The monsters begin the battle 30 ft. from their Wranglers, and 20 ft. from each other.
Monsters gain 2 Rage at the start of each of their turns. Please post your monster's current Health and Rage, as well as distance from the opponent and current status effects, in each of your posts.
You may concede on your turn, and if you have the Overprotective Flaw, you must make your roll to avoid conceding when your monster becomes Bloodied (half health) and when it takes damage while Bloodied. If you have Overconfident, you must pass your roll to concede.
If your monster is damaged past 0 Health, the opponent makes an Injury Roll to see if your monster becomes Injured.
Orlok, Saturnadus
Df 2, Wp 2
Armor 0
Health 6/6
Compound Eyes- The Success Value of Orlok’s attacks improves by 1
Disorient- Characters without the Psychic Type that begin their turns in Melee with Orlok become Stunned 1
Effortless Flight- Orlok does not have to spend Rage to remain flying during combat
Secondary Trait
Cryokinesis- After Orlok uses a Technique that deals Psychic Damage to an opponent, that opponent becomes Pinned 2 to a surface, character, or object within 5 feet of its current position (Orlok’s choice)
Lucy, Zephid
Df 1, Wp 3
Armor 1
Health 8/8
Hard Shell – When an Opponent uses a Direct attack that targets this character, the first dice that explodes on that attack has no effect (no extra dice, but still counts itself).
Rainmaker – With ten minutes work, this character can create a rainstorm in a 1 mile radius. The storm counts as Obscuring Terrain and lasts 1 hour.
Vacuum – As a Reaction, this character can create a powerful vacuum until the start of its next turn. Characters within 40’ that attempt to move away must spend 2x normal Movement (3x for flying).
Sharp Horn – Success Values of this characters Horn Techniques are improved by 1.