身体の損傷 PHYSICAL INJURY
：A knock-out attack, electrical shock, fall or other injury
may incidentally stun an investigator for 1d6 combat rounds.
The investigator may only parry or dodge for the duration.
When a stun occurs is left to the Keeper’s judgment and may
or may not include a loss of HP.
：If, from a single wound, the investigator loses half or
more of his current hit points, the player is forced to roll the
investigator’s CON x5 or less on d100 or the investigator
：When an investigator has 1 or 2 HP, he
automatically falls unconscious until HP rises to 3 or the
Keeper determines a time for the investigator to awaken.
Time may heal the wound enough for the investigator to
stagger away or a First-Aid or Medicine roll may help as well.
：When HP drops to 0 or lower, the investigator will
die at the end of the following round. During that time a
friend may intervene. See Healing section, p. 54 or in this
： Note that this damage is only to be used in cases of
significant contact, such as the immersion of a hand or arm.
• Weak Acid deals 1d3-1 damage per round.
• Strong Acid deals 1d4 damage per round.
• Very Strong Acid deal 1d6 damage per round.
๏ Drowning/Suffocation: If the investigator is unable to
breathe (due to water submersion paired with a failed
Swimming roll or a cloud of gas containing no oxygen), the
player may attempt a d100 roll of CON x10 or less for the
first combat round in order to hold his breath. In subsequent
rounds the multiplier drops by one to CON x9 in round 2,
CON x8 in round 3, etc. Surprised investigators may begin at
a lower multiplier. On a failure the investigator has ingested
something not breathable and takes 1d6 damage per round
until escape, rescue or death.
Explosion: Damage is calculated based on the power and
radius (in yards) of the explosion. The explosion’s damage
reduces by 1d6 each two yards away from the center of the
blast. A stick of dynamite deals 5d6 damage at a range of
1-2 yards, 4d6 at 3-4 yards, 3d6 at 5-6 yards, etc. Larger
explosions get larger increments of damage. An Abrams
tank anti-personnel round deals 15d6 at the first four yards,
14d6 at 5-8 yards, etc. Roll damage separately for each target.
The Keeper is encouraged to change the range increments
and damage values to suit the type of explosive used.
๏ Fire: Burns of all kinds fall under this category. Damage
from this source can lower APP and CON scores as well as
• A hand-held torch thrust at a target deals 1d6 damage
and the target makes a Luck Roll to prevent hair and
clothes from burning. If failed, the target continues to
take 1d6 damage per round without application of the
torch. Use a Luck or First-Aid roll to put out the fire, or
perhaps a Sanity roll to stifle panic.
• A large bonfire deals 1d6+2 damage and engulfs the
target’s clothes and hair.
• An average sized room in flames deals 1d6+2 damage
per round to each person trapped inside. A Luck Roll
is to be succeeded each round for each investigator in
order to prevent asphyxiation. If the roll is failed, begin
asphyxiation as per the drowning rules.
• Larger fires are special cases to be described
individually. Just remember, the threat of death always
makes for good gaming.
๏ Poison: Poison strength is measured in potency (POT).
Higher numbers mean stronger poison. Use the Resistance
Table to roll POT vs. CON, with the POT as the attacker. If
the target fails, something bad happens, usually in damage
equal to POT. If the target is successful, perhaps half POT
is taken in damage or no damage at all. The Keeper is
encouraged to be creative with the effects of poison and use
the table as a guideline.