Stealth Takedowns: Homebrew Mechanics for Cypher System

I think I have the Cypher conversion from the D&D mechanics I posted earlier where I want them.

Give them a shot at your table and I hope you enjoy.


Choke Out Mechanics (Stealth Takedowns)

The following rules expand on existing grapple mechanics to support stealth-focused play, infiltrations, and heists. These rules are designed to allow for quiet incapacitation while preserving risk and tension.


Grappling (SRD Reference)
Rules as written

In the Cypher System, grabbing, wrestling, or physically restraining a target is handled as a melee attack whose intent is control rather than damage.

To grab a target, the attacker makes a melee attack roll against the target’s target number, as determined by its level. The attacker may use Might or Speed, depending on how the grab is attempted.

On a success, instead of dealing damage, the attacker establishes a hold on the target.

Held
A target that has been successfully grabbed is considered Held.

A Held target:

  • May still take actions, but actions that rely on movement or repositioning are hindered
  • Is physically restrained by the attacker
  • Cannot move away from the attacker

Maintaining a Hold
The attacker does not need to roll on their turn to maintain a hold. As long as the attacker continues to focus on holding the target and remains able to act, the target remains Held.

The Held condition ends if the attacker releases the hold or becomes unable to act.

Escaping a Hold
On the target’s turn, the GM may have the target attempt to break free.

To escape, the target forces the attacker to make a Might-based task against the same target number used to establish the hold.

On a success, the hold is maintained.
On a failure, the Held condition ends.


Choke (Special Grapple Attack)
Homebrew

A choke is a specialized form of holding intended to restrict breathing or blood circulation rather than cause immediate harm.

To attempt a choke, the attacker declares the attempt and makes a melee attack roll against the target’s target number, using Might or Speed, depending on how the choke is applied.

The attacker must have both hands free.

On a success, the target becomes Choked.


Valid Targets

A choke can be attempted only against a creature that:

  • Is no more than one size larger than the attacker
  • Has a neck or comparable vulnerable anatomy
  • Has that anatomy exposed and within reach

A choke cannot be attempted if the neck is fully enclosed by rigid protection such as a sealed helmet, gorget, or similar gear.
Some creatures may be immune to choking if their anatomy does not allow breathing or blood circulation to be meaningfully restricted.


Awareness

If the target is aware of the attacker’s presence before the choke is applied, the choke attack is hindered.


Choked Condition

A creature successfully seized by a choke gains the Choked condition.

While choked, a creature:

  • Is Held
  • Is Silenced

All other effects follow the normal rules for being Held.


Silenced

A silenced creature cannot speak, shout, or intentionally produce vocal sounds, and cannot cast spells that require a verbal component.
Involuntary and environmental noise (banging on the walls, breaking a window) may still occur at the GM’s discretion.


Knockout While Choked

A creature held in a continuous choke risks losing consciousness.

A choke is considered continuous as long as the target remains choked without interruption.
If the choke ends, any accumulated progress toward unconsciousness is lost.


Endurance While Choked

On each of the attacker’s turns, they may attempt to sap the target’s endurance.

To do so, the attacker makes a Might-based task against the same target number used to establish the choke.

On a success, the target’s endurance is further depleted.


Unconsciousness

If the attacker succeeds three times in sapping the target’s endurance during the same continuous choke:

  • The target falls Unconscious

This unconsciousness lasts 10 minutes, unless ended earlier by magical or medical intervention, abilities, or GM adjudication.


Garrotes

A garrote is a tool designed to apply a choke using leverage rather than raw strength, requiring no specialized training and allowing for proficiency bonuses.

A garrote may be purpose-built or improvised from items such as a rope or belt; attacks using an improvised garrotes are hindered.


Speed-Based Choke

When using a garrote to initiate a choke:

  • The attacker uses Speed instead of Might when making defense tasks to maintain the choke or sapping tasks to render unconsciousness
  • Both hands must be committed to the garrote

Non-Lethal Garrote

A non-lethal garrote made from cloth, leather, or similar material is vulnerable while in use.

On the target’s turn, the target may attempt to damage or break the garrote.

To prevent this, the attacker must succeed at a Speed defense task against a difficulty of 5.
This task gains one asset, as the target is Held and the garrote is already in position.

A non-lethal garrote has 8 hit points.
If the garrote is reduced to 0 hit points, it is destroyed and the choke immediately ends.


Lethal Garrote

A lethal garrote is constructed from metal wire or similarly rigid cutting material.

If a target is rendered unconscious by a choke using a lethal garrote, the attacker may continue applying pressure.

In this case, the target is killed outright or proceeds toward death, at the GM’s discretion.


GM Guidance: Stealth and Consequences

These rules are meant to support stealth-focused play, not to remove risk or replace combat. A choke allows characters to deal with guards quietly, but it does not guarantee safety or success, especially since the attacker is vulnerable during the act. There are still consequences if a neutralized guard is discovered, fails to report in, or is noticed missing from their post. An unconscious guard may also wake up, attempt to free themselves, or raise the alarm if given the opportunity. If a creature is sufficiently restrained or incapacitated and resistance is no longer meaningful, you may resolve the outcome narratively rather than tracking every neutralized creature.


Disclaimer

This post contains unofficial homebrew rules compatible with the Cypher System. It is not affiliated with or endorsed by Monte Cook Games. All referenced mechanics are paraphrased for commentary and design purposes.

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