The consumptive Professor Oberon Lankwiller
Health 5, [no rating in Firearms], Scuffling 4
Weapon: Webley revolver +0
Hit Threshold: 3
The brash Tag Hunter
Health 13, Firearms 10, Weapons 8, Scuffling 2
Weapons: Remington M32 double barreled shotgun +1 (+2 point blank, +1 when fired both barrels), machette +0
Hit Threshold: 4 (Athletics is greater than eight)
The trigger-happy Anabelle Swift
Health 10, Firearms 8, Scuffling 6, Weapons 4
Weapons: Twin Colt Revolvers +0 (You can fire two revolvers in a Pulp game if your Firearms is 5+), hat pin (-1).
Athletics 9, Health 7, Scuffling 9
Hit Threshold: 4 (5 underground)
Weapon: two claws +1 and a bite +0. Two bites in a row means it latches on. Ghouls take half damage (round up) from firearms.
The Investigators are cautiously exploring a tunnel which runs under the Arkham municipal burial ground. They disturb a ghoul, partially concealed behind a stone slab, which is sucking the marrow from some cracked bones, .
They must all make a 4-point Stability roll when they see the ghoul (you see a supernatural creature up close). After Stability rolls, a combat ensues.
The order of action is determined at the beginning of combat, just once, according to the characters’ current pool in their chosen method of combat. This gives us:
- The Ghoul
- The Prof*
The Prof has no Firearms skill so goes last, and Larry has to decide in advance what to do. He chooses “shoot the Ghoul”
Tag gives the ghoul both barrels at point-blank range. It has partial cover, so the ghoul’s Hit Threshold is unchanged at 5. Tina spends four points from the Firearms pool to ensure a hit. She rolls a 2 for damage, +4 for the double barreled shotgun fired at point-blank range gives six, halved because of Ghoul Armor. The Ghoul’s Health tumbles to 4.
The Ghoul launches itself at Tag, and makes its three attacks.
The Keeper spends 2 points from Scuffling on the first claw and rolls a 3 making 5, a hit for 4 damage. He spends 2 on the second claw, rolls a 5, another hit for 5 damage. Then it’s a bite (2-point spend and 5 damage). The Ghoul’s Scuffling is now 3. Tag’s Health is now -1 – Hurt. (In theory, Tag must make a Conciousness roll but the Difficulty is 1 – an automatic success.)
Annabelle wants to distract the creature from its feast, so she jabs it with her hat pin, spending all of her 4 Weapons points to ensure a hit. She rolls a 3, causing 1 point of damage (you can effectively miss or do no damage with lesser weapons and fists). The Ghoul has 3 Health points left.
The Professor closes his eyes and squeezes the trigger of the unfamiliar Webley. He has no Firearms skill (see p. 60 sidebar), and unfortunately rolls a 1. The Keeper decides that he shoots himself in the foot. He rolls a 3 – minus 2 because of his unfamiliarity – knocking his Health down to 4.
Tag frantically wrestles with the ghoul, trying to hold its festering mouth away from his face. That’s Scuffling. He spends his remaining 2 points on his roll. The Difficulty is the ghoul’s Hit Threshold (5) plus 1 because Tag is Hurt. He needs a 6. He rolls a 2 plus the 2 for his Scuffling, a 4 – not enough. It’s not looking good for Tag
The Keeper decides to spend 2 on a ghoul claw roll to finish off Tag. He rolls a 1 – making 3, a miss. He spends 0 on the next roll and gets another 1. He spends the final point on the bite, rolling a 6. As this is is second succesful bite attack, he does double damage. He rolls a 3, for the bite for a total of 6. Tag’s Health tumbles to -7. Tina opts not to make a Conciousness roll for Tag (which would require Health expenditure) and Tag falls into merciful oblivion. He is Seriously Wounded, and requires First Aid and hospitalisation if he survives.
Annabelle opts to fire both pistols at the creature (a Pulp-only option). She spends a Firearms point to do this. She spends 3 points on the each roll (as they are simulataneous Andrea needs to decide before rolling both dice), and she rolls 6 and 6. She rolls 3 and 3 for damage, halved and rounded up in both cases makes 4 total damage. The ghoul had 4 points of Health, so it is down.
Larry opt to spends two points of the Professor’s First Aid to stabilise Tag. If they can get him out of the crypt, Tag needs to spend a week in hospital recuperating.
In the shadows, creatures drawn by Tag’s pooling blood gather and watch for weakness.