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thrower

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I say you've all made it too complex. Getting the blood out of people at a distance doesn't require any over-engineered shooty-tube, just a bit of muscle power and something sharp. Might I suggest one of my patented self-righting mechano-spiral ratcheted buzzsaw glaives?

Throwers are wielders of what is perhaps the most primal, basic and universal projectile weapon of all. While throwing things doesn't boast nearly the same range or power as other Remote options, it's available in practically every campaign setting and is incredibly inexpensive.

Thrower Throw things.
caret-right Fastball Special Throw other creatures.
caret-right Juggler Catch and pass thrown effects.
caret-right Power Throw Throw further and weaponize other effects.
caret-right Sidewinder Throw with a curve.
caret-right Throw Anything Spend less or more Supply.
Enterprises Thrower School
Shooting Gallery
Squad

Thrower

Offense plus-circleAttack: As an action, you may make a Remote attack against any target within 10 meters.

plus-circleConditions: When the trigger die is 10+, this weapon inflicts its wielder's choice of the Bleeding, Numb, or Sore conditions to its target.

plus-circleCritical Hits: The attack critically hits (dealing double normal damage) when its associated trigger die is a 12.

plus-circleBackstab: If you attack a target that cannot see you, you deal +2 damage.

minus-circleSize Failure: Smaller creatures are harder to hit with your weapon, and larger ones are harder to meaningfully damage. For every size category different than your own your target is, your attacks have a failure chance of 3.

minus-circleConcealment Failure: If your target is in partial concealment (dim light, thin fog, etc) your attack has a failure chance of 3. If your target is in total concealment (total darkness, thick fog, etc) your attack has a failure chance of 6.

minus-circleCover Failure: If there are creatures or solid objects partially obstructing your view of the target, your attack has a failure chance of 6. If creatures or solid objects are totally obstructing your view of the target, you cannot attack them at all.

minus-circleWater Slowed: This weapon cannot be used effectively at all while underwater. You may target creatures that are underwater, but each meter of water passed through counts as five meters of air for purposes of range.

minus-circleAmmunition: When the trigger die rolled with the attack is a 1, the attack uses 1 point of Supply or one use of an Ammo Bag item. This weapon cannot be used if you have no Supply/Ammo Bag uses remaining.
caret-right Alternative plus-circleLonger Range: You can fire at subjects further away than 10 meters, up to a maximum of 100 meters.

minus-circleAccuracy 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.
caret-right Alternative doubledOverthrow: You can also throw any other thrown effects in the game (such as those from the Grenadier, Smoker, etc classes) to ranges outside of 10 meters.

minus-circleAccuracy Drop: Throwing other effects further than 10 meters has the same failure rate as Thrower attacks do. If another effect fails when thrown at longer distance, it is wasted.
Condition Explanation
Bleeding minus-circle When rolling to remove condition at the end of the round, lose 1 Vitality 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.
Numb minus-circle Treat Escalation as 1 for purposes of attack damage dealt regardless of its true level.
Sore minus-circle Do not automatically regain lost Flow at the beginning of each round.

Fastball Special

Offense plus-circleLive 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.

plus-circleSupply-Free: You never need to spend Supply/Ammo Bag uses and no longer need to have any Supply/Ammo Bag uses remaining in order to throw an ally.

minus-circleLight Creatures 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).

minus-circleRough 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).
caret-right Alternative plus-circleFoe Throw: You can throw an enemy (or other unwilling subject) instead of an ally.

minus-circleGet 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.
caret-right Alternative plus-circleCoordination: When you throw an ally into an enemy or an obstacle, you can choose to not damage the ally you're using as ammunition.

minus-circleSupply Cost: Every time you throw an ally into something without hurting them, you must spend 1 Supply/Ammo Bag use.

Juggler

Protection plus-circleCatch And Release: When you are targeted by any thrown effect (including not only Thrower weapon attacks but anything else with a thrown range such as effects from the Grenadier or Smoker classes), 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.

minus-circleConservation 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.

minus-circleGotta See It Coming: Thrown effects must come from a source inside your visual arc in order to be caught.
caret-right Alternative plus-circleInterception: 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.

minus-circleExertion: Every time you intercept an effect that wasn't directed at you, you lose a point of Endurance.
Utility plus-circlePass: You can toss any single object you are carrying in your inventory to an ally in thrown 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

Offense plus-circleIncreased Range: The range of Thrower attacks and every other thrown effect in the game is increased from 10 meters to 20.
caret-right Alternative plus-circleLonger Range: You can fire at subjects further away than 20 meters, up to a maximum of 200 meters.

minus-circleAccuracy 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.
Offense plus-circleImpact: When using other thrown effects in the game, you can treat them as a Thrower attack which is resolved immediately before its normal effect. For example, if you also have the Smoker class 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. Some options:
- Captor: Entangle
- Chronomancer: Slow
- Mariner: Splash
- Smoker
- Visage: Imagist

minus-circleNon-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 Grenadier, Vitriolic, Snowmaker, Caltropper etc classes).

minus-circleSupply Consumption: Throwing other effects in this way consumes Supply or uses of a resource pack at a rate equal to the other effect's. If the other effect never consumes Supply, then Supply/Ammo Bag use is consumed on a result of 1 as per normal for Thrower attacks.

Sidewinder

Offense plus-circleBoomerang: 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.
Offense plus-circleKung 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.

Throw Anything

Offense plus-circleChuck 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.

plus-circleEasy 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.

plus-circleSupply-Free: Since your weapons are freely-available garbage, you never need to spend Supply/Ammo Bag uses and no longer need to have any Supply/Ammo Bag uses remaining in order to use a Thrower attack.

minus-circleLight 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).

minus-circleInanimate 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).
Offense plus-circleZenigata Heiji: You can also choose to throw your Supply directly at enemies. For some reason, this is especially effective: attacks made by throwing Supply deal +2 damage and critically hit (doubling Escalation bonus to damage and inflicting the Bleeding condition) on a 10+ instead of only on a 12.

minus-circleLiterally Throwing Money Away: When making an enhanced Supply-throwing attack, you lose Supply/Ammo Bag uses when the trigger die is 1-3 instead of only on a 1.

Enterprises

Thrower School The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Supply each.
Shooting Range Space has been set aside for target practice with Remote weapons. Adventurers can spend a training fee of 1 Supply in the establishment to temporarily increase their Remote combat skill by +1 until the end of the current session. A Shooting Range cannot be used more than once in a given session by any single adventurer.
Squad The settlement is home to a squad of 10 soldiers focusing on this class's weapon type. A single settlement can have multiple versions of this enterprise. All 10 soldiers are level 5 and have the same abilities/statistics, determined by you. At least two of the soldier's five abilities need to be weapon abilities, and all of the soldier's abilities need to be ones personally known by the retiring adventurer who establishes the squad. Squads fight for the interests of their local settlement. If a squad is wiped out, it can be restored to fighting order by spending 5 Supply.
thrower.1569355547.txt.gz · Last modified: 2019/09/24 14:05 by kyle