@Aria
Can I change the delayed action since I didn't see any clowns? If so, I'll use the underbarrel launcher on my shotgun. It's currently loaded with Flashbangs. And pray that I don't scatter.
AP3 - Initiative 10
Free Action - Send Message
Simple Action - Fire Ares Antioch-2 Underbarrel Grenade Launcher into the Seer's room | Agility 11 + 2 Smartlink - 1 Delayed Action - 1 Defaulting = 11 dice to Shoot
Fire a Flashbang into the Seer's Room: 11d6t5 2 [1, 4, 1, 4, 2, 1, 6, 5, 4, 1, 3]
Oh dear.... It does scatter. Scatter is 3d6 - hits meters for a grenade launcher. I also need to roll 2d6 to determine where the Flashbang scatters.
Direction of Scatter: 2d6 7 [5, 2]
Well, that's a relief. It likely just bounced farther into the room now. Now for how far it went.
Distance of Scatter: 3d6-2 10 [6, 4, 2]
Yikes, 10 meters. That might have even bounced back out; I hope not.
DV is 10S with -4 AP in a 10 meter radius. 1 grenade used in 4 grenade magazine. 3 remaining in magazine, 14 remaining total.
Tell me if I need to resist my own Flashbang (I'm a freaking genius...)
Edit: Also, how does Flare Compensation help with Flashbangs? I imagine it would, but I can't seem to find anywhere in the book where it would help. Dampers (from cyberears) give a +2 bonus to resist, would it be the same for Flare Compensation? Would they stack? Just so I know how likely it is that I knocked myself out with my own Flashbang.
Ok, here we go...good news: regardless of the exact rules there's no way that grenade is coming out of that room once fired inside, the angles are just all wrong...it will bounce around like a headless chicken and then go off. Bad news: flashbangs fill their entire blast radius with particles that then ignite to create the concussion effect so I'm reasonably certain (given the size of the room) that will encompass the corridor too (not quite how the films portray SWAT style entries but there you go...), so you
and the fire spirit need to resist its effects (not to mention the clowns
and the seer). I'm happy for dampers and flare comp give you a +2 to resist the effects (unless someone can point me at RAW instead, busy busy at the moment

)...so not the best plan in the world (v tight confined area), but hopefully not the worst!
Spirit will hit the guy who shot him with the Stunbolt if possible, I'm assuming Wound Modifiers count for Spirits
Unarmed Attack Roll 12d6: No Hits link http://orokos.com/roll/230072
1 Edge for second Chance, 4 hits link http://orokos.com/roll/230073
Damage is still 10 P with AP -6
This is where I pull out my
Evil GMTM hat... you excluded anyone not wearing a clown mask and carrying a gun from your spirit's targets...as you can't see into the room to amend that it can't attack the mage. It will do something nasty to the nearest clown though...oh, please get it to resist the flashbang too (not a happy spirit!). Wound mods do indeed count for spirits!
So...should I roll any sort of charisma towards Oblique in an attempt to let us know what the fuck is going on? The only Charisma skill she has that's worth a shit is Intimidation at 4 dice, but I'm pretty sure Oblique's social skills can trump that. I'm hoping he sees her logic and opens up a little.
Also, while Luz does her sensor sweep of his office, she's going to see if she can notice anything that can shed some light. I think this is the first sensor roll (4 hits) and visual perception roll (4 hits).
http://forums.shadowruntabletop.com/index.php?topic=17794.msg318142#msg318142
No need for charisma rolls, yes he will trump you on roll playing

I didn't mean to sound coy (just rushed)...you get the impression he's willing to talk (ish), the clowns are the only new hires but they were approved by higher ups and you can tell he's a little pissed about the whole thing (over his head kind of pissed)...
What sort of sensor sweep did you mean precisely? He's got a 'link otherwise his office is fairly electronics free, no more than you'd expect in someone's living room. Presumably any admin is done on the main host which is accessed from anywhere.