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Non-Lethal K.O.

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Even though opponents are commonly described as being "killed", monsters usually inexplicably disappear after being defeated rather than leave corpses. Similarly, no one in your party really dies except if the plot calls for it. When your HP runs to zero, you're just knocked out, provided there's other party members still conscious to carry you away or heal you. (The monsters will eat you at their leisure if you are all knocked out.) Some games may even bump such characters back up to 1 HP once the battle is over. This only comes to play when a supposed permanently lethal attack/beat down/curb stomp/smack down/bullet storm/application of lethal force only causes someone to get KO'd or otherwise easily revived.
This might be to soften the idea you're basically going around killing wildlife, which could get morally sketchy in some places. It could also be so that when one of the characters dies because of the plot, one isn't distracted by questions like "Why don't they just use a Phoenix Down?"
This game mechanic is sometimes complemented with following mechanics:
"Revive": The ability to bring a fallen teammate back into the action before the encounter is over.
Execute: The enemy ability to "execute" a knocked-out party member so that "revive" won't work on them any more. Some particularly nasty enemies will have a kill-and-execute move.
Bleed out: A time limit on "revive" usage, after which the party member either outright dies or can no longer participate in the current encounter.
See also Tap on the Head, Only Mostly Dead, Nobody Can Die, Death is Cheap, and Permadeath. Compare Set Swords to "Stun". Though 'fainting' is sometimes used to describe a Non-Lethal KO, this should not be confused with Fainting.
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Batman: Arkham Asylum and Batman: Arkham City: You'd think that detonating a bomb next to a person and then bashing their head against cement would at least have a chance of killing them, especially after going hours without medical attention. But no, Batman doesn't kill, so they're just unconscious.
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The One Ring: Player Characters fall unconscious when brought to zero Endurance or when they take a major Wound while they're already Wounded. A short rest lets them wake and begin to recover unless they're out of Endurance and Wounded, in which case they need prompt medical attention to survive.
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In X-Men Legends II, enemies are only KO-ed when disposed of, no matter how (say, by Wolverine's "Eviscerate" attack, or by hurling them off of a roof or into a flaming pit, or turning a Mook into a box and breaking it for goodies). Presumably because of the X-Men's long-established Thou Shalt Not Kill rule.
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Star Trek Online refers to zero-HP players and bridge officers as "unconscious" and allows you to revive them with "Cardiopulmonary Resuscitation" (=waving a tricorder at the guy). Even if the "unconsciousness" was caused by the complete disintegration of the body by energy weapons. Even more absurdly, the game will list destroyed teammates in space battles as "unconscious," too. As if the ships didn't explode to tiny little pieces every time they reach Critical Existence Failure.
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In Star Fox 64, your wingmates will be "downed", I.E., say a small line with the "crossed wrenches" sign over their picture, then leave the mission. They sit out the next one, then reappear. You, however, clearly explode when your shields fail.
Also played straight in Assault. Averted in the SNES game, where your wingmen can die for real.
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Dragon Age likewise has this, but with a twist:
In Dragon Age: Origins, everyone gets back on their feet as long as at least one party member is still standing after the engagement is over, but each "death" leaves the character with an injury, i.e. a penalty on the stats, which can only be cured with specialized consumed items or high-level spells.
Dragon Age II replaces stat penalties with a penalty on your total health (you also get it from triggering traps, even if you are not killed), but otherwise plays it the same way.
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Despite doing battle with massive untamed wyverns, the hero in Monster Hunter never dies. Should he or she run out of life, a pair of cats wheel him or her back to camp and unceremoniously dump out the body with full health. However, running out of life cuts your reward by one-third, and after three KOs (resulting in a reward of nothing) you immediately fail the mission. You can also capture monsters by ensnaring them in traps and tossing Tranq Bombs at them. If their health is low enough, they'll fall into a deep sleep and you'll win the battle.
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The Teenagers from Outer Space RPG is based on slapstick anime, and characters who run out of "Bonk" points will recover in a few turns.
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Firefall plays with this concept. Your battleframe has a non-lethal setting, which makes your weapons target specific VIPs and deal non-lethal damage specifically to them, which means that at the cost of your enemies being stronger, you can capture them or leave them alive. Even if you hit their heads with a full-charge plasma burst. Or a toxic grenade. Or even a giant melding tornado. Seriously, the concept is ridiculous, but important for preventing the game from becoming annoying; you think people want to restart a mission every time your capture target is squished by a random terrorclaw? On your side, your character will usually bleed out instead of dying from regular wounds, but can be killed if enemies/melding finish them off. No matter what happens to them, they can always respawn at a safe zone.
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In Romancing Saga and its successors, your characters automatically recover HP after every battle. However, should they lose all of it in battle, they will get KO'd and lose one of their LP. If a character loses all their LP, Permadeath ensues and they will die permanently.
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In zOMG!, players who lose all of their HP are considered "dazed". They can still slowly shuffle around the screen they're on or send chat messages, but can't change screens or interact with anything. Oh, and the ability that lets a player revive another player on the field is called "Defibrillate".
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In HoloCure, storywise you're trying to beat some sense into brainwashed fans, and not kill them. This just happens to involve explosives, bladed weapons, and fire. Ignore that Calli literally has a skill named 'Death'. And that Okayu can eat regular enemies.
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Even in Fire Emblem, a game where characters who run out of HP permanently are dead for the rest of the game's campaign (That is - can never be deployed in combat again for that save file. Ever.) in later games, plot relevant characters who lose all Hit Points are depicted as simply being too heavily wounded to continue fighting. This is presumably so that plot-important PCs can still take part in conversations outside of battle. That said, they do die in the epilogue, with their endings stating that they died from their wounds during the war instead of what it normally would. On the other hand, if any of your Lords lose all their Hit Points, they will die and the game is over.
Non-plot important characters however, often die complete with death speech.
Exception: the tutorial campaign in The Blazing Blade. Any characters used here return in the main campaign whether they were injured or not.
There are endings for these characters that explain what happened after the campaign. A character's story changes slightly if you lost him or her during one of the battles.
Noticeable is that in Path of Radiance and Radiant Dawn characters injured this way don't fade away like dead ones do.
Starting with New Mystery of the Emblem, players can follow this trope with their own units. "Casual" mode lets KO'd characters fight again in the next battle, while "Classic" mode utilizes Permadeath. The exceptions are Marth and the Avatar, whose defeats result in Game Over even in Casual Mode.
Awakening continues the Casual/Classic dynamic, with the exception again, being Chrom and the Avatar, who give Game Over should they fall.
This continues into Fates, only this time Casual Mode also affects the main character. It's also the only game to include the even easier Phoenix Mode, which makes your units return to battle on your next turn after they are incapacitated. The Avatar even has a unique Game Over quote for Casual Mode/Phoenix Mode (which occurs when all of your active units are incapacitated at once).
In Echoes: Shadows of Valentia, three enemy cavalrymen are affected by this trope: Slayde, Fernand, and Berkut. Like in the Tellius games, when you defeat them before their Plot Armor expires, their battle models show they are simply stunned, while their final deaths have them go flying off their horses like any other cavalier.
Three Houses features the choice between Casual and Classic again. However, a few of the battles in Three Houses are simply mock battles, where characters who fall will retreat to fight another day, even if you're playing Classic Mode.
And once again the Classic/Casual dynamic appears in Engage. Additionally, similar to in the previous game, there are skirmishes labelled as "training", which take place in the castles of allied nations. These skirmishes do not kill characters whose HP are reduced to 0, even on Classic Mode, with the one exception being, of course, Alear.
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Legend of Mana plays it straight: KO party members automatically revive after a set amount of time provided the other party member (or even your pet monster or golem) is still standing. Surprisingly, though, this rule applies to the boss battle against Sierra and Vadise, who also revive from KO after a set time.
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In the Like a Dragon series, defeated enemies are always shown holding their sides and begging for mercy but otherwise still very much alive. Even if you've impaled them with sharp objects, suplexed them into railings or even outright shot them with guns, no one dies in a fight. According to Word of God, Kiryu has never killed anyone except for in self-defense (which has mutated in the fandom to "Kiryu has never killed anyone", period); the fandom has, in turn, turned explaining how series antagonists survive some of the things Kiryu puts them throughnote such as smashing a urinal with a guy's face and then dropkicking him through a fourth story window, to just name one into a spectator sport, with the most overblown and ridiculous ones usually winning. If someone does die after a fight, it's because someone else finished the job, and the current Player Character is never pleased with it since nine times out of ten, they were just trying to defend themselves.
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In Mount & Blade your character can't be killed in battle; instead, you will be knocked unconscious and either captured by the enemy, or rescued by your allies.
While normal and elite characters often get killed off for real, Lords and Kings always fall unconscious when beaten, Then they may be taken as prisoners or flee the battle and appear in a nearby city several weeks later.
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For a non-gory fighting game example, in Marvel vs. Capcom, Mega Man, Zero, and Roll die as they would in the Mega Man games when knocked out.
On a similar note, Strider Hiryu also dies at the end of a round like he would in his native game.
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As such, the "Heroic Brutalities" for the superheroes in Mortal Kombat vs. DC Universe were a necessity, considering their Thou Shalt Not Kill rule.
Because smashing someone into the ground from forty feet up or crushing them with giant hammers is non-lethal, as long as the opponent is still twitching afterwards. Luckily, the rule is not "thou shalt not render someone quadraplegic".
Except for The Joker, who just shoots them. (It zooms in so you don't see where the bullet hits, but the original versions had him either just shooting them in the head, or popping out a "bang" flag, causing their opponent to sigh in relief, before shooting the flagpole into the opponent's heart.)
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Except for The Joker, who just shoots them. (It zooms in so you don't see where the bullet hits, but the original versions had him either just shooting them in the head, or popping out a "bang" flag, causing their opponent to sigh in relief, before shooting the flagpole into the opponent's heart.)
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In Mabinogi Once the players Health is down to zero, they are knocked out and could be revived by a passer-by. Justified they cant die, due to the 'Milletians' (the player) being from another world.
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Injustice: Gods Among Us has some really over-the-top super moves (Superman's involves uppercutting an opponent so hard that it blasts them above the Earth's atmosphere followed on by him flying up and smashing them back down) but not only does no one (human and metamhuman alike) die from this kind of abuse, matches end simply with the defeated character dropping to one knee and trying to recuperate, completely conscious. The story attempts to Hand Wave this by saying the non-metas have taken some kind of pill that gives them relative durability to the more empowered individuals they have to fight.
