___Mantis___
[spoiler]you forgot to add the -2 modifier for disorientation, but after checking thr rolls, i dont think it would affect the outcome this time anyway.[/spoiler]
Dropping the sustained spells, your shimmering chameleon coated form returns once more.
Focussing your energies into the metaplanes, you call forth a weak spirit of man.
Greetings, for what do you need my assistance?___Lumen___
The sudden dropping of the invisibility spell immediately renders you visible again, the already alert dunk clearly shocked by the sudden appearance of an armed man charging down the jetty p[ushes him over the edge.
Two taser darts narrowly shoot by your head, crackling and discharging their capacitors as they sail by your ears.
[spoiler] Combat order:
Dunk:
rea 7, ini 4 (11d6.hits(5)=5) 16 2IP
MMU Guard:
2ip (10d6.hits(5)=5) ini 15 2IP
MMU Driver:
8d6.hits(5)=0 ini 8
Wage Mage:
6d6.hits(5)=1 ini 7
Spirit of Man:
3IP (6d6.hits(5)=1) ini 7 3IP (astral)
Knives: Ini 7 2IP
Scawire, last in each pass (crit glitch)[/spoiler]
__Dunk___
After loosing two shots at knives, the shock begins to wear off.
Who the fuck are you?[spoiler]actions:
comminucate, take aim, take aim[/spoiler]
___MMU guard___
Taking cover behind the van, protecting the mage from imminent explosion, he realises that the grenade was non-lethal.
He steps his perception sideways, looking for the suspects in the astral.
The glowing aura of Mantis and the accompanying spirit of man immediately draw his ire,
assensing 4, int 4 (8d6.hits(5)=2)leaning out around the back end of the van, he lines up for a shot at Mantis
[spoiler]free: move
simple: shift perception
simple: assense/observe in detail[/spoiler]
___MMU driver___
Mantis hears the opening of the driver's side door, followed by boots hitting the ground and brief communication with the wage-mage.
[spoiler]Free: move/disembark
Simple, ready weapon
Simple, communicate[/spoiler]
___Wage Mage (7)___
2 known + spirit, corner and jetty. move.Directing the driver towards the corner, the mage prepares to disrupt the spirit of man before it can act against his team.
[spoiler]
banishing 3, magic 3 (8d6.hits(5)=2) 2 hits
force 3 (3d6.hits(5)=1) force 3 resistance 1 hit.
drain resist:
log 4, wil 4 (8d6.hits(5)=4) no drain
[/spoiler]
Incantations and arcane sounding language emanate from the area of the van, and the spirit of man begins to fade as he attempts to return to the metaplanes with a ghostly howl.
___Spirit of man (7)___
{banished, mage acted first due to higher edge + intuition}
___Knives___
You're up