THROWS (21)

Balance Throw (Kniekehlenschwung or Taetsch): Against an attack or grappling counter, the character hits the opponent in such a way as to unbalance the attacker, combined with a leverage throw to knock the opponent to the ground. Standard damage is 1D6, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Being knocked down causes the character struck to be knocked 1D6 feet away from where he was standing at the moment of the attack. A character's damage bonuses are also added in. Victims can attempto defend normally with a Parry, Dodge, etc. After this body flip/throw, the victim who succeeds with a Breakfall takes no damage and is not knocked down. ith a Breakfall the damage is reduced in half, even if the roll fails. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. After a body flip/throw, a victim who succeeds with a Maintain Balance is not knocked down and doesn't lose an attack, but still takes full damage. It is not possible to throw the victim of this body flip/throw into something or someone else with this throw.Uses up one melee attack/action.

Centrifugal Throw (Langzug/Langziehen or Long Pull): Usually performed by grapplers with a weight and height advantage, the opponent is grabbed and spun in a short circle using centrifugal force to be flung to the ground. Damage is 1D8, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Being knocked down causes the character struck to be knocked 2D6 feet away from where he was standing at the moment of the attack. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc. Unlike many Body Flip/Throws, the defender cannot use Maintain Balance in an attempt to keep from being knocked down. A victim who succeeds with a Breakfall takes no damage, but is still knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. A victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. As an attack, it is possible to throw the victim of a body flip/throw into something or someone. To determine success, roll another Strike. The second victim, the one who's getting hit with the thrown body, can attempt to defend with Parry, Dodge, etc. If the two bodies collide, then they both take the same amount of damage, lose initiative, are knocked down and lose one melee attack. Uses up one melee attack/action.

Double Twist Throw: In this Body Flip/Throw, the opponent's leg or head is twisted in one direction, while the rest of the body is pulled or pushed in the opposite direction. Standard damage is 1D6, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Being knocked down causes the character struck to be knocked 1D6 feet away from where he was standing at the moment of the attack. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc.
After a body flip/throw, a victim who succeeds with a Breakfall takes no damage and is not knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. Maintain Balance does not work against this throw. It is not possible to throw the victim of this body flip/throw into something or someone else with this throw.

Entering Throw (Irimi Nage; Using a sudden forward movement, the character upsets the opponent's balance. Standard damage is 1D4, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc. After an entering throw, a victim who succeeds with Roll with Punch/Fall/Impact, Breakfall, or Maintain Balance takes no damage and is not knocked down, but still loses one melee attack. With Breakfall the damage is reduced in half, even if the roll fails. This Throw can only be used to knock someone down, it can not be used to throw them into something or someone else.)

Hand Throw (Te Nage: Using a quick grab, pull, or push, the character upset the balance of a moving opponent. The throw is almost entirely based upon timing and pre-existing momentum. Very easy if done properly and appropriately, nearly impossible against a set opponent. Standard damage is 1D4 (plus P.S. bonus) with the opponent knocked down, losing initiative and losing the next melee attack. Victims can attempt to defend normally with Parry, Dodge, etc. After a Hand Throw, a victim who succeeds with a Roll with Punch/Fall/Impact, Maintain Balance, or Breakfall takes no damage and is not knocked down, but still loses one attack. With a Breakfall the damage is reduced in half, even if the roll fails. This Throw can not be used to throw them into something or someone else. However, this throw can be used to disarm an attacker by using the flipping action to turn the arm and bend the hand to make the attacker drop his weapon (no damage), or to flip him in such a way that no damage is inflicted, but the attacker drops his weapon. Bonuses to disarm can be applied to this maneuver along with any Body Flip bonuses.) Common in Aikido, Judo, and Sumo.

Hip Throw (Koshi Nage; Using a turning motion, the opponent is thrown over the hip, using one's own body as a fulcrum. Standard damage is 1D6, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc. After a Hip Throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no damage and is not knocked down, but still loses one melee attack. With a Breakfall the damage is reduced in half, even if the roll fails. As an attack, it is possible to throw the victim of a Hip Throw into something or someone. To determine success, roll another Strike. The second victim, the one who's getting hit with the thrown body, can attempt to defend with Parry, Dodge, etc. If the two bodies collide, then they both take the same amount of damage, lose initiative, are knocked down and lose one melee attack. Another unique aspect of this ability is that it can be used to disarm an attacker by using the flipping action to turn the arm and bend the hand to make the attacker drop his weapon (no damage), or to flip him in such a way that no damage is inflicted, but the attacker drops his weapon. Bonuses to disarm can be applied to this maneuver along with any Body Flip/Throw bonuses.)

