Combat

This page describes combat beyond that of Thulhu battles. Though practicing cultists are bound to only use thulhu to fight other thulhu (and rogue cultists), normal people are free to use whatever weapons are at their disposal to protect themselves.

Frightening Humans
The first thing wild thulhu will usually do when encountering humans is to scare them using whatever their natural frighten abilities are. To do this, the thulhu rolls Frighten with Power as usual, and compare the result to the target's sanity. If the attack's result die exceeds sanity, the target faints. If the target is not a cultist and has not faced off against this kind of thulhu before, he or she must also pass a 3-die sanity test or be terrified, running away or taking similar action. Running away usually isn't a bad idea even if you're not terrified.

Hurting People
When people fight, they only have two kinds of moves: Injure and Dodge, which both use Phys Ed instead of Power or Speed. Dodge has two dice by default, and injure has one. Injure's aspect is whatever the person's aspect is. They can increase the number of dice they get to roll by using a weapon. Bludgeoning weapons like clubs add one die, and lethal weapons like knives and guns add two dice. Guns have the advantage of range, but thulhu typically close in on you pretty fast and render your guns useless. Instead of hit points, humans use their Phys Ed score, which means they get worse at attacking and dodging as they get injured. When Phys Ed is lowered to 0, they pass out, and may start dying if their Phys Ed is less than 0. Damage to Phys Ed is recovered much more slowly than hit point damage to thulhu.