• Subdual damage only affects characters.
  • Damage reduction is twice as effective against subdual damage (e.g. with DR 3/—, a character ignores the first 6 points of subdual damage).
  • Subdual damage is not applied to the target character’s vitality and wounds and cannot inflict critical injuries, but is rather accumulated over time until it wears off.
  • Each time a character suffers 1 or more points of subdual damage, if his current subdual damage total exceeds a multiple of his Constitution score (e.g. 1 × his Constitution score, 2 × his Constitution score, etc.), he must make a Fortitude save. The highest threshold exceeded by the total subdual damage accumulated to date determines this save’s DC, as shown on Table 5.9: Subdual Damage DCs. With failure, the character becomes unconsciousAn unconscious character is helpless and may take no actions. A character loses this condition after 2d4 full hours of sleep. for the listed knockout duration × 1/2 the difference between his result and the DC.
  • A critical hit with an attack that inflicts subdual damage forces an immediate Fortitude save, even if a threshold is not exceeded. This save’s DC is 16 (if no threshold has been exceeded) or the DC for the highest threshold exceeded +4.
  • 5.9 Subdual Damage DCs
    At any time outside combat, subdual damage wears off according to the character’s current subdual condition, as shown on Table 5.9. Subdual damage does not wear off during combat.
  • Action dice may not be spent to boost subdual damage.

Example: Kevin has a Constitution score of 10. A henchman pummels him, inflicting 18 points of subdual damage and forcing him to make a Fortitude save (DC 12). He succeeds with a result of 15, avoiding a knockout that would have lasted 1 or more rounds. In Kevin’s current state, he heals 1 point of subdual damage every minute once the combat ends.

Spycraft 2.0
Characters - Skills - Feats - Gear - Combat - Dramatic Conflict

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