Slowly, so as not to startle the beast, you draw your warped terrain back inside. It settles on your skin like a warm mantle and pulses in time with your distracting reverb. Below you you feel the vibrations echoing through the turtle's shell, worrying it even as the world it can see reverts to normal.
Fortunately, armored turtles aren't very smart.
You almost purr with satisfaction as the monster pokes its head out of its shell. If you didn't know any better you'd say you could see it reasoning that the vibrations weren't connected to the weird landscape. That it couldn't see a threat, so there was no threat. That it could go back to minding its own business...
(Death from above! Roll&Damage:
1d100=42(+20 circumstance), 2d6=7(+2 Str), 2d6=6 (+2 Str) Threshold needed: 60. SUCCESS!)
You lunge, landing on the beast's skull with a crack. Claws scrabble across armored plates, seeking and finding gaps to tear into the soft flesh below. The turtle screams in pain as you savage its head, neck, and face. It whips from side to side, attempting to dislodge you and flailing its legs about. Finally, with a heave it throws you off. You land on your feet, triumphant and dripping with blood and chunks of flesh. The turtle roars, too hurt and enraged to even consider retreating back into its shell.
Good, you wanted a fight anyway.
It snaps at you, trying to close those massive teeth on your tender flesh. For its trouble you bat it in the head and dance to the side. Even as the reverberations die out you can see the trouble its having keeping its eyes on you, swaying drunkenly and only catching a bit of fur. Confused, it takes a moment to shake off the lingering dizziness. Its blinks the world back into focus shortly.
And gets your claws swiped across its eyes for its troubles.
The instinctive spin and slash of its claws catches you in the side and throws you away from the beast. It didn't do much damage though, and you're back on the turtle in a flash. You slash your claws across the side of its head and take a headbutt in return. When it opens its terrible maw to slam down onto you you manage to skitter out of the way, only to catch a forelimb in the side. You're bruised and battered, but it is significantly more hurt. Unwilling to continue dueling with the much larger creature, you throw yourself at it again, Ripping and tearing at its profusely bleeding face until it desperately lifts itself up just to get
away.
So you tear its throat out with your teeth.
Hot red blood sprays out, coating you in red and flooding into your mouth. The monster collapses, confused once again as the world starts to dim. You shove your face further into its neck, drinking deeply of the still warm life while you can. Its
so good and you were
so hungry...
The blue jellyfish slamming into your side and lashing you with its stinging tentacles takes you completely by surprise.
[X] Fight!
[X] Flight!
[X] Write-in
-=-=-=-=-=-=-=-=-=-=-=-
Awareness Roll: 15, additional enemies attracted.
ROUND 2!
The turtle took 16 off of your 30 hp in the time it took you to do its 45. This was largely due to some above average dice rolling for your attacks and below average for it. This would have been a complete route if not for the really low encounter roll that cropped up from the +time factor. I will note that the armored turtle is the most resilient monster you could have chosen to go after in this area.
Oh, and the Jellyfish thing blindsiding you did 5. You're hurt, but not out of the game yet.
For those concerned by the lack of control over the fight after the first roll, you've only just elevated yourself above the level of animal instincts. It'll become more involved as time goes on. For these purposes Fight! will see more combat, any Write-ins with strategy will be worked in to the best of your abilities.
Thanks go to the IRC channel for dice rolls.