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 its 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.
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
Suramu, Temprill
Df 2, Wp 2
Health 8/8
Armor 0 (1 if not Bloodied)
Charged Fists - After successful slam tech, targets become stunned 1.
Living Battery - When a character within 20ft would suffer electric damage from a tech other than this monster’s, damage reduced by 2 and this character gains 1 charge. Character may may spend charges instead of rage to enhance electric techs.
Tenacious - The first time each battle this character will drop to 0 it goes to 1 instead.
Swagger - When not bloodied this character gets +1 armor