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Blah blah words. Emphasis on advise and guidelines for creating monsters, rather than strict rules.

The Basics

All Monsters have HP, MP, LP, an Initiative score, and a Drive Gauge.

They're also Weak to a single type of elemental damage, and Resistant to another. (The remaining two are neutral) This is about the only thing you probably shouldn't change - it's important for monsters to have at least one weakness and one resistance each. talk about this and maybe fill it out a bit: http://storagebin.wikidot.com/s-monsters

Your average, run of the mill monster probably has a basic stat block that looks like this:

HP: 100
MP: 4
LP: 4
Initiative: 1d6+8
Drive Gauge: 0/8

Generally speaking, a monster's initiative bonus and drive gauge size should be about equal - faster monsters act more rapidly and the like - but you're free to change that up to suit specific monster concepts of course.

A team of five monsters with average HP fighting against a team of five PCs should generally last about 6 rounds, and is what the system was tested for and usually tries to aim for, though the round count can end up shorter or longer depending on how clever the PCs manage to work together, a bit of luck with critical/bursts, and how and when their own overdrives wind up happening. Tougher enemies usually have more HP, and weaker enemies usually have a bit less. Anywhere from 60 to 200 HP is probably alright, with 60 HP targets being fairly easy to pick off, and 200 HP enemies being something the PCs will need to put a bit of effort into downing. If you start varying HP totals from the average too much, it's probably a good idea to pair some weaker enemies in with the tougher ones, so they the fight doesn't become a long, drawn out slogfest (unless that's what you're aiming for, of course).

Monsters USUALLY don't have Dazed abilities, so when they run out of HP they tend to be out of the fight for good. You're perfectly free to give them Dazed abilities, but you should save that for special occasions, rare surprise monster tricks (particularly on super low HP targets - most PCs will just groan endlessly if they ever run into anything with a perfectly reasonable HP pool that can continue to fight after its been Dazed), or 'Boss Fights'.

MP is used for fueling most monster abilities, so you'll generally want to have at least 2 on each monster, and increasing from there for how long you want the monster to be able to perform stronger, more threatening moves into the fight, since they don't generally have any way to recover MP. Monster abilities are usually priced at 1MP per ability used, unlike PCs which have more variable costs and larger pools. If a monster is designed around performing specific sort of tricks, or if they're more of a spell caster than a melee attacker you might want to give them more MP as well, to ensure they can continue functioning properly in later rounds, and well as not being instantly crippled by PCs with access to Exhaust.

Unlike PCs, LP isn't used to alter CoS rolls on monsters. Instead, monsters consume 1LP anytime they wish to perform a COMBO with an attack or ability. Similarly, monster combo a bit differently from PCs as well - rather than being limited to one combo activation per ability per battle, they can keep performing consecutive combos with the same ability, so long as they have the LP to pay for its activation. Give a monster more or less LP for the same sorts of reasons you might give one more or less MP, with the caveat that LP is more for enhancing abilities in power or offering slight versatility, where as MP is usually used to fuel completely different types of attacks.

It's totally fine for monsters to have different MP and LP scores too - you might have a really direct spell caster that doesn't adapt to new situations well that has high MP and low MP, or a slippery opportunist that doesn't have many MP or easy tricks they can pull off, but has high LP and a lot of combo options to chain off of their allies. Anything goes!

Initiative rolls are always 1d6 + some static bonus. Remember that smaller is faster. The earlier in a round a monster acts, the harder it is for the monster to perform combos, but the easier it is for them to set up. Faster monsters are also better at applying Short statuses, and ignoring them in turn, since they only last until the end of the round and most only take effect when the target acts. Nothing else to keep in mind when assigning initiative really, other than perhaps PCs inits, though those can vary wildly from PC to PC and depending on their build, so just check their sheets if you want to based your rolls around that, even if luck always place a small part in the order turns wind up happening in.

