Sacrifice Throw
Interrupt Action (–10 Initiative Score)
A throw normally keeps the character standing, using their hip, leg, or shoulder to leverage the opponent into being thrown. The Sacrifice Throw technique uses the whole character’s body as counterweight for the throw. At the end both the character and opponent are Prone. Add the character’s Strength and Body to the net hits of the unarmed attack to determine if it exceeds the opponent’s Physical Limit. If successful, the opponent can then be thrown up to a number of meters equal to 1 plus the net hits scored on the test. The maximum distance that a character can throw an opponent is the difference in the character’s Strength minus the opponent’s Body in meters. If this distance value is less than 0, then the maximum distance is 0, meaning less than one meter away from the character. The opponent suffers damage equal to the net successes of the test, not the distance thrown. If the initial test is successful but the throwing character did not exceed the opponent’s Physical Limit, then both characters are on the ground with no damage done to either. If the attack is unsuccessful, the throwing character is Prone and takes damage equal to the number of net hits scored by the opponent minus the throwing character’s Physical Limit. This may be no damage if the character succeeded in the attack, but did not exceed the opponent’s Physical Limit.
Note that use of this action requires Martial Art training.
A throw normally keeps the character standing, using their hip, leg, or shoulder to leverage the opponent into being thrown. The Sacrifice Throw technique uses the whole character’s body as counterweight for the throw. At the end both the character and opponent are Prone. Add the character’s Strength and Body to the net hits of the unarmed attack to determine if it exceeds the opponent’s Physical Limit. If successful, the opponent can then be thrown up to a number of meters equal to 1 plus the net hits scored on the test. The maximum distance that a character can throw an opponent is the difference in the character’s Strength minus the opponent’s Body in meters. If this distance value is less than 0, then the maximum distance is 0, meaning less than one meter away from the character. The opponent suffers damage equal to the net successes of the test, not the distance thrown. If the initial test is successful but the throwing character did not exceed the opponent’s Physical Limit, then both characters are on the ground with no damage done to either. If the attack is unsuccessful, the throwing character is Prone and takes damage equal to the number of net hits scored by the opponent minus the throwing character’s Physical Limit. This may be no damage if the character succeeded in the attack, but did not exceed the opponent’s Physical Limit.
Note that use of this action requires Martial Art training.