Joint Throw (Kansetsu Nage Waza: By using pressure against a joint, the character throws the opponent off the ground. Standard damage is 1D6 (plus P.S. bonus) with the opponent knocked down, losing initiative and losing the next melee attack. Victims can attempt to defend normally with Parry, Dodge, etc. After a Joint Throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no damage and is not knocked down, but still loses one attack. With a Breakfall the damage is reduced in half, even if the roll fails. This technique can follow up a successfully applied wrist lock. As an attack, it is possible to throw the victim of a Joint Throw into something or someone. To determine success, roll another strike. The second victim, the one who's getting hit with the thrown body, can attempt to defend with Parry, dodge etc. If two bodies collide, then they both take the same amount of damage, lose initiative, are knocked down and lose one attack. Another unique aspect of this ability is that it can be used to disarm an attacker by using the flipping action to turn the arm and bend the hand to make the attacker drop his weapon (no damage), or to flip him in such a way that no damage is inflicted, but the attacker drops his weapon. Bonuses to disarm can be applied to this maneuver along with any Body Flip bonuses. ) Common to Aikido, Hapkido, and similar styles.

Lifting Throw: Using the entire body for leverage (instead of picking the opponent up as with a Pickup Throw), the character lifts the opponent high off the ground. Standard damage is 2D4 (plus P.S. bonus) with the opponent knocked down, losing initiative and losing the next melee attack. Victims can attempt to defend normally with Parry, Dodge, etc. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no damage and is not knocked down, but still loses one attack. With a Breakfall the damage is reduced in half, even if the roll fails. It is not possible to throw the victim of this body flip/throw into something or someone else with this throw.

Overstep Throw (Uebersprung ): By moving part or all of the attacker's body behind the opponent and applying leverage, the character throws the opponent off the ground. Standard damage is 1D6, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Being knocked down causes the character struck to be knocked 1D6 feet away from where he was standing at the moment of the attack. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc.
After a body flip/throw, a victim who succeeds with a Breakfall takes no damage and is not knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. After a body flip/throw, a victim who succeeds with a Maintain Balance is not knocked down and doesn't lose an attack, but still takes full damage. It is not possible to throw the victim of this body flip/throw into something or someone else with this throw.

Pickup Throw (Tsuri Nage: Using leverage, the character lifts the opponent high off the ground, turns and slams them forcefully down. Costs two melee actions to use. Standard damage is 2D6 (plus P.S. bonus) with the opponent knocked down, losing initiative and losing the next melee attack. Victims can attempt to defend normally with Parry, Dodge, etc. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no damage and is not knocked down, but still loses one attack. With a Breakfall the damage is reduced in half, even if the roll fails. As an attack, it is possible to throw the victim of a pickup into something or someone. To determine success, roll another strike. The second victim, the one who's getting hit with the thrown body, can attempt to defend with Parry, dodge etc. If two bodies collide, then they both take the same amount of damage, lose initiative, are knocked down and lose one attack.) Common in Judo, Sambo, Sumo, and Wrestling.

Push-Pull Throw(Bodenlaetz): Similar to the Double Twist Throw, the character pulls one part of the opponent's body while simultaneously pushing against another portion of the opponent's anatomy. Standard damage is 1D6, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Being knocked down causes the character struck to be knocked 1D6 feet away from where he was standing at the moment of the attack. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc.
After a body flip/throw, a victim who succeeds with a Breakfall takes no damage and is not knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. Maintain Balance does not work against this throw. It is not possible to throw the victim of this body flip/throw into something or someone else with this throw.

Push Throw (Tannerschwung): This is the most basic form of a knockdown Body Flip/Throw. Damage is 1D4, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Being knocked down causes the character struck to be knocked 1D6 feet away from where he was standing at the moment of the attack. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc.
After a body flip/throw, a victim who succeeds with a Breakfall takes no damage and is not knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. After a body flip/throw, a victim who succeeds with a Maintain Balance is not knocked down and doesn't lose an attack, but still takes full damage. It is not possible to throw the victim of this body flip/throw into something or someone else with this throw.

Reverse Hold/Throw (This move can only be performed if the opponent has successfully applied a Hold to the character. Instead of getting out a hold normally, the character can attempt to reverse the hold and leverage the opponent away. Using this leverage, the character throws the opponent off the ground. This requires agility. Both the character and the opponent roll twenty-sided and add their P.P. attribute. The person doing the hold also gets to add in any bonuses to hold and strike. If the person doing the hold wins, the hold continues. If the person attempting the reverse hold/throw wins, then they have a chance to throw the person doing the hold. Standard damage is 1D6, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. A character's damage bonuses are also added in. The person doing the hold can not attempt to defend normally with Parry, Dodge, etc. After a reverse hold/throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no damage and is not knocked down, but still loses one melee attack. With a Breakfall the damage is reduced in half, even if the roll fails. This Throw can only be used to knock someone down, it can not be used to throw them into something or someone else.)

Rolling Sacrifice Throw: Another defensive throw done after one has been knocked off balance. Unlike a normal Rolling Throw, the opponent is NOT launched with the legs, but rather dragged down on top of the character. Unlike other Body/Flip Throws, this one does no damage, though the opponent is knocked down, losing initiative and losing the next melee attack/action. Victims can attempt to defend normally with Parry, Dodge, etc., but must spend an attack to do so.
After a body flip/throw, a victim who succeeds with a Breakfall takes no damage and is not knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. Maintain Balance does not work against this throw.
The defending character takes no damage if the Rolling Throw is successful, and only half damage if the roll for Rolling Throw fails. It is typically used against a knockdown attack. A successful roll against knockout means the character takes normal damage, but is not stunned. Uses up one melee attack each time it is used. If Rolling Throw is used, then Breakfall, Maintain Balance, and Roll with Punch/Fall/Impact can't be.