Drive Gauges function the same way for PCs and monsters alike, aside from monster drive gauges generally being much smaller (as they don't persist from fight to fight, like PCs do, and need to be small in order for them to matter at all). Since monsters generate +2 Drive at the start of each turn, drive gauge are generally even numbers, though you can make them odd if you like (especially if you expect to see Chill/Energize, Suppression and Bonus Drive effects in play!). The smallest a drive gauge should ever be is 4, which would cause the monster to OD every other round naturally. On the flip side, the largest you ever want a drive gauge to be is probably 12, which would take a staggering 6 rounds to full charge naturally - which tends to be at the very tail end of most average fights, as you may recall from the blurb on HP. The power of the overdrive should scale a bit depending on its size as well, with larger gauges enabling stronger abilities, since they're less likely to go off, and will go off less frequently even if they do!

Attacks And Combos

As for attacks, you generally need three things - a Basic Attack, one or two Special Abilities, and then an Overdrive.

Note that Monsters can all take Defend actions (important for Ammo consuming monsters!), as well as Reposition, just like PCs. Everything else they're capable of doing, though, is entirely up to you!

But first, a reminder about damage types and momentum. Monsters generate momentum in the same way that PCs do, but they have their own pool which doesn't mix with theirs. When you write up abilities, you get to determine the sort of momentum it generates. Techniques should generally have 80CoS and deal physical damage, and either Rush, Launch or Pin momentum. Spells should generally have 100CoS and deal elemental damage, with matching momentum (water, fire, air, earth). Healing abilities are generally spells and generate Recovery momentum.

Supreme damage is something you should try and stay away from! It's probably fine to use every once in a blue moon, particularly on more threatening monsters with high cost special attacks or slow to charge Overdrives. But given how many basic mechanics supreme damage can ignore or disrupt, it should definitely be something that doesn't come into play very often - as the occasional surprise it can catch players off guard and make specific monsters feel like more of a threat, but if it's something that happens a lot, the PCs will just be annoyed and frustrated at their armor, shields, barriers and bubbles never being able to function properly. Stick to putting a few caster type enemies in monster formations that specialize in elemental damage if you really feel like you need to take down that heavily armored tank (while keeping a few physical monsters in the front lines to protect them, and allowing the tank to still properly do its job).

Techniques should be melee attacks. If you want a ranged attack, you should make it either consume more MP than normal, or, give the monster an Ammo capacity and have the ranged attacks consume ammo, in the same manner that PCs use firearms.

Don't be afraid of reducing PCs to 0HP and Dazing them either, especially the ones that are trying to get hit! They have Dazed actions for a reason - even when they'd normally be KOd and completely out of a fight and bored in other systems, they can still function, albeit not as well, when Dazed, so there's no need to worry about taking a player completely out of the action and session if you play your monsters effectively.

Basic Attacks

A Basic Attack is a low powered, uncomplicated ability with no MP cost. Every monster should have one, in order to still function when they run out of MP.

Generally speaking, a basic attack is a melee technique that does about 1d6+10 physical damage. Weaker enemies might drop down to 1d6+6 physical, and strong enemies might go up to 1d8+16, depending on how you feel and how much of a threat you want each enemy to be. (Use 1d6 for attacks that do +10 damage or less, and 1d8 for attacks that do +11 or more). Basic attacks don't have to strictly deal damage though - Maybe you've made a magician, and instead of having a basic attack with low damage they'll never use, they might have something like "Meditate - Recover +2MP" instead. Basic attacks that don't deal damage might also inflict short, basic power statuses, or a small amount of drive, or anything else you think might make more sense for each monster in question. The main thing to keep in mind is that it's something with no MP cost that the monster can easily do, and is generally the least powerful move in their arsenal. Just stick to a physical attack if nothing particularly jumps out at you when writing up the monster, though, rather than worrying too much about making it unique. Players will be assuming a basic melee technique by default, anyway.

Special Attacks

Special attacks for monsters are what the PC's normal abilities are - abilities that consume MP and are stronger, or do different sorts of things. Most special attacks focus on doing one thing different, and consume 1 MP per use. If you want, though, you could perhaps have an ability cost 2MP and do a few different things, or be exceptionally powerful, but be mindful about how much Exhaust might interfere with these sorts of abilities.

A monster should probably have at least one special attack, usually has two, and might have three if you really want to emphasize the monster's versatility without relying on combos. Feel free to add more to stronger threats or boss type monsters that you expect to take a lot of turns with, if desired. Most don't need that many though, since a smaller amount makes it easier for PCs to figure out how a monster actually works and respond appropriately to it.

