Wounds, Major Wounds, Dying & Healing
Source: Call of Cthulhu 7th Edition Investigator’s Handbook
7e Official
📜
Rule Summary
Hit Points, Major Wounds, unconsciousness, dying states, First Aid, Medicine, and recovery rates.
Quick Reference Check:
Single hit ≥ half Max HP -> Major Wound. HP 0 with Major Wound -> Dying (needs First Aid stabilization). First Aid = +1 HP; Medicine = +1d3 HP.
### Major Wounds
A **Major Wound** occurs whenever a single attack deals damage equal to or greater than **half of the investigator’s maximum Hit Points (Max HP ÷ 2)**.
- The investigator must make a **CON check** or fall unconscious.
- The investigator is marked with a Major Wound condition.
### Dropping to 0 Hit Points
- **Without a Major Wound**: The investigator falls unconscious. They recover 1 HP after 1d10 hours of rest.
- **WITH a Major Wound**: The investigator is **Dying**.
- The investigator will die at the end of the next combat round unless stabilized by **First Aid**.
- Each round dying, make a CON roll; on failure, the investigator perishes.
### Medical Healing
- **First Aid**: Restores **1 Hit Point** immediately and stabilizes a dying patient. Can only be applied once per wound incident.
- **Medicine**: Restores **1d3 Hit Points** and treats systemic infection or major injuries. Requires at least 1 hour and medical supplies.
- **Natural Healing**:
- Minor Wounds: Recover **1 Hit Point per day**.
- Major Wounds: At the end of each week, roll a **CON check**. If successful, heal **1d3 HP**; on Extreme success, heal 2d3 HP.