Disarm

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Revision as of 17:16, 14 January 2012 by Doublecompile (talk | contribs) (New disarm rules)
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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.

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 a Dodge/Parry 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.

Disarm Attempt
d10 + 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:

Defend against a Disarm
d10 + MUS + Grip + 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
Josh's character Risp uses a whip to try to disarm an enemy who carries a scythe.
  • Josh's attack roll (with Called Shot penalties) is 22
  • The enemy's Dodge result is 20
  • Josh's Thievery result is a 15
  • The enemy's Grip result is a 21
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.