Wounds, Major Wounds, Dying & Healing

Source: Call of Cthulhu 7th Edition Investigator’s Handbook

7e Official
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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.