You can find the stats for pepper spray under the modern melee weapons in the equipment section of the book. It is very short ranged so any potential ranged or spread type abilities just aren't factored in.<br/><br/>First off<br/>Round 1 resist pepper spray: 12 (http://elliquiy.com/forums/dicebot.php?r=30838) The first guy did not succumb to the pepper spray somehow, although you still dealt 9 stun damage to him.<br/>Soul roll to avoid shock: 12 (http://elliquiy.com/forums/dicebot.php?r=30839) This guy really doesn't want to go down.<br/><br/>Round 2:<br/>Defense roll for mook: 11 (http://elliquiy.com/forums/dicebot.php?r=30834) Since you are the attacker you win on a tie! Yay for you.<br/>Irritant resist roll for mook: 10 (http://elliquiy.com/forums/dicebot.php?r=30836) This guy gets a nice faceful of mace and is now in a world of pain, as well as taking 9 stun damage, he's out of the fight.<br/><br/>Round 3:<br/>Round 3 initiative: 9 (http://elliquiy.com/forums/dicebot.php?r=30833) Zaer goes on 11 so he acts first.<br/><br/>Dodging the spray: 9 (http://elliquiy.com/forums/dicebot.php?r=30841) you hit guy 3!<br/>Resisting the irritant: 9 (http://elliquiy.com/forums/dicebot.php?r=30842) He is also sprayed good and out of the fight.<br/><br/>The first guy you caught by surprise reaches out to try and grab you: 5+2 = 7 (http://elliquiy.com/forums/dicebot.php?r=30843) You take a -1 to resist the grapple if you do not drop the pepper spray(it only has 1 dose left at this point). You only need to roll a 5 or better to resist when you include your defense combat mod if you hold onto the can though. The number the link takes you to is off since I accidentally used the irritant rolls mod.<br/><br/>You only need to roll initiative once for an entire combat scene, so next round you get to go first and can probably finish the first guy off if he doesn't successfully grab you.