The sequel, Injustice 2, has similarly destructive super moves (for example, Supergirl's involves punching them into space, dragging them around the sun, then throwing them through an asteroid and heat-visioning them until they're knocked back to Earth) with a similar lack of death. But this time, the super-pills from the previous game aren't being used so characters like Deadshot and Green Arrow are supposedly no more durable than the average human.
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Dawn of War: In the second game, heroes are just incapacitated when their HP runs out, and can be revived by a teammate or medkits. However, if every hero is down they're all teleported out.
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DC Universe Online likewise takes this approach due to their heroes (generally) also having a Thou Shalt Not Kill rule. Regardless of the weapon type or power being used on opponents they are always described as "knocked out." In many cases, the hero player can then apprehend or arrest the enemy after taking them down. Villain players also only knock out their opponents in the combat logs even when using lethal force would make more sense for them. Though in their case, they get more special interactions with non-player characters that explicitly harm or kill them such as knocking them off tall buildings, lighting them on fire, poisoning them, etc. Moreover, players themselves also never "die" as they too are always described as being "knocked out" when they lose their HP and need to be revived within ten seconds or they're teleported out of the battle. Depending on the difficulty the player may or may not be able to return to the area where the fight is taking place until it's over.
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In Dungeon Keeper 2, most creatures fall unconscious when felled in combat, granting a short time window in which an Imp can drag them back to their Lair to recuperate. In that time, they're helpless and can't receive healing magic from the Keeper; if an Imp doesn't come for them, they're worm food. Exceptions include vampires, who reconstitute in their coffins on their own or suffer Deader than Dead if they get killed by a monk; and skeletons, who suffer immediate Deader than Dead.
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Tamagotchi don't die. They simply return to their homeworld after some time. How well they are cared for determines when they leave: the better you care for it, the longer it will take for them go home. The same idea applies to the Eevee versions of Tamagotchi: they also don't die, but rather retreat back into their Pokeball and never come back out.
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In The Alliance Alive, unconscious characters can be revived with standard healing items or magic, unless the effect is specified as "survivor heal" instead of just "heal". However, a character's HP cap lowers each time they faint or are attacked while unconscious, and you lose instantly if any character's max HP reaches 0.
 Non-Lethal K.O. / int_3ab443f8
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Pillars of Eternity characters have both health and endurance; damage affects both, but total health is always substantially higher than total endurance. Characters are "knocked out" when they reach 0 endurance, but endurance recovers automatically when out of combat. Characters are "maimed" when they reach 0 health, and then only die outright if they are damaged while maimed (though some players may enable an option to skip the maiming step and go right to death).
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Non-Lethal K.O.
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comment
In Yandere Simulator, you have methods through which you can eliminate romantic rivals without having to murder them. These include, but are not limited to:
Finding another boy the rival may like and setting them up to be a couple.
Spreading gossip about the rival and destroying their reputation (but not so much that they are Driven to Suicide).
Sabotaging the rival's meetings with Senpai.
Ratting the rival out to the guidance counselor if you catch them breaking school rules...or if they're a little Miss Goody-Two-Shoes, slip some contraband into their bag, then tattle.
Kidnapping! She can't confess her love for Senpai if she can't meet with Senpai, now can she?
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Non-Lethal K.O.
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comment
In Lands of Lore: The Throne of Chaos, it is not clear whether party characters with 0 HP are supposed to be incapacitated or dead. One one hand, characters with 0 HP can still talk and manipulate items, suggesting that they are just too wounded to fight. On the other hand, they can only be healed with magic and special items, are unable to perform most actions, and any poison effects they have are removed, suggesting they are dead.
 Non-Lethal K.O. / int_400fe582
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Non-Lethal K.O.
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Games using the Gamebryo engine (e.g. The Elder Scrolls IV: Oblivion and Fallout 3) have an NPC flag called "Essential." Since some NPCs are vital to the main quest, they are set to essential so they can't die; when their HP is reduced to zero, they fall down and a message displays "(NPC) is unconscious." The NPC will wake up after a short time.
Fallout: New Vegas has no essential NPCs except Yes Man and your current companions (and if you play in Hardcore mode, just Yes Man). It also incorporate non-lethal damage with a few weapons (boxing glove variants, cattle prods, and beanbag shotgun rounds), but unconscious enemies can't be looted and always get up after thirty seconds, which rather defeats the point; you may as well just sneak by them entirely. As these weapons all apply the same amount of fatigue regardless of enemy DT, they're really more useful for stunning your opponent to kill them while they're unconscious.
Unlike 3 and New Vegas, it's impossible for your current companions in Fallout 4 to permanently die. Even in Survival mode.
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Non-Lethal K.O.
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Power Rangers:
In most of the early seasons, some villains such as Rito, General Havoc, Gasket, Archerina and Choobo would get hit with a Megazord's finisher and explode like any other monster...but be fine in the next scene. This was not the case with their Super Sentai counterparts.
The criminals of the week in Time Force and SPD are regularly captured by the Finishing Moves in a gigantic explosion. This only applied to Timeranger on the Sentai side, as Dekarangers' criminals are Killed Off for Real.
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Non-Lethal K.O.
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In the Galaxy Angel, even when their Angel Wings blow up in the middle of space, the Angels under your command gameverse are simply KOed, brought back to base after the battle, and only get a little ticked off at you for giving them sucky battle plans. The third game actually used this shot-down-but-not-killed device as a plot point. Your Angels probably have better defences than you do; if the Elsior, Luxiole or Brave Heart goes down, it's over.
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Non-Lethal K.O.
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In Final Fantasy XII it's shown that monsters don't always die when they run out of HP. One mission has you hunting someone's pet turtle that has become giant due to being in a Magicite Mine. After you defeat him he is explicitly shown to have survived and shrunk back to normal size when you talk to his owner.
Also averted with some Hume bosses, who can be defeated by knocking their HP down to 25%, rather than all of it.
 Non-Lethal K.O. / int_49a88435
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Non-Lethal K.O.
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Final Fantasy XIV has players labeled as "KO'd" if their HP reaches zero, even if they took an explosion to the face. When a revive spell is used on a downed player and thy have yet to accept the revive, the status buff describes it as "teetering on the brink of consciousness". Enemies whose HP is depleted are identified as being slain/killed unless the plot says otherwise. The in game lore also states that healing and resurrection spells can mend most wounds and bring people back from the brink of death in a pinch, but they can only do so much on their own compared to traditional medicines. The White Mage quests in the Stormblood expansion shows that if a person is gravely sick, no amount of healing magic will prevent them from dying.
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Non-Lethal K.O.
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In the Golden Sun series, both monsters, characters, and bosses are described as being 'downed' when their HP runs out.
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Non-Lethal K.O.
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In Sentinels of the Multiverse, heroes cannot die, instead simply being "incapacitated". This is to make sure players can still be part of the game even after being KOed as every hero has three incap abilities that can have varying effects. This carries over to the RPG spinoff/sequel Sentinel Comics: The Roleplaying Game where every hero has an "out" ability based on the personality they chose that they can use after running out of HP.
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Both played straight and averted in Saga Frontier 2 - your characters, if they are taken to 0 HP in battle, will simply collapse and get up with a small number of HP and one less LP after the battle. However, there are attacks that do LP damage, and if a character's LP hit 0, they're dead. Permanently. FOR THE REST OF THE GAME.
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Non-Lethal K.O.
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XCOM: Enemy Unknown has the "critically wounded" status. A soldier has a small chance to drop unconscious and bleeding out from otherwise lethal damage. You have three turns to save them, either by finishing the mission or stabilizing them with a Medikit; a Support with the Revive skill can instead resuscitate them at 33% of their max health. Either way, the soldier takes a big hit to their Will and needs a long time in the base's medical wing to recover. The chance of critical wounds can be increased for high-rankers with the "Don't Die On Me" upgrade from the Officer Training School in the core game; with the Enemy Within Expansion Pack, that's replaced with the "Secondary Heart" gene mod – a soldier with this mod will be critically wounded the first time they take lethal damage in a mission, the amount of turns to save them is increased to five, and there's no Will loss from it.
 Non-Lethal K.O. / int_4ce5263e
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 XCOM: Enemy Unknown (Video Game)
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Non-Lethal K.O.
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Star Wars: Republic Commando uses a similar system, in which downed squad members go into a coma-like state, from which they must be revived (with 50% health) with a defibrillator-shaped bacta dispenser. If all 4 of you are KO-ed or if your health reaches zero while you're cut off from your squad, it's game over.
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Non-Lethal K.O.
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In EarthBound (1994), the "defeated" message depends on the type of enemy you fight. Animals become tame, zombies and ghosts dissolve away, possessed plants or objects stop moving, and some enemies explode upon dying to deal massive damage to your party.
And human enemies come to their senses. All of these are justified in Mother and Mother 2, since all these things are under the influence of an alien with ultimate evil power on its side. When you defeat an enemy, you are usually just freeing it from the alien's mind control. Objects that stop moving are otherwise inanimate objects that simply revert back to their normal state. Party members will become unconscious instead of dying, but follow you as ghosts/angels until resurrected.
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Non-Lethal K.O.
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In Toon: The Cartoon RPG, the player characters are cartoon characters, who as everyone knows can take massive amounts of abuse without getting killed. So instead of dying when they run out of hit points, they Fall Down, and are taken out of action temporarily.
 Non-Lethal K.O. / int_51c25c5f
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1.0
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 Toon (Tabletop Game)
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Non-Lethal K.O.
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In the Mario & Luigi series, the Mario bros and any named characters merely get knocked out or hurt if they run out of health in battle, with the Elite Trio in Dream Team even mentioning it by name (saying that all three have to be KOed at once for Mario to win). Though bosses often explode after being defeated, this merely seems to a fancy version of Everything Fades unless it happens to a Big Bad like Cackletta and Fawful, who are usually evil enough to warrant being Killed Off for Real.
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Non-Lethal K.O.
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Valkyria Chronicles: If a character in your squad reaches zero HP, then you have three turns to get a comrade to their position, in which case they will be "safely evacuated" by the Medic, and can rejoin the battle in a later turn. If you take too long, or an enemy reaches them first, then they will be unrecoverably dead. The sequel Valkyria Chronicles II also follows this trope: the worst that can happen to your characters (outside of cutscenes, of course) is being "hospitalized", which means they can't join your next three battles.
