Great Throw
Prerequisites: Timing 8, Muscle 8, Brawling 8, Dodge 8
AP Cost to Purchase Mystery: 3
AP Cost of Use: 1
Description: The
Great Throw Mystery may only be used when the character has a better Timing roll result than the opponent against whom he wishes to employ the Mystery. When this condition is met, the character waits for the opponent to attack and then makes a Dodge roll. This roll is to determine if the Great Throw succeeds, and is not for the purpose of creating a Dodge defensive penalty to the opponent's attack. This does not preclude the character from using a separate Dodge roll in the hopes of creating such a Defensive Penalty (neither Block nor Parry can be used, however, because the monk must have both hands free).
If the Great Throw's Dodge roll succeeds, the opponent
is thrown. It cannot be evaded.
Great Throw can only function against humanoid opponents. The monk can successfully employ it even against opponents considerably larger in size (ogres, giants, etc.)
If the Dodge roll is successful, the character successfully launches the opponent a number of yards equal to the character's Muscle stat. If the character's Dodge roll fails, the Great Throw fails, but the AP is still expended. If there is insufficient room for the opponent to be thrown the specified range, the Great Throw fails. Thus, it is usually used outdoors, though it could be used in large dungeon areas.
When the opponent lands, he takes a number of points of Injury equal to the monk's Dodge skill. He may roll Withstand Injury as normal, but only the opponent's raw Withstand Injury stat applies (unmodified by any armor). Additionally, the WithIn roll is subject to a -3 penalty.
If the opponent is
charging the monk, then the monk makes his Dodge roll with a +3 bonus, and if the Great Throw succeeds, then both the
distance in yards that the Great Throw tosses the opponent, and the
damage inflicted, is equal to the sum of the monk's Muscle and Dodge stats. The WithIn penalty suffered by the opponent is equal to the monk's Dodge skill.
Clearly, the Great Throw is particularly effective when an opponent charges.
A Great Throw may also be used to launch an ally into combat with a +4 Strike bonus, or hurl an ally across a ravine whose rope-bridge has collapsed. It could also be used to break an ally's fall: if the Great Throw succeeds, the ally and the monk sustain only a single point of Injury, otherwise the damage inflicted by the fall is split between the two,
| Lucian breaks Lazarus' fall (which would have inflicted 9 damage), but fails at Great Throw. Lucian takes 5 and Lazarus takes 4 Injury |
with the monk taking any odd damage.
Only a single Great Throw is possible per round of combat. If the character suffers a negative Injury stat at the time that a Great Throw is attempted, that stat serves as a Penalty to the Dodge roll that initiates the Great Throw.
Although a Great Throw does involve some use of
ki energy, it is more dependent upon Timing and Muscle, and therefore not as draining as a
Ki Push or
Whirlwind. It does not result in a one-point decrease to the character's Injury stat.