Note that Special Techniques can, and often should, generate different types of physical momentum from the basic attacks, just like with PC abilities.

If a technique is simply designed to deal more damage, an extra +3 or +4 damage over its basic attack damage is ideal in exchange for the 1MP cost.

Spells base damage should start at around the 1d8+12 range, adjusting down by two or 4 points if the spell has other effects, or possible up 2 or 4 points if it has no other effect, or is supposed to be stronger than normal.

If you want an attack that targets two people, drop the damage by about 3 or 4, and keep the MP cost at 1. If you want to target the entire group, however, drop the damage by the same amount but increase its MP cost by 2. Full group attacks are pretty powerful, and shouldn't e easy to spam. (This also keeps them from being able to spammed indefinitely with some luck due to Burst MP reductions on spells!)

Rather than doing extra damage, a special ability might inflict a status instead. Usually you want to stick with Short Statuses for this, though Long or Short II can be okay as well if used sparingly. Maybe lower the initially damage a bit, if so.

A few things to note with statuses: While most of them are pretty straight forward, two to keep in particular mind are Burning and Toxin. Burning is much more than just a damage over time effect! Especially at II levels, it can be used more as a form of crowd control - as PCs can and do at times opt to Defend and remove it, rather than suffering the damage. You can kind of think of it as something akin to a stun effect in other systems, though one PCs can ignore in exchange for taking a notable damage penalty. Toxin, too, is more than just a dot. While it come up as often on monsters, it's a lot more noticeable on PCs that it carries an outgoing healing down/falter effect as well, which you can use to occasionally annoy your healers and much as they annoy you. Just don't go overboard with it! Liberation and Absorb are two other statuses to keep in mind, on the buff side of things. These abilities are a fair bit more potent than most other status effects, so if you use them, they should have a bit more weight to costs and penalties than other statuses do.

Things that grant Barriers should generally rest in the 5~8 range, while Bubbles should be a bit stronger at 8~12 levels, and True Heal effects at about the same levels as Bubbles (though bubbles will probably feel a bit more 'fair' to PCs) are another good option for additional effects that might happen to the user of a special move instead of damage or inflicting a status. If you want a move that's a real heal, just take the base spell and make it restore HP instead of deal damage!

Likewise, some abilities might push or pull, cause the monster themselves to dash or retreat, or Slow/Quicken. Attacks that Slow probably Slow by 1 or 2 usually, and moves that quicken the monster probably do so by 1 or 2 as well. More is okay, but should probably be paired with slightly reduced damage to make up for it, or an increased cost.

Last but not least, don't forget about Dispel or Cleanse effects, which make for good effects as well. Probably select these a bit more sparing than other options, however, since they can be more annoying than new statuses coming into play.

Combo Effects

Each basic attack and special attack the monster knows probably should have at least one combo option available, though it's not strictly necessary if you want to create monsters with less complicated attack options. More complicated monsters, or monsters with fewer special attacks available to use, might have two combo options per attack. Three is probably okay as well, but is probably on the upper end of how many you should give (and will make monsters harder for YOU to run, anyway). Monsters generally should have SOME combos they like to perform, though, since there's an entire status that revolves around punishing them (Curse).

For each combo option, select one of the nine momentum types (Rush, Launch, Pin, Earth, Fire, Air, Water, Recovery, Supreme), then assign a single bonus to it. Try and keep in minds the other types of monsters that they typically fight with when assigning combo options - nothing's worth that marking down an option you can't actually use!

The two most basic types of combo bonuses are probably dealing bonus damage, or enhancing statuses. For bonus damage you should usually go with +4, though up to +6 is alright if you want to make a point of the combo being particularly powerful. For boosting statuses, most often a combo will either cause the inflicted status to become Long, or upgrade it to II strength. Another valid option is to have the combo True Strike another target for damage, usually in the 5 range (it should be a tad stronger than bonus damage to the ame target, but not by much).