 Non-Lethal K.O. / int_53b30902
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Non-Lethal K.O.
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In Pokéthulhu, people and thulhu also faint at zero HP, although it does caution that this leaves them vulnerable to being eaten by "wild thulhu or ill-mannered friends". Averted with the sample adventure and some of the Chaos cards, though, in which thulhu can be lethally devoured or disintegrated by lightning bolts.
 Non-Lethal K.O. / int_561d5236
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Non-Lethal K.O.
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In Killer Instinct, characters were only considered "dead" if you used your finisher on them. In fact, killing (or not killing) certain characters altered your character's ending.
 Non-Lethal K.O. / int_563d9c1a
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1.0
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1.0
 Killer Instinct (Video Game)
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Non-Lethal K.O.
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Fallout: New Vegas has no essential NPCs except Yes Man and your current companions (and if you play in Hardcore mode, just Yes Man). It also incorporate non-lethal damage with a few weapons (boxing glove variants, cattle prods, and beanbag shotgun rounds), but unconscious enemies can't be looted and always get up after thirty seconds, which rather defeats the point; you may as well just sneak by them entirely. As these weapons all apply the same amount of fatigue regardless of enemy DT, they're really more useful for stunning your opponent to kill them while they're unconscious.
 Non-Lethal K.O. / int_59da62aa
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1.0
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1.0
 Fallout: New Vegas (Video Game)
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Non-Lethal K.O.
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In Fortnite Battle Royale, nobody sheds a drop of blood at any point. Completely "eliminating" a player causes a drone to appear and the eliminated player being scanned out with fading holographic projection effect, leaving behind only their items. The "Fly Explosives" Limited-Time Mode outright mentions blasting your opponents "back to the lobby."
 Non-Lethal K.O. / int_5b6175ca
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1.0
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1.0
 Fortnite (Video Game)
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Non-Lethal K.O.
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In the fan-made Pokémon Tabletop Adventures Pokémon can die in battle, but they have to take twice their max HP in damage. When their HP is zeroed they simply get knocked out.
 Non-Lethal K.O. / int_5e5dfa18
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1.0
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 Pokemon Tabletop Adventures (Tabletop Game)
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Non-Lethal K.O.
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Also averted in Pokémon Adventures. Sure, battles aren't inherently dangerous... but some people are just evil enough to tell their Pokémon to actually hurt others.
 Non-Lethal K.O. / int_610a694a
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-1.0
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1.0
 Pokémon Adventures (Manga)
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Non-Lethal K.O.
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If your patient's vital levels reach zero during an operation in Trauma Center: Under The Knife, he or she ostensibly doesn't die; another doctor simply takes over and the player character is said to have quit in shame. Near the end game, however, this happens less and when it does it is implied that the other doctor will fail. These scenes also occasionally imply that the main character killed himself from the shame, instead of just quitting.
There's a notable exception in the sequel, where you're forced to operate on an active bomb among a crowd of people. If you lose the mission there's a flash of white and the sound of an explosion before the game prompts you to retry, giving little doubt as to the fate of everyone in the room.
 Non-Lethal K.O. / int_6209d3ce
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1.0
 Non-Lethal K.O. / int_6209d3ce
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 Trauma Center / Videogame
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Non-Lethal K.O.
 Non-Lethal K.O. / int_629cd094
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In Dragon Age: Origins, everyone gets back on their feet as long as at least one party member is still standing after the engagement is over, but each "death" leaves the character with an injury, i.e. a penalty on the stats, which can only be cured with specialized consumed items or high-level spells.
 Non-Lethal K.O. / int_629cd094
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1.0
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1.0
 Dragon Age: Origins (Video Game)
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Non-Lethal K.O.
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Batman Doom. Well, you're Batman, and he doesn't kill. The enemies presumably just pass out from being struck with your batarangs or fists, or from inhaling the smoke from your smokebombs, or from being... burnt to a crisp with your flamethrower?...
 Non-Lethal K.O. / int_636fe6c1
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1.0
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1.0
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Non-Lethal K.O.
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Occurs frequently on Walker, Texas Ranger during its fight scenes. Walker and his allies always try to bring the bad guys in alive, even though they have to beat the crap out of them beforehand, but a few fight scenes have had some lethal outcomes.
 Non-Lethal K.O. / int_64494e71
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1.0
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 Walker, Texas Ranger
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Non-Lethal K.O.
 Non-Lethal K.O. / int_64ddf294
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In EVE Online, a destroyed ship will always spit the pilot out in an escape pod. However, a player who doesn't mind being universally hated can take out the escape pod too, reducing the pilot to however they were when they last updated their clone.
 Non-Lethal K.O. / int_64ddf294
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1.0
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1.0
 EVE Online (Video Game)
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Non-Lethal K.O. / int_64ddf294
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Non-Lethal K.O.
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Your teammates in Rainbow Six: Vegas can be revived with a shot, but you can't unfortunately.
 Non-Lethal K.O. / int_6819fb9f
featureApplicability
1.0
 Non-Lethal K.O. / int_6819fb9f
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1.0
 Rainbow Six (Video Game)
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Non-Lethal K.O. / int_6819fb9f
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Non-Lethal K.O.
 Non-Lethal K.O. / int_68a8d1da
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Metro: Last Light has an example in Artyom punching the daylights out of enemies with his knife's knuckles. The Redux Updated Re Release brings this ability back to Metro 2033, and it carries over into Metro Exodus.
 Non-Lethal K.O. / int_68a8d1da
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1.0
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1.0
 Metro: Last Light (Video Game)
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Non-Lethal K.O.
 Non-Lethal K.O. / int_68c8e9ad
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Unless otherwise mentioned in dialogue, no one seems to die in Super Robot Wars. Unless its a special mission, whenever your soldiers are shot down, they simply eject and you have to pay to repair their unit. The same courtesy is also given to your enemies, as a large amount of their Reduced To 0 HP dialogue involves them trying to eject.
Taking this into consideration, it seems really strange how so much of your characters' dialogue upon being shot down refers to being killed.
 Non-Lethal K.O. / int_68c8e9ad
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Mutants & Masterminds defaults to the conceit that the player characters are dealing non-lethal damage unless otherwise specified to reflect the Silver/Bronze Age setting where heroes didn't kill.
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Dungeons & Dragons:
2nd Edition added an optional rule where a creature reduced to zero or fewer Hit Points is disabled and falls unconscious. After that, they have until they reach -10 to be stabilized or healed, losing another hit point each turn. However, an attack that drops them to -10 HP still causes instant death.
3rd Edition made the -10 HP rule the default. Zig-zagged with effects that cause death through other means than hit point damage, like various Touch of Death abilities; and with specific effects like Disintegrate, which does exactly that when it drops someone to 0 HP.
In 3rd Edition, this is the default for most poisons: they usually damage Ability Scores, which leaves a victim unconscious (e.g.: Intelligence) or paralyzed (e.g.: Dexterity) when drained to zero, with the sole exception of Constitution.
Nonlethal damage in 3rd Edition can only cause the target to fall unconscious, which has the odd effect of letting someone survive being used as a punching bag for hours on end, unless their assailant chooses to do lethal damage with their fists.
4th Edition characters can fall to negative HP equal to half their maximum before they automatically die. When in negative HP, they make a saving throw every turn until they stabilize, die, or receive healing. Most monsters, however, die normally at 0.
4th and 5th Editions allow a PC who drops a creature to 0 HP to administer a Non-Lethal KO or just kill it.
A character reduced to 0 HP in 5th Edition has three turns to roll a d20 with no bonuses. Failing the last one of them (or rolling more than two ones) means the character is dead, otherwise the character is "stable" and only knocked unconscious. Healing even one hit point of damage is enough to take them out of this state, a mechanic happily abused by parties with a dedicated healer, tank, and Nietzchian approach to suffering.
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Mortal Kombat was one of the most notorious fighting games of its day because of its subversion of this trope. Not only was the fighting bloody as hell, but when the game called for someone to "FINISH HIM!" a player could do just that, pulling off a Fatality that could kill a character in all sorts of bloody ways.
As such, the "Heroic Brutalities" for the superheroes in Mortal Kombat vs. DC Universe were a necessity, considering their Thou Shalt Not Kill rule.
Because smashing someone into the ground from forty feet up or crushing them with giant hammers is non-lethal, as long as the opponent is still twitching afterwards. Luckily, the rule is not "thou shalt not render someone quadraplegic".
Except for The Joker, who just shoots them. (It zooms in so you don't see where the bullet hits, but the original versions had him either just shooting them in the head, or popping out a "bang" flag, causing their opponent to sigh in relief, before shooting the flagpole into the opponent's heart.)
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Unlike 3 and New Vegas, it's impossible for your current companions in Fallout 4 to permanently die. Even in Survival mode.
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The Dynasty Warriors: Gundam games replaces the KO counter with a "Shot Down" counter. Which can be interpreted to include retreats from battle, mobile suits being disabled without pilot death, and killing blows. In game there are various Gundam universe based storylines where canon deaths appear, and main original storylines - who dies and who survives in these varies greatly.
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Pixelvader: There is no in-game death for the player character, instead you just retreat when the shields get low.
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In Freedom Force, everyone is only knocked out (even Mooks). It's not too out of place for people like Minuteman, who hits people over the head, but considering other people have powers like shooting fire from their fingertips, throw bombs filled with acid, or shoot energy out their chest, and they can do things like push people off buildings, hit them with lamp-posts, and throw cars at them, it gets kind of sketchy that no one dies except for Plotline Deaths. It's even more egregious in the Pulp Adventures mod, where most of the heroes' abilities are plain old guns, blades, or explosives (though most heroes also have unarmed punches, stun items, or logically non-lethal weapons like Indiana Jones' whip).
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In the Advance Wars series, Commanding Officers are apparently off-limits for either side's troops to shoot at. At first you might think this is because the COs are far behind the front lines coordinating the battle by radio, but multiple "mission failed" cutscenes in story mode make it clear this was NOT the case. Hell, many story mode scenes have named characters storming into each other's offices, guns drawn, yet the loser almost always escapes without a shot being fired by either side.
Averted in Days of Ruin, with COs actively trying to kill each other, and often succeeding.
