2.2 KiB
Tier 1 (Throwing 1+)
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Quick Throw – Mark a die as Risky; if the marked die succeeds, the target cannot defend against this attack.
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Ricochet Shot – Mark a die as Lucky when throwing at difficult angles; on success, the projectile may hit a secondary target in range.
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Prepared Hands – You may draw and throw a weapon in the same action without APR cost.
Tier 2 (Throwing 2+)
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Iron Hail – Throw multiple weapons at once; mark one die as Exploding for each additional weapon thrown.
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Poisoned Throw (Throwing/Alchemy) – Mark a die as Effectful; if successful, target is affected by any poison or substance applied.
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Volley Disruptor (Throwing/Tactics) – When you hit a target with a thrown weapon, mark a die as Persistent; on success, that target is –2 dice to ranged attacks until your next turn.
Tier 3 (Throwing 3+)
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Hurling Expert (Throwing/Melee) – You may throw melee weapons (swords, axes, spears) without penalty; mark one die as Powerful for bonus Injury.
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Bounding Projectile – When you succeed by a margin of 2+, your projectile may bounce into a second target for 1 Injury.
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Disarming Throw – Mark a die as Effectful; on success, the projectile knocks an object from the target’s hands instead of dealing Injury.
Tier 4 (Throwing 4+)
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Perfect Arc – Once per scene, mark a die as Persistent; on success, hit any target you can see within maximum range, ignoring cover.
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Explosive Volley (Throwing/Alchemy) – Throw up to 3 projectiles at one area; each counts as a separate attack roll with Exploding dice.
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Pinpoint Strike – When you exceed defense by 3+ successes, you may immediately Subdue or cripple the target (e.g., sever tendons).
Why It Fits
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Ranged disruption: Disarms, disables, and hinders foes at key moments.
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Synergy: Crosses well with Melee (improvised weapons) and Alchemy (poisons, explosives).
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Escalation: At higher tiers, throwing specialists become battlefield controllers and assassins.