Rolling Throw: This is a defensive throw done by grabbing one's opponent and rolling onto one's back, using the legs to push the opponent into the air. Standard damage is 1D6, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Being knocked down causes the character struck to be knocked 1D6 feet away from where he was standing at the moment of the attack. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc., but must spend an attack to do so.
After a body flip/throw, a victim who succeeds with a Breakfall takes no damage and is not knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. Maintain Balance does not work against this throw.
The defending character takes no damage if the Rolling Throw is successful, and only half damage if the roll for Rolling Throw fails. It is typically used against a knockdown attack. A successful roll against knockout means the character takes normal damage, but is not stunned. Uses up one melee attack each time it is used. If Rolling Throw is used, then Breakfall, Maintain Balance, and Roll with Punch/Fall/Impact can't be.

Rotating Throw (Schlungg): Usually performed by grapplers with a weight and height advantage, an opponent in a hold is rotated with enough force to throw them to the ground. Damage is 1D4, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Being knocked down causes the character struck to be knocked 2D6 feet away from where he was standing at the moment of the attack. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc. Unlike many Body Flip/Throws, the defender cannot use Maintain Balance in an attempt to keep from being knocked down. A victim who succeeds with a Breakfall takes no damage, but is still knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. A victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. It is not possible to throw the victim of this body flip/throw into something or someone else with this throw. Uses up one melee attack/action.

Sacrifice Throw (Sutemi Nage: Using the momentum of the character's own fall, the character throws the opponent to the ground. Standard damage is 1D4 (with no P.S. bonuses) with the opponent knocked down, losing initiative and losing the next melee attack. Victims can attempt to defend normally with Parry, Dodge, etc. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no damage and is not knocked down, but still loses one attack. With a Breakfall the damage is reduced in half, even if the roll fails. A failed Sacrifice Throw puts the character in a prone position, either beneath the opponent or at the opponent's feet, with the character knocked down, losing initiative and the next melee attack, and no chance to use Roll or Breakfall to recover. This throw cannot be used to disarm an opponent or throw them into another target.) Common in Judo and Wrestling, less common but not unheard-of in other styles.

Scooping Throw: Basically, this functions as a Tripping/Leg Hook, done with the arms rather than the legs, where the attacker attempts to grab his opponent's legs and then lift them off the ground. Standard damage is 1D6, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Being knocked down causes the character struck to be knocked 1D6 feet away from where he was standing at the moment of the attack. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc.
After a body flip/throw, a victim who succeeds with a Breakfall takes no damage and is not knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. After a body flip/throw, a victim who succeeds with a Maintain Balance is not knocked down and doesn't lose an attack, but still takes full damage.

Shoulder Throw (Seoi Nage: Using leverage, the character throws the opponent off the ground. Standard damage is 1D6 (plus P.S. bonus) with the opponent knocked down, losing initiative and losing the next melee attack. A character's damage bonus is also added in. Victims can attempt to defend normally with Parry, Dodge, etc. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no damage and is not knocked down, but still loses one attack. With a Breakfall the damage is reduced in half, even if the roll fails. As an attack, it is possible to throw the victim of a body flip/throw into something or someone. To determine success, roll another strike. The second victim, the one who's getting hit with the thrown body, can attempt to defend with Parry, dodge etc. If two bodies collide, then they both take the same amount of damage, lose initiative, are knocked down and lose one attack. Another unique aspect of this ability is that it can be used to disarm an attacker by using the flipping action to turn the arm and bend the hand to make the attacker drop his weapon (no damage), or to flip him in such a way that no damage is inflicted, but the attacker drops his weapon. Bonuses to disarm can be applied to this maneuver along with any Body Flip bonuses.)

Sweeping Throw (Harai Nage: Using swift motions against the opponent's legs to break their balance, the character knocks the opponent off the ground. Does no Damage! Is purely a Knockdown attack with the opponent knocked down, losing initiative and losing the next melee attack. Victims can attempt to defend normally with Parry, Dodge, etc. After a Sweeping Throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall is not knocked down, but still loses one attack. This throw cannot be used to disarm an opponent or throw them into another target.) Rare in Aikido and Sumo, otherwise common to all styles

Takedown Throw (Breinzer): This move is similar to the Pickup Throw, but can only be performed from a Body Hold where the opponent has been picked up off the ground. Standard damage is 2D6 (plus P.S. bonus) with the opponent knocked down, losing initiative and losing the next melee attack. Victims can attempt to defend normally with Parry, Dodge, etc. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no damage and is not knocked down, but still loses one attack. With a Breakfall the damage is reduced in half, even if the roll fails. As an attack, it is possible to throw the victim of a pickup into something or someone. To determine success, roll another strike. The second victim, the one who's getting hit with the thrown body, can attempt to defend with Parry, dodge etc. If two bodies collide, then they both take the same amount of damage, lose initiative, are knocked down and lose one attack.)

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