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Mass Effect has this, but only for squadmates. If Shepard goes down, it's game over. Mass Effect 3 multiplayer mode additionally features bleed-out and execute mechanics: if a player isn't revived within a short time, they stay down until the end of the current wave; most enemies have the ability to execute a fallen player with the same effect; and some particularly nasty mobs can kill you good in one strike.
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100% Orange Juice: If the character's HP hits 0, s/he cannot move, but can roll the die to get back up (roll equal to/higher to revive).
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Final Fantasy XIII-2 follows suit, except that once the party leader falls, the control automatically switches to the second party member (out of two available in total). If the second party member falls, however, the game's over, even if the summoned monster knows the Raise spell.
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In basically all tokusatsu programs such as Kamen Rider, Super Sentai, or Power Rangers, there's an unwritten rule that no amount of damage can actually kill someone while they're transformed into their superhero form. Even if the character gets hit so hard that they explode, when the smoke clears and they drop out of costume, they'll just have torn clothing and cosmetic scratches. This is so common that it's often justified in-story somehow if a character won't have this happen to them, such as the consequence of a Deadly Upgrade being stated to be that taking a lethal blow will actually be lethal.
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Super Mario Bros.:
In the Mario & Luigi series, the Mario bros and any named characters merely get knocked out or hurt if they run out of health in battle, with the Elite Trio in Dream Team even mentioning it by name (saying that all three have to be KOed at once for Mario to win). Though bosses often explode after being defeated, this merely seems to a fancy version of Everything Fades unless it happens to a Big Bad like Cackletta and Fawful, who are usually evil enough to warrant being Killed Off for Real.
Paper Mario 64 doesn't have Mario's allies die or even pass out; because Mario's partners don't have HP, being attacked simply injures them and they can't be switched or fight until the injury recovers. Changed up in Paper Mario: The Thousand-Year Door where Mario's allies have their own HP and they simply become unconscious if they are defeated, although they recover 1 HP after the fight is over. It is also implied Mario simply falls unconscious when his HP reaches zero (but the game still ends if Mario is defeated), but there's several kinds of a Non-Standard Game Over that show or at least imply that Mario actually dies.
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Also averted straight to hell by Cipher in Pokémon Colosseum, whose idea of dealing with interlopers involves taking down their Pokemon, then beating the offender black and blue! You can see it happen best when Dakim nails Vander in the solar plexus, a rare case of human-on-human violence in the franchise.
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In One Must Fall: 2097 you can blow up your opponent real good without actually killing them. How? Everyone is, effectively, remotely-controlled robots. And then the game has a Double Subversion at the end of the single player story mode, where Kreissack is revealed to have actually had his brain transplanted into his robot's body.
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Paper Mario 64 doesn't have Mario's allies die or even pass out; because Mario's partners don't have HP, being attacked simply injures them and they can't be switched or fight until the injury recovers. Changed up in Paper Mario: The Thousand-Year Door where Mario's allies have their own HP and they simply become unconscious if they are defeated, although they recover 1 HP after the fight is over. It is also implied Mario simply falls unconscious when his HP reaches zero (but the game still ends if Mario is defeated), but there's several kinds of a Non-Standard Game Over that show or at least imply that Mario actually dies.
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Raidou Kuzunoha vs. The Soulless Army subverts the trope. At first, it seems to play it straight with the message "Raidou fainted from his injuries...". Then you get the game over sequence... Poor Raidou.
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Gets rather silly in Final Fantasy IX where a character that is hit with the Death spell or any variant of it shows the words "Death" appear in front of them and they simply pass out. There are also enemies that can eject characters from the battlefield and they can't come back until the fight is over. However, ejected characters are labeled as dead as far as the game is concerned, so you can still get a game over if your remaining characters are thrown out.
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Also, in the Romance of the Three Kingdoms games, both options exist along with the option or whether or not officers can die in battle; in turn, Historical or Fictional gameplay options determine whether or not Plotline Death intrudes.
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Quite often in Melty Blood. Shiki's power is killing something, no matter what. Period. Yet after being explicitly told he won the fight because of his eyes, his opponent is more along the lines of 'exhausted' than 'a cooling corpse' a few minutes later. Doesn't even seem to seem to leave normal knife wounds.
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Played with and justified in The Reconstruction. Every character has three Life Meters: Body, Mind, and Soul. Reducing any of them to 0 will defeat them. It makes sense that wearing down an opponent's willpower or cognition would merely cause unconsciousness, Body damage is usually described as being lethal. There's even one quest where this comes into play.
Your party members will always go into a Non-Lethal K.O., though, even if they took Body damage. There are plenty of enemies that are still alive in cutscenes after you battle them, as well, regardless of what method you used to defeat them.
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Seeing Friday the 13th avert this and outright say "YOU AND YOUR FRIENDS ARE DEAD. GAME OVER" sends The Angry Video Game Nerd into a rant about how most video games of the era utilized this trope or at the very most Never Say "Die":
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Fabula Ultima: Unless the controlling player decides otherwise, player characters do not die when their HP is reduced to zero. Instead, they "surrender": they fall unconscious and can no longer influence the outcome of the current scene, even if some effect brings them back above zero HP. The only way to bring a surrendered character back into the action is with the Hope spell, which can only be obtained by mastering the Spiritist class.
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Party members are only knocked unconscious in Avernum 4 and 5, though averted in the first three games, where party members die and have to be resurrected.
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Deltarune: Unlike the game's predecessor, every time an opponent is defeated violently, they merely flee or are launched away from the battle, or (in the case with some more plot significant characters) initiate a story cutscene. This makes it impossible to gain EXP, since you can't actually kill anyone. The same is true if a party member has their health bar completely depleted in battle; they merely collapse and will eventually revive by themselves after a few turns. Getting your heath depleted by environmental hazards is immediately fatal, however, and in Chapter 2, a character temporarily joins the party who can actually kill enemies in battle, which is required if you want to reach Chapter 2's bad ending.
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Water Warfare goes the opposite direction in terms of absurdity: you will inexplicably faint from getting too wet. It's nonlethal because it's only water, but it's unclear why it makes you drop unconscious — perhaps the shock of cold water?
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This is most explicit in the Pokémon games, where every defeat is a KO, and when you're defeated you black/white out temporarily. You are also forced to give a portion of your money to the person who beat you. Oddly enough, in FireRed, LeafGreen, Diamond, and Pearl versions, after being defeated your character is described as running to the Pokémon Center, so the fact that your character blacks out is now utterly pointless. Also note that in Generation I, being beaten by a wild Pokémon also cost you half of your money (which later games have explained as being lost in the confusion). A glitch in Generation I allows you to have a party consisting of only fainted Pokémon after depositing others into a PC, which causes the same "blacked out" effect after you take three steps. In Pokémon Sword and Shield, the "blacking/whiting out" was replaced with "You were overwhelmed by your defeat", which keeps in the dramatics of losing but making more sense.
It's been noted by the creator himself that he preferred a nonlethal KO system because of the abundance of pointless violence in many video games.
Lampshaded by the Rival in the Pokémon Tower, where he notes that while your Pokémon don't look dead, he can settle for making them faint.
It becomes a bit odd when you take into account moves like Selfdestruct or Explosion, which cause the user to "faint". What exactly has exploded? Pokémon Snap shows the user creates an explosion that blow it and the attacker away from each other but leaves the user spent. Supposedly the original idea was to say "unable to battle" but fainted took less text.
Some fans avert this for a Self-Imposed Challenge, releasing defeated Pokémon in order to treat their knockout as a permanent kill.
Also averted in Pokémon Adventures. Sure, battles aren't inherently dangerous... but some people are just evil enough to tell their Pokémon to actually hurt others.
Also averted straight to hell by Cipher in Pokémon Colosseum, whose idea of dealing with interlopers involves taking down their Pokemon, then beating the offender black and blue! You can see it happen best when Dakim nails Vander in the solar plexus, a rare case of human-on-human violence in the franchise.
If you try to use the Pokemon Refresh feature on a fainted Pokemon, it shows them sleeping. Unlike when they're affected by the Sleep status effect or just napping, you cannot interact with them at all and they'll just go back to the ball after a few seconds.
The trainer can faint in Pokémon Legends: Arceus from taking too much damage or falling from too high a point. You get text saying "everything went black" and re-spawn at camp with text saying "apparently you were rescued".
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Splatoon 2 subverts this, however, during the escape phases and final boss of the Octo Expansion .As confirmed in this interview, being splatted here is the first time in the series that your character can actually die. If you continue after dying, you instead "go back in time" to when Agent 8 was still alive.
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Persona Q: Shadow of the Labyrinth is inconsistent about this. When a character's HP reaches 0, a window pops up saying "[Character] is dead!", but your Mission Control will say that the character is just unconscious. This is merely a carryover from Etrian Odyssey, where the game is taken from and does have that message.
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 Persona Q: Shadow of the Labyrinth (Video Game)
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Your Servants in Fate/Grand Order do die when their HP reaches zero, but since they have a Contract with you, this is a mild inconvenience and they recover between battles. The exception is Mash, a pseudo-servant formed in the present and therefore still capable of permanent death - if defeated, she's shown retreating from the frontlines instead of fading away like usual.
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Spellcard System rules in Touhou Project exist for this explicit purpose. Otherwise, the One-Hit Kill abilities of most high-level youkai would instantly end Barrier Maiden Reimu's career; a very bad thing, considering she is tied to the existence of the very border that keeps the setting together. (She even fights a ghost capable of killing with nothing but thinking about it. Imperishable Night proves she can do it without other people even noticing she's trying.)
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The Final Fantasy games moved from describing characters who lose all their HP as "killed" to "KOed" or "wounded" once they hit 16-bit. This may have been done in part to Hand Wave the "Why don't they use a Phoenix Down?" problem when characters die as a result of the plot. The spell which restores one from this state, though, remains "Life", "Raise", or "Rise".
In the PS1's Final Fantasy Tactics, though, if someone stays knocked out long enough, they die permanently, resulting in a Game Over if it's the main character. In Final Fantasy Tactics Advance for the GBA, there are special areas called "Jagds" where the laws of the world are on hold and death is permanent. However, sometimes an auto-controlled "Guest" character will join you in battle. If their HP drops to zero, they'll simply pass out and "dizzy stars" appear above their heads without a death countdown timer.
