The barrier is a force 4 alchemical spell, it fills the tunnel, if you are near a book please feel free to look up rules for breaking it down, I can’t at the moment… party order is based on a rough guess based on what you’ve said before, can change it if I really have to!
The two harlequins are in the lead (some 10m ahead), Isaint, Al, Rachel and William are on the leading edge of the barrier, there are 8 potential hostiles this side (three have thrown something), no thorn tattoos! There are 5 potential hostiles on the far side of the barrier (only one person threw something this side)
The attacks are chemical based in powder or liquid form (and I’m not telling you what yet <insert evil grin> ), I’ll get you to make some resistance rolls when I’m back near my books! If you can point me at old rolls then fine, otherwise can I get initiative from you all? Some chem resistance rolls, other useful rolls as you see fit, and no doubt declarations of horrible pain to be inflicted on your assailants!
Okay - Barrier is a hassle, but I think Al and Spike can come up with plenty to do on our side!
Though - as usual - Jack seems to be very much on top of those rules!!!
The IC has three and five hostiles, but here in the OOC I see eight and five. Again, academic since Al and Spike will only attack one each this first pass.
Will put up initiative, attacks, and some standard combat defense rolls.
Was thinking about putting up "chem resistance rolls," but just couldn't figure out what that would be - too many different vectors and too many different possible effects hitting different attributes.
Al's very first simple action will be to switch to Internal Air.
He would be walking with his shotgun in hand, so next action will be to fire a shot.
Free action will be to give Spike an attack command.
Spike's Complex action will be to maul somebody throwing things at us.
Al
Initiative
11+2d6 - rolled a five and four for total of
20Firing Remington 990 at a "thrower" on our side of the barrier - if any are obviously wearing armor, will go for that one - and of course not shoot the one Spike rushes.
skill + att + specialization = 11 dice
Shooting (armored?) thrower on our side:
11d6t5 4Base damage is 11P with -5 AP.
Basic defense rolls x4
Int + React + Combat Sense = 15 dice
Basic defense rolls:
4#15d6t5 8 4 6 3If something gets past this, will probably spend a point of Edge to reroll fails.Basic damage soak rolls x4
Body + Armor = 15 dice
Basic damage soak:
4#15d6t5 3 1 5 2If it still comes down to using one of these crap rolls, will reroll fails on anything that will render me unconscious.Again, sorry for no chem rolls - let me know what to roll, or else just roll for me based on my sheet - don't want to hold things up.
Spike
Initiative
9 +2d6 - rolled six and four for total of 19
Attack "thrower" closest to family.
Att + skill = 10 dice
Rushing a "thrower":
10d6t5 5DV is 7P with -1 AP
Basic defense rolls x4
React + int = 9 dice
Basic defense rolls:
4#9d6t5 4 2 3 2Anything hits him, he'll use Edge to reroll fails.Basic damage soak x4
Basic damage soak:
4#6d6t5 4 3 2 0Anything that takes him down with Physical damage he'll use Edge to reroll fails.