Difference between revisions of "Disarm"
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Similar to the previous section, barehanded Disarm Attempts between combatants of different Size favor the larger creature. The larger one receives a +4 bonus to the opposed Grip check for each point of Size difference. | Similar to the previous section, barehanded Disarm Attempts between combatants of different Size favor the larger creature. The larger one receives a +4 bonus to the opposed Grip check for each point of Size difference. | ||
− | [[Category:Combat]] | + | [[Category:Combat Tactics]] |
[[Category:Rolls]] | [[Category:Rolls]] |
Latest revision as of 03:24, 12 March 2022
Instead of a Called Shot to the hand, you can try to smack or grab the weapon out of someone's grasp without damage. You can only disarm a combatant of held weapons and not those that are part of the body. For instance, working a sword out of someone's grip can be done, but you can't relieve an angry bear of its claws in this manner. The held object doesn't need to be a weapon — combatants can be disarmed of any objects they hold in hand.
Any weapon can be used to disarm a defender, even ranged weaponry or your bare hands. 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.
With Another Weapon
First, the attacking character makes an Attack Roll. Targeting an opponent's possession is difficult, so this imposes a −2 penalty to the Attack Roll. Ranged weaponry incurs a penalty of −5 due to the extreme difficulty of hitting the held object at a distance. The defender makes an Evasion Roll as usual. If the attacker succeeds, he rolls a Disarm Attempt. This is a Thievery check plus any Disarm bonus granted by the weapon used. For example, a whip has a +3 bonus to Disarm.
+ | AGI | + | Thievery* | + | Weapon's disarm bonus |
The defender then tries to hold on. This is a Grip check plus any Disarm resistance bonus granted by the object held. For example, a scythe has a +2 resistance bonus because one holds it with two hands.
+ | MUS | + | Grip* | + | Weapon's disarm resistance bonus |
If the attacker's result is greater than the defender's result, the defender's weapon falls to the ground.
Disarm Attempts between creatures of different Size favor the larger creature. In a Disarm Attempt, the larger creature gains a +4 bonus for each point of Size difference. Thus, if a firnoy attempts to Disarm a kulgeri, the kulgeri receives a +8 bonus to his Grip check to resist the Disarm. If a kulgeri attempts to Disarm a firnoy, the kulgeri receives a +8 bonus to his Thievery check.
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 (damn it!) |
With Your Bare Hands
Disarming someone of an object without using a weapon works a little differently. As above, the attacking character makes an Attack Roll at a −2 penalty, and the defender makes an Evasion Roll. If the attacker succeeds, he simply rolls a Grip check. Hand-to-hand does not grant any bonus to Disarm.
The defender makes their own Grip check plus any Disarm resistance bonus granted by the object held. If the attacker's result is greater than the defender's result, the attacker snatches the object away from the defender.
Using your bare hands also allows you to try to snatch objects worn by the defender instead of just held, such as something in a pocket or pouch.
Similar to the previous section, barehanded Disarm Attempts between combatants of different Size favor the larger creature. The larger one receives a +4 bonus to the opposed Grip check for each point of Size difference.