Pin: Slow 1 both targets.
C Rush: Short Shock both targets.
C Air: True Strike all other targets for 6 earth.

[S] Earth Ward - 1MP - 100 CoS - Grants Long Absorb Earth II to a single target. M-Earth

[OD][S] Collapse - 100 CoS - Deals 1d8+16 Earth damage and Slow 1 to a single target. M-Earth

Beach Encounter

Featuring two Crabs in the front row, and three Flying Fish in the back.

Crab

W: Fire, R: Earth
HP: 100
MP: 4
LP: 4
Init: 1d6+8
Drive: 0 / 6

[P] Hard Shell - The Crab has 3 Armor

[T] Attack - 80 CoS - Deals 1d8+12 physical damage. Critical 20. M-Pin
C Earth: +5 damage
C Recovery: Cleanse a status from the Crab.

[T] Snip - 1MP - 80 CoS - Deals 1d8+12 physical damage and inflicts Long K-Falter. Critical 20. M-Pin
C Water: Inflicts Long K-Shatter as well.
C Pin: +4 damage.

[S] Harden - 1MP - 100 CoS - The Crab gains Long K-Guard and Long E-Guard. M-Earth.

[OD][T] Vice Grip - 80 CoS - Deals 1d8+12 supreme damage, and inflicts Short Shock and Short Taunt. M-Pin

Flying Fish

W: Air, R: Water
HP: 100
MP: 4
LP: 4
Init: 1d6+6
Drive: 0 / 6

[P] Hovering - Anytime the Flying Fish is struck by an attack that generates Launch, Pin or Air momentum, Slow 1 it.

[T] Attack - 80 CoS - Deals 1d8+12 physical damage to a single target. Scratch 4 on a miss. M-Rush

[S] Dampen - 1MP - 100 CoS - Deals 1d8+12 water damage and inflicts Short E-Falter on a single target. M-Water
C Earth: Inflicts Long E-Falter instead.
C Pin: +4 damage.
C Recovery: Slow 2 the target as well.

[S] Wave - 1MP - 100 CoS - Deals 1d6+10 water damage to a row of targets. M-Water
C Rush: True Strike targets in the opposite row for 6 water.

[OD] Realign - 100 CoS - Cleanse a status, Quicken 4, and gain Short E-Power II and Short Focus. M-Recovery

Ruins Encounter

Featuring three Golems in the front row, and two Rusted Sentries in the back row.

Golem

W: Water, R: Air
HP: 100
MP: 4
LP: 4
Init: 1d6+6
Drive: 0 / 8

[Q] Ruble Guard - Grants a single ally a Barrier (6).

[T] Attack - 80 CoS - Deals 1d8+12 physical damage to a single target. M-Launch
C Rush: +2 damage, and True Strike targets in the opposite row for 6 earth damage.
C Launch: +6 damage
C Recovery: +2 damage, and cleanse a status from the Golem.

[T] Blow Back - 1MP - 80 CoS - Deals 1d8+12 physical damage to a single target and Pushes them into the opposite row. M-Launch

[T] Crush - 1MP - 80 CoS - Deals 1d8+12 physical damage and inflicts Short K-Shatter II on a single target. M-Pin
C Pin: +6 damage.

[OD] Reconstruct - The Golem True Heals +20HP and gains Short K-Power II. M-Recovery

Rusted Sentry

W: Air, R: Fire
HP: 100
MP: 3
LP: 4
Init: 1d6+8
Drive: 0 / 4
Ammo: 4

[T] Shoot - 1Ammo - 80 CoS - Deals 2d6+12 physical damage to a single target. Scratch 4 on a miss. M-Pin
C Launch: +5 damage.
C Pin: +1 damage die.

[T] Flak Shot - 1Ammo & 1MP - 80 CoS - Deals 2d6+12 physical damage to a single target, and True Strikes all other targets in the same row for 8 physical. Scratch 5 on a miss. M-Rush

[T] High Gear - 1Ammo & 1MP - 80 CoS - Deals 2d6+12 physical damage to a single target, and grants the Rusted Sentry Short K-Power II at the start of the next round. Scratch 5 on a miss. M-Recovery
C Rush: Gain Short Fire Saber at the start of the next round as well.
C Pin: +1 damage die

[OD][T] AP Round - 1Ammo - 80 CoS - Deals 2d6+16 supreme damage to a single target. Scratch 6 on a miss. M-Pin

Ruins Encounter 2

Featuring two Dullahan in the front row, and three Ghosts in the back row.

Dullahan

W: Air, R: Fire
HP: 120
MP: 3
LP: 3
Init: 1d6+10
Drive: 0 / 8

[P] Heavy Plating - The Dullahan has 3 Armor.
[P] Stumble - If the Dullahan takes physical damage before acting, it gains Short Shock.

