Damage, Incapacitation & Death
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:
| Result | Mortality Save Effect |
|---|---|
| Crit | You stabilize and regain consciousness with 1 HP. |
| Pass | You stabilize but remain unconscious. |
| Seven | You remain unconscious. No change. |
| Fail | You take 1 Damage and worsen. |
| Fumble | You 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.