Difference between revisions of "Disarm"

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(Rework disarm)
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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.
 
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.
+
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 will roll:
+
An attacking character must make a Called Shot against the weapon, therefore taking a penalty of −2. The Defender must roll a Parry.
  
 
{{Roll
 
{{Roll
|caption=Disarm Attack
+
|caption=Disarm Attempt
|bonus1=[[Cunning]]
+
|bonus1=[[Agility|AGI]]
|bonus2=Weapon Skill
+
|bonus2=[[Weapon skill|Weapon accuracy]]
|bonus3=[[Muscle]]
+
|bonus3=Weapon's disarm bonus
|bonus4=Weapon's disarm bonus
 
 
}}
 
}}
  
For example, a whip has a +3 disarm bonus.  Some weapons actually incur a penalty when used to disarm.
+
For example, a whip has a +3 disarm bonus.  Some weapons actually incur a penalty when used to disarm. Any relevant attack bonuses may be included.
  
The defending character will roll:
+
The defending character will roll a Parry:
  
 
{{Roll
 
{{Roll
 
|caption=Defend against a Disarm
 
|caption=Defend against a Disarm
|bonus1=[[Cunning]]
+
|bonus1=[[Cunning|CUN]]
|bonus2=Weapon Skill
+
|bonus2=[[Weapon skill|Weapon accuracy]]
|bonus3=[[Muscle]]
+
|bonus3=Weapon's disarm resistance bonus
|bonus4=Weapon's disarm resistance bonus
+
|bonus4=Weapon's parry bonus
 
}}
 
}}
  
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|result=The enemy keeps his scythe (darn!)
 
|result=The enemy keeps his scythe (darn!)
 
}}
 
}}
 +
 +
Instead of a Disarm attempt, it may be easier to make a Called Shot to the hand, in the hopes that doing so will cause the defender to drop the weapon being held. In fact, this is the only option for ranged weaponry. 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.
  
 
[[Category:Combat]]
 
[[Category:Combat]]
 
[[Category:Rolls]]
 
[[Category:Rolls]]

Revision as of 14:40, 4 June 2011

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. 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. The Defender must roll a Parry.

Disarm Attempt
d10 + AGI + Weapon accuracy + Weapon's disarm bonus

For example, a whip has a +3 disarm bonus. Some weapons actually incur a penalty when used to disarm. Any relevant attack bonuses may be included.

The defending character will roll a Parry:

Defend against a Disarm
d10 + CUN + Weapon accuracy + Weapon's disarm resistance bonus + Weapon's parry 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
Josh's character Risp uses a whip to try to disarm an enemy who carries a scythe.
  • Josh's result is 15
  • The enemy's result is 21
The enemy keeps his scythe (darn!)

Instead of a Disarm attempt, it may be easier to make a Called Shot to the hand, in the hopes that doing so will cause the defender to drop the weapon being held. In fact, this is the only option for ranged weaponry. 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.