Cool - that's what I figured about the timing.
Sorry not to have looked back at the OOC carefully enough on the positions of people!
And sorry about so many questions - this is going to be another very tricky one to survive, so just needing as much data as I can get!
So for Al:
The Pepper is the real killer - will try to minimize as much as possible by Pushing Limit with a point of Edge.
Bod + Will + Edge = 14 dice
Pepper resist, Pushing Limit:
14d6h5 7Sweet and very lucky - that'll be 4S, and not in excess of my Willpower, so no killer Nausea.
The Aisa is inhalation, so completely immune with internal air.
The Dopadrine there is no possible way I'll get it to zero, so I'll take the effect.
For Spike:
Pepper
Bod + Will = 9 dice
Spike Pepper resist:
9d6t5 3He'll use one Edge to re-roll fails.
Rerolling Pepper resist fails:
6d6t5 2So that will be 6S, and he'll have the "nausea" - fluff-wise he'll just do what you suggested, and what real dogs do when peppered - freak out and try to get the stuff out of his face.
For the Aisa and Dopadrine, again, no way to get it to zero, so he'll take those effects as well.
Good news is we've got until the end of this combat turn before the game effects hit us (though I'll IC the agony right now!).
Already declared their first actions of the turn.
Will declare Al and Spike's second actions once I get resolution on the first pass actions, but it will certainly involve getting out of the Pepper, unless we want to literally die within a few combat turns!
Hopefully the throwers themselves are outside the Area of Effect, in which case Spike, though already good and dosed, will already be out of the area due to closing to melee one of them. Al will likely close to melee as well on his second action.
As for Rachel and William, however bad they get hit, they should still be mobile for this first combat turn, and hopefully they'll motorvate themselves out of the Pepper cloud as well!