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)
Killbot Rex
Df 2, Wp 1
Armor 1
Health 6/6
Blood-Drenched Killer: This character does not heal from its Fang Techniques. Instead, for every Health it would heal from such a Technique, every enemy within 30 ft. becomes Frightened 1.
Energy Cannon: Choose a Cold, Electric, Fire, or Light Technique with a Rage Cost of 2 or less and a Range other than "Self." If this character is not Bloodied, it can use the chosen Technique normally.
Machine: This character cannot gain the Bleeding, Poisoned, or Sickened statuses. It does not breath
Sharp Fangs: The Success Values of this character's Fang Techniques are improved by +1.
Initiative
11 - Carl Heinrich Mauser
8 - Calico Carter
~ ~
6 - Killbot Rex
4 - Orlok