Episode 1 [All] - Reach for the Sky

Started by pringerbeam, October 26, 2018, 05:30:26 PM

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Asta

"There we fucking go." Valkyrie said to nobody in particular while switching on the improvised sticky grenade's wireless settings. As soon as they were on she ran up the deck, grenade in hand and tried to slap it on the back of the beast, hoping the heat wouldn't set it off or keep the grenade from at least sticking long enough to run away.

Making a non-damaging melee attack to attempt to stick the grenade to the demon as per the same rules as slap patches.
Unarmed:
Rolled 9d6 : 6, 2, 1, 2, 4, 3, 4, 1, 5, total 28

If the grenade sticks, Valkyrie will run back out of the blast range behind the wheelhouse and detonate the grenade over wireless.

Asta

Using my last point of edge to re-roll the not hits:
Rolled 7d6 : 3, 1, 1, 3, 4, 4, 5, total 21

pringerbeam

     The grenade successfully sticks to the spirit, the adhesive melting and fusing to the spirit's body.  The flames that wreath it lash out at Valkyrie's arm as if with a mind if their own as the large eye of the spirit itself pay no attention to her presence.

Damage resistance test for the spirit's energy aura.  8P AP -4 Fire Damage.

Asta

Damage Resistance:
Rolled 17d6 : 5, 1, 3, 3, 2, 3, 3, 3, 5, 3, 3, 5, 6, 5, 3, 2, 3, total 58

Catching on fire:
Rolled 10d6 : 4, 6, 3, 3, 4, 4, 3, 5, 1, 6, total 39

Asta

Initiative:
Rolled 2d6+7 : 4, 5 + 7, total 16

Asta

Damage resist against being on fire AP-4:
Rolled 17d6 : 4, 6, 1, 1, 2, 1, 4, 3, 2, 4, 2, 5, 3, 4, 1, 4, 2, total 49

pringerbeam

New Turn.  Roll initiatives.  Joe's first pass will be spent finishing their interrogation. (Subtract 10 from initiative and come in on Pass 2 if able.)

Mysticsage

Initiative
Rolled 2d6+10 : 2, 4 + 10, total 16

Oath

initiative omg i can move again

Rolled 3d6+10 : 2, 1, 2 + 10, total 15

pringerbeam

Turn 6 Pass 1 Order
Spirit
Zephyr
Valkyrie
Joe

pringerbeam

     The spirit appears to have taken no notice of Valkyrie's movements and continues to focus its attention and attacks against Zephyr, once again swinging it's claws to attack.

Astral Combat attacking Zephyr
Rolled 5d6 : 1, 1, 5, 6, 6, total 19

Mysticsage

defense
Rolled 9d6 : 1, 6, 4, 3, 1, 2, 3, 2, 3, total 25

Mysticsage

Willpower soak
Rolled 3d6 : 2, 1, 5, total 8

pringerbeam


Mysticsage

 Zephyr gasps feeling that last hit goes in to retaliate.
to hit-1
Rolled 8d6 : 1, 3, 6, 2, 1, 6, 6, 3, total 28

Spell force 6-1
Rolled 7d6 : 1, 6, 4, 4, 6, 1, 2, total 24

Drain 2-1
Rolled 9d6 : 3, 1, 1, 3, 3, 1, 1, 4, 3, total 20