Execute outcome — when the target is at or below a configured % HP, prompt
the GM to confirm. On confirm, sets the target's health.value directly:
lethal → -health.max (-100% of max HP)
non-lethal → -health.surgeValue (per-vital override on system.vitalSurgeValues.health, else max/4)
Bypasses applyDamage and resistances; the actor system's derived isDead /
isDowned states are computed from the resulting HP.
Execute outcome — when the target is at or below a configured % HP, prompt the GM to confirm. On confirm, sets the target's health.value directly: lethal → -health.max (-100% of max HP) non-lethal → -health.surgeValue (per-vital override on system.vitalSurgeValues.health, else max/4)
Bypasses applyDamage and resistances; the actor system's derived isDead / isDowned states are computed from the resulting HP.