Difference between revisions of "Disarm"
(Revising disarm) |
m (Rolls discussed last night) |
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{{Roll | {{Roll | ||
|caption=Disarm Attempt | |caption=Disarm Attempt | ||
− | |bonus1=[[ | + | |bonus1=[[Cunning|CUN]] |
− | |bonus2=[[Weapon skill | + | |bonus2=[[Weapon skill]] |
|bonus3=Weapon's disarm bonus | |bonus3=Weapon's disarm bonus | ||
}} | }} | ||
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{{Roll | {{Roll | ||
|caption=Defend against a Disarm | |caption=Defend against a Disarm | ||
− | |bonus1=[[ | + | |bonus1=[[Agility|AGI]] |
− | |bonus2=[[Weapon skill | + | |bonus2=[[Weapon skill]] |
|bonus3=Weapon's disarm resistance bonus | |bonus3=Weapon's disarm resistance bonus | ||
}} | }} |
Revision as of 12:42, 7 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.
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. When receiving a disarm, the defender must roll a Parry.
+ | CUN | + | 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. Any relevant attack bonuses may be included.
The defending character will roll a Parry:
+ | AGI | + | Weapon skill | + | Weapon's disarm resistance bonus |
For example, a scythe has a +2 resistance bonus because one holds it with two hands. The defender may not use the weapon's listed parry bonus in this roll, instead using the disarm resistance bonus.
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.
Josh's character Risp uses a whip to try to disarm an enemy who carries a scythe. |
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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.