In Final Fantasy Tactics A2, it is confirmed in-game that characters can die. But as long as there is a soul trying to come back alive, and a fitting container (preferably the person's own body), the person can be brought back to life with magick (Raise spells, Phoenix Downs). All battle-kills are recorded as KOs however. It goes even farther when an Alchemist transmute a weakened enemy into a Potion or a Phoenix Down and they're still treated as not dead. Even if you use the item.
Your own party gains special protection in the form of the Judge, as well. When Luso takes the oath from the Judge, it's explained to him that the Judge's power ensures that those under his protection cannot be slain in combat. It therefore becomes quite ominous when dealing with the Big Bad and her minions, who seal the Judge away at the start of a fight.
Gets rather silly in Final Fantasy IX where a character that is hit with the Death spell or any variant of it shows the words "Death" appear in front of them and they simply pass out. There are also enemies that can eject characters from the battlefield and they can't come back until the fight is over. However, ejected characters are labeled as dead as far as the game is concerned, so you can still get a game over if your remaining characters are thrown out.
In Final Fantasy XII it's shown that monsters don't always die when they run out of HP. One mission has you hunting someone's pet turtle that has become giant due to being in a Magicite Mine. After you defeat him he is explicitly shown to have survived and shrunk back to normal size when you talk to his owner.
Also averted with some Hume bosses, who can be defeated by knocking their HP down to 25%, rather than all of it.
In Final Fantasy XIII, party members who get KOed are knocked to the ground, but don't even appear to be knocked out. This doesn't change the fact that you get an instant Game Over if the party leader dies, even if your other party members have revive spells.
Final Fantasy XIII-2 follows suit, except that once the party leader falls, the control automatically switches to the second party member (out of two available in total). If the second party member falls, however, the game's over, even if the summoned monster knows the Raise spell.
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Non-Lethal K.O.
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Mice and Mystics: Player characters are "captured" when they run out of Hit Points, not killed, and return to the board as soon as it's cleared of enemies. However, a game counter is advanced towards defeat whenever this happens.
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Non-Lethal K.O.
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The first Bangai-O game plays this for laughs, since recurring bosses tend to survive their mechs exploding (to Riki and Mami's confusion). Bangai-O's pilots aren't as lucky.
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Non-Lethal K.O.
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Dead or Alive matches end somewhat similarly to the Injustice example above (in that even after a "KO", the defeated character is just lying on the ground trying to rouse themselves back to their feet, not actually knocked out). This is after things such as being thrown down a ten-story building or into a container of explosive material has happened in the previous round.
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In Final Fantasy Tactics A2, it is confirmed in-game that characters can die. But as long as there is a soul trying to come back alive, and a fitting container (preferably the person's own body), the person can be brought back to life with magick (Raise spells, Phoenix Downs). All battle-kills are recorded as KOs however. It goes even farther when an Alchemist transmute a weakened enemy into a Potion or a Phoenix Down and they're still treated as not dead. Even if you use the item.
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Clock Tower: Bobby being a supernaturally empowered demon child, anything Jennifer does to him (poison gas, using a murder of crows to attack him, tricking him into falling down a hole) will only have him down for a minute or so, or until she leaves the map (whichever comes first).
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JoJo's Bizarre Adventure denotes villains defeated non-lethally as "retired", not counting ones who pull a Heel–Face Turn.
 Non-Lethal K.O. / int_b0028436
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 JoJo's Bizarre Adventure (Manga)
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Non-Lethal K.O.
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Adventurers! makes fun of the phenomenon of death becoming "fainting" in translation from Japanese in this strip.
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In Sonic the Hedgehog the enemies are non-sentient robots, and when destroyed a woodland critter of some kind is released, which merrily dashes away. So, not only are you not killing your enemies, but you are actually doing a kindness. Most later games in the franchise do roughly the same thing, though some of those entries have had some or all of the robots instead drop flower seeds, robot parts, or absolutely nothing upon defeat.
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Non-Lethal K.O.
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In the reboot of Syndicate, your co-op characters will only be disabled. You can still hobble about, but cannot breach or fight. A teammate has to "reboot" you. If your teammates take too long, you'll fall to your knees in one place and be stuck there, but still don't outright die.
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Non-Lethal K.O.
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Haunting Ground: No matter how many times they stab, shoot, stomp or Kick the Dog, Hewie will only make a sad noise then collapse for a few minutes. Unless you're in Hard Mode... The same goes for all of Fiona's stalkers.
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Non-Lethal K.O.
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Mutant Year Zero: Road to Eden: If characters reach zero HP they have a few turns of "Bleeding out" status, in which they can be revived with a medpack.
 Non-Lethal K.O. / int_baa75d56
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Non-Lethal K.O.
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Dead In Vinland, being a survival management sim with RPG Elements, has this in effect for battles, but Permadeath otherwise. However, a character who is reduced to 0 hit points in battle is likely to acquire a nasty Status Effect injury like "Head Trauma" or "Deadly Wound," and will take serious damage to their Injury meter, leading to Permadeath if it hits 100%. (Lesser amounts of damage cause less serious injury if they take the character below 10 HP.)
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Non-Lethal K.O.
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In Animal Crossing, If the player is attacked by a scorpion or a tarantula, they will pass out and awaken in front of their house.
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1.0
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 AnimalCrossing
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Non-Lethal K.O.
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Invoked as a way to justify how named characters can be "killed" in Warhammer 40,000 as well as the player's own self-made characters. This way players don't have to find ways to justify how a commander with a survival deficiency somehow appearing in multiple battles, but gets kind of ridiculous when the character can take a planet-vaporizing blast and was only "knocked unconscious". Also comically used in various one-hit KO spells, where the combatant can be rendered as either a deformed blob of flesh, a gibbering idiot, locked in a box, or a squignote goblinoid pig, for those unfamiliar with the franchise.
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Non-Lethal K.O.
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In the campaigns of Age of Mythology and its expansion Age of Mythology: The Titans, when the heroes are "killed" they are unconscious until one of your units gets close to them, at which point they revive with low health.
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 Age of Mythology (Video Game)
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Non-Lethal K.O.
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Weaponlord would let you chain special moves at the point of knocking out an opponent, causing a series of increasingly gory and over the top mutilations of your beaten enemy. Apparently hitting someone repeatedly with a six foot long polearm or a stone hammer the size of an engine block will only cause a non-lethal KO unless they're really tired. As with some of the other examples, killing an enemy will change the storyline, such as Korr having accidentally killed his long lost brother at the end of their fight.
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In the Splatoon series, being "splatted" after sustained enemy team ink fire (or falling in water) is barely a mild inconvenience for Inklings and Octolings in most situations, since they're usually hooked up to a respawn machine where they can easily go and restore themselves (or in Salmon Run, have someone else restore them) after Giving Up the Ghost.
Splatoon 2 subverts this, however, during the escape phases and final boss of the Octo Expansion .As confirmed in this interview, being splatted here is the first time in the series that your character can actually die. If you continue after dying, you instead "go back in time" to when Agent 8 was still alive.
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Non-Lethal K.O.
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The End Times: Vermintide has two tiers for Player Characters by default, either or both of which might be disabled in a Challenge Run:
PCs are knocked down at zero Hit Points, leaving them helpless until revived. While downed, they slowly bleed out and remain vulnerable to enemy attacks.
If a PC bleeds out or suffers an instant-death environmental hazard, the other PCs react as if they had died, but they respawn as a captive somewhere ahead in the level, rejoining the fight as soon as they're untied.
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 The End Times: Vermintide (Video Game)
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Non-Lethal K.O.
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Brawl in the Family gives a parody/humorous deconstruction of how this is in the Pokémon games by taking it to its logical conclusion. Can be seen in full here.
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Non-Lethal K.O.
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The player in Deus Ex can Non Lethal KO opponents with riot batons, cattle prods, and crossbow-fired tranquilizer darts. Although the tranquilizer crossbow averts the trope a bit, as while shooting someone in the body will render them unconscious, a shot to the head will kill them. Your character's brother encourages the use of these non-lethal weapons because he's working with the 'enemy', while two of your co-workers encourage you to kill them all. Surprisingly enough, they turn out to be the real bad guys. The game also hints you along that you should be doing this. The quartermaster will scold the character (read: you, the person controlling the character) for killing too many people in mission one if, in fact, you do go on a shooting spree. Incidentally, you won't get any ammo from him if you do.
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 Deus Ex (Video Game)
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Non-Lethal K.O.
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In Psionics: The Next Stage in Human Evolution you get knocked out when you hit 10 - Will hit points. You don't actually start bleeding out until you hit zero hit points.
 Non-Lethal K.O. / int_c861aa06
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Non-Lethal K.O.
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Usually averted in All Flesh Must Be Eaten, but played straight for the heroes in the "Singing Cowboys" Deadworld. Because they're the protagonists of a series of movies, if a hero runs out of Life Points, they survive through some bizarre circumstance (usually based around Never Found the Body) and reappear at the start of the next scene. There are only two exceptions. First, if they fight an Elite Mook, both sides get one freebie and then are capable of killing one another the next time they fight. Second, when the zombies show up, running out of Life Points while fighting one means you get eaten, no ifs, ands, or buts.
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Non-Lethal K.O.
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The Lamplighters League: If your Agents reach zero HP, there is a three-round limit to revive them, with a limit to the number of times that this can be done on a mission. If you take too long, or go over the limit, then they suffer Permadeath ... except on Easy, in which case they are captured, and you will get a mission to retrieve them a few weeks later.
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Non-Lethal K.O.
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The original Gothic put an interesting spin on this trope: if you fight monsters, they always kill you good, and you return the favor. However, when fighting humans, both sides deal a Non-Lethal K.O. first, with an option to execute the downed enemy later. The point is that a downed enemy can be looted like a dead body without incurring any penalties for murdering them—however, that also applies to the downed Player Character, so the enemies who don't immediately execute you will search your pockets and strip you of any valuables they find.
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Non-Lethal K.O.
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The trainer can faint in Pokémon Legends: Arceus from taking too much damage or falling from too high a point. You get text saying "everything went black" and re-spawn at camp with text saying "apparently you were rescued".
 Non-Lethal K.O. / int_d1702e57
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Non-Lethal K.O.