While those two are the most common combo bonuses, it's also perfectly fine for them to add additional effects, in the same way that you would make a special attack. Inflicting other short statuses (maybe long for especially potent combos) or your pushes, pulls, slows, quickens, dashes, retreats, dispels and cleanses. Even the barriers, bubbles and direct heals! Follow the same sorts of guidelines as when making a special attack for those, only they're being fueled by LP and momentum instead of MP, so they're a bit trickier to use.


Overdrives for monsters function in more or less the same way that PCs OD do, aside from the fact that monsters always start battles at 0, and don't have a chance to build them up over multiple battles.

Balancing ODs can be a big tricky, but the main thing to remember is that monsters with small ODs should have weaker ones, and one with large ODs should be more powerful. Keep in mind they don't combo, either!

Assuming that the average monster has a drive gauge of about 8, then the most basic sort of OD is either a technique that deals +4 more damage than the monster's basic attack, or a Spell that does 1d10+16 damage. Adjust the damage up or down by +/-1 for each point the drive gauge is over or under 8. Take off about 2 damage if you want it to hit two targets, about 4 to hit a row, and about 6 or so to make it target the entire group. Feel free to experiment with numbers to suit your needs of course (maybe you have a monster with pathetic damage but an incredibly potent overdrive that spikes down PCs every couple rounds, or perhaps a strong foe with a humorously weak and lack luster OD, for example), but these general guidelines should work for most cases.

Of course ODs aren't solely used for damage, and there's a lot of room to do stranger, quirkier things with them, but these are a lot harder to quantify. In generally probably follow the same sorts of guidelines for special moves - anything's possible really - but they're all just a bit stronger. Instead of inflicting a short status, take off a few points of damage and inflict a long status, or short II. Self heals that grant a buff or quicken are good options too. If an OD doesn't deal any damage, granting two statuses at once is probably fine, or a group target one. The sky's the limit here, so just do whatever you feel like makes sense for the monster (and if nothing comes to mind, just stick to an extra damage hit)!

Passive Abilities

Passive abilities aren't something that most monsters need - they weren't even listed in the basic of things a monster should have! - but they're an option as well. The main draw of giving a monster is being able to reinforce a particular gimmick that a monster has, or grants them small reactions to things that happen in battle.

The most common type of passive ability you're like to use is simply giving a monster some armor - it's something players won't be too surprised to see on tougher, tankier monsters, though even then it should still be used somewhat sparingly, and at smaller levels around 1~4, that way characters using lighter weight weapons aren't completely crippled when they show up. Monsters focused on dealing large amounts of damage should probably not be armored.

Other reasonable ideas are gaining specific buffs or bonuses (Like drive, or +damage on their next attack) when allied monsters die, or perhaps when struck by specific kinds of damage. Damage bonuses to specific sorts of targets (lower initiative, suffering from statuses, high or low HP, etc) that you want to apply wholesale to a monster are good options as well.

Note that passive abilities don't always need to be beneficial for the monsters! Maybe you've made something that's a bit tougher than normal, but rather than scale back its powers, you could give it specific weaknesses to help counter it. When struck by a specific kind of damage is probably a good option for this - especially if it's not the same kind of damage that the monster's already weak to, to give the PCs more options with how to deal with it. They could be particularly vulnerable to certain types of statuses as well, and when they're inflicted by them they get upgraded to II levels, or become Long, or things like that. Experiment and find what works for you.

Threats, Bosses, and Stronger, Scarier Monsters

Given SEED's primary forms of inspiration come from JRPGs and Dungeon Crawlers, occasional run-ins with Boss-type monsters to put a cap on various plot arcs are to be expected. Generally speaking, you consider something a Boss enemy for one of two reason: A) when it both has some significance in the narrative, and you want it to stand as a clear threat against the PCs. Or B) It's a big, scary, nasty monster waiting at the end of the dungeon the PCs have had to transverse. Boss should be a bit of an uncommon encounter - you use them to emphasis plot points and pacing of the PCs adventure, and if there's a boss encounter every other session they become less exciting or special - but they're still something the PCs in general will be expecting to pop up every so often. So have fun with your bullet points.

When you're designing a Boss monster, you can go a bit nuts with the balancing end of things. Free free to just straight up double damage, or multi-target with no penalty. Start statues off Long or at two levels! Make it easy for them to mitigate damage via actual mitigating or self heals. Heck, they should probably have double to triple the normal amounts of HP/MP/LP, to emphasizing how threatening they are! Don't be afraid to give a Boss more special abilities either - they're going to live longer than most enemies, so it's a lto more reasonable for them to have larger tool kits.

