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Throwing a character


GCMorris

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Its called a fastball special.  IIRC, its a throw of a human weight object (nonaerodynamic, not resisting) where the thrower has to hit the target hex.  The throwee then makes a to hit roll against the target but uses the distance thrown as velocity.

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AFAIR, its a generic maneuver anyone can use.  I would expect some GMs would require a teamwork roll.  If the thrower misses, the throwee's attack misses and the thrower might have big minuses dependent on the GM.  A GM may still allow a throwee's attack to occur if the target is still in range, but I would guess Steve Long might answer that the throwee is effectively using a delay to attack the target and thus may fail.  

 

If we are just talking getting from point A to point B.  The throwee and thrower don't need to buy anything special but the thrower still needs to hit the hex with all the inherent minuses.  Also, the throwee will land prone and take damage as if knocked back.  Though Breakfall will mitigate this so long as they do not hit an obstruction with the appropriate minuses for distance.

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I believe Fastball Special was in the 4e Champions (genre) book, not the core rules, because "it's a superhero thang." I don't have that book handy, but I think it was pretty similar to the current rule, which is basically:

  • It's treated as a combination of Standard Maneuvers rather than its own separate Maneuver, so anyone can attempt it at no cost. I require Teamwork Rolls for both characters, but that's not in RAW.
  • Thrower makes a standard Throw attack vs. the target's DCV. The distance the attacker can throw is based on their STR and the throwee's weight, just like throwing anything else.
  • Technically the thrower is at -4 OCV because people are neither balanced nor aerodynamic. But a lot of GMs ignore that in the interest of genre coolness, or else allow a successful Teamwork Roll to reduce that penalty.
  • If the thrower hits the target's DCV, the throwee then performs a Move Through, Move By or Grab By on the target. For the added Velocity, use the throwing distance. [Example: Thrower has 30 STR; throwee weighs 100 kg. Thrower has 20 "Extra STR" so he can toss the throwee 16" with a Running Throw. Assuming they both hit, throwee's Move Through adds v/3, which is (16/3) => +5d6.] Standard rules apply for throwee taking 1/2 or full damage from the Move Through.
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...where the thrower has to hit the target hex.

Just went and double-checked, and at least in 6ed you have to hit the target's DCV, not just their hex. (6ed Champions p179) I don't have the previous editions handy tho. I can sorta see if the thrower misses the target's DCV but hits the hex, maybe allowing a Move By or Grab By but not a Move Through? Hadn't thought about it before...

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