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.
Rocky, Dronnimer
Df 3, Wp 3
Armor 1
Health 6/6
Crystalline Growths: When a character would gain the Sickened status from one of this character's Spore Techniques, it instead gains the Bleeding status (at an equal rank).
Effortless Flight: This character does not have to spend Rage to remain flying during combat.
Machine: This character cannot gain the Bleeding, Poisoned, or Sickened statuses. It does not breathe.
Strange Light: The first time each combat this character becomes Bloodied, every other character within 20 ft. of this character becomes Stunned 3 and resets its Rage (if any) to 0.
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.
Initiative
12 - Antony
7 - Desmond
~ ~
8 - Lucy
7 - Rocky