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Soul Calibur maintains the conceit that battles are decided by a KO, even if that KO is achieved by ramming a metal spike through a 16 year old girl's spine, tossing her into the air and bashing her head repeatedly with a gigantic axe. Also apparently you can be thrown off a shrine that is floating in the sky only to come back for the next round no worse for the wear.
Sister series Tekken also ends all matches with a KO even if they included Yoshimitsu running his opponent clean through the abdomen with his sword, Kuma gnawing on his enemy or crushing their spine, or Lars Alexandersson grabbing his opponent by the hair and snapping their neck all the way back, complete with Sickening "Crunch!".
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Non-Lethal K.O.
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The earlier games in the Rune Factory you would have to restart from a save point if killed in one of the dungeons. Running out of HP outside of a dungeon resulted in fainting and waking up in the town hospital (or equivalent). Starting with Rune Factory 3, getting taken down would result in waking up in Marjorie's clinic, short some gold.
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Non-Lethal K.O.
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In the PS1's Final Fantasy Tactics, though, if someone stays knocked out long enough, they die permanently, resulting in a Game Over if it's the main character. In Final Fantasy Tactics Advance for the GBA, there are special areas called "Jagds" where the laws of the world are on hold and death is permanent. However, sometimes an auto-controlled "Guest" character will join you in battle. If their HP drops to zero, they'll simply pass out and "dizzy stars" appear above their heads without a death countdown timer.
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Non-Lethal K.O.
 Non-Lethal K.O. / int_d46fd79f
comment
MARDEK has the KO'd/revive with one HP version. Monsters always go poof, even the mirror-image four-man-band who call themselves the World's Saviors, who should be able to revive each other the way your own guys can.
 Non-Lethal K.O. / int_d46fd79f
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Non-Lethal K.O.
 Non-Lethal K.O. / int_d4caf593
comment
Bully, which is often described as a Lighter and Softer version of Grand Theft Auto, has this. Since Hide Your Children won't work in a game where most characters are children, NPCs (as well as the player) can only be knocked out instead of killed. The gameplay mechanics are pretty much the same. They even fade away after a while and will later respawn alive and well.
 Non-Lethal K.O. / int_d4caf593
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 Bully (Video Game)
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Non-Lethal K.O.
 Non-Lethal K.O. / int_d5b84b32
comment
In Spore, if your creature's ship explodes in the Space stage, you don't die, but is revived through cloning.
 Non-Lethal K.O. / int_d5b84b32
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1.0
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 Spore (Video Game)
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Non-Lethal K.O.
 Non-Lethal K.O. / int_d5e9cf36
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XCOM 2
The critical wound mechanic is also present, but the critical wound is outright called "Bleeding Out", and on top of medkit stabilization, another soldier can carry the one that's bleeding out and evac to the Skyranger with them to prevent their death.
The Unconscious status effect makes the unit essentially dead unless revived by a Specialist's proper skills. Melee strikes from Stun Lancers and Berserkers have a small chance of this that increases the lower the target's health is, anything that has its HP reduced to 0 by a Viper's constricting bind will go Unconscious instead of dying, and most of the special abilities of the Alien Rulersnote from the Alien Hunters downloadable add-on have a high chance of dropping your squad Unconscious. A unit that's Bleeding Out will also switch to Unconscious once stabilized.
 Non-Lethal K.O. / int_d5e9cf36
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1.0
 Non-Lethal K.O. / int_d5e9cf36
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1.0
 XCOM 2 (Video Game)
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Non-Lethal K.O. / int_d5e9cf36
 Non-Lethal K.O. / int_d616724d
type
Non-Lethal K.O.
 Non-Lethal K.O. / int_d616724d
comment
In League of Legends, when you kill an enemy champion, they are revived by the magical energy of the battlefield. Then again, Cho'Gath eats his opponent, Fizz has a shark eat them (small opponents are swallowed whole) and Thresh claims their soul.
 Non-Lethal K.O. / int_d616724d
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1.0
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 League of Legends (Video Game)
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Non-Lethal K.O.
 Non-Lethal K.O. / int_df8856e6
comment
In Dungeon Siege, characters losing all of their hit points will be rendered unconscious. If they continue taking damage, they'll get killed. If your entire party gets killed, the game is over. Of course, you can always revive your party members.
 Non-Lethal K.O. / int_df8856e6
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 Dungeon Siege (Video Game)
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Non-Lethal K.O.
 Non-Lethal K.O. / int_e144ba19
comment
Dragon Age II replaces stat penalties with a penalty on your total health (you also get it from triggering traps, even if you are not killed), but otherwise plays it the same way.
 Non-Lethal K.O. / int_e144ba19
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1.0
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 Dragon Age II (Video Game)
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Non-Lethal K.O.
 Non-Lethal K.O. / int_e22c949c
comment
Throughout the Dragon Quest series, monsters overcome in battle are described as "defeated". This rule does not apply to your own party, however - when a character is reduced to zero HP, the game announces, "(Character) dies". In addition, monsters dispatched by the instant-death Whack and Thwack spells are explicitly described as "killed".
 Non-Lethal K.O. / int_e22c949c
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1.0
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 DragonQuest
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Non-Lethal K.O. / int_e22c949c
 Non-Lethal K.O. / int_e26905cd
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Non-Lethal K.O.
 Non-Lethal K.O. / int_e26905cd
comment
Sister series Tekken also ends all matches with a KO even if they included Yoshimitsu running his opponent clean through the abdomen with his sword, Kuma gnawing on his enemy or crushing their spine, or Lars Alexandersson grabbing his opponent by the hair and snapping their neck all the way back, complete with Sickening "Crunch!".
 Non-Lethal K.O. / int_e26905cd
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 Tekken
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Non-Lethal K.O.
 Non-Lethal K.O. / int_e5b4d26c
comment
Whenever a player or pet loses all their health in Impressive Title, they receive a Wounded status, which prevents them from using Skills or attacking other creatures. For players, their health bar turns red and becomes a timer, which slowly ticks down until it becomes green again and then the player can heal themselves or continue fighting. Pets, on the other hand, must either be healed by another player or leave the area entirely to gain back their health.
 Non-Lethal K.O. / int_e5b4d26c
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1.0
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1.0
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Non-Lethal K.O. / int_e5b4d26c
 Non-Lethal K.O. / int_e5c5bc22
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Non-Lethal K.O.
 Non-Lethal K.O. / int_e5c5bc22
comment
GURPS has had a rule similar to 4e D&D since its 2nd edition: characters are weakened at low HP, lose consciousness at 0 HP (but they can make a roll to keep standing), and at -HP equal to their standard healthy HP, they start rolling to resist death (at -5x HP, they die even if they withstood all rolls). Again, Chunky Salsa Rule applies; a character whose corpse is damaged to -10x HP has nothing left to revive, he's just turned into hamburger.
 Non-Lethal K.O. / int_e5c5bc22
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1.0
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1.0
 GURPS (Tabletop Game)
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Non-Lethal K.O. / int_e5c5bc22
 Non-Lethal K.O. / int_e5c93c13
type
Non-Lethal K.O.
 Non-Lethal K.O. / int_e5c93c13
comment
In Miitopia, if your entire party is defeated, the scene changes to show the party running back to the inn as if you quit the exploration yourself (with the same music, no less). Also the first Dragon enemy and the Woof-o'-the-Wisp enemies don't die when defeated, but simply come back to their senses and run off, respectively.
 Non-Lethal K.O. / int_e5c93c13
featureApplicability
1.0
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1.0
 Miitopia (Video Game)
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Non-Lethal K.O. / int_e5c93c13
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type
Non-Lethal K.O.
 Non-Lethal K.O. / int_e5de447c
comment
X-COM
XCOM: Enemy Unknown has the "critically wounded" status. A soldier has a small chance to drop unconscious and bleeding out from otherwise lethal damage. You have three turns to save them, either by finishing the mission or stabilizing them with a Medikit; a Support with the Revive skill can instead resuscitate them at 33% of their max health. Either way, the soldier takes a big hit to their Will and needs a long time in the base's medical wing to recover. The chance of critical wounds can be increased for high-rankers with the "Don't Die On Me" upgrade from the Officer Training School in the core game; with the Enemy Within Expansion Pack, that's replaced with the "Secondary Heart" gene mod – a soldier with this mod will be critically wounded the first time they take lethal damage in a mission, the amount of turns to save them is increased to five, and there's no Will loss from it.
XCOM 2
The critical wound mechanic is also present, but the critical wound is outright called "Bleeding Out", and on top of medkit stabilization, another soldier can carry the one that's bleeding out and evac to the Skyranger with them to prevent their death.
The Unconscious status effect makes the unit essentially dead unless revived by a Specialist's proper skills. Melee strikes from Stun Lancers and Berserkers have a small chance of this that increases the lower the target's health is, anything that has its HP reduced to 0 by a Viper's constricting bind will go Unconscious instead of dying, and most of the special abilities of the Alien Rulersnote from the Alien Hunters downloadable add-on have a high chance of dropping your squad Unconscious. A unit that's Bleeding Out will also switch to Unconscious once stabilized.
 Non-Lethal K.O. / int_e5de447c
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1.0
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1.0
 X-COM (Video Game)
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Non-Lethal K.O. / int_e5de447c
 Non-Lethal K.O. / int_e6781f1b
type
Non-Lethal K.O.
 Non-Lethal K.O. / int_e6781f1b
comment
In Zone of the Enders: The Fist of Mars, your mechs explode when their HP is reduced to 0. When that happens, they're out for the rest of the stage, but the characters piloting them are still alive, and they do come back next stage.
Everyone who you fight are either Mecha-Mooks (unmanned) or shows enough mercy to allow the pilot to escape. Even Pharsti calls Edge out on being a technical pacifist and he supposedly follows it until his Midseason Upgrade where he supposedly kills Ned after he threatened to kill several children with explosive collars and done so already with one pilot.
 Non-Lethal K.O. / int_e6781f1b
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 Zone of the Enders: The Fist of Mars (Video Game)
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Non-Lethal K.O. / int_e6781f1b
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type
Non-Lethal K.O.
 Non-Lethal K.O. / int_e99e039b
comment
NightFire for the PC uses this. Due to Executive Meddling on the part of MGM Interactive (who owned the James Bond license at the time), blood and death were no-nos. Thus, our intrepid hero only knocks people out. From a long distance. With a sniper rifle or rocket launcher. (Fair enough in the case of the game's default one-hit-'kill' weapon: it was tranquilizer pen-dart.) This whole situation becomes a little bit silly when playing multiplayer and you shoot someone in the head with your Walther P99. More than once. No blood, no death.
