One of the places where GURPS deliberately fudges in favor of the cinematic is wounding and injury.
Bleeding to death, in particular, is VERY cinematic and not necessarily realistic.
From B420:
If you are injured, you may continue to lose HP to bleeding. At the end of every minute after being wounded, make a HT roll, at -1 per 5 HP lost. On a failure, you bleed for a loss of 1 HP. On a critical failure, you bleed for 3 HP. On a critical success, the bleeding stops completely. On an ordinary success, you do not bleed this minute, but must continue to roll every minute. If you do not bleed for three consecutive minutes, the bleeding stops for good. Otherwise, you or someone else will need to make a First Aid roll to stop the bleeding; see First Aid (p. B424)
The GM decides which wounds bleed. Cutting, impaling, and piercing wounds usually bleed; crushing wounds generally don’t, but there are always exceptions. Minor burning and corrosion injury does not bleed significantly: the damage sears the flesh, cauterizing the wound and preventing blood loss. However, if such injury causes a major wound, treat it as a bleeding wound, oozing blood plasma until properly treated.
Of course, GURPS does not detail the exact nature of the damage beyond what caused it.
A 20 HP hit might include the spray of blood from a severed artery, so the bleeding rules might be just for a certain kind of bleeding.
Any kind of healing stops it in its tracks too.
I figured I should post the bleeding rules because I keep referring to them here.
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