Oh hell, this is complex; what have I gotten myself into? Perception rolls for multiple participants, including Jake and a spirit, each with his own bonuses and specializations, to which there are negative modifiers applied, including the opposition's attempt to avoid detection, the cumulative effect of which could mean that a secondary sense actually has more dice, on top of which Stogie and Smohalla have Assensing, with its own list of positive and negative modifiers...
Add to this the rules for Surprise Tests, which - quite honestly - baffle me even while I'm reading them. I might as well turn to
Heart of Darkness for clarity and guidance on the situation. I don't promise that I've done everything 100% correctly, but I've done my best and I think that any errors - such as they are - should equally affect both sides and thus cancel each other out.
Here's how it plays out:
Phlapjack,
here is Smohalla's search for birds, if you want to know.
Pbangarth, the dice love you. Every time I put "Stogie" in the Character Name box on Invisible Castle, I get a bajillion hits. I'm starting to think you hacked the system. Here's your assensing roll:
5 HITS Nobody else beat the critter's attempts to stay hidden. The result is an ambush/surprise test (p. 165,
SR4A), with Stogie receiving a +3 bonus for being alerted in advance. If I'm reading the rules correctly, there are actually two initiative checks: the first to determine who surprises whom, the second to determine actual initiative order. For the first roll, nobody beat the ambushers so you're all surprised. See below:
Ambusher #1:
6 HITSAmbusher #2:
6 HITSStogie:
3 HITSBeast Spirit:
4 HITSEllesar:
2 HITSSmohalla:
3 HITSJake:
3 HITSThe rule says "a character who is surprised may not directly act toward or react to characters who have surprised him." Now I can make the second round of initiative rolls but even if you have higher initiative than the ambushers you won't be able to do anything other than spend free actions to clear your throat and simple actions to pick your nose. As such, I'm going to rule that the ambushers delay their actions until the end of the first initiative pass and act then. The spirits will their second IP (oh geez, the watchers technically get three), after which we'll roll initiative for the second combat turn and proceed as normal. Did that make sense? I've been spending ages trying to think this through.
First things first, I need everyone to make a Willpower roll. I'm debating whether or not to allow Phlapjack to roll counterspelling. On one hand, he did declare it, but on the other he's breaking line-of-sight to search the trees for birds and the hunter was waiting for exactly that. But counterspelling is a free action and Observe in Detail is a simple action, so Smohalla should be able to do them both during his turn without being interrupted, but how can he look in all directions at once? And then under Counterspelling it says that it always applies to the magician himself unless he's surprised, but does this really count as surprise because you knew something was there you just weren't sure which direction ... I've spent the last three hours debating things like this.
Phlapjack, right now I'm going to say roll counterspelling for the group. Roll it separately from your Willpower roll so that we know how many hits to apply to the other character's test results. What it comes down to is that this is supposed to be a warmup, not the main event, so I'm not going to get too strict here. But I reserve the right to do so later!
It's 1:40am for me now so I need to post this and get some sleep. I'll try to put up an IC post tomorrow. Once we get some rolls in place, we'll have the spirits bang on each other during the second initiative pass. Sound good? Let me know if you have thoughts or questions.