<span style="font-style: italic">Via orokos:<br/>Quill		Taunt	1d4-2 =   -1<br/>Quill		taunt (wild die)	1d6-2 = 0<br/>Shaken marten		smarts resist	1d4-1 = 2<br/><br/>Although Quill does not strictly succeed in the 'attack' portion of her taunt and thus doesn't get the bonus on next attack, even a 'failed' taunt attempt will generally be successful in getting the target's attention and encouraging them to attack - the scorched marten looks like she'll be coming after Quill as soon as she recovers from her explosive mishap.</span><br/><br/>"Oi! What the heck are you talkin' about you little rabbit-looking furball?" the still-smoking marten girl shouts back at Quill. "If you waste perfectly good sugar on somethin' that's just gonna burn, more fool *cough* you! C'mon, sis, the little one wants ta fight us! Let's get 'er!!"<br/><br/><span style="font-style: italic">Next is Sevana, followed by Yasha. Remember guys, in a fight like this, don't be too afraid to post out of order, since in a group-vs-group battle, initiatives are of relatively minor importance<br/><br/>Edit: Also it's come to my attention that I may have placed Arcea and Yasha too far forward. Their position can be assumed to be over closer to Maribel if the players prefer.<br/><br/>Lastly, now that we've entered shooting range, I should point out that it is obvious to the characters with no meta-gaming required that the bandit power armor is simply too heavy a target for most ranged weapons or spells to affect it (Somebody plinking at it and then shouting "That armor's too thick for blasters!" is not required). Such a target requires either a weapon that excels at taking out armored targets (Explosives, energy melee weapons, gyrojet guns, the "Burst" spell, etc), or attacks that don't need to penetrate armor. Aside from mechanized enemies, a science-fantasy world like this also includes many naturally-armored monsters who will require similar firepower to damage.<br/><br/>While we're on the subject of armor, I'm strongly considering allowing characters to use the "lockpicking" skill against a grappled target to strip their armor off - both because I feel like stripping potential prey will be a desired action for many PCs and NPCs, and to make the lockpicking skill a bit more useful and less situational. Lockpicking tends to be a slightly underused skill in RPGs in general, since the PCs assume (correctly) that they can smash or shoot any locked containers open.</span>