Subdual Damage

This is what we’ll be using rather than the d20 Modern version of nonlethal damage.

  • Keep track of subdual damage in the spot for Nonlethal Damage on the character sheets.
  • If the amount of subdual damage equals your current hit points, you will need to roll a Fortitude save (DC 13). If you succeed, you are fine until you take additional damage (lethal or subdual). If you fail, you are staggered (which means you only get a single move or attack action per round) until your hit points once again exceed the subdual damage.
  • If the amount of subdual damage ever exceeds your hit points, you will need to roll a Fortitude save (DC 13) penalized by the amount the subdual damage exceeds your hit points. If you succeed, you are staggered until your hit points once again exceed the subdual damage; you will only have to roll again if you take more damage (lethal or subdual). If you fail, you are knocked unconscious.

Example: Jones hits Eduardo, causing 5 points of subdual damage. Eduardo already had 10 points of subdual damage from the beating Jones was giving him, bringing him up to 15. Eduardo only has 12 hit points, so he now has to make a Fortitude save (DC 13) with a -3 penalty to his roll. He succeeds and is merely staggered. On the next round, though, Jones deals out another 3 points of subdual. Eduardo must roll Fortitude save again, this time with a -6 penalty. He fails and drops to the floor like a bag of wet laundry.

Healing Subdual
You heal subdual damage at the rate of 1 hit point per character level per hour. Affects that heal hit point damage also remove an equal amount of subdual damage.

Subdual Damage

Drop Patrol Faileas