[OOC: I'm fighting persistent IPS errors, so I'm going to post the whole thing as if it goes without a hitch. If you need to cut it off at some point, Koekepan, I understand. I will carry on from that point. If I hit an ABORT POINT (See OOC thread) that requires Blue to abort the mission, I will halt it there and try another night.]
After his study of the Stunball spell is complete, Blue completes his plan for
Operation: Assault on the Pixies. Blue will make sure he has the following spells-on-a-stick immediately at hand for the operation: astral armour, influence, heal.
He calls up Karmakaze and ensures she has the night off. Once she arrives at around 02:00 with her vehicle, Blue comes out and summons a city spirit for the first leg of the operation.
[ Spoiler ]
Summon F3 City Spirit: target 3; 6+2=8 dice:
4 successes So, 4 services.
Resist Drain: target 3(L); 8+2=10 dice:
4 successes No Drain
Blue assigns the City Spirit two tasks right away to last until dawn or Blue releases it: Guard the vehicle and the two of them, protect the vehicle and the two of them by whatever means necessary.
They drive to where they stopped last time, near the target home. Once there, They look to make sure lights are out and no activity in the house is noticeable. Then, Blue assigns the City Spirit one more task to last the night, Conceal the vehicle.
Blue then assembles a squad of Watcher Spirits to accompany him into the house.
[ Spoiler ]
Summon 8 F3 watcher Spirits to last one hour. 8d6t3:
7 comeResist Drain: 4(L) 8 times:
all more than 2 successes No Drain
One more shot for the eighth one: 8d6t3:
4 successes the eighth one comes.
Resist Drain: 4(L):
4 successes No Drain.
27 seconds total, let's make it 1 minute for in between times.
Once the Watcher horde is assembled, Blue moves to the front porch and summons the Hearth Spirit.
[ Spoiler ]
Summon F3 Hearth Spirit: target 3; 8 dice:
4 successes 4 services
Resist Drain: target 3(L); 10 dice:
9 successes No Drain
When the Hearth Spirit appears, Blue tells it he is there to remove the parasitic spirits. He asks the spirit three questions:
Who in the house is awake?
Are there any astral protections set up in the house other than the parasitic spirits?
Where are the parasitic spirits?
[OOC: This is the one of the most likely places, I think, where the plan will need to be rejigged or aborted. Especially if the spirits are not present.
Assuming nothing untoward is reported, Blue continues.]
Blue tells the spirit he will return shortly, and once he enters the spirit's domain to Guard him.
Blue returns to the car, gets in, and nods to Karmakaze. "If shit happens and you have to leave, get my body to my place and I will find you there."
He projects astrally.
Blue enters the house astrally with the Watchers close by and joins the spirit-dog. Until combat is initiated, Blue will have Spell Defense set up, with 5 Sorcery dice plus 5 Spell Pool dice for a total of 10. He will cover himself, the Hearth Spirit and three of the watchers. Blue had explored the house during his first scouting expedition, so he has a rough idea of the layout. Together they move to just outside the room where the spirits are, most likely the girl's bedroom. Gathering his spirit force close, they all enter the target room in an upper corner, farthest from the bed if the girl's bedroom. The Watchers are to form a screen in front of Blue and the Hearth Spirit to impede astral combat reaching those two.
[ Spoiler ]
Surprise: Astral Reaction 4:
2 successesInitiative For Blue: 24 + (4D6 =
14) = 40
[OOC: another likely place for diversion if some of the pixies are faster or if the girl is astrally projecting (I guess if she woke up after the Hearth Spirit said all were asleep).]
Blue sees the pixie cloud and blasts it with a Stunball spell with the radius of the area of effect reigned in so as to miss the friendlies. He drops spell defence before casting the Stunball, aiming for as far away from the friendlies as possible.
[ Spoiler ]
F4 Stunball (don't know target WIL of the pixies, so will show all the numbers) at Deadly Level (this could hurt!): Spellcasting 6 + Owl 2 + Spell Pool 2 = 10 dice:
1, 6, 1, 1, 1, 5, 3, 3, 2, 2Resist Drain: target 4(D+1) ; 8 WIL + 2 Owl + 4 Spell Pool = 14 dice:
8 successes reduces Drain to L
Use his 1 Karma Pool point to reroll failed dice: 6d6t4:
2 successes No Drain.
[OOC: Oh shit! I forgot to reduce the radius, taking dice away from the casting of the spell. Well, live (or die) and learn. Hey, the friendlies could be over 4 m away from the center point. This is probably a good place to stop, as all kinds of bad stuff could happen. As I wait for your response, Koekepan, I will consider what my next PC will be.]