The Hero System has always produced unrealistic results for throwing. A toddler can, when running, throw a
football up to 40 meters. A 60 STR brick with a running throw can throw a football 136 meters, or slightly more
than three times as much as a toddler. The main problem with the system is that it is linear, and only applies
one variable to the way an object is thrown. In addition, how aerodynamic or balanced an object is has no effect
on the throwing distance.
The Hero System handles knockback reasonably well - the comic book genre regularly has people flying back several
meters from punches and blasts. However, the one aspect not addressed is when a hero wants to attack solely for
the purpose of knockback
Both of these issues are addressed below. These rules are designed both to be more realistic on the low-end,
and to have the proper 'comic-book' feel on the high-end.
Velocity per Segment: This is determined by taking the Extra STR (the amount of STR over and above the
amount needed to lift the object), and
dividing it by five. If the throw is downward, treat it as a fall that starts with the character's current velocity
(see the table on page 291 of the 5th edition book).
Segments of Movement: This is determined by taking either the Extra STR or the character's base STR (whichever
is less), and referring to the table below. If the table indicates a partial segment of movement, then multiply
the fraction by the velocity to determine the distance traveled in the final segment of movement. The movement
takes place at the same DEX when the throw was originally performed. Segments of movement are halved if the primary
direction of movement is upward (against the pull of gravity).
Aerodynamic (Aero): Shaped for throwing and/or flight
Balanced (Bal): Weight distribution aids throwing and/or flight
|
STR (or Extra STR) |
Aero & Bal |
Aero or Bal |
Non Aero/Bal |
|
0 or less |
1 |
1/2 |
1/4 |
|
5 |
2 |
1 |
1/2 |
|
10 |
4 |
2 |
1 |
|
15 |
6 |
3 |
1 1/2 |
|
20 |
8 |
4 |
2 |
|
30 |
12 |
6 |
3 |
|
40 |
16 |
8 |
4 |
|
50 |
20 |
10 |
5 |
|
60 |
24 |
12 |
6 |
|
Every added +5 |
+2 |
+1 |
+1/2 |
Long-Range Throw (+0 OCV, -5 DCV, +1 Segment): This maneuver multiplies the segments travelled by 1.5.
Running Throw: If the character throws in conjunction with a half or full move, they can add the inches moved/3
to either the velocity of the throw or to the segments travelled (after any other adjustments). The throw must
be in the same direction as the movement.
Under these rules, a 'Grab and Throw' maneuver is not allowed. Instead, treat a throw as a separate maneuver,
that requires the character to already have the object in hand.
It is generally assumed that knockback from punches, energy blasts, and so forth is an incidental effect of
the power. Under this assumption, the current system of knockback works reasonably well. However, if an attack
is made primarily for the purposes of knockback, simply convert every inch of knockback rolled into 5 STR, and
treat as a throw on the table above. Note that (with rare exceptions) the target will be a non-aerodynamic/non-balanced
object.
If attacking for knockback, the damage of the attack (both STUN and BODY) is halved, after defenses are
applied. This is treated as if the target performed a free Rolling With The Punch maneuver. Attacks with
the advantage of Double Knockback are a special case. Since such attacks automatically assume that the
primary purpose of the attack is knockback, the damage is not reduced.
Obstacle Hit during Throw: 1d6 per 1" of velocity up to the obstacle's DEF + BODY in d6, at which point
the obstacle is destroyed (unless the object throwi has a lower DEF + BODY total). The object throw continues
traveling based on its remaining velocity (segments traveled can also be reduced, if the gamemaster wishes). Soft
or elastic objects are an exception to this, and can be ruled to simply bounce off of the obstruction at the gamemaster's
discretion.
Unobstructed Throw: The object impacts into the ground at the end of the throw, taking 1d6 per 2" of velocity.
At the gamemaster's option, any of the following maneuvers can be aborted to in order to reduce damage from a throw:
The above rules make throwing much more useful, especially in games with high Strength characters. Requiring
characters to make a throw as a separate maneuver balances this in part, but a strong character has the potential
of ending a combat with a single throw. Double Knockback is also very effective under these rules, and powers
built with that advantage should be examined carefully. Likewise, the limitation Only for Throwing should only
be worth -1/2 under these rules (perhaps even less).
© 1993-2002 Casey McGirt
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