@Malevolence Go ahead and roll for Levitation. He needs 2 hits. This is mostly for drain purposes, but it's possible - with all his negative modifiers - that Ohanzee would need a couple attempts to get the casting right. The spell's Force also determines how quickly it moves. I recommend Force 4 to get it to the Bulldog in a timely fashion.
Go ahead and roll Heal for Wolf too.
@Tec: You don't happen to have a handy account of which damage Ohanzee has taken is from drain and which is actually healable? I can dig through the posts, but if you had it handy it'd save me some time.
4P of his damage is from Drain and thus cannot be Healed. See this post:
http://forums.shadowruntabletop.com/index.php?topic=17816.msg318259#msg318259Also, Ohanzee will take 2S sometime during the first ten minutes (probably around minute 9) from the makeshift stim patch that was made using the Medkit. The original 1S is from drain and I'm assuming that it doesn't suddenly become healable as a result of using the patch, but is the additional 1S healable?
Damage from the stimpatch can be addressed with a medkit if you're willing to spend the supplies on it. Drain does not suddenly become healable as a result of using the patch.
Looting ammo/consumables is a good idea. I noticed the ork had a Warhawk - I would like that ammo. I assume that while moving bodies that they will be cleaned of usable items. The owners aren't likely to come looking for them anytime soon.
The gunslinger (an elf) had the Warhawk, not the ork samurai. There are 30 rounds of normal ammo and 30 rounds of Stick-n-Shock ammo.
There's a ton of stuff scattered around. I'm going to make people be fairly explicit about what they're looking for or what they want, both because I don't want to list out every single thing available but also because I don't want to presume that you just stack it all into the Bulldog like cords of wood and drive off like some sort of demented Shadowrunner Santa.
Minute 1- Can I go get that bomb yet? if so, that's what im doing first
minute 2 and 3- Sam will do as instructed. What do our chances of climbing down to get that decker look like?
1) Yes
2) Bad. The drop-off is over 250 feet. Your best bet to retrieve the decker would be to Levitate someone down and then back up or to send a spirit to fetch it.
@tec want me to use that previous first aid (stabalize-pain med) roll for actions here, or re-roll since the situation is different?
Minute 1: First aid on those I can... I think we're going to have to break this down almost into combat rounds yes? (He's only getting one IP per CT for the most part as he's at 5 right now with his wound modifiers)
Go ahead and keep that roll and apply it here. Full Combat Turns is too micromanage-y, and I don't want to do all the math for walking rates and everything. Let's keep it fun instead of work.
First 60 Seconds
The Natelys have suffered grievous injuries in the crash. Without medical attention, they will die within minutes. It's up to Ace whether he wants to let nature take its course or if he wants to leave marks on the body for the authorities to find.
As for the toe, the dashboard is sideways. Thus it is tricky to set anything on it.
Restocking the cooler is a good idea but its contents scattered everywhere. Ace's lineup looks good but is more likely to take 3 minutes than 2.
If Ace is frisking the gunslinger, he will find:
Ingram Smartgun X + 2 clips regular ammo + 2 clips explosive
Ruger Super Warhawk + 30 rounds of regular ammo (which Malevolence expressed an interest in) + 30 rounds Stick-n-Shock
Yamaha Raiden + 1 clip regular ammo + 2 clips explosive ammo (minus 6 rounds)