Nonlethal Combat and Capture
Overview
Not every fight should end in death or serious injury.
Nonlethal combat uses the same structure as other combat. The difference is intent: the acting character tries to remove an opponent as an active threat through position, restraint, surrender, disarmament, stun, exhaustion, fear, social leverage, magic, or capture rather than through lethal harm.
Nonlethal outcomes should still matter. A captured guard, pinned beast, stunned duelist, forced surrender, or broken weapon changes the scene and creates consequences.
Nonlethal Intent
Declare nonlethal intent before the roll when it affects risk.
| Intent | Meaning |
|---|---|
Disable |
Stop the target from acting effectively for the moment. |
Disarm |
Remove, break, bind, or deny a weapon, tool, focus, control device, or ritual object. |
Pin |
Hold the target in place, drive them down, trap them behind cover, or prevent escape. |
Stun |
Daze, shock, overload, unbalance, or temporarily incapacitate the target. |
Restrain |
Bind, lock, net, grapple, cuff, entangle, ward, or otherwise control movement. |
Force Surrender |
Make continued resistance obviously worse than yielding. |
Capture |
Remove the target from the fight and place them under control or custody. |
Protect Alive |
Defeat or control the target while avoiding lethal fallout. |
The Storyteller should state any obvious danger before the roll: unstable ledges, firearms, fire, poison, vacuum, curses, panicked crowds, fragile hostages, or weapons that are hard to use gently.
Common Nonlethal Objectives
Use these objectives as defaults.
| Objective | Usual Result |
|---|---|
Disarm |
Apply |
Pin |
Apply |
Grapple |
Apply |
Stun |
Apply |
Trip or Throw |
Apply |
Intimidate Into Yielding |
Trigger surrender, hesitation, morale loss, or enemy cohesion pressure. |
Bind with Magic |
Apply a fitting Condition, but expose the caster to cost, backlash, warding, or concentration pressure. |
Take Alive |
Defeat the target without lethal injury, usually requiring control of position after the decisive exchange. |
Nonlethal objectives are not automatically softer. A failed disarm can expose the attacker; a failed restraint can give the target close control; a failed stun can escalate violence.
Nonlethal Exchange Results
Use this table when a player character presses a nonlethal objective.
| Roll Outcome | Default Nonlethal Result | Momentum |
|---|---|---|
Breakthrough |
Achieve the objective strongly; capture, disable, disarm, pin, stun, or force surrender with an added advantage. |
Player side keeps momentum. |
Clean Success |
Achieve the objective cleanly. |
Enemy side gains momentum after the effect resolves unless the objective removes the active threat. |
Costly Success |
Achieve the objective, but take pressure, expose an ally, spend a resource, or accept partial control. |
Enemy side gains momentum. |
Unstable Result |
Gain partial position, but the target remains dangerous or the restraint is insecure. |
Enemy side gains momentum. |
Trouble |
The attempt fails; the target counters, escalates, escapes, wounds, or turns the restraint against the actor. |
Enemy side gains momentum. |
If the nonlethal objective removes the active threat from the fight, reduce group pressure or test enemy cohesion as appropriate.
Restraint and Escape
Restraint is a state of control, not a permanent lock.
| Restraint State | Meaning | Escape Pressure |
|---|---|---|
|
The target is blocked, interrupted, or briefly held back. |
Clears if not maintained or exploited. |
|
The target cannot move freely without first answering the pin. |
Needs a roll, help, position shift, or sacrifice to escape. |
|
The target’s body, limbs, tools, vehicle, magic, or movement are controlled. |
Requires suitable leverage, help, tool use, magic, or time. |
|
The target is secured after the immediate exchange. |
Usually needs custody, tools, ritual care, or a later escape opportunity. |
Restraint usually creates shared risk at close range. The restraining character may be vulnerable to allies, hidden weapons, teeth, magic, panic, environmental danger, or the target’s strength.
Surrender and Morale
Surrender is most credible when the target believes continued resistance is worse than yielding.
| Surrender Trigger | Use |
|---|---|
Leader defeated or captured |
Test enemy cohesion or force negotiation. |
Escape route cut off |
Apply pressure toward surrender, bargaining, or desperate violence. |
Weapon, focus, or shield removed |
Make surrender plausible if the target lacks another path. |
Overwhelming position |
Let a Clean Success or Breakthrough force surrender instead of wounds. |
Social or oath pressure |
Use Burdens and Bonds, law, rank, reputation, or duty to change willingness to continue. |
Mercy offered credibly |
Surrender becomes more likely if the target trusts the offer. |
Some enemies will not surrender for reasons of fear, oath, mind control, fanaticism, hunger, programming, magic, or lack of self-preservation. In those cases, nonlethal victory may require physical restraint, disruption, or removing the controlling pressure.
Capture and Custody
Capture is not finished until the target can no longer immediately re-enter the fight.
For balance, treat capture as two linked goals: first establish control, then secure custody. Pinning, stunning, disarming, cornering, or persuading the target may establish control, but the scene remains unstable until the captors also have safety and means. A Clean Success can usually advance one of those goals. A Breakthrough may advance both. A Costly Success should advance control but create custody trouble, injury risk, noise, escape leverage, legal exposure, or danger to a bystander.
Improvised capture against an equal-tier dangerous target should be hard. The target is trying to stay alive, mobile, armed, unbound, unexposed, and out of custody, while the captors are accepting constraints that lethal force does not carry. As a calibration baseline, improvised equal-tier capture should succeed about one-third of the time.
Prepared capture is different. If the player characters bring meaningful restraints, ambush position, exit control, anti-escape tools, sedation, wards, jamming, legal authority, social leverage, or enough allies to secure custody, the odds should rise substantially. Prepared equal-tier capture should usually sit in the same heroic-favored band as other equal-tier encounters.
| Capture Requirement | Meaning |
|---|---|
Control |
The target is pinned, bound, stunned, trapped, surrounded, persuaded, or otherwise unable to act freely. |
Safety |
The captors have enough position to prevent immediate rescue, escape, or lethal accident. |
Means |
The captors have bindings, guards, wards, medicine, sedation, transport, legal authority, or other tools required by the situation. |
Decision |
The table knows whether the target is being detained, questioned, escorted, ransomed, judged, treated, or released. |
Custody can become a new scene pressure. Prisoners need guarding, care, food, air, legitimacy, medical treatment, containment, or magical security.
Lethal Fallout
Nonlethal intent reduces lethal outcomes only when the fiction supports it.
| Danger | Possible Fallout |
|---|---|
Deadly weapon |
A Costly Success or Trouble may still cause a wound. |
Dangerous terrain |
A throw, pin, blast, or shove can cause falling, burning, drowning, vacuum exposure, or crushing. |
Fragile target |
Children, elders, sick people, wounded foes, prisoners, and small creatures may be hurt by force that would merely stun a trained fighter. |
Unstable magic |
Binding, stunning, or nullifying may backlash, drain, curse, or contaminate. |
Panic or crowd |
A nonlethal action may trigger flight, trampling, friendly fire, or collateral harm. |
Harsh equipment |
|
If the table wants a clean nonlethal takedown, the character should use appropriate tools, position, restraint, social leverage, or Talent support instead of relying on declared mercy alone.