The play test of the solo rules for "Pulp!" begins!:
Somewhere in the forgotten jungles of India, next to the wastelands, is a lost city rumored to have fabulous relics that can give power to the righteous - and to those that are evil. The Mad Guru (BWAH HAH HAH!), leader of the ancient Thugee Cult, has discovered its whereabouts. Fortunately there are heroes that will risk all to stop him and his murderous minions. The Shadow of the Bat is one of them . . .
. . . what ensues is a story of courage and determination of stalwart men and women against villainous, heinous acts that may determine the future of mankind!
"Okay minions - move out and cross that river at the ford!"
Behram is ordered to follow the minions - just in case.
(Game Note: The section of the 19th Punjabs failed their activation)
More Thugee minions advance to secure the bridge that leads to the "Jewel of Destiny."
The other heroes with a section of the 19th Punjabs also advance to the bridge.
"The Bat", yells the Mad Guru (BWAH HAH HAH), "We meet again! This time you die!"
The Bat fires with his trusted jezail at Choti the Snake handler . . . and for a "superhero" he also misses.
(Game Note: A "1" on a D6 is always a fail and a roll of a "6" on a D6 is always a success no matter what the modifiers. Though The Bat hit Choti with the "2", Choti easily passed his save roll.)
"I will use my hypnotic gaze on Colonel Douglas, curse his English or Scottish or Irish or whatever he is to the pits of hell!"
(Game Note: I forgot to mention this earlier. The first unsaved hit for most characters is suppression; if they get another unsaved hit then they received a wound. Different characters have different amounts of wounds they can take as shown in the previous character hits though most can take two. The rule book recommends laying the figure on its side to show it's suppressed. From an aesthetic standpoint it doesn't quite look right as suppressed could be dodging or seeking cover. I'll think of a marker later. The Mad Guru is suppressed and has taken one wound.)
(Game Note: Special Abilities? Oh yeah, that's what makes this a Pulp era game! Whoops. I forgot about them the first 2 turns; the bane of learning a new game. Starting with Turn 3 the Special Abilities are on! And by the way, I forgot to activate Princess Deva.)
(Game Note: The Terrifying Laugh (BWAH HAH HAH) of the Mad Guru causes a -1 on all activation rolls of our fearless heroic company of do gooders.)
(Game Note: I'm now using "X" markers to show suppressed as they may be seeking cover, dodging, etc., that causes them to not be as effective.)
(Game Note: Yep. Chota's Quick Dodge Special Ability did not work.)
(Game Note: This is a great example of a melee with Special Abilities. Behram activated successfully and Charged The Bat. Prior to Melee, Behram declared an "Adrenaline Surge" which gives him a +1 Bonus on his combat rolls when resolving melees resulting from a Charge. An Adrenaline Surge can only be used by the Attacker. The Bat decides to use the Special Ability "Second Chance" which forces an opponent to reroll any combat roll or Save Role in the fight. The second roll is final. Behram got two hits on The Bat but The Bat decided to wait to use the Second Chance. The Bat got three hits on Behram. The Bat easily rolled his saves (+1 from the sheild) and Behram had two saves. The Bat made him reroll one of the saves and Behram now is suppressed and has one wound.)
IN THE NEXT EXCITING EPISODE:
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