Disarm

Step: Rank + DEX
Action: Standard
Karma: No
Strain: 1

The adept uses a combination of clever feints and flashing weapon-play to knock an opponent’s weapon from his hand by making a Disarm Test against the target’s Physical Defense. An opponent wielding a two-handed weapon can only be disarmed on a Good Result. If successful, the opponent’s weapon is sent spinning from the wielder’s hand in a direction of the adept’s choice for a number of feet equal to the Damage Test result. The target takes no damage from being disarmed. Disarm cannot be used against shields or weapons that are part of the defender’s body, such as claws. Disarm counts as an Attack Test, and can be defended against accordingly.

Disarm

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