Bosses are probably more likely to have passive abilities too. As they're much more likely to survive for a number of rounds into a battle after their minions have been taken out, you might even consider giving them passives that take LP to active, sort of like PC quick abilities - that way they still have something to do with LP when their options to combo become more limited later one. You can even get a bit crazier and do things like give the Boss multiple turn markers as a passive ability, rather than directly powering up all their various attacks. There's a lot of room for gimmicks and the like to try and make each boss interesting and unique.


Most monsters are 3 EXP. Tougher monsters are worth 4-5 EXP - this is awarded to all party members, not divided. Bosses are often worth 10 EXP!

Monsters are generally "worth" gold equal to their EXP value, per PCs in the party. However, unless it makes sense for them to, they're probably not carrying money! Feel free to roll a d6 when the party loots enemies that might carry money, turning up G equal to the result. Similarly, magical beasts and entities might dissolve into crystals, or have body parts that are of value of the market. Of course, they might just be guarding treasure or valuables nearby! Keep a loose grasp of how much 'G value' the party has accrued, and make sure treasure is somehow available to come near that. Treasure that's a pain to get (hidden, requires special knowledge to identify, hazardous or hard to carry), might be worth twice the G value it represents. Of course, having the party finding a treasure chest full of Gold is also a perfectly valid too; especially one a dungeon boss was guarding!

Or, you know, just give the PCs a salary.


Here's a whole bunch of random example monsters, to give a general idea of what they look like when built. Note that they generally try and stick to guidelines above, but do diverge from them on occasion in order to make the monster function properly mechanically, or better fit its intended role. Never be too afraid to experiment a bit!


A common goblin. There's probably generally a better description of the monster here

Resist: Fire. Weak: Water.
HP: 80 / 80
MP: 3 / 3
LP: 4 / 4
Drive Gauge: 0 / 8
Initiative: 1d6+8

[T] Attack: 80CoS. Deals 1d6+10 physical damage to a single target. M-Rush.
C Launch: Deals +4 damage.

[T] Goblin Punch: 1MP. 80CoS. Deals 1d8+12 physical damage to a single target, and has 30 Critical. M-Launch.
C Rush: True Strike a target in the back row for 5 physical damage.

[OD][T] Goblin Kick: 80CoS. Deals 1d8+14 physical damage to a single target. M-Launch.


A little blob of sentient slime.

Resist: Earth. Weak: Fire.
HP: 80 / 80
MP: 4 / 4
LP: 4 / 4
Drive Gauge: 0 / 8
Initiative: 1d6+8

[P] Like Jelly: The Slime has 2 Armor.
[P] Frozen Solid: Anytime the Slime is struck for Water damage, it is instantly inflicted with Short K-Shatter. If it's already K-Shattered, inflict Short K-Shatter II instead!

[T] Attack: 80CoS. Deals 1d6+8 physical damage to a single target. M-Rush.
C Air: The Slime gains a Bubble (8).

[T] Dissolve: 1MP. 80CoS. Deals 1d6+8 physical to a single target, and dispels a single status from them. M-Pin.
C Launch: Inflicts Short K-Shatter, as well.

[S] Gloop: 1MP. 80CoS. Inflicts 1d8+12 water damage to a target, and inflicts Short Shock. M-Water.
C Pin: Inflicts Long Shock, instead.

[OD][S] Regenerate: 100CoS. The Slime recovers 1d8+16 HP. M-Recovery.


A hungry, wild wolf.

Resist: Air. Weak: Fire.
HP: 80 / 80
MP: 4 / 4
LP: 4 / 4
Drive Gauge: 0 / 6
Initiative: 1d6+6

[P] Gun-shy: Whenever the Wolf is hit by an attack which generates Pin momentum, the Wolf is instantly inflicted with Short Shock.

[T] Attack: 80CoS. Deals 1d6+10 physical damage to a single target. M-Rush.
C Launch: Inflicts +4 damage.
C Pin: Inflicts Long Curse as well.

