TEXT: Some skills are in more than one category.
  Communication—Art,Bargain,Craft,Credit Rating,Disguise,
  Fast Talk,Other Language,Own Language,Persuade,Psychology.
  Manipulation—Art,Conceal,Craft,Disguise,Drive Auto,
  Electrical Repair,First Aid,Handgun,Locksmith,Mechanical
  Repair,Photography,Pilot,Rifle,Shotgun,Submachine Gun.
  Perception—Art,Listen,Spot Hidden,Track.
  Exertion—Art,Climb,Dodge,Hide,Jump,Machine Gun,Martial
  Arts,Operate Heavy Machine,Ride,Sneak,Swim,Throw.
  Thought—Accounting,Anthropology,Archaeology,Art,
  Astronomy,Biology,Cthulhu Mythos,Geology,History,Law,
  Library Use,Medicine,Natural History,Navigate,Occult,
  Pharmacy,Physics,Psychoanalysis.
  ACID CONTACT
  •
  Weak acids: 1D3-1 damage per round.
  •
  Strong acids: 1D4 damage per round.
  •
  Very strong acids: 1D6 damage per round.
  DROWNING, SUFFOCATION
  •
  Roll CON x10 or less on D100 in the first round; CON x9 or less in the
  second; CON x8 or less in the third; and so on,to CON x1 per round.
  •
  Failure costs 1D6 damage plus 1D6 each additional round until rescue.
  No further CON rolls need be made.
  EXPLOSION
  •
  Calculate effect in terms of the strength of the blast and the radius of
  effect in yards.Example: a stick of dynamite does 5D6 damage in the
  first two yards,4D6 in the third yard,3D6 in the fourth,and so on.
  Each victim takes separate full damage.Doubling a charge increases
  damage by half.
  FALLING
  •
  Per 10 feet or fraction over first 10 feet: +1D6 points of damage.With
  a successful Jump roll first,lose 1D6 fewer hit points.
  FIRE DAMAGE
  Serious burns (total exceeding half hit points) cost APP, CON, or DEX as
  well as hit points.
  •
  Small fire: 1D6 damage per round.Luck roll to prevent flaming clothes
  or hair.Luck roll or First Aid roll to put out fire on person.
  •
  Large bonfire: 1D6+2 damage per round.Hair and clothes aflame.
  •
  Room in flames: 1D6+2 damage per round.Luck roll each round or
  begin suffocating.
  •
  Conflagrations: deadly,each a special case.
  POISONING
  Match poison’s POT vs. target’s CON on Resistance Table. See Sample
  Poisons, on facing page.
  •
  If POT wins,poison takes effect,usually doing damage eaul to full
  POT.
  •
  If CON wins,damage equals half POT or less.
  For the 1890s, roll 1D10: 1 = $500 + room & board,2 = $1,000,3
  = $1,500,4 = $2,000,5 = $2,500,6 = $3,000,7 = $4,000,8 =
  $5,000,9 = $5,000,10 = $10,000.
  For the 1920s, roll 1D10: 1 = $1500 + room & board,2 = $2,500,3
  + 4 = $3,500,5 = $4,500,$6 = 5,500,7 = $6,500,8 = $7,500,9 =
  $10,000,10 = $20,000.
  For the Present,roll 1D10: 1 = $15,000,2 = $25,000,3 = $35,000,4
  = $45,000,5 = $55,000,6 = $75,000,7 = $100,000,8 = $200,000,9
  = $300,000,10 = $500,000.
  The investigator also has property and other assets of value equal to
  five times yearly income: an investigator in the Present who makes
  $55,000 has $225,000 in assets.One tenth of that is banked as cash.
  Another one tenth is in stocks and bonds,convertible in 30 days.
  The remainder is in old books,a house,or whatever seems appro-
  priate to the character.