 Non-Lethal K.O. / int_e99e039b
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1.0
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1.0
 NightFire (Video Game)
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Non-Lethal K.O. / int_e99e039b
 Non-Lethal K.O. / int_eb6802b4
type
Non-Lethal K.O.
 Non-Lethal K.O. / int_eb6802b4
comment
In Final Fantasy XIII, party members who get KOed are knocked to the ground, but don't even appear to be knocked out. This doesn't change the fact that you get an instant Game Over if the party leader dies, even if your other party members have revive spells.
 Non-Lethal K.O. / int_eb6802b4
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1.0
 Non-Lethal K.O. / int_eb6802b4
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1.0
 Final Fantasy XIII (Video Game)
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Non-Lethal K.O. / int_eb6802b4
 Non-Lethal K.O. / int_ebe37329
type
Non-Lethal K.O.
 Non-Lethal K.O. / int_ebe37329
comment
In Flying Circus, as brutal as the game's consequences can be, a Player Character cannot die unless their player agrees. In even the deadliest of situations—such as falling from high-altitudes and smashing into the ground, a Player Character can end up passing out. However, allied NPCs do not receive this luxury.
 Non-Lethal K.O. / int_ebe37329
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1.0
 Non-Lethal K.O. / int_ebe37329
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 Flying Circus (Tabletop Game)
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Non-Lethal K.O. / int_ebe37329
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Non-Lethal K.O.
 Non-Lethal K.O. / int_ef215943
comment
PAYDAY: The Heist and PAYDAY 2 can have your characters bleed out if they are not revived in time, but if they do bleed out completely, they get taken into police custody rather than dying and can get back in the game if the other players secure a hostage. One heist in the sequel takes this to a ludicrous degree where you have to jump out of a plane; if you somehow jump out of the plane with no parachute, you'll go splat into the ground and are taken into police custody anyway.
 Non-Lethal K.O. / int_ef215943
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 PAYDAY: The Heist (Video Game)
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Non-Lethal K.O. / int_ef215943
 Non-Lethal K.O. / int_ef661e97
type
Non-Lethal K.O.
 Non-Lethal K.O. / int_ef661e97
comment
Generally played straight in Street Fighter. However, if Akuma, Oni, or Evil Ryu finish off their opponents with their Dangerous Forbidden Techniques, the screen's background will go black instead of the usual orange for finishing off a player with a Super or Ultra, and the words "KO" will be noticeably absent...
 Non-Lethal K.O. / int_ef661e97
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1.0
 Non-Lethal K.O. / int_ef661e97
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1.0
 Street Fighter (Franchise)
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Non-Lethal K.O. / int_ef661e97
 Non-Lethal K.O. / int_f120845f
type
Non-Lethal K.O.
 Non-Lethal K.O. / int_f120845f
comment
No one dies in Kingdom of Loathing; they just get "Beaten Up".
This goes for at least certain enemies too, if the integral article is any indication (that is, while in the Penultimate Fantasy Airship, it always says "You're fighting The Protagonist" indicating there is only one that you beat up repeatedly).
 Non-Lethal K.O. / int_f120845f
featureApplicability
1.0
 Non-Lethal K.O. / int_f120845f
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1.0
 Kingdom of Loathing (Video Game)
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Non-Lethal K.O. / int_f120845f
 Non-Lethal K.O. / int_f23a1e48
type
Non-Lethal K.O.
 Non-Lethal K.O. / int_f23a1e48
comment
In Child of Eden, you aren't destroying viruses (enemies), you're purifying them. This is best exemplified with the bosses: When you defeat one, it takes on a friendly One-Winged Angel form in a cutscene as the stage ends.
 Non-Lethal K.O. / int_f23a1e48
featureApplicability
1.0
 Non-Lethal K.O. / int_f23a1e48
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1.0
 Child of Eden (Video Game)
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Non-Lethal K.O. / int_f23a1e48
 Non-Lethal K.O. / int_f6a54e75
type
Non-Lethal K.O.
 Non-Lethal K.O. / int_f6a54e75
comment
Kingdom Hearts: your party members and some bosses.
 Non-Lethal K.O. / int_f6a54e75
featureApplicability
1.0
 Non-Lethal K.O. / int_f6a54e75
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1.0
 Kingdom Hearts (Franchise)
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Non-Lethal K.O. / int_f6a54e75
 Non-Lethal K.O. / int_f6cd247e
type
Non-Lethal K.O.
 Non-Lethal K.O. / int_f6cd247e
comment
Abomi Nation, as a Roguelike, punishes you with Permadeath if an Abomi runs out of HP during a serious battle... But if you're fighting a normal Abomi just for training (or playing with permadeath off), Abomis who run out of HP are just "knocked out". You also do this to enemies, even Abomis who are working for the Big Bad. This foreshadows that Furcifume's lieutenants come Back for the Finale, as you never really dealt with them.
 Non-Lethal K.O. / int_f6cd247e
featureApplicability
1.0
 Non-Lethal K.O. / int_f6cd247e
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1.0
 Abomi Nation (Video Game)
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Non-Lethal K.O. / int_f6cd247e
 Non-Lethal K.O. / int_f7c8e36e
type
Non-Lethal K.O.
 Non-Lethal K.O. / int_f7c8e36e
comment
Octopath Traveler: Even if Olberic or H'aanit fall in battle against an NPC they challenged with their Path Action, it won't count as a Game Over; they'll just reappear on the map with 1 HP. This also applies to any NPC you defeat in such a challenge.
 Non-Lethal K.O. / int_f7c8e36e
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1.0
 Non-Lethal K.O. / int_f7c8e36e
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1.0
 Octopath Traveler (Video Game)
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Non-Lethal K.O. / int_f7c8e36e
 Non-Lethal K.O. / int_f7d93e4a
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Non-Lethal K.O.
 Non-Lethal K.O. / int_f7d93e4a
comment
In the Assassin's Creed series, the main Player Character never actually dies in-game; instead, Desmond's or the Featureless Protagonist's actions while controlling their ancestor become so "de-synched" from the "real" memories that the Animus has to restart the simulation.
 Non-Lethal K.O. / int_f7d93e4a
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1.0
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Non-Lethal K.O. / int_f7d93e4a
 Non-Lethal K.O. / int_f88e1905
type
Non-Lethal K.O.
 Non-Lethal K.O. / int_f88e1905
comment
In Colobot, the Thumper bot is designed specifically for invoking this on the enemy lifeforms over a certain radius around itself (if only temporarily).
 Non-Lethal K.O. / int_f88e1905
featureApplicability
1.0
 Non-Lethal K.O. / int_f88e1905
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 Colobot (Video Game)
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Non-Lethal K.O. / int_f88e1905
 Non-Lethal K.O. / int_f9faa0b
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Non-Lethal K.O.
 Non-Lethal K.O. / int_f9faa0b
comment
In AaaaaAAaaaAAAaaAAAAaAAAAA!!! – A Reckless Disregard for Gravity, when you hit something, even if you're falling from a height equivalent to several skyscrapers, you'll survive, but with most of your bones broken. Sometimes the game is rather specific in telling you which bones are broken, e.g. "You broke ten of your fingers".
 Non-Lethal K.O. / int_f9faa0b
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1.0
 Non-Lethal K.O. / int_f9faa0b
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Non-Lethal K.O. / int_f9faa0b
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Non-Lethal K.O.
 Non-Lethal K.O. / int_fa5e90fd
comment
City of Heroes links this to Thou Shalt Not Kill; heroes "apprehend", "arrest" or "stop" criminals, even if the hero does so with a broadsword, katana or high-powered rifle. Also, Paragon City has a municipal teleporter system which, among other things, is used to transport unconscious criminals directly to an unspecified law-enforcement facility, possibly the Zigursky prison in Brickstown, and unconscious heroes to the hospital.
Interestingly, the Expansion Pack City Of Villains lacks this explanation; while official heroes are presumably linked up to the aforementioned teleport system, the random thugs you meet on the streets of Mercy Island may well really die from your attacks. This idea is supported by the fact that while the police drones in City of Heroes are stated in their description as being tied to the teleporter system, their equivalent Arachnos drones in City of Villains are stated in their description as "vaporizing" targets.
 Non-Lethal K.O. / int_fa5e90fd
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1.0
 Non-Lethal K.O. / int_fa5e90fd
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Non-Lethal K.O. / int_fa5e90fd

The following is a list of statements referring to the current page from other pages.

 Non-Lethal K.O.
processingCategory2
Video Game Difficulty Tropes
 Azur Lane / int_41d128e4
type
Non-Lethal K.O.
 Dog Days / int_41d128e4
type
Non-Lethal K.O.
 Flint the Time Detective / int_41d128e4
type
Non-Lethal K.O.
 Pokémon: The Series / int_41d128e4
type
Non-Lethal K.O.
 Smile PreCure! / int_41d128e4
type
Non-Lethal K.O.
 The Magnificent Kotobuki / int_41d128e4
type
Non-Lethal K.O.
 Marvel Versus DC (Comic Book) / int_41d128e4
type
Non-Lethal K.O.
 Hope Comes to Brockton Bay (Fanfic) / int_41d128e4
type
Non-Lethal K.O.
 Pokemon: The Origin of Species (Fanfic) / int_41d128e4
type
Non-Lethal K.O.
 Sucked Into the Smash Universe (Fanfic) / int_41d128e4
type
Non-Lethal K.O.
 My Rebellious Son / int_41d128e4
type
Non-Lethal K.O.
 Animal Crossing (Franchise) / int_41d128e4
type
Non-Lethal K.O.
 Assassin's Creed (Franchise) / int_41d128e4
type
Non-Lethal K.O.
 Batman: Arkham Series (Franchise) / int_41d128e4
type
Non-Lethal K.O.
 Guilty Gear (Franchise) / int_41d128e4
type
Non-Lethal K.O.
 Kamen Rider (Franchise) / int_41d128e4
type
Non-Lethal K.O.
 Mortal Kombat (Franchise) / int_41d128e4
type
Non-Lethal K.O.
 Power Rangers (Franchise) / int_41d128e4
type
Non-Lethal K.O.
 Splatoon (Franchise) / int_41d128e4
type
Non-Lethal K.O.
