Wolf will finish off the mage, and then exit the vehicle through the most expedient route to get to the combat mage. He's also going to go Full Defense again (should have done that at the top of the round, or at the very least after the first time he got nailed).
Not going Full Defense was a calculated decision I made on Wolf's behalf. It would have dropped him to the end of the initiative order, which would have opened him up to several additional attacks, including another magical strike that Full Defense wouldn't have applied to. I decided he had better odds tanking the physical attacks than he did waiting for the astral hammer to drop. Either way it was going to be a gamble.
In the future, if you know you want a character to go Full Defense go ahead and mention it as soon as possible. As an Interrupt Action it can occur at any time.
Attack Mage [Agility 7 + Unarmed 6 - Wounds 3]: 10d6t5 2
Ugh, that's terrible. Hopefully the mage can't muster much of a dodge.
Dodge: 8 base - 3 wounds - 2 constrained:
1 hitWolf's base DV is 10P -1AP, staged to
11P with net hits. This guy needs the roll of the day to make it.
Soak:
3 hits, not quite
Final damage is 8P added to the pre-existing 9P. The mage is at
17P; Wolf finishes him off in a shower of blood and gore.
When Wolf finishes off the mage:
1) one of the spirits attacking Katsina on the astral is released from its service and (with 8P) gets the hell out of there. It vanishes to the metaplanes.
2) the (bound) spirit attacking Ohanzee on the astral is released from its service and (with 7P) follows the example of the other spirit. It vanishes to the metaplanes.
Wolf can leap out the passenger-side window that Sam's grenade took out. Do you want him on Full Defense now?
NextSam
Ace (in progress)
remaining NPCs
Ohanzee