  Signs & Sigils
  PNAKOTIC
  PENTAGON
  SIGN OF THE
  DARK MOTHER
  ELDER SIGN
  YELLOW SIGN
  SIGN OF KOTH
  SIGN OF EIBON
  Investigator Skill Categories
  Investigator Income
  Physical Injuries
  copyright © 2007 by Chaosium Inc., all rights reserved. Permission is granted to reproduce this page for personal use only. www.chaosium.com
  
  poison
  speed of effect
  POT
  symptoms
  amanita
  6-24 hours
  15
  violent stomach pains,vomiting,jaundice
  arsenic
  1/2 to 24 hours
  16
  burning pain,vomiting,violent diarrhea
  belladonna
  2 hours-2 days
  16
  rapid heartbeat,impaired vision,convulsions
  black widow
  2-8 hours
  7
  chills,sweating,nausea
  chloral hydrate
  1-3 minutes
  17
  unconsciousness for 1 hour; each added dose increases effect by 1 hour plus a 10% chance of respira-
  tory failure
  chloroform
  1 round
  15
  unconsciousness,depressed respiration
  cobra
  15-60 minutes
  16
  convulsions,respiratory failure
  curare
  1 round
  25
  muscular paralysis,respiratory failure
  cyanide
  1-15 minutes
  20
  dizziness,convulsions,fainting
  rattlesnake
  15-60 minutes
  10
  vomiting,violent spasms,yellowish vision
  Rohypnal,etc.
  15-30 minutes
  18
  odorless,tasteless; unconsciousness or memory loss for 4-8 hours
  scorpion
  24-48 hours
  9
  intense pain,weakness,hemorrhaging
  sleeping pills
  10-30 minutes
  6
  normal sleep; each additional dose increases the chance for respiratory failure by 5%
  strychnine
  10-20 minutes
  20
  violent muscle contractions,asphyxiation
  TEMPORARY INSANITY—5 or more Sanity points lost in a single roll.See
  below tables for possible insanities.Short-term lasts for 1D10+4 combat
  rounds. Longer-term lasts for 1D10x10 game hours. Player must roll D100. If
  result is INT x5 or less, consult Temporary Insanity Tables.
  INDEFINITE INSANITY—20% or more of current Sanity points lost in one
  game hour.Effects last for 1D6 months, or as arranged. Keeper and player con-
  sult to choose an appropriate mental disorder.
  PERMANENT INSANITY—zero Sanity points reached. Effects last for
  years, if not forever. Keeper and player consult to choose an appropriate
  mental disorder.
  Short Temporary Insanity
  roll 1D10
  1 — fainting or screaming fit
  2 — flees in panic
  3 — physical hysterics or emotional outburst (laughing,crying,etc.)
  4 — babbling,incoherent,rapid speech,or logorrhea (a torrent of coherent
  speech)
  5 — intense phobia,perhaps rooting investigator to the spot
  6 — homicidal or suicidal mania
  7 — hallucinations or delusions
  8 — echopraxia or echolalia (investigator does/says what others around him
  do/say)
  9 — strange eating desire (dirt,slime,cannibalism,etc.)
  10 — stupor (assumes foetal position,oblivious to events) or catatonia (can
  stand but has no will or interest; may be led or forced to simple actions
  but takes no independent action)
  Sample Sanity Losses
  SAN Loss
  Prompting Situation
  0/1D2
  surprised to find mangled animal carcass
  0/1D3
  surprised to find corpse
  0/1D3
  surprised to find body part
  0/1D4
  see a stream flow with blood
  1/1D4+1
  find mangled human corpse
  0/1D6
  awake trapped in a coffin
  0/1D6 
  witness a friend’s violent death
  1/1D6+1
  meet someone you know to be dead
  0/1D10
  undergo severe torture
  1/1D10
  see a corpse rise from its grave
  2/2D10+1
  see gigantic severed head fall from sky
  Longer Temporary Insanity
  roll 1D10
  1
  amnesia or stupor/catatonia
  2
  severe phobia (can flee,but sees object of obsession everywhere)
  3
  hallucinations
  4
  strange sexual desires (exhibitionism,nymphomania or satyriasis,ter-
  atophilia,etc.)
  5
  fetish (investigator latches onto some object,type of object,or erson as
  a safety blanket)
  6
  uncontrollable tics,tremors,or inability to communicate via speech or
  writing
  7
  psychosomatic blindness,deafness,or loss of the use of a limb or limbs
  8
  brief reactive psychosis (incoherence,delusions,aberrant behavior,
  and/or hallucinations)
  9
  temporary paranoia
  10
  compulsive rituals (washing hands constantly,praying,walking in a
  particular rhythm,never stepping on cracks,checking one’s gun con-
  stantly,etc.)
  Sample Poisons
  Insanity
  copyright © 2007 by Chaosium Inc., all rights reserved. Permission is granted to reproduce this page for personal use only. www.chaosium.com
  
SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/6th edition/CoC 6e - GM Screen Tables.pdf