[T] Pack Attack: 1MP. 80CoS. Deals 1d8+10 physical damage to a single target. If the target has already been damaged this round, deal +6 damage. M-Pin.
C Rush: Inflicts +4 damage.

[T] Rabid Bite: 1MP. 80CoS. Deals 1d6+10 physical damage to a single target and inflicts Short Toxin. M-Pin.
C Water: Inflicts Long Toxin, instead.

[OD] Howl: 1000CoS. Quicken 3 the Wolf, then grants Long K-Power as well. M-Air.


A loud, angry boar looking for trouble.

Resist: Water. Weak: Fire.
HP: 120 / 120
MP: 3 / 3
LP: 5 / 5
Drive Gauge: 0 / 10
Initiative: 1d6+10

[P] Anger: Anytime one of the Boar's allies is Dazed, the Boar deals +2 damage with its next attack. If multiple allies are Dazed before the Boar takes its next turn, this effect stacks.

[T] Attack: 80CoS. Deals 1d6+10 physical damage. M-Rush.
C Pin: The Boar gains +2 Drive.

[T] Aggravate: 80CoS. Deals 1d6+10 physical damage and inflicts Long Taunt. M-Pin.
C Rush: +4 damage.

[OD][T] Gouge: 80CoS. Deals 1d8+16 physical damage. M-Pin.


A small forest fairy with a penchant for lightning magic.

Resist: Earth. Weak: Air.
HP: 70 / 70
MP: 4 / 4
LP: 4 / 4
Drive Gauge: 0 / 4
Initiative: 1d6+4

[T] Attack: 80CoS. Deals 1d6+6 physical damage. M-Rush
C Water: +2 damage, and damage becomes both Air and Ranged, as well as generating M-Air instead.
C Rush: +4 damage, and Dash before attacking.

[S] Healing Sparkles: 1MP. 100CoS. Restores 1d6+10 HP to a single target. M-Recovery.
C Rush: Cleanses a single status, as well.

[S] Mist: 1MP. 100CoS. The Pixie gains Short E-Power II at the start of the next round. M-Water.
C Pin: Retreat and Quicken I as well.

[OD][S] Lightning: 100CoS. Deals 1d8+12 air damage. M-Air.


A soldier wielding sword and shield.

Resist: Earth. Weak: Air.
HP: 100 / 100
MP: 6 / 6
LP: 2 / 2
Drive Gauge: 0 / 10
Initiative: 1d6+6

[P] Block: Anytime the Soldier is struck for damage, they can spend 1LP to gain a Barrier (5).

[T] Attack: 80CoS. Deals 1d6+10 physical damage to a single target. M-Rush.
C Fire: Inflicts Long Exhaust as well.
C Pin: The Soldier cleanses a status from itself.

[T] Guardian Strike: 1MP. 80CoS. Deals 1d6+10 physical damage to a single target, and grants an ally a Bubble (10). M-Rush.

[OD][T] Valiant Strike: 80CoS. Deals 1d6+12 physical damage, and True Heals the Soldier for +10HP. M-Recovery.


A bayonet toting infantry unit.

Resist: Air. Weak: Water.
HP: 80 / 80
MP: 2 / 2
LP: 4 / 4
Drive Gauge: 0 / 8
Initiative: 1d6+8
Ammo: 2 / 2

[T] Musket Attack: 1Ammo. 80CoS. Deals 1d8+12 ranged physical damage to a single target. M-Pin.
C Rush: +4 damage.
C Pin: +4 damage.
C Fire: +4 damage.

[T] Bayonet Attack: 80CoS. Deals 1d6+8 physical damage to a single target. M-Rush.
C Recovery: +4 damage.
C Rush: Inflicts Short K-Falter II as well.

[T] Charge: 1MP. 80CoS. Dash, then deal 1d6+10 physical damage to a single target. M-Rush.
C Pin: The Infantry gains Short Lucky at the start of the next round.

[OD][T] Double Attack: 80CoS. Deals 1d8+12 physical damage to a single target. This attack may consume an ammo if desired, if so it becomes ranged, deals +4 damage, and generates M-Pin instead. M-Launch.


A basic military magician.