[T] Attack - 80 CoS - Deals 1d8+14 physical damage to a single target. Scratch 5 on a miss. M-Launch
C Rush or Air: Inflicts Long Shock as well
C Launch or Water: +4 damage

[T] Wide Sweep - 1MP - 80 CoS - Deals 1d6+10 physical damage to all targets in the front row. Scratch 3 on a miss. M-Rush

[OD][T] Heavy Swing - 80 CoS - Deals 1d8+14 physical damage, and True Strike targets in the opposite row for 6 earth damage. M-Launch

Ghost

W: Fire, R: Water
HP: 85
MP: 6
LP: 2
Init: 1d6+3
Drive: 0 / 6

[S] Gaze - 100 CoS - Deals 1d6+8 air damage to a single target. M-Air

[S] Shadow Stitch - 1MP - 100 CoS - Deals 1d8+12 water damage and inflicts Short Shock on a single target. M-Water
C Air: Slow 1 the target as well.
C Rush or Launch: +4 damage.

[S] Haunt - 1MP - 100 CoS - Inflicts Long Curse II on a single target. M-Water
C Water: True Strike the target for 6 water damage as well.

[OD] Possession - Inflicts Long Exhaust, Long Chill, and Slow 1 on a single target. M-Water

City Encounter

Featuring three Thugs in the front row, and two Enforcers in the back row.

Thug

W: Fire, R: Earth
HP: 100
MP: 3
LP: 6
Init: 1d6+8
Drive: 0 / 6

[T] Attack - 80 CoS - Deals 1d8+12 physical damage to a single target. M-Rush
C Pin: +6 damage.
C Recovery: +2 damage and the Thug True Heals +10HP.
C Air: +2 damage, and True Strike same row allies for 6 air damage.

[T] Trip - 1MP - 80 CoS - Deals 1d8+12 physical damage and Slow 1 a single target. M-Pin
C Rush: +6 damage.
C Launch: +2 damage, and inflicts Long Shock as well.
C Fire: +2 damage, and Inflicts Long Exhaust as well.

[S] Seize - 1MP - 100 CoS - Dispels a single positive status from a single target, and grants it in Long form to the Thug. M-Rush

[OD][T] Lightning Strike - 80 CoS - Deals 1d10+16 air damage to a single target and Quicken 1 the Thug. M-Air

Enforcer

W: Air, R: Water
MP: 4
LP: 4
Init: 1d6+8
Drive: 0 / 6
Ammo: 3

[T] Shoot - 1Ammo - 80 CoS - Deals 2d6+12 ranged physical damage to a single target. Critical 20. M-Pin
C Air: The Enforcer gains Long Lucky II.
C Fire: The Enforcer gains Long Fire Saber.
C Recovery: +4 damage.

[T] Shatter Round - 1Ammo & 1MP - 80 CoS - Deals 2d6+12 physical damage to a single target and inflicts Long K-Shatter. Critical 20. M-Launch
C Rush: +4 damage.

[T] Cover Fire - 1Ammo & 1MP - 80 CoS - Deals 2d6+ physical damage to a single target, and grants a Bubble(10) to an ally. Critical 20. M-Recovery
C Pin: Suppresses -2 as well.

[OD][S] Bottled Flames - 100 CoS - Deals 1d8+12 fire damage and inflicts Long Burning to a single target. M-Fire

City Encounter 2

Featuring two Knights in the front row, then one Wizard and two Riflemen in the back row as well.

Knight

W: Air, R: Earth
HP: 120
MP: 2
LP: 6
Init: 1d6+4
Drive: 0 / 6

[Q] Raise Shield - The Knight gains a Bubble(10).

[T] Attack - 80 CoS - Deals 1d8+12 physical damage to a single target. Scratch 4 on a miss. M-Rush
C Launch or Pin: +4 damage.
C Air: The Knight gains +2 Drive.

[T] Guardian's Strike - 1MP - 80 CoS - Deals 1d8+12 physical damage and inflicts Long Challenge to a single target. Scratch 4 on a miss. M-Rush
C Water or Fire: Inflicts Long Shock as well.

[S] Defender's Ward - 1MP - 100 CoS - The Knight and party grain a Barrier(10). M-Air
C Rush: True Strike the first enemy to hit one of the Knight's allies for 8 air damage.

