>>6125328[The +2 is like 2 more sides to a die roll, so instead of 1-6, you'd get 1-8, or an 80% success chance the die roll also serves as a kill total for the roll. I'm not trying to do a sophisticated Hit Point system, so a blow or gunshot would either hit their head or not be enough to kill the ghoul. The 9 or 0 roll, in the above case, would count as a miss. However, if "enraged" you can get an additional +2, which would let you get up to a temporary maximum of 100%, in exchange for an increasing likelihood of calamity, which could include being bitten. I'm using "calamity" as a catch all for trouble, or someone shooting at you, but in a battle setting it can include a ghoul infection. Also, I'm saving you a spot on Termelon's trip to search for Mike, if you'd like to go along. Or if not you can stay at base, or do your own quest, it's your choice. As for the description of clumping the ghouls, that fits with the idea of guarding yourself, or with distracting ghouls from attacking a teammate]
You walk circles around the ghouls, herding them, like a sheep dog might. And when they line up properly, you crack their skulls open. First (3), and then round and round before splitting (2) more across the forehead. But you run short on luck (8), trip over a corpse, and fall on your back [-1 to calamity for 2 turns]
[If my 2nd and 1st add to 10 or less you manage to recover quickly, if 11 or more you drop your nightstick.]
You're also noticing the strain on your muscles from the exertion, only slightly, but too much exertiona and even you will start to tire.
You have 3 actions
You can recover from your fall, focus, fight ghouls, pick up your nightstick, run for the exit, or your own idea.
[If you fail to recover your truncheon, you can still kill ghouls, however, you'll suffer a -3 to kill range when fighting unarmed]
[4th 3rd and 2nd] 1-5p, 6-0f
[Calamity] 1-5p, 6-0f