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)
Riki, Maguana
Df 2, Wp 2
Armor 1
Health 8/8
Imposing Fighter: After this character damages an opponent with a Melee attack, the opponent becomes Frightened 1 (or Frightened 2 if this character is Bloodied).
Internal Heat: At the start of this character's turn, any characters stuck to this character suffer 1 Fire Damage, ignoring Armor.
Smolder: This character suffers no Damage from the Burning status. When this character hits an opponent with a Melee attack, it may lower the value of its Burning status by 1 to make the opponent become Burning 1.
Focus: If this character is Bloodied, after it rolls dice, it may spend 1 Rage to reroll its entire dice pool (including any bonus dice gained from explosions) once per dice roll
Initiative
6 - Fiadh
4 - Calico
~ ~
9 - Orlok
3 - Riki