Okay - I think my IC post answers any questions about Al's location - inside fighting the spirit(s) with Solo.
Spike is supposed to stay with the family, but I'm afraid he will probably stay outside the door.
Boat and car go nowhere.
@Aria - hoping that in the pre-combat time moment as the Spirit materializes Al can slip in the Simple and Free Action, to activate his Spirit Claw focus and then the power itself. If not, then I'll miss my first action.
Assuming that gets done, my first action will be Free to activate Killing Hands, movement to close the distance, then Complex to melee spirit.
Will be on Full Defense from the get-go, so minus ten on my initiative rolls.
Last dice wall was an awfully long time ago, so here are Initiative, Attack and Defense rolls.
Initiative
11 + 2d6
Can't figure out how to make Orokos do this, so these will get hand rolled
6,1 = 18 --> 8 after Full D
4,6 = 21 --> 11
4,7 = 18 --> 8
5,6 = 22 --> 12
I'll let you know if I go off Full D
Melee - for now I'll add 1 die for friend in melee - drop that if more of them materialize - and I'll add 2 for a charge on the first attack.
Base damage is 6P.
Charging attack
Charging attack:
14d6t5 8 EDIT - as mentioned in other post, w/o friend in melee this goes down to 7 hits. Anyway, my Limit is 5.Subsequent attacks
More attacks:
4#12d6t5 3 3 5 5Defense
Full Defense rolls:
5#19d6t5 5 4 7 5 2No glitches.
As usual, if any roll leaves me getting hit, will use Edge to reroll fails.
Soak (this is just body plus armor, does not include R6 fire resist, should that apply)
Soak (not incl fire resist):
5#15d6t5 1 9 4 6 5Finally...I think there was some talk about getting some Edge back....