Dying

In Outworld, reaching 0 HP is usually not the end. Most of the time, you enter bleedout, a critical state where you may still stabilize, recover, or be saved before death fully takes you.

Core Summary

When you fall below 0 HP, you begin bleeding out. While down, you make repeated death saves until you either stabilize or deteriorate to -9 HP, at which point you die.

Bleedout

  • Dropping to 0 HP or lower usually causes bleedout instead of immediate death.
  • You make a death save every 20 seconds.
  • Each failed save pushes you down by -1 HP.

Stabilization

  • Passing a death save stabilizes you.
  • Once stable, you begin recovering on your own.
  • When your HP rises above 0, you stand back up at 1 HP.

Death

  • If bleedout reaches -9 HP, you die.
  • Whether that death is final depends on Memory.
  • If you still have enough Memory, Rebirth may be possible.
Important: There is currently no extra penalty for being downed multiple times by itself. The danger comes from whether you can recover before bleedout finishes the job.

How Bleedout Works

Bleedout gives you a chance to survive, but it leaves you helpless. While down, every failed save moves you closer to death, and your fate is often decided by whether someone can reach you in time.

Enemies may stop attacking you once you fall, but that is never guaranteed. Taking another hit while down is extremely dangerous. It pushes you further toward death, and if you had already stabilized, it breaks that stability.

This makes support, healing, and teamwork matter. A downed player is not gone yet, but they are at the mercy of the situation around them.

Death Saves & Survival

Death saves are affected by your current survival resources. The better your condition, the easier it is to recover. The worse your condition, the harder it becomes to survive bleedout.

The base death save DC is 20. From there, Vitality, Integrity, and Sanity each modify that difficulty. 50 is neutral. For every 10 points above 50, that resource makes the save 1 easier. For every 10 points below 50, it makes the save 1 harder. All three resources are counted together.

What this means in practice: entering danger in good condition gives you a much better chance of stabilizing. Entering it depleted makes bleedout far more lethal.

You do not need to track the math constantly while playing. The practical rule is simple: healthy resources improve your odds, neglected resources make dying worse.

This means poor condition punishes you twice. You are weaker while standing, and less likely to recover once dropped.

Recovery

Bleedout does not have to end with your own death saves. Any healing that raises you above 0 HP immediately pulls you out of bleedout.

Healing kits, spells, and prepared allies can turn a collapse into a recovery. In dangerous areas, survival depends as much on rescue and preparation as it does on winning the fight itself.

Practical takeaway: if you are entering serious danger, assume someone will hit the floor and plan for it.

Where Memory Fits

This page covers what happens when you go down. What happens after death is governed by Memory.

If bleedout ends in death, Memory determines whether you still have another chance through Rebirth.

Put simply, bleedout decides whether you survive the moment. Memory decides whether death is the end.

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