Bash the shark attached to my foot with my other foot. Vigorously.
HP-28/35
FP-3/6
Attack 14
Defense 14
Armor 5(6)
Manslayer:
Fighting humans is a lot different than fighting monsters. You're good at the first one. +2 when fighting humans and human like creatures, and you may attack multiple humans in one attack at a lowered penalty (so that you may strike 2 at -1, or 3 at -2). You understand humans better than monsters. When rolling to track, communicate with, or otherwise deal with humans you receive a +2 bonus.
Hiding Among Us:
You are always looking out for signs that other people are going to attack you and your comrades. If someone is secretly hostile to you, you will notice. If someone is hiding in the bushes waiting to steal your kill, you will notice. If someone is secretly a monster in human skin...you will notice. Automatically detect if someone is your enemy, penalty to being ambushed by humans, automatically detect non-human monsters pretending to be humans.
Pacify:
Take -1 to aim at a human target's weapon. If successful, the target will be disarmed and the weapon will take damage from the attack. Weapons have hitpoints depending on their quality, and will give penalties to attack if sufficiently damaged. Monster weapons can be targeted for a penalty based off their size starting at -2. If a monster weapon is hit, the monster takes damage as normal and receives a penalty to attack with the weapon based on the damage done. If the damage is a large enough portion of its health, the part will instead be severed and thus unusable.
You kick the shark that is still eating your foot. Unfortunately this awkward pose on a wet, tilted deck causes you to fall on your but rather than liberate your foot form the beast's mouth. It continues being bruised but not dead.
I'm not sure how this one particular shark ended up so tough.
"Well, looks like the hard part is over with, and they be serving up fish dinner to celebrate! Go get yers Chubs!"
Landon leans against the big gun and draws his sword, which he lazily swings around to direct the Otter's attacks.
(I believe Chubs is allowed to attack twice, using its own and Landon's actions)
((You get one action between the two of you, Landon or Chubs can attack unless you use the action that lets you both attack for one fate point and a penalty.
Using the two attack action would let you make two such attacks, on at your attack and one at Chubb's, attacking as many sharks as you want each.))
(Let's spend a fate point and give this a go. Try to wrap up combat here. )
"With a cannon ball? That be OTTER-ly devastating my friend."
Landon let's out a dark laugh, wether it is at the violence his pet just committed or his own terrible pun is anyone's guess.
The sailor raises from leaning on the gun, adopts a proper battle stance, and adjusts the lackadaisical grip on his blade to one suited for an actual fight.
"Ahoy Chubs! Let's wrap this madness up together."
Fate point spent to allow Landon and Chubs to each act. 2 sharks each.
Landon is now at 6 Fate.
You and your monstercidal pet scurry across the deck cutting at any shark that looks at you funny (which is every shark. They're born that way). Unfortunately neither of you are able to carve another notch on the ship. Your attacks run into nothing but air as the Shark Swarm stays just out of reach, the creatures now wise enough to flop away from incoming danger rather than engage either you or your otter. Given their behavior they're likely willing to flee soon.
Except of course the shark biting Eich, which continues to avenge its fallen comrades by chomping deeper into his leg.
Eich takes 1 damage!!!
It is now Init Zero. Everyone rerolls Initiative and we start back at the top.
INIT ROLLS
Landon Init 4
Eich Init 4
Five Init 3
Aku Init 4
Duncan Init 4
Wolf Sharks Init 4
Rip Five I guess.
It is now Init 4. Everyone who isn't Five gets a turn.
For anyone wondering the numbers Wolf Sharks have a base Defense of 13, explaining why you have fair odds of either slaughtering multiple or missing altogether depending on your roll.