throwing detail (Throwing)
Throwing
throw <weapon> at <target>
A targeted throw checks against Athletics -- never the weapon's
own wielded Skill -- weighted by Strength, Agility (x2), and
Perception (x2). Whoever you're throwing at defends with Athletics
too, the same as every other attack.
The same object, used two different ways
A weapon's Skill depends on how you're using it THIS attack, not what
kind of weapon it fundamentally is:
You wield a throwing knife and stab someone -> Blades
You throw that SAME knife at someone -> Athletics
The knife doesn't change what it is -- only which of your Skills is
actually doing the work changes. This is why a dedicated throwing
weapon (throwing knife, throwing axe, shuriken) still has its own
stable identity for damage/severance/armor purposes even though a
throw itself is resolved through Athletics.
The weapon leaves your hand
Throwing a reusable weapon is a real, physical release -- it's gone
from your hand the instant you throw it, exactly like dropping
something, not a copy or an abstract "use." If it hits, it ends up
physically with whatever it hit; if it misses, it lands somewhere in
the room. Either way it's a real object afterward -- pick it back up
with the usual get.
Grenades
Throwing a grenade at someone also uses Athletics to determine
whether the throw lands where you meant it to. What happens once it's
there -- the fuse, the payload, the blast, whether it sticks -- is
entirely up to the grenade itself and is unaffected by this.
See also:
help blades and melee weapons
help firearms
For builders/staff
Throwable prototype keys: `throwing_knife`, `throwing_axe`,
`shuriken` (all combat_family="blade", is_throwing_weapon=True --
`throw <item> at <target>` redirects straight into the real `attack`
command with attack_mode forced to thrown for that one swing).
Grenades (`frag_grenade`, `sticky_grenade`, `polymer_restraint_grenade`,
etc.) use the ordinary `throw <item> at <target>`/`throw <item> to
<direction>` utility-throw path instead -- they are not
is_throwing_weapon and never touch the attack command.
To test live: spawn a throwable, wield it, `attack <target>` to see
its normal wielded Skill in the combat audit, then `throw <item> at
<target>` to see it resolve through Athletics instead and physically
leave your hand. `look` the room (miss) or the target/corpse (hit) to
find where it landed, then `get` it back.
Combat
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Aikijutsu
Armor System
Blades And Melee Weapons
Bows And Crossbows
Called Shots
Combat System
Cross-Room Fire
Dirty Fighting
Firearms
Grappling And Proximity
Krav Maga
Muay Thai
Natural Weapons
Savate
Smart Magazine
Smartlink
Sniping
Suppressors
Tae Kwon Do
Taijitsu
Throwing
Throwing And Explosives
Weapon Handling
Weapon Modifications