Death Mechanics

Regeneration and Healing
Time heals all wounds. Some quicker than others, though. An observed feature of the new lack of death is an accelerated healing factor in all living creatures.

Small wounds, such as scrapes, cuts, and bruises, heal with a short rest and leave no visible effect on the skin.

Larger wounds, such as broken bones, stab or gunshot wounds, or concussions, need a much longer rest to heal over fully.

Notably, however, your body will take the quickest route possible to heal you. So, while a gunshot wound to the torso will patch itself over with little problem a lost limb will not regrow. Instead, whatever remaining stub will heal over to prevent further trauma to the body. However, should you still have the severed limb after dismemberment it can be held back up to the original open wound and the two will stitch back together naturally. This means there is a time limit on when limbs can be reattached as once the body has rested and healed over, it can not be undone.

Things become much more dicey when major organs, your head, or even in some cases your entire body is lost. In the event that a part of you necessary for life to continue is lost it will regrow. Over the course of a long rest, those parts of you will regenerate. However the strain on the body from this happening is great and you will be subjected to the same penalties as if you had failed 3 death saving throws.


 * Ex. 1- Should you lose a heart or any other major organs, those individual organs will regenerate.
 * Ex. 2- Should you become decapitated, your severed head will regrow an entire new body. The old body will begin to decay and wither away.
 * Ex. 3- Should your entire body be lost, a new body will begin to regenerate at the closest safe location where your new body will not just be lost again. This means if you’ve been tossed into the sun, a new body will regenerate for you either on the ship you came from or a nearby planet.

Death Saving Throws
In the event that you reach 0HP and are knocked unconscious, you will begin rolling death saving throws on your turn as usual. For each failed saving throw, you will gain 2 levels of exhaustion and the penalties associated with it. If you take any amount of damage that would normally outright kill you, you instantly gain 6 levels of exhaustion.

Should you reach 6 levels of exhaustion, you will enter a coma-like state and remain incompacitated until all levels are healed. In addition, you will gain permanent scarring from whatever injury caused the 6th level exhaustion. You will also gain a -4 penalty to all attack rolls, saving throws, and ability checks. Everytime you finish a long rest, the penalty is reduced by 1 until it disappears.