26 - Decker's agent, which is caput.
25 - Someone in the van is taking exception to Katsina charging Rozkhi. While they might prefer to use a Physical spell, the windshield is in the way. They will have to content themselves with a Stunbolt.
Casting Stunbolt @ F6 at Katsina:
2 hits, not a good roll
Soaking 3 drain:
2 hits, WOW, again not a good roll, caster takes
1S from drain
Man, this might be over fast if the dice keep falling this way.
Katsina will use 1 of her 6 Counterspelling dice. Katsina soaking 2S:
Willpower 6 + Counterspelling 1:
7d6t5 2 hits, Katsina tells the spell to piss off
24 - Doc Hack, the spirit, is going after Katsina via astral combat
Doc Hack attack!
1 hit... this might be the shortest climactic battle of all time
Katsina defends:
Logic 5 + Intuition 7:
12d6t5 4 hits, Katsina tells the spirit to piss off
23 - This is the smaller human/elf on the right flank, not far from Sam. Some quick tests to see if Sam was noticed. Part of me thinks this should be a Disguise (Camouflage) test rather than Sneaking, but I did Sneaking for Ace so I'll keep that precedent.
Sam sneaking:
Agility 8 + Sneaking 2:
10d6t5 7 hitsLittle guy Perception:
1 hit, umm, yeah, Sam's hidden
Big guy Perception:
?? hits, he seems to be less distracted by the meet but is still focusing his attention in that direction
Good news for Sam, less-good for Ohanzee and Chino. The little guy is going to plunk a mini-grenade right down in the middle of them. As a reminder, here are the house rules we're using for AoE attacks:
Area of Effect attacks
Grenades and area spells can either be aimed at an area (Simple (3) test) or aimed at a specific target (attack roll vs. defense roll.) If you aim at the area, all the targets in the blast radius can (and probably will) use the Run for Your Life interrupt action to escape the blast. If you aim at a specific target, they cannot use this interrupt action; they get their defense roll instead.
The effectiveness of flash-bang grenades and Indirect Area spells (like Fireball) will decrease with range as per a normal grenade (-1 DV per meter). This is to avoid "can't miss" attacks due to the area of effect being larger than the possible distance of the scatter.
Run For Your Life is a bit hazy since, by RAW, it can only be used against thrown grenades, not grenades from grenade launchers. I'm going to say that the Combat Sense spells you have quickened on your give you enough situational awareness that something is about to happen and that you might not want to be there when it does.
Shooter plunking a grenade at your feet:
5 hits, meets the threshold of 3 so no scatter
For ease of calculation, the grenade is 1m away from Ohanzee and Chino and 7m from Katsina. As such, it's default damage will be
9S (-4 AP) for Ohanzee and Chino unless they move. Run For Your Life is a -5 initiative hit but allows you to take 1/3rd of your running movement (since we have 3 passes) to move away from the blast. For Ohanzee that's 3 meters, or 2 meters for Chino. If either of them would like to pre-declare their next Complex action to be Sprinting, I'll allow them to roll Running and add those hits to the distance they manage to put between themselves and the grenade.
Katsina needs to soak
3S -4AP:
Body 5 + Armor 9 - 4 AP:
10d6t5 3 hits, no damage
Next (in no particular order)
IC post from Tec to cover the above
Run For Your Life and/or soak rolls (Body + Armor - 4) for Ohanzee and Chino
22 - Bear (note that the magical lodge is still in place... Bear can pass through it per Ohanzee's permission but he can't do astral combat from within)
21 - Sam