[OD][T] Smite - 100 CoS - Deals 1d8+16 supreme damage to a single target. Scratch 6 on a miss. M-Launch

Rifleman

W: Fire, R: Water
HP: 90
MP: 4
LP: 4
Init: 1d6+12
Drive: 0 / 6
Ammo: 2

[T] Shoot - 1Ammo - 80 CoS - Deals 2d6+15 ranged physical damage to a single target. Scratch 5 on a miss. M-Pin
C Launch or Pin: +4 damage

[T] Crack Shot - 1Ammo & 1MP - 80 CoS - Deals 3d6+15 ranged physical damage to a single target. +1d6 damage if the target was struck for damage earlier in the round. Scratch 6 on a miss. M-Launch
C Fire: +5 damage, and change damage type to fire
C Water: +5 damage, and change damage type to water
C Air: +5 damage, and change damage type to air
C Earth: +5 damage, and change damage type to earth

[T] Lead Poisoning - 1Ammo & 1MP - 80 CoS - Deals 2d6+15 ranged physical damage and inflicts Long Toxin to a single target. Scratch 6 on a miss. M-Pin
C Rush: Inflicts Long E-Shatter as well.

[OD][T] Barrage - 1Ammo - 80 CoS - Deals 2d6+10 ranged physical damage to the entire group. Scratch 3 on a miss. M-Rush

Wizard

W: Earth, R: Fire
HP: 100
MP: 6
LP: 4
Init: 1d6+8
Drive: 0 / 8

Channel - Grants +1MP to a single target, and grants Short E-Power to the Wizard at the start of the next round. M-Recovery
C Air: Grants +2 MP instead and Cleanse a status as well.

[S] Fireball - 1MP - Deals 1d8+15 fire damage to a single target. M-Fire
C Rush: +4 damage.

[S] Freeze - 1MP - Deals 1d8+12 water damage and Slow 1 a single target. M-Water
C Launch: +4 damage.
C Pin: Inflicts Long K-Shatter as well.

[S] Earthquake - 2MP - Deals 1d8+12 earth damage to the entire group. M-Earth

[OD][S] Storm Bringer - Deals 1d8+12 air damage to a single target immediately, and at the end of every round until the end of battle, True Strike a target for 6 air damage. M-Air

Boss and Entourage

Featuring four Skeletons in the front row, and one Lich in the back row.

Skeleton

W: Fire, R: Earth
HP: 100
MP: 2
LP: 4
Init: 1d6+8
Drive: 0 / 6

[T] Attack - 80 CoS - Deals 1d8+12 physical damage to a single target. M-Rush
C Pin or Recovery: +6 damage.
C Earth: +2 damage and Dispel a single status from the target as well.
C Water: +2 damage and Slow 2 the target as well.

[T] Threaten - 1MP - 80 CoS - Deals 1d8+12 physical damage and inflicts Short Taunt II on a single target. M-Pin
C Rush: +6 damage.
C Launch: +2 damage, and Long Taunt as well.

[OD][T] Head Bash - 80 CoS - Deals 1d8+12 physical damage and inflicts Long Shock on a single target. M-Launch

Lich

W: Fire, R: Water
HP: 250
MP: 10
LP: 6
Init: 1d6+8
Drive: 0 / 8

[P] Lingering Energy: The Lich gains +3 drive at the end of each turn, rather than +2.

[Q] Finger Snap - True Strike a single target for 8 air damage.
[Q] Shudder - Cleanse a single status from the Lich.

[T] Scepter - 80 CoS - Deals 1d6+10 physical damage to a single target, and the Lich Retreats and gains Short Liberation II next round. Scratch 3 and Retreat on a miss. M-Rush

[S] Curse - 1MP - 100 CoS - Deals 1d8+12 water damage and inflicts Long Curse on a single target. M-Water
C Pin: Long Curse II instead.
C Recovery: +6 damage.

[S] Decay - 1MP - 100 CoS - Deals 1d8+12 earth damage and inflicts Long Toxin on a single target. M-Earth
C Pin: Long Toxin II instead.
C Recovery: +6 damage.

[S] Shadow Lance - 1MP - 100 CoS - Deals 1d8+15 water damage to a single target in each row. M-Water
C Rush: True Strike a third target for 8 water damage.
C Launch: +5 damage.

[OD][S] Life Drain - 100 CoS - Deals 1d8+15 water damage to a single target, then True Heals the Lich for an amount of HP equal to the damage inflicted. M-Recovery

Multi-Part Boss

Made up of the Combat Mech in the back row, then the Sword Arm and Shield Arm in the front row.

Combat Mech

W: Air, R: Fire
HP: 300
MP: 6
LP: 6
Init: 1d6+6
Drive: 0 / 10
Ammo: 2

[P] High Gear - Whenever the Combat Mech takes a Defend action, it may cleanse a status as well and gains +2 Drive.
[P] Overclocked - When combat begins, the Combat Mech generates a second Turn Marker 3 turns below it's initial one.

[T] Stomp - 80 CoS - Deals 1d10+20 physical damage and Slow 1 a single target. Critical 20. M-Pin
C Air: +5 damage.
C Pin: Dispel a single status as well.

