Deliver a precise blow that incapacitates an opponent without causing permanent harm. Must use a melee weapon.
Roll a d100. Subtract the target’s Resilience and add the resulting success rate to your normal melee attack roll.
If the attack would reduce the target’s health below 1, they instead fall unconscious for 1d10 rounds but remain at their current health.
If the target does not fall unconscious, they take no damage.
You do not deal any critical effect, but the critical damage is doubled.
The check is very hard (–30) if the target is aware of you (including in combat)
Standard combat modifiers.
Knock Unconscious allows for non-lethal takedowns using melee weapons. It is a precise combat skill that focuses on control rather than brute force. You aim to shut down an opponent’s ability to act by disrupting consciousness, requiring awareness of their health status and resilience. The attack leaves no wounds, but must be perfectly timed and well-executed—especially if the target is engaged or expecting a fight. This is a useful method for interrogation, capture, or crowd control in urban missions and espionage.
Closing -> Knock Unconscious (2 AP)
Pain Suppression - halves the effect (damage) of the Knock Unconscious attack
Adrenal Defense - gives a bonus to your DB when injured
Mind Over Matter - gives you a roll to stay conscious
Revenant’s Gift - Grants temporary immunity to unconsciousness and death effects