Action: Wild ttack on sister once attack! Go for the body!
(5+3 vs 7+1, Clash 5, Defender Falls over!)
(Wild +2 Vigor Spend, +1 Att, -1 Def)
(24 dmg taken!)
Get it together, listen to Mate.
(Cunning 5+1) You are no longer scared and coordinate with Mate rather than being purely reactive.
(Attack 4+2 vs 4+2, Clash 3, Errr Sister falls over...more?)
Work with sister on her foe. Wild Attack
(7+2 vs 4-1, dmg 24)
(+2 Vigor Spent, +1 Att, -1 Def)
Huh... just thought of a chance to win this...
For now:
Wild Leap Attack Mate's Head. Hold.
(Attack 1+3 vs 6+0)
(Wild Leap +7 Vigor Spent, +2 Attack, -1 Def)
(That mess seems worthy of a unified narrative description)
Sister manages to control her momentary panic. Once again clearheaded, she and Mate call back and forth and turn their attention on Dwarmin. Before they can act, Dwarmin slams into her with a mighty shriek. Perhaps by luck or skill he trips her and she sprawls on the ground. She frantically claws at him, her feet slipping in the muddy forest floor, but her claws find no purchase.
With a roar Mate comes to his companion's aid. A vicious kick lands near the base of Dwarmin's tail sending bright flares of pain through the young Hunter's body.
Maxinum leaps high into the air aiming for Mate, but badly misjudges his position. He lands with a thump, his claws tearing furrows in the leaf litter that covers the ground.
Sister manages to get her legs working at last and rises to face her foes. She is breathing heavily from exertion, but notes with satisfaction that her opponents appear to be nearly exhausted.
Meanwhile a few yards to the East.
Attack Red's head/neck area while she's down! Try to cut an important artery.
She twists her head away from your strike causing you to miss. You almost trip over her neck but regain your footing.
(Attack 9-1 vs 9-1, Clash 6, err...Red falls over more. Well at least it wasn't you.)
tear at reds most injured bodypart, keep her held down in a way that makes it difficult to attack us.
((I assumed i was on her back for some reason.))
You try to tear more but the way she's thrashing around barely hurt her more. She tries to twist around and bite you, but is unsuccessful.
(Attack 9+4 vs 10+2, dmg 2)
Get up, kill Unholy with extreme prejudice
((Being held while prone turns rising into a non-trivial task with a possibility of failure. But it's just one of you. This is like a human standing up with a small child on their back.))
(Red Athletics check: 5) She gets up.
(Attack 1+2 vs 6) She misses pitifully.
(Fury +5 Vigor Spend)
Fury on Red's head! Keep her down!
Unfortunately she has already managed to rise, but you strike her a mighty blow across the face and hold on!
You've got the proverbial bull by the horns (What the heck is a bull?), this is either the best or worst development for you so far.
(6+2 vs 1+2, dmg 10)
(Vigor Spent +5, Att +1)
Ephiphany, things that get knocked prone should probably be required to stay there for the remainder of the turn so they can get hit. (Possibly the end of their next turn?) Otherwise they tend to pop up almost instantly.
Maxinum will be away soon and has left instructions for how his character should be run. OOC I'm saying that he favors inflicting a second Wound on mate, and then depending on various factors he will either attempt to pull back and rest or switch to attacking Red.
State of the fight summation.
Damage in the right spot needed to kill enemies outright:
Sister - 26 to Body, 36 Head
Mate - 36 Head, 50 Body
Red - 46 Head, 54 Body
Damage needed to inflict new wounds
(Only areas already with damage noted)
Sister - 11 Head, 1 Body
Mate - 11 Head,
Red - 1 Head, 11 Body
Enemy Exhaustion Countdown
Sister ~4 turns.
Mate ~10 turns
Red 26 turns. (Actually 13, she spends Fury every turn because that's how she rolls.)
Can I change my bet, TPK is seeming more likely all of a sudden.