~~NOTOC~~ //You don't need any over-engineered shooty-tube to get the blood out of people at a distance, and you never did.// ^{{ra>key?48|Possible Keystones}} |1. Tale of a hero who slew a giant with a slingstone. \\ 2. Ancient atlatl. \\ 3. Five-pack of shuriken. \\ 4. Signed poster of famed quarterback. \\ 5. Toy catapult. \\ 6. Darts championship trophy. | This is a weapon and subject to [[UWR|universal weapon rules]]. ^[[#Thrower]] ^^Throw things. | |{{fa>caret-right?24}} |[[#Fastball Special]] |Throw other creatures. | |{{fa>caret-right?24}} |[[#Juggler]] |Catch and pass thrown effects. | |{{fa>caret-right?24}} |[[#Power Throw]] |Throw further and weaponize other effects. | |{{fa>caret-right?24}} |[[#Sidewinder]] |Throw with a curve. | |{{fa>caret-right?24}} |[[#Throw Anything]] |Spend less or more resources. | ^ ^^^ ====== Thrower ====== ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Attack:** As an action, you may make a Remote attack against any target within 10 meters. \\ \\ {{fa>plus-circle?24&align=left}}**Conditions:** When the trigger die is 10+, this weapon inflicts its wielder's choice of the Bleeding, Numb, or Sore conditions to its target. \\ \\ {{fa>plus-circle?24&align=left}}**Backstab:** If you attack a target that cannot see you, you deal +2 damage. \\ \\ {{fa>minus-circle?24&align=left}}**Ammunition:** When the trigger die rolled with the attack is a 1, mark off 1 Supplies. This weapon cannot be used if you have no Supplies. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Longer Range:** You can fire at subjects further away than 10 meters, up to a maximum of 100 meters. \\ \\ {{fa>minus-circle?24&align=left}}**Accuracy Drop:** Shooting at very distant targets carries a failure chance. Failure chance is 3 for targets within 11-20 meters, 6 for targets within 21-50 meters, and 9 for targets within 51-100 meters. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{ra>doubled?24&align=left}}**Overthrow:** You can also throw any other thrown effects in the game (check the [[tei|Thrown Effects Index]] for an exhaustive list) to ranges outside of 10 meters. \\ \\ {{fa>minus-circle?24&align=left}}**Accuracy Drop:** Throwing other effects further than 10 meters has the same failure rate as Thrower attacks do. If a non-weapon thrown effect "fails", it is wasted and does nothing. | ^ ^^^ ^Condition ^^Explanation ^ |{{ra>cut-palm?32&align=left}} ^Bleeding |{{fa>minus-circle?18&align=left}} When rolling to remove condition at the end of the round, lose 1 Flesh if result is 1-4 and lose nothing if result is 5-8. Rolling to remove as an action during the round does not cause damage regardless of trigger die result. | |{{ra>aura?32&align=left}} ^Numb |{{fa>minus-circle?18&align=left}} Treat Escalation as 1 for purposes of attack damage dealt regardless of its true level. | |{{ra>player-pain?32&align=left}} ^Sore |{{fa>minus-circle?18&align=left}} Do not automatically regain lost Attention at the beginning of each round. | ====== Fastball Special ====== ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Live Ammo:** You can throw your allies as projectiles. To use the Fastball Special ability, you must have a willing ally within 1 meter of your position. Throwing an ally moves them to the targeted space within range and does not harm them so long as they didn't hit anything along the way. \\ \\ {{fa>plus-circle?24&align=left}}**Free Launch:** You never need to spend Supplies and no longer need to have any Supplies remaining in order to throw an ally. \\ \\ {{fa>minus-circle?24&align=left}}**Shorties Only:** You cannot throw an ally large enough to give you an impairment to movement if you carried them (generally, this means anything your own size or larger). \\ \\ {{fa>minus-circle?24&align=left}}**Rough On Ammo:** Throwing an ally at a solid obstacle such as a wall deals damage to them as per a standard Thrower attack. Throwing an ally at another creature deals damage to both the ally and the targeted other creature as per a standard Thrower attack (use the same trigger die for both targets). | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Foe Throw:** You can throw an enemy (or other unwilling subject) instead of an ally. \\ \\ {{fa>minus-circle?24&align=left}}**Get A Grip:** In order to throw an enemy, they must be adjacent to your position and you must have already inflicted the Grabbed condition to them via whatever means. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Coordination:** When you throw an ally into an enemy or an obstacle, you can choose to not damage the ally you're using as ammunition. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Every time you throw an ally into something without hurting them, either you or they must spend 1 Supplies. | ^ ^^^ ====== Juggler ====== ^ ^^^ ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Catch And Release:** When you are targeted by any thrown effect (check the [[tei|Thrown Effects Index]] for an exhaustive list), you can choose to catch the thrown projectile and hurl it at anybody else you want, including back at its thrower. The effect is exactly identical to what its user intended (and uses the original user's combat ratings to calculate damage, if relevant) but with a target chosen by you instead of them. Effects that don't target you or the space you occupy cannot be caught with Juggler. \\ \\ {{fa>minus-circle?24&align=left}}**Conservation of Action:** Every time you choose to catch and redirect a thrown effect, you get one less action on your next turn. You cannot catch thrown effects more than twice per round. \\ \\ {{fa>minus-circle?24&align=left}}**Gotta See It Coming:** Thrown effects must come from a source inside your visual arc in order to be caught. