what if you were to do the same thing but direct it at a wall that isn't the full distance away? for example, say i get 4 hits, so i could throw him four meters, but i instead throw him at a wall only 2 meters away? would this affect anything?There's nothing on intervening barriers. I'd house-rule it that he'd take the same damage when he hit the wall, he'd just be prone at the wall or go through it, depending on the damage done to the wall (see Destroying Barriers, SR4A, p. 166 - Damage done by the body would be 1 DV to the wall).
so, let me get this straight:Yes
first, block (unarmed x 2) + agility
then, strength+unarmed to determine throw success. Would Power Throw add any dice here? why or why not?Power Throw would not add to this, because it's the action of pulling him off balance for the throw. Power Throw gives you a bonus to your Thrown Weapons Test (the next roll) to determine accuracy.
then agility + throwing weapons to determine accuracy and stuff. Cool.This roll get the Power Throw dice.
Oops... you're right. Got caught up in jumping back and forth between SR4A and Arsenal. The Power Throw bonus is only to Range and Damage equations. So, it WOULD be part of the Strength + Unarmed test and not the second Agility + Throwing Weapons test.Emphasis Mine.
Also, it wouldn't affect the damage at all since that's determined by the BOD of the target being thrown...
Thanks, Mäx!
I don't think so:Oops... you're right. Got caught up in jumping back and forth between SR4A and Arsenal. The Power Throw bonus is only to Range and Damage equations. So, it WOULD be part of the Strength + Unarmed test and not the second Agility + Throwing Weapons test.Emphasis Mine.
Also, it wouldn't affect the damage at all since that's determined by the BOD of the target being thrown...
Thanks, Mäx!
This (in bold) makes me think that you're last statement is erroneous. The base damage would be based on the throwee's BOD, but I think it would then be modified by the Power Throw power.
Power ThrowSince it only adds to Strength, it shouldn't effect the damage rating of (BOD)S - which I'm assuming is not the adept's BOD, but his target's BOD.
Cost: .25 per level (maximum 3)
Each level of this power adds 2 to the character’s effective Strength solely for the purpose of determining range and damage of thrown weapons and objects.
I don't know about adding to the damage. Since it's specifically says it adds to the Strength, I have to fault on the side that it won't. Especially since every other thrown weapon's damage is based off the strength of the thrower.Becouse of that last part i think it would be totally valid to add +1 to damage per level of the power, as thats basically what it does for all other thrown weapons(as those have strenght/2 in the damage code).
A character using Full Defense who successfully blocks or parries a melee combat attack may choose to throw her opponent as part of the defense. The character using the Throw maneuver must beat her attacker in a Strength + Unarmed Combat Opposed Test. If successful, the attacker is thrown a number of meters equal to the net hits scored on the test. The attacker suffers damage as if he had fallen an equal distance (see Falling Damage, p. 152, SR4), and is considered prone. This maneuver may also cause secondary damage if the opponent is thrown into something dangerous (such as a dumpster full of broken glass, the edge of a cliff); this additional damage is assigned at the gamemaster's discretion. The Throw maneuver is considered an interrupt action and uses up the character's next available action.SR4 p. 152 == SR4A p. 164.
Each level of this power adds 2 to the character's effective Strength solely for the purpose od determining range and damage of thrown weapons and objects.
IMPROVISED THROWING WEAPONS(emphasis mine)
As in the case of improvised melee weapons (see p. 17), a metahuman can grab nearly any item within reach and throw it at his opponents. Depending upon the nature of the item thrown, the effects can vary from distracting at best to quite deadly (meatballs might be fun to throw, but a nightstand hurled by a strong ork is much more effective).
The Improvised Throwing Weapons table offers a sampling of possible throwing weapons and their potential effects. Gamemasters can adjust these effects as appropriate and apply negative dice pool modifiers of up to –3 to the Throwing Weapons Test for clumsy or exceptionally heavy items.
Improvised Throwing Weapons Short Range Med. Range Long Range Ext. Range Damage AP Baseball/Billiard Ball 0–STR x 2 To STR x 4 To STR x 6 To STR x 10 (STR/2)P — Bowling Ball 0–STR/2 To STR To STR x 1.5 To STR x 2 (STR/2 + 2)P — Brick/Paving Stone 0–STR x 2 To STR x 3 To STR x 4 To STR x 6 (STR/2 + 1)P — Chair 0–STR To STR x 1.5 To STR x 2 To STR x 2.5 (STR/2)S — Combat Axe 0–STR To STR x 2 To STR x 3 To STR x 4 (STR/2 + 3)P — Knife (any) 0–STR To STR x 2 To STR x 3 To STR x 4 (STR/2)P — Metahuman Body (STR – BOD)/2 — — — (BOD)S — Molotov Cocktail 0–STR x 2 To STR x 3 To STR x 4 To STR x 5 5P* –half Pistol 0–STR x 2 To STR x 3 To STR x 4 To STR x 6 (STR/2 + 1)S — Potted Plant 0–STR/2 To STR To STR x 1.5 To STR x 2 (STR/2 + 1)P — Sword 0–STR To STR x 2 To STR x 3 To STR x 5 (STR/2 + 2)P —
I think "soft" in this case means that it isn't specifically meant for direct strikes, more turning the opponents momentum against him.+1