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.
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
Diva, Warwolf
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 breathe.
Pounce: When this character takes Movement Action, if it began its movement out of Melee and ended its movement in Melee with one opponent, that opponent must attempt a Difficulty 2 Agility Roll. On a failure, it becomes Prone.
Initiative
10 - Felix Lang
8 - Milo Whitewood
~ ~ ~
11 - Diva
4 - Suramu