Resist: Water. Weak: Earth.
HP: 60 / 60
MP: 6 / 6
LP: 4 / 4
Drive Gauge: 0 / 8
Initiative: 1d6+8

Channel: 100CoS. Restores +2MP to the Magician. M-Recovery.
C Recovery: Grants Short E-Power at the start of the next round.

[S] Firebolt: 1MP. 100CoS. Deals 1d8+12 fire damage to a single target. M-Fire.
C Rush: Inflicts Long Burning, as well.

[S] Quake: 2MP. 100CoS. Deals 1d6+8 earth damage to the entire group. M-Earth.
C Pin: +2 damage.

[S] Hasten: 1 MP. 100CoS. Quicken 2 a target and grants them Long Energize. M-Air.
C Rush: Quicken 4, instead.

[OD][S] Fire Wall: 100CoS. Deals 1d8+12 fire damage and inflicts Short Burning II to an entire row. M-Fire.


A turret designed to protect specific sections of a facility.

Resist: Fire. W: Air.
HP: 80 / 80
MP: 3 / 3
LP: 3 / 3
Drive Gauge: 0 / 6
Initiative: 1d6+6
Ammo: 3 / 3

[T] Basic Shot: 1Ammo. 80CoS. Deals 1d6+10 ranged physical damage. M-Pin.
C Rush: Inflicts Short E-Falter.

[T] Suppression: 1Ammo. 1MP. 80CoS. Deals 1d6+10 ranged physical damage and inflicts Short Curse. M-Pin.
C Launch: Inflicts Short Curse II instead.

[T] Burst Shot: 1Ammo. 1MP. 80CoS. Deals 1d6+10 ranged physical damage to two target. M-Rush.
C Pin: Attack targets a single enemy instead, has +40 Accuracy and Critical & deals +5 damage.

[OD][T] Auto-Fire: 1Ammo. 80CoS. Deals 1d6+12 ranged physical damage, and has +10 Critical for each Ammo the Turret has remaining. M-Pin.


A large iron automaton.

Resist: Earth. Weak: Water.
HP: 80 / 80
MP: 4 / 4
LP: 3 / 3
Drive Gauge: 0 / 10
Initiative: 1d6+10

[P] Made of Metal: The Colossus has 3 Armor.

[T] Attack: 80CoS. Deals 1d8+12 physical damage to a single target. M-Launch.
C Pin: The Colossus gains Short K-Power II at the start of the next round.

[T] Crush: 1MP. 80CoS. Deals 1d8+12 physical damage and Slow 2 a single target. M-Pin.
C Launch: +4 damage.

[T] Weight of Iron: 1MP. 80CoS. Deals 1d8+16 physical damage to a single target. M-Launch.
C Rush: True Strike all other targets in the same row for 5 physical damage.

[OD][T] Sword Crash: 80CoS. Deals 1d8+18 physical damage to a single target. M-Launch.

Behemoth (Boss)

A huge behemoth. Generally found terrorizing the country side with a small pack of other assorted monsters as well.

Resist: Fire. Weak: Earth.
HP: 200 / 200
MP: 8 / 8
LP: 10 / 10
Drive Gauge: 0 / 12
Initiative: 1d6+12

[T] Swipe: 80CoS. Deals 1d6+10 physical damage to two targets in the same row. M-Launch.
C Rush: The Behemoth gains +2 Drive.

[T] Fling 1MP. 80CoS. Deals 1d8+20 physical damage to a single target and Pushes it into the back row. M-Launch.
C Rush: The Behemoth gains +2 Drive.
C Air: Inflicts Short K-Falter II as well.

[T] Bite: 1MP. 80CoS. Deals 1d8+24 physical damage and inflicts Long K-Shatter. M-Pin.
C Pin: Inflicts Long K-Shatter II instead.
C Launch: +6 damage.

[S} Earth Render: 2MP. 100CoS. Deals 1d8+12 earth damage to two targets in different rows, and inflicts Long Shock. M-Earth.
C Water: Inflicts Long Shock II instead.

[OD][S] Intimidate: 100CoS. Deals 1d8+12 air damage to the entire enemy group and Suppresses -2 Drive. M-Air.

Prototype Mech (Boss)

A prototype humanoid mech, outfitted with one blaster bit and one support bit to help augment its operation.

