Difference between revisions of "Disarm"

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{{Roll
 
{{Roll
 
|caption=Disarm Attack
 
|caption=Disarm Attack
|bonus1=[[Agility]]
+
|bonus1=[[Cunning]]
 
|bonus2=Weapon Skill
 
|bonus2=Weapon Skill
 
|bonus3=Weapon's disarm bonus
 
|bonus3=Weapon's disarm bonus

Revision as of 15:05, 14 September 2008

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.

Some weapons are better at disarming than others. A whip or chain is well-suited to this task. Some weapons, specifically those that are held with two hands, are better at resisting a disarm.

An attacking character will roll:

Disarm Attack
d10 + Cunning + Weapon Skill + 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:

Defend against a Disarm
d10 + Muscle + Hold + Weapon's disarm resistance bonus

For example, a scythe has a +2 resistance bonus because one holds it with two hands.

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 or she can opt to grab the weapon away instead of it falling.

Example

Dustin's character Kharza uses a whip to try to disarm Jon's character Beldo who carries a scythe. Dustin's result is 15, Jon's result is 21. Beldo keeps his scythe.