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Damage, Incapacitation & Death

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Taking Damage

When a character takes damage, subtract it from their current HP. Damage values are flat numbers — Glass Empires does not roll for damage. Variance comes from the Save system: a Crit doubles damage, a Seven halves it.

Damage Over Time

Some effects deal damage at the start of each of the target’s Turns. This damage is applied each Round until the condition ends.

0 HP — Incapacitated

When a character reaches 0 HP, they are Incapacitated. They fall prone, cannot take actions, and are unconscious. They cannot be woken by any normal means.

While Incapacitated, at the start of each of their Turns, they make a Mortality Save:

ResultMortality Save Effect
CritYou stabilize and regain consciousness with 1 HP.
PassYou stabilize but remain unconscious.
SevenYou remain unconscious. No change.
FailYou take 1 Damage and worsen.
FumbleYou die.

Death

A character dies when:

  • Their HP reaches negative their Power.
  • They fail a Mortality Save with a Fumble.
  • They are subject to an effect that explicitly kills them.

Healing

Healing can restore HP through rest, magic, or medical treatment. HP cannot exceed a character’s maximum (Power × 4 for most races).

Natural healing: a Long Rest restores all HP. A full day of bed rest restores an additional HD in HP.

Wounds

At the GM’s option, characters who are reduced to 0 HP may receive a Wound — a lasting injury that persists after HP is restored. Wounds are tied to the body part that was struck and may impose permanent penalties until properly treated.