Resist: Water. Weak: Air.
HP: 240 / 240
MP: 10 / 10
LP: 10 / 10
Drive Gauge: 0 / 6
Initiative: 1d6+10
Ammo: 2 / 2

[P] Heavy Plating: The Prototype Mech has 3 Armor.

[T] Attack: 80CoS. Deals 1d8+16 physical damage to a single target. M-Launch.
C Recovery: Deals +6 damage.
C Rush: True Strike all other enemies in the same row for 5 physical damage.

[T] Energy Sword: 1MP. 80CoS. Inflicts 1d8+24 physical damage and grants the Prototype Mech Short Lucky at the start of the next round. M-Launch.
C Fire: +6 damage.
C Air: Change damage and momentum generated to air, and gain Short Lucky II next round instead.

[T] Shoulder Cannon: 1Ammo. 80CoS. Deals 1d6+10 ranged physical damage and Dispels a single status. M-Pin.
C Water: Inflicts Long E-Falter, as well.
C Earth: Inflicts Long Curse, as well.

[S] Target Lock: 1MP. 100CoS. Inflicts Long Challenge and Slow 4s a single target. M-Pin.
C Recovery: Pull the target into the front row, and inflicts Short Challenge II and Short Taunt II as well.

[OD][S] Restart Bit: 100CoS. Fully restores a Bit to Maximum HP, MP and LP, even if the Bit is currently dazed. M-Recovery.

[OD}[T] Main Gun: 80CoS. Deals 1d10+16 supreme damage to two targets in different rows. M-Supreme.

Blaster Bit

A bit which primarily offers supplementary damage.

Resist: Air. Weak: Fire.
HP: 60 / 60
MP: 6 / 6
LP: 3 / 3
Drive Gauge: 0 / 8
Initiative: 1d6+6

[P] Tracers: Any time the Blaster Bit hit a target, all of its allies have +20 Accuracy, +20 Critical and +10 Burst against that target for the remainder of the round.

[T] Pulse: 80CoS. Deals 1d6+10 physical damage. M-Rush.
C Launch: The Blaster Bit Quicken 1s and gains +2 Drive.

[S] Laser Beam: 1MP. 100CoS. Deals 1d8+16 air damage and inflicts Short Exhaust II. M-Air.
C Rush: +6 damage.

[S] Chill Beam: 1MP. 100CoS. Deals 1d8+16 water damage and inflicts Long Chill. M-Water.
C Earth: True Strike all other targets in the same row for 5 water damage.

[S] Fire Beam: 1MP. 100CoS. Deals 1d8+16 fire damage and inflicts Long Burning. M-Fire.
C Recovery: Inflicts Long Burning II instead.

[OD][S] Quake Frequency: 100CoS. Deals 1d6+10 earth damage to the entire enemy group and inflicts Short Shock II. M-Earth.

Support Bit

a bit which focuses on support and repairs.

Resist: Fire. Weak: Earth.
HP: 80 / 80
MP: 6 / 6
LP: 3 / 3
Drive Gauge: 0 / 6
Initiative: 1d6+6

[T] Pulse: 80CoS. Deals 1d6+10 physical damage. M-Rush.
C Launch: The Support Bit Quicken 1s and gains +2 Drive.

[S] Repair: 1MP. 100CoS. Restores 1d8+16 HP to a single target. M-Recovery.
C Water: Grants +2MP to the target as well.
C Earth: Grants +2LP to the target as well.

[S] Patch Up: 1MP. 100CoS. Cleanses a single status effect and grants Long Liberation. Long Liberation fades when the target performs a combo without momentum. M-Recovery.
C Fire: Grants Protection from that status, as well.

[S] Shields Up: 1MP. 100CoS. Grants the Support Bit and its allies a Bubble (10). M-Earth.
C Air: Grants a Barrier (5) as well.

[S] Realign: 1MP. 100CoS. Slow or Quicken the Support Bit or an ally by 3. M-Rush.
C Pin: Grants Long K-Power and Long E-Power as well.

[OD][S] Quick Charge: 100CoS. The Support Bit recovers +4MP and +2LP, then grants Short Stalwart II to an ally. M-Recovery.

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