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.