 Star Fox (Franchise) / int_41d128e4
type
Non-Lethal K.O.
 Touhou Project (Franchise) / int_41d128e4
type
Non-Lethal K.O.
 DangerousDetour
seeAlso
Non-Lethal K.O.
 Sagas of the Demonspawn / int_41d128e4
type
Non-Lethal K.O.
 The Faerie Queene / int_41d128e4
type
Non-Lethal K.O.
 The Riddling Reaver / int_41d128e4
type
Non-Lethal K.O.
 LaxiusForce
seeAlso
Non-Lethal K.O.
 NonLethalKo
sameAs
Non-Lethal K.O.
 NonlethalKO
sameAs
Non-Lethal K.O.
 NoondayJackals
seeAlso
Non-Lethal K.O.
 Ptitle7od7cbhv
seeAlso
Non-Lethal K.O.
 Ptitlel59ywfenym8d
seeAlso
Non-Lethal K.O.
 SmashXCartoons
seeAlso
Non-Lethal K.O.
 Angel Crush (Manga) / int_41d128e4
type
Non-Lethal K.O.
 EDENS ZERO (Manga) / int_41d128e4
type
Non-Lethal K.O.
 Kill Me Baby (Manga) / int_41d128e4
type
Non-Lethal K.O.
 Otome Youkai Zakuro (Manga) / int_41d128e4
type
Non-Lethal K.O.
 Reborn! (2004) (Manga) / int_41d128e4
type
Non-Lethal K.O.
 Until Death Do Us Part (Manga) / int_41d128e4
type
Non-Lethal K.O.
 Starbomb (Music) / int_41d128e4
type
Non-Lethal K.O.
 Destroy the Godmodder (Roleplay) / int_41d128e4
type
Non-Lethal K.O.
 Mall Fight (Roleplay) / int_41d128e4
type
Non-Lethal K.O.
 Rules Of Nature (Roleplay) / int_41d128e4
type
Non-Lethal K.O.
 Chuck / int_41d128e4
type
Non-Lethal K.O.
 Hissatsu / int_41d128e4
type
Non-Lethal K.O.
 Kamen Rider Double / int_41d128e4
type
Non-Lethal K.O.
 Power Rangers S.P.D. / int_41d128e4
type
Non-Lethal K.O.
 Ultraman Ginga / int_41d128e4
type
Non-Lethal K.O.
 Ultraman X / int_41d128e4
type
Non-Lethal K.O.
 Alien: The Roleplaying Game (Tabletop Game) / int_41d128e4
type
Non-Lethal K.O.
 All Flesh Must Be Eaten (Tabletop Game) / int_41d128e4
type
Non-Lethal K.O.
 Citadels (Tabletop Game) / int_41d128e4
type
Non-Lethal K.O.
 Fabula Ultima (Tabletop Game) / int_41d128e4
type
Non-Lethal K.O.
 Flying Circus (Tabletop Game) / int_41d128e4
type
Non-Lethal K.O.
 Gloomhaven (Tabletop Game) / int_41d128e4
type
Non-Lethal K.O.
 Mutants & Masterminds (Tabletop Game) / int_41d128e4
type
Non-Lethal K.O.
 None Shall Pass! (Tabletop Game) / int_41d128e4
type
Non-Lethal K.O.
 Pokéthulhu (Tabletop Game) / int_41d128e4
type
Non-Lethal K.O.
 Psionics: The Next Stage in Human Evolution (Tabletop Game) / int_41d128e4
type
Non-Lethal K.O.
 The Captain Is Dead (Tabletop Game) / int_41d128e4
type
Non-Lethal K.O.
 Toon (Tabletop Game) / int_41d128e4
type
Non-Lethal K.O.
 Wild Talents (Tabletop Game) / int_41d128e4
type
Non-Lethal K.O.
 AaaaaAAaaaAAAaaAAAAaAAAAA!!! – A Reckless Disregard for Gravity (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Abomi Nation (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Age of Empires I (Video Game) / int_41d12904
type
Non-Lethal K.O.
 Akiba's Trip: Undead and Undressed (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Albion (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Arknights (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Around the Clock at Bikini Bottom (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Atelier Annie: Alchemists of Sera Island (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Attack on Titan (2016) (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Attack the Light (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Avalon (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Batman: Vengeance (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Battle Pirates (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Betrayal at Krondor (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 BioShock Infinite: Burial at Sea (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Blue Archive (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 BLUE GUARDIAN: Margaret (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Castlevania: Portrait of Ruin (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Chzo Mythos (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 City of Heroes (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Clicker Heroes (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Colobot (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Commandos (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Cookie Run Kingdom (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Coromon (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Curious Expedition (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Dark Half (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Dead or Alive (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Deceive Inc. (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Deepwoken (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Deltarune (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Digimon World -next 0rder- (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Dishonored (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Donkey Kong Country (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Door Kickers (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Dragon Ball: The Breakers (Video Game) / int_41d12904
type
Non-Lethal K.O.
 Dragon's Lair (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Fable (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Fantasy Life (Video Game) / int_41d12904
type
Non-Lethal K.O.
 Feda: The Emblem of Justice (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Fighters Destiny (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Final Fantasy IV (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Final Fantasy Tactics (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Final Fantasy Tactics A2 (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Final Fantasy Tactics Advance (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Fire Emblem Engage (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Fire Emblem: Genealogy of the Holy War (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Fire Emblem: Thracia 776 (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Firefall (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Flawed Crystals (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Fortnite (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Friday Night Funkin': Corruption (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Fullmetal Alchemist: Stray Rondo (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Galaxy Angel (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Gang Beasts (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Garfield: Saving Arlene (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Golden Sun (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Gothic (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Guilty Gear (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Guilty Party (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Gurumin: A Monstrous Adventure (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Hazelnut Hex (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Head Sports (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Hidden Agenda (2017) (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 HoloCure (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 I=MGCM (Video Game) / int_3df6c4c4
type
Non-Lethal K.O.
 I Miss the Sunrise (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Ikenfell (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Impressive Title (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Injustice: Gods Among Us (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Invisible, Inc. (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 It Came from the Desert (1989) (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Jagged Alliance (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Jeanne d'Arc (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 JoJo's Bizarre Adventure: Heritage for the Future (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Jurassic Park (Arcade) (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Jurassic Park (Sega Genesis) (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Jurassic Park (Sega Master System) (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Kaiju Wars (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Kengo (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Kingdom of Loathing (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Knuckles' Chaotix (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 LEGO City Undercover (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Like a Dragon (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Lost Odyssey (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 MARDEK (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Majesty (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Mark of the Ninja (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Marvel: Avengers Alliance (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Marvel Puzzle Quest (Video Game) / int_41d12904
type
Non-Lethal K.O.
 Marvel vs. Capcom 3 (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Math Rescue (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 MementoMori: AFKRPG (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Metal Gear Online (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Metal Gear Solid 4: Guns of the Patriots (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Metro Exodus (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Mighty No. 9 (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Miitopia (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Mister Mosquito (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Monaco: What's Yours Is Mine (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Mortal Kombat vs. DC Universe (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Mother 3 (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Mount & Blade (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Octopath Traveler (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 100% Orange Juice! (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 One Must Fall (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 One Punch Man: A Hero Nobody Knows (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Operation Winback (Video Game)
seeAlso
Non-Lethal K.O.
 Over the Hedge (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Paladin's Quest (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Palworld (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Paradise Destroyed (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Pathfinder (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Pathfinder: Kingmaker (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Pathfinder (Video Game) (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Pathfinder: Wrath of the Righteous (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Pathway (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Persona 3 (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Phantasy Star Nova (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Pillars of Eternity (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Pixelvader (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 PlayerUnknown's Battlegrounds (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Pokémon Crystal Clear (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Princess Peach: Showtime! (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Prison Architect (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Pulp Adventures (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Quest 64 (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 RC Pro-Am (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 RefleX (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Resident Evil Gaiden (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Rune Factory (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 SCP: Secret Laboratory (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 SWAT 4 (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 SaGa Frontier (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Sakura Wars: So Long, My Love (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Save the Light (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Second Life (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Shenmue (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Siren (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Siren Games (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Soda Dungeon (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Sonic Adventure (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Sonic Heroes (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Sonic the Hedgehog (2006) (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Soul Series (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Spiral Knights (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Splatoon 2 (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Spore Creatures (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Star Wars: Republic Commando (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Streets of Rage (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Streets of Rage Remake (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Styx: Master of Shadows (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Subverse (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 TearRing Saga (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Telepath RPG (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Telepath RPG: Servants of God (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 The Elder Scrolls IV: Oblivion (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 The Escapists (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 The Escapists 2 (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 The Goonies (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 The Lord of the Rings Online (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 The Magic School Bus (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 The Masters Fighter (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 The Thorium Mod (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Tiger Knight: Empire War (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Toontown Online (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Undertale 2: Revenge of the Robots (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 UnReal World (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Urban Chaos: Riot Response (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Valkyria Chronicles (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Vermintide II (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Vernal Edge (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Viva Piñata (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Wasteland (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Wasteland 3 (Video Game) / int_41d12904
type
Non-Lethal K.O.
 Way of the Samurai (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 WinBack (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 World of Illusion (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Yakuza (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Yakuza 0 (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Yandere Simulator (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Zeno Clash (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 PaladinsQuest
seeAlso
Non-Lethal K.O.
 RocketRanger
seeAlso
Non-Lethal K.O.
 Splatoon (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 Syndicate / Videogame / int_41d128e4
type
Non-Lethal K.O.
 Sunrider (Visual Novel) / int_41d128e4
type
Non-Lethal K.O.
 Aventures (Web Video) / int_41d128e4
type
Non-Lethal K.O.
 Super Power Beat Down (Web Video) / int_41d128e4
type
Non-Lethal K.O.
 Adventurers! (Webcomic) / int_41d128e4
type
Non-Lethal K.O.
 Kill Six Billion Demons (Webcomic) / int_41d128e4
type
Non-Lethal K.O.
 nonlethalko
sameAs
Non-Lethal K.O.
 Freedom Force (Video Game) / int_41d128e4
type
Non-Lethal K.O.
 The Reconstruction / Videogame / int_41d128e4
type
Non-Lethal K.O.
 Gaia Online (Website) / int_41d128e4
type
Non-Lethal K.O.