| Call of Cthulhu Damage Location Chart |
|---|
| Damage Category | 10% | 25% | 50% | 75% | 100% | 100% + 2 | > 100% + 2 |
|---|---|---|---|---|---|---|---|
| Avg Hit Points | 2 | 3 | 6 | 9 | 12 | 14 | 16+ |
| Head |
1: Nasty bruise or bump; or shallow cut to head or throat. If bleeding, it will usually stop on its own but may require stitches for proper healing. |
1: Shattered jaw or sinus area; or cracked skull. -25% for listen, communication, and spot hidden skills. Possible temporary blindness or deafness. Bleed externally for 1 HP per minute. |
1: Bloody wound to the neck. Major artery hit. Voice box severly damaged on failed luck roll. Bleed for 2 HPs per minute. |
1: Wound to the head causing acute subdural hematoma. Bleed internally (brain cavity) for 1 HP per 10 minutes. |
1 – 2: Instant death. Shot in the head, penetrating the brain; or shot through the neck, penetrating the spine; or severed the carotid artery, dying in a messy spray of blood. | ||
| Arm |
2 – 3: Minor cut or major bruise. Arm may be badly bruised or sprained; or may have minor fracture to the finger. If bleeding it will usually stop on its own. May require stitches for proper healing. 10% chance of losing a finger. |
1 – 2: Minor fracture of the arm or shoulder; or shot through the hand; or serious gash to the limb. Bleed for 1 HP per 10 minutes. All physical skills using arms or hands at -25%. |
2 – 3: Compound fracture of the arm, and/or major arterial damage. Limb no longer usable. Bleed externally for 1 HP per minute. |
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| Body |
4 – 7: Bruising or minor bleeding. If bleeding, it will usually stop on its own. May require stitches for proper healing. May have grazed rib. |
3 – 7: Cracked rib resulting from graze. Bleed for 1 HP per 10 minutes. Movement is halved. All physical skills -25%. |
4 – 7: Penetration of body, with no vital organs hit. -25% for all physical skills. Bleed for 1 hit point per minute externally or 1 HP per 10 minutes internally (internal bleeding on a failed Luck roll). |
2 – 7: Punctured lung or torn liver/spleen. Abdomin or chest wound. Bleed for 2 HPs per minute externally or 1 HP per 5 minutes internally (internal bleeding on a failed Luck roll). Movement rate is halved, but without aid a failed Luck roll per 10 minutes restarts bleeding. |
2 – 0: Major organ damage. Heart or lung failure. Lose 2 HPs per minute external bleeding and 1 HP per 5 minutes internal bleeding. |
1 – 8: Major fatal organ damage. Ripped aorta or damaged heart. Heavy internal bleeding. Heart failure. Major abdominal damage, resulting in severe bleeding, shock and heart failure. Patient is dead unless brought back to positive hit points. |
3 – 0: Instant death. Severe damage to the heart. Severe damage to liver or abdominal arteries, causing immediate shock with no chance of repairing the damage. |
| Legs |
8 – 0: Minor cut or bad bruise; or pulled/sprained muscle; or twisted ankle. If bleeding, it will usually stop on its own. May require stitches for proper healing. |
8 – 0: Minor fracture of the leg; or muscular damage to the leg (on successful Luck roll). Bleed for 1 HP per 10 minutes. Movement is halved. All skills using limb at -25%. |
8 – 0: Compound fracture of the leg; or broken pelivs or hip; or major muscular damage (on a successful Luck roll). Limb no longer usable. -25% for all physical skills. Movement is reduced to a slow painful crawl. Bleed externally for 1 HP per minute. |
8 – 0: Bloody wound to the leg, with a possible nicked artery. Bleed for 2 of HPs per minute. Movement is 1/4 regular rate, but makes it impossible to conduct First Aid. |
9 – 0: Wound to the femoral artery. Death from blood loss will occur almost immediately unless a First Aid roll staunches the blood. Constant pressure, or surgical clamps, must be applied or the victim will die. | ||
| First Aid Effects | First aid bandages the wound to the point where it is just an annoyance. | First aid stops bleeding and makes limb 100% usuable again. | First aid stops external bleeding (but not internal bleeding), eases pain and splints limb (movement becomes 1/4 normal). | First aid stops external bleeding only, but must be constantly applied by patient or doctor. Patient can move on their own, but a failed Luck roll restarts bleeding. | First Aid applies CPR keeping the patient alive. Must be constant until they get to a doctor. Failure of a Luck roll indicates spinal damage, and paralysis. Any interruption of more than 1 minute triggers a Luck roll and failing it puts the patient into cardiac arrest. | First Aid that brings the player back to positive HPs has stopped the bleeding and restarted the heart. Must be applied constantly on patient until taken to a hospital. Patient may bleed internally for 1 HP per 5 minutes. |
None. The patient has shuffled off this mortal coil. Is pushing up the daisies. The patient is deceased. Is an ex- |
| Copyright © 2003 - 2005 Allan Goodall |
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