drew out a patch and applied it, letting the stimulants soak into his bloodstream as he knelt down next to the man and rested one hand on his head. He closed his eyes and focused on picking up the last of his thoughts before they drained out of his body. The pain-killers helped block out the headache he had from his previous attempt, but he was still having a hard time digging into the fading mind.
Klink mentioned the guy was still alive in PM, so I am moving forward with that assumption.
Using one rating 6 stim patch, so I can ignore the wound modifiers
Then casting Mind Probe on the man
Since he's unconscious Pusher will need 3 hits to find anything useful, and probably no more than that.
I'll have him cast at force 3, to reduce drain, since the stim patch will add another stun in a while
Spellcasting 5 + Magic 5 = 10 dice
10d6.hits(5) = 1 hit
Drain is 3S, resisted with 11 dice
11d6.hits(5) = 3 hits, so no drain
1 hit will probably be resisted, and even if it isn't, it would only get conscious surface thoughts (which are nothing if he's unconscious).
If he doesn't bleed out in that 1 round, I'll try again
Multiple mind probes get a -2 penalty for each previous attempt, so I'll only try once more
Spellcasting 5 + Magic 5 = 10 dice
8d6.hits(5) = 5 hits (but can only get 3 hits since it was at force 3)
Drain is 3S, resisted with 11 dice
11d6.hits(5) = 4 hits
So, if there is time (6 seconds rather than 3), the ganger needs to resist (willpower + counterspelling) and if Pusher has 3 net hits afterwards (which is only possible if the ganger gets 0 hits... I was an idiot for picking force 3) then he can get the answer to one question a round for as long as he sustains the spell... which will also be limited to when the guy bleeds out (probably his body in combat turns, minus the two rounds it took his spell to stick)