[T] Shoulder Cannon - 1Ammo - 80 CoS - Deals 3d6+25 ranged physical damage to a single target. Scratch 7 on a miss. M-Launch
C Rush: +2 dice.
C Launch: +5 damage

[S] Eye Beams - 1MP - 100 CoS - Deals 1d8+12 fire damage and inflicts Long Burning on a single target. M-Fire
C Launch: Long Burning II instead.
C Pin: +5 damage.

[S] Divert Power - 1MP - 100 CoS - Immediately Quicken 3 and grant a Bubble (10) to the Shield Arm, then Grants Short K-Power II and Short Lucky II to the Sword Arm at the start of the next round. M-Air

[OD] Repair System Activate - Remove Daze and restore a single target to maximum HP. M-Recovery
[OD] Missile Swarm - True Strike the entire party for 15 supreme damage. M-Launch

Sword Arm

W: Earth. R: Water
HP: 100
MP: 4
LP: 4
Init: 1d6+10
Drive: 0 / 6

[T] Attack - 80 CoS - Deals 1d8+15 physical damage to a single target. Scratch 5 on a miss. M-Rush
C Air: + 5 damage
C Pin: The Sword Arm gains +2 drive.

[T] Rend - 1MP - 80 CoS - Deals 1d8+15 physical damage, and inflicts Long K-Shatter & Long E-Shatter. Scratch 5 on a miss. M-Pin
C Launch: +5 damage.
C Rush: Suppresses -4 Drive as well.

[T] Wide Slash - 1MP - 80 CoS - Deal 1d8+15 physical damage to front row targets. M-Rush
C Fire: True Strike back row targets for 8 fire damage.

[D] Limp Strike - True Strike a single target for 4 physical damage. M-Rush

[OD] Electric Coating - The Sword Arm gains Long Air Saber. If it already has this status, gain Long E-Power instead, and if it has that status already, gain Long E-Power II instead. M-Air

Shield Arm

W: Water, R: Earth
HP: 100
MP: 2
LP: 4
Init: 1d6+0
Drive: 0 / 6

[P] Reinforced - The Shield Arm has 3 Armor.

[Q] Guard - Grants a different part of the mech a Barrier (6).

[T] Shield Bash - 80 CoS - Deals 1d6+10 physical damage and inflicts Short Challenge II on a single target. Scratch 3 on a miss. M-Launch

[T] Overwatch - 1MP - 80 CoS - Deals 1d8+12 physical damage and inflicts Long Taunt on a single target. Scratch 5 on a miss. M-Rush

[T] Slam back - 1MP - 80 CoS - Deals 1d8+12 physical damage, Inflicts Long K-Falter & E-Falter, and Pushes the target into the back row. Scratch 5 on a miss. M-Launch

[D] Weak Block - Grants a single target a Bubble (4). M-Recovery

[OD] Auto Repair - The Shield Arm True Heals +20HP and +1MP. M-Recovery

Solo Boss

Featuring one Dragon.

Dragon

W: Water, R: Fire
HP: 600
MP: 20
LP: 20
Init: 1d6+4
Drive: 0 / 15

[P] Overwhelming - When combat begins, the Dragon generates a second Turn Marker 2 turns below its initial one, then a third 2 turns below the second.
[P] Enrage - When the Dragon is reduced to 150HP to lower, it immediately generates a fourth Turn Marker at the top of the initiative list.

[Q] Claw - True Strike a single target for 12 physical damage.
[Q] Intimidate - Short Shock a single target.
[Q] Anticipation - The Dragon gains Short Stalwart

[T] Bite - 80 CoS - Deals 1d10+15 physical damage to a single target. Critical 20. M-Pin
C Recovery: Inflicts Short Burning II as well.
C Fire: True Strike another target for 15 fire damage.
C Launch or Air: The Dragon True Heals +10HP.

[T] Tail Lash - 1MP - 80 CoS - Deals 1d10+20 physical damage to a single target. Scratch 8 on a miss. M-Launch
C Pin: True Strike same row targets for 10 physical damage.
C Air: Slow 2 the target.

[S] Roar - 1MP - 100 CoS - Inflicts Short Curse II on the entire group. M-Air
C Launch: True Strike the group for 8 air damage as well.
C Recovery: Dispel a single target from each target as well.

[S] Deep Breath - 1MP - 100 CoS - Cleanse all statuses from the Dragon, and gain Short E-Power II. M-Recovery.
C Fire:The Dragon gains Long Fire Saber.
C Pin: The Dragon True Heals +10HP.

[OD][S] Fire Breath - 100 CoS - Deals 1d8+12 fire damage and Long Burning to the entire group. M-Fire

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