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Interception:** You can catch any thrown effect that targets a space within one meter of your position or that passes through a space within one meter of your position. \\ \\ {{fa>minus-circle?24&align=left}}**Exertion:** Every time you intercept an effect that wasn't directed at you, you lose a point of Energy. | ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Pass:** You can toss any single object you are carrying in your inventory to an ally in throwing range, who can catch it as a free action. Even dangerous or fragile objects can be quickly passed to an ally in this fashion with no negative effect. The target ally does not need to know Juggler or be at all coordinated in order to safely catch what you toss to them; you're just that good. | ^ ^^^ ====== Power Throw ====== ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Increased Range:** The range of Thrower attacks and every other thrown effect in the game is increased from 10 meters to 20. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Longer Range:** You can fire at subjects further away than 20 meters, up to a maximum of 200 meters. \\ \\ {{fa>minus-circle?24&align=left}}**Accuracy Drop:** Shooting at very distant targets carries a failure chance. Failure chance is 3 for targets within 21-50 meters, 6 for targets within 51-100 meters, and 9 for targets within 101-200 meters. | ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Impact:** When using other thrown effects in the game (check the [[tei|Thrown Effects Index]] for an exhaustive list), you can treat them as a Thrower attack which is resolved immediately before its normal effect. For example, if you also have the [[Smoker]] archetype you can choose to weaponize your smoke grenades by throwing them at targets, which first damages them as a Thrower attack would and then creates an area of smoke around the target's location as a smoke grenade usually does. \\ \\ {{fa>minus-circle?24&align=left}}**Non-Weapons Only:** You cannot use Power Throw to further weaponize a thrown effect that is classified as a weapon already (such as those from the [[Caltropper]], [[Concoctionist]], [[Grenadier]], [[Hivekeeper]] with the Throw Nest ability, [[Miasmist]], etc archetypes). You also cannot use it to further weaponize the semi-weapon thrown condition bestowal abilities from Elemental archetypes. \\ \\ {{fa>minus-circle?24&align=left}}**Resource Consumption:** Throwing other effects in this way consumes Supplies or other resources at a rate equal to the other effect's. If the other effect never consumes resources, then Supplies are consumed on a result of 1 as per normal for Thrower attacks. | ^ ^^^ ====== Sidewinder ====== ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Boomerang:** The attack treats cover (solid objects and barriers, failure chance 6/total) as concealment (permeable vision-blockers, failure chance 3/6) instead so long as there's any semi-plausible open path between you and your target that doesn't get out of range at any point. | ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Kung Fu Treachery:** Your thrown attacks can sometimes approach their target from an unexpected direction. When the trigger die is 10+ against a target that is facing you, the attack hits them from behind instead and counts as a backstab/ignores shields. | ^ ^^^ ====== Throw Anything ====== ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Chuck Garbage:** Instead of throwing one of your weapons made for that purpose, you can throw anything else you happen to have at hand- forks, bottles, chairs, rocks, severed heads, frozen salmon, whatever. In your hands, these improvised projectiles are just as effective and deadly as more conventional weaponry. \\ \\ {{fa>plus-circle?24&align=left}}**Easy Pickup:** Picking up an object and throwing it is all part of the same fluid motion for you so long as the object you intend to throw is within arms-reach of your current position. It's pretty much assumed that there will //always// be something to throw within arms-reach unless you're fighting in a blank void or something. \\ \\ {{fa>plus-circle?24&align=left}}**No Supplies Needed:** Since your weapons are freely-available garbage, you never need to spend Supplies and no longer need to have any Supplies remaining in order to use a Thrower attack. \\ \\ {{fa>minus-circle?24&align=left}}**Light Objects Only:** You cannot throw anything that would give you an impairment to movement if you carried it (generally, this means anything your own size or larger). \\ \\ {{fa>minus-circle?24&align=left}}**Inanimate Objects Only:** Living creatures tend to squirm and throw off your aim so they cannot be effectively thrown with this ability (but dead ones are fine so long as they are under the size limit). | ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Zenigata Heiji:** You can also choose to throw your Dosh directly at enemies. For some reason, this is especially effective: attacks made by throwing Dosh deal +2 damage. \\ \\ {{fa>minus-circle?24&align=left}}**Literally Throwing Money Away:** When making an enhanced Dosh-throwing attack and the trigger die is 1-3, you lose 1 Dosh. You cannot use this ability if you don't have any Dosh on you, obviously. Throwing Dosh still has no chance of consuming Supplies. | ^ ^^^