Throw

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 Throw (20%) 

Use Throw to hit a target with an object. A palm-sized object can be hurled up to STR divided by 5 in yards. The effective range can be extended up to STR divided by 2 in yards, but a Penalty die is applied to the Throw roll.

If the Throw roll fails, the object lands at a random distance from the target. The Keeper should compare the closeness of the die roll result to the highest number which would have indicated success and choose a distance between the target and the object that feels comparable.

The Throw skill is used in combat when throwing rocks, spears, grenades, or boomerangs.

Opposing skill/Difficulty level: Modifiers might be applied for the weight of the object being thrown or, in the case of a very light object, the prevailing wind conditions.


 * Regular difficulty: throw a basketball through a hoop.
 * Hard difficulty: an accurate shot at a distance; throw a basketball through a hoop from center court.

Once an item has been thrown, it is quite literally out of the investigator's hands and therefore there is nothing the player can do to justify a pushed roll. If multiple missiles are available, there is no risk connected with failure, and it is only a matter of time until the investigator is successful, don't roll dice. If multiple missiles are available and there is a distinct risk connected with failure then the Keeper might ask for a Pushed roll.

Pushing examples: taking more time to assess the distance or waiting some time for more favorable conditions; putting every ounce of strength into the throw and throwing yourself as you launch the item; throwing a lot of items in quick succession hoping one will hit the target; taking a massive run-up and risking your momentum taking you over the ravine.

Sample Consequences of failing a Pushed roll: you send the object flying to your companion as you stumble and fall, hitting your head against the jagged rocks; you throw too hard and the object flies over the high church wall into the graveyard; the dynamite stick slips from your hand - you look for it in vain but fail to see it in your hood, and only then do you smell the burning fuse.


 * If an insane investigator fails a pushed roll, they will refuse to let go of the item to be thrown.