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)
Arsenio, Scovine
Df 2, Wp 2
Armor 0
Health 8/8
Fire Resistant: At the start of this character's turn, it lowers the value of its Burning status by 2.
Turn It Up: When this character is Bloodied, it adds +X dice to the dice pools of its Fire Techniques, where X is equal to its remaining Health.
Unhindered: This character is unaffected by Difficult Terrain and cannot have its movement reduced. When this character makes an Ability Roll to retain its balance, it adds +3 dice to its dice pool.
Volatile Peppers: After this character makes a successful attack with a Tendril Technique, affected targets become Burning 1.
Initiative
13 - Calico Carter
3 - Chandra Ellison
~ ~
5 - Arsenio
3 - Orlok