All right, it's agitation time, mental manipulation stylee!
Damn I wish I had masking, but oh well. Perception test with a threshold of 5 and the -2 for being distracted and/or the object/sound being not in the immediate vicinity should hopefully be enough

Before anything else happens, Loki will send a quick message to Hopeless to "keep an eye on these two" and tag Carla and Felicity with private ARO in case Loki loses them in the chaos that is (hopefully) about to ensue.
Just rolling Initiative to get a feel for how long these things will take me, what with each combat turn being 3 seconds and what not.
Initiative:
8+1d6 11Sweet, 2 Action Phases, just what I was hoping for.
Combat Turn 1: Action Phase 1:Complex Action: Casting Influence at Force 1 (Drain DV: F-1=2 (minimum))
Using 6 Reagents on the armed Retro-Futurist that I know of; at Force 1 it just needs to be sustained for 1 Combat Turn, which will be the end of Combat Turn 2 if it works like toxins (which I think it does).
The victim "may" roll to notice the effect, but Influence is the most subtle of all the mind control spells and doesn't even seem to really be resisted until the target is "confronted with the wrongness of the suggestion". In this case, I'm guessing this guy wants to shoot someone anyway. Page 293 for full details; feel free to let me know if you'd like to discuss.
Suggestion to be implanted:
"I should fire off a round over their heads to scare the living drek outta these fraggin' freaks right now!"Spellcasting [6]:
16d6t5 3Spending a point of edge to reroll (1 of 3 previously spent, 1 point left)
Spellcasting [6]:
13d6t5 5Resisting drain of 2:
Drain Resist (2):
13d6t5 36 hits total, no drain. If or when he does get to resist the manipulation, it's done with Logic + Willpower - Force 1. The suggestion fades naturally after (net hits) minutes.
Combat Turn 1: Action Phase 2:Complex Action: Erase Astral SignatureNope, apparently the signature of a magical effect lasts for Force hours (* 2 in Loki's case due to Astral Beacon) "after the effect ends". So, I'll be doing pretty much nothing for the 1.5 seconds between casting Influence in Combat Turn 1 and then casting Fling and Magic Fingers and using Magic Fingers in Combat Turn 2...
End of Combat Turn 1: 3 SecondsInitative for Combat Turn 2:
Initiative:
8+1d6 13Another 2 Action Phases.
Combat Turn 2: Action Phase 1Complex Action: Erase Astral Signature (signature of Influence is now completely gone)Combat Turn 2: Action Phase 1Simple Action: Recklessly Casting Fling at Force 1 (Drain DV: F-2+3=2)
Using 3 Reagents to set the limit as I just need three hits on an unaware defender to pierce armor (even if it has chemical seal) with injection darts
Spellcasting [3]:
16d6t5 6Drain Resist (2):
13d6t5 5Injection Dart hits and penetrates armor, no drain.
Simple Action: Recklessly Casting Magic Fingers at Force 1 (Drain DV: F-2+3=2)
Potentially using Reagents on this one as the number of hits determine the spells effective Strength and Agility
This depends on how difficult you decide to make plucking the dart from the target after it's injected it's Narcojet, rednblack; spell description reads that "simple actions such as picking up a coin may require a test (at the gamemaster's discretion)", so I need to know if I'll need to roll a STR+AGI or AGI*2 or something to pluck the arrow off of the guard before I know where to set the limit. I think it's reasonable that Loki would know the limitations of the spell; after all, one might say he's a "master manipulator"
Spellcasting [1]: Magic Fingers; Drain Resist (2):
16d6t5 51 hit, no drain. Choosing to go for the non-test needing method;
Combat Turn 2: Action Phase 2Complex Action: Use the Magic Fingers spell to remove the dart from the guard (if the GM thinks this is enough time for the narcojet to have injected fully; if not, spend this complex action to erase Astral Signature.
End of Combat Turn 2: 6 secondsThese events occur simultaneously:
The Narcojet takes effect, and the guard has to resist 15S with just BOD+WIL
The Influence spell becomes permanent, and "the target carries out this suggestion as if it were his own idea"
Initiative for Combat Turn 3+:
Initiative:
8+1d6 11 8+1d6 11 8+1d6 13 8+1d6 10 8+1d6 9 8+1d6 11Combat Turn 3: Action Phase 1+
When the Retro-Futurist does decide to fire off a round, Loki will take a Free Action to yell "They're gonna kill us! Get out of here!" at the top of his lungs and forcefully drag Carla and Felicity away, using Leadership on them if need be. He will also take 1 complex action to use his sustained Magic Fingers spell to remove the injection dart, and then 6 more complex actions in the chaos to erase the rest of his (incredibly weak) signatures.
Total time needed for entire maneuver; 7 Combat Turns, or 21 seconds. The Influence and Narcojet both hit after 6 seconds, and Loki'll need to spend the next 15 seconds sticking around in the area to get rid of his signatures, while trying to not get shot... This could get interesting
NOTE:Holding off on rolling the Magic Fingers spell until you comment on the question for the subsequent test (if needed) to get the injection dart off of the guard, rednblack. I don't want to potentially "cheat" on how many reagents I need before I know how many hits I may need to have a chance to succeed if a test is needed to pick off the dart off the guard.
I'm also holding off on the IC post until I know the answer to the above, as that could easily change my course of action.EDIT:
Had to change around the order of things as I realized how Permanent spells works...