๏ Stun: 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.
๏ Shock: 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
falls unconscious.

๏Unconsciousness: 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.

๏Death: 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
reference document.

๏Acid: 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 current HP.

•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.


Call of Cthulhu d100 Taloswind Taloswind