IP 2: Spirit at 14, Machete at 12, Code at 12, Garg at 12, Spiritx2 at 11, Ruckus at 10, Digger at 9, Devoted at 6
Spirit: Simple action: Assensing to see if he can find the Gargoyle through its Concealment. 2d6.hits(5) → [5,3] = (1) Free action: Inform Devoted and the other spirits as to the gargoyle's location. Simple action: held.
Machete: Held.
Code: Chatterheld.
Gargoyle: Free action - Continues to run towards outer windows. Complex Action - Attempts to use Infiltration to re-conceal itself.
Spirit A: Follows Gargoyle from astral as a non-action, and swaps 2nd simple action for a free action to once again inform on the gargoyle's position.
Spirit B: Complex action - Movement Power. Non-action move to reengage Gargoyle. Free action held.
Spirit F: Free action - continue flying. Simple action x2 - sprint.
Gargoyle's infiltration attempt is foiled by the Air spirit.
Fire spirit tries to give it the juice. 4d6.hits(5) → [3,4,1,2] = (0)
Again 4d6.hits(5) → [5,2,2,2] = (1) What can I say, sucky strength stat, ftl.
Er, well... The gargoyle is no longer in line of sight to anyone but the air and beast spirit, and the Air spirit is the only one of the two with actions left this turn. I'll say that it materializes a few meters from the Gargoyle. There's not really anything you can do until the next pass starts, so I guess talk amongst yourselves then roll initiative? Sorry it's going kinda slow here. I'll hit the next pass shortly.
For now, some initiative rolls.
Garg: 9d6.hits(5) → [2,5,2,2,3,2,2,4,3] = (1) 10
Spirit A: 10d6.hits(5) → [3,5,2,4,4,1,5,2,1,4] = (2) 12
Spirit B: 8d6.hits(5) → [6,6,1,5,5,5,6,6] = (7) = 15 (yikes) that looks like a combat over right there. We'll see
Spirit F: 9d6.hits(5) → [3,3,2,6,2,6,5,1,2] = (3) 12