The blaster hitting the ground definitely gets the kidnappers' attention. It also gets the attention of the people around you, who mostly start to scatter but are clearly trying to watch the spectacle at the same time. And that attention seems to be putting the kidnappers on edge as they turn...
I can see it now - two mighty armies lined up, facing each other across the open field. The generals ride out to meet in the middle, their seconds trailing just behind. They nod to each other. Their seconds hand them their dice and then hold out a board between them. The generals roll, never...
1-16: Age of Napoleon + Psionics
Start with baseline Napoleon, but the military intelligence game has just gotten a lot more intense. Clairvoyants on all sides use their powers to try to learn about enemy forces, plans, etc, and to put fake intel out into the aether for enemy clairvoyants to...
It turns out the city is practically crumbling, it just looks nice because of an immense illusion spell. Who helps the sorceress-queen to maintain it, and what will they do once they realize that you've seen through it?
Having successfully dodged the impromptu obstacle, you make it out the door faster than the two kidnappers (or whoever they are) can move. You emerge into the street practically within striking distance of the two men.
Of course, they're not the only people out here. The street isn't crowded...
I don't have any preference for dice rolls, you can do it wherever and just post the results here. I trust that anyone hanging out in the Pub is more interested in playing games for real than in "winning" them.
Must be something about CoC... a statistical anomaly that I occasionally bring up is from the campaign I ran in college, where the party got into a firefight with some cultists and, in one round, all but one of the combatants rolled that their gun jammed (which has a 1-5% chance of happening...
Clarification of the mechanics more than actual changes. Increased stats for Steeds are actually in the text now, although I think we've already made that change in this game. Other change that could be important in the near future is with the initiative system - instead of rolling for turn...
I've uploaded a revised copy of the rulebook if you want it. Not all feedback has been worked into it yet, but it's still improved compared to the previous version.
You can move quickly, or you can move quietly, but you can't do both. Obviously speed is the more important factor right now, so you make do with being obvious.
The man at the door turns to see the source of the noise. When he sees you coming, he pushes Jake hard with one hand to get him...
You quickly leave the kitchen and its remaining occupants, who are just starting to calm down and make sense of what just happened. You return to the main room in time to see Jake being ushered out the front door by one of the men Sir Blayne had spotted earlier.
I feel like this aspect depends more on whether you believe the target is a demon than whatever the truth might be. And I will rule that "infected with the demonseed plague" does count for this purpose.
Angry Cook rolling at +0 to defend... he gets +1 total. Your attack roll was better...
Sir Jorrel moves quickly toward the kitchen. No one really gets in his way, so he gets there quickly as well. The source of the commotion is clear - one man with deeply bloodshot eyes (the cook, judging by his attire) is holding a large knife, lunging and swinging it at the other staff here...
To the first question, he says "Been a week or so. I sent the messenger your way soon after that, once I had an idea what I was holding."
To the second, he responds in a slightly less friendly tone "She's apprenticed herself to some metallurgist in town. Keeps herself busy there. Very busy."...
You make your way through the town to the meeting place, a tavern called The Unexpected Guest. It's only midday, so there are few patrons here at the moment, and you spot Old Jake right away. He is sitting by himself at a table off to the side; no daughter in sight. He waves when he sees the...
Sir Jorrel - what memory sticks with you from your most recent prior encounter with a plague victim?
Sir Blayne - what makes you so confident about this contact of yours?
Nope, two separate stunts, worth +2 each. I "when jousting" would work for that one? Although that's pretty close to the Lance Charge stunt that all Steeds automatically get, so I don't know if you have other situations in mind when that bonus would apply, or if you want to change it to...