Difference between revisions of "Disarm"
m |
|||
Line 25: | Line 25: | ||
For example, a scythe has a +2 resistance bonus because one holds it with two hands. | For example, a scythe has a +2 resistance bonus because one holds it with two hands. | ||
− | <nowiki>* </nowiki> As mentioned in the [[Grip]] skill, if the combatants have different Size scores, each should add its Size Muscle Bonus | + | <nowiki>* </nowiki> As mentioned in the [[Grip]] skill, if the combatants have different Size scores, each should add its Size Muscle Bonus when attempting or defending against a Disarm. |
Revision as of 16:34, 9 December 2018
You can try to smack or grab the weapon out of someone's hand. This obviously only works on manufactured weapons, and not those that are part of an opponent's body. For instance, working a sword out of someone's grasp can be done, but relieving an angry bear of its claws is unlikely.
Any weapon can be used to disarm a defender, even ranged weaponry. Some weapons are better at disarming than others. A whip or chain is well-suited to this task; weapons such as these list a bonus in the Equipment chapter. Some weapons, specifically those that are held with two hands, are better at resisting a disarm and list a resistance bonus.
An attacking character must make a Called Shot against the weapon, therefore taking a penalty of −2. Ranged weaponry incurs a penalty of −5 due to the extreme difficulty of hitting the other weapon at a distance. The defender makes an Evasion Roll as usual. If successful, the attacker rolls a Disarm Attempt instead of a Damage Roll. The defender, in place of a Guard Roll, makes a Grip check to hold on.
+ | AGI | + | Thievery* | + | Weapon's disarm bonus |
For example, a whip has a +3 disarm bonus. Some weapons actually incur a penalty when used to disarm.
The defending character will roll a Grip:
+ | MUS | + | Grip* | + | Weapon's disarm resistance bonus |
For example, a scythe has a +2 resistance bonus because one holds it with two hands.
* As mentioned in the Grip skill, if the combatants have different Size scores, each should add its Size Muscle Bonus when attempting or defending against a Disarm.
If the attacker's result is greater than the defender's result, the defender's weapon is dropped to the ground. If the attacker is using the Hand-to-Hand skill, he can opt to grab the weapon away instead of it falling.
Josh's character Risp uses a whip to try to disarm an enemy who carries a scythe. |
|
The enemy keeps his scythe (darn!) |
Instead of a Disarm attempt, it may be easier to make a Called Shot to the hand (a −5 penalty), in the hopes that doing so will cause the defender to drop the weapon being held. Upon a successful Called Shot to the hand, the defending character must make a Grip check against a DL of 10 + any damage dealt or drop the weapon. Upon sufficient damage, the GM may rule that the defender's hand is severed clean at the wrist, and the weapon and hand fall in gruesome fashion.