Once you've got your opponent in the air via the grapple, you can make a Might or Fists attack against the opponent who defends with althletics. (I like athletics because it's the same skill that lets you negate falling damage) You get a free tag for every zone up you are from the ground. The attack automatically breaks the grapple.
Amusingly, this is less dangerous than just falling if you go by the 5 stress/zone interpretation.
Which is probably a good thing, give how silly-deadly falls are.
Why not have the weapon value be equal to X*Zone thrown? Maybe it's 1 stress/zone, so if you throw them 3 zones, it's weapon 3. That way if you throw someone down they'll take more damage.
I throw him 1 zone over the edge of the cliff (which is 5 zones deep), so the weapon value for the attack is 6. Keep different objects(like iron fence posts) as declarations...less book-keeping that way.
I'd rather have things that you throw people into be weapons. If they're Declarations, then what do you do if the SPIKED FENCE Aspect is already there? And why is it easier to throw someone when there's a fence to throw them into?
Remember, the target only moves if you hit under what I wrote.
Which contributes to the issue with dropping people. If you just end the grapple normally or miss your throw, do they fall? Or do they automatically manage to cling to your leg or something?
Making throws automatically move their targets might fix that, I suppose.
Regarding throwing people around, I have a problem with stating that you can throw an opponent 1 +1/strength power zone away, because zones are a very fluid thing. I've been in fights where a football field was cut into a 2 zone fight. So if someone got thrown from the 25 yard line to the 25 yard line in the other zone it would be a flight of around 150'. That would be a 1 zone throw which a pure mortal could do.
I would prefer to just narrate that the stress from a successful grapple was the result of the defender being thrown within the same zone.
1. All zone ranges have this issue. Fortunately, it's usually easy to narrate things into making sense.
2. That would defeat the purpose. The whole reason these throw rules is being made is to represent attacks that forcibly move their targets into different zones.
How about this:
We go back to the 5stress/zone the victim falls. It's a might check to drop your victim.
If you want to drop the victim(opponent1) on another opponent(2), the Flyer makes a might check to release opponent 1. This same check is opposed with athletics by opponent 2 (who is on the ground) . IF he succeeds all stress goes to opponent (1), who can do an athletics to soften the blow. IF opponent(2) fails, the number by which he fails is taken in stress and subtracted from the total stress inflicted on opponent (1). (1) can still do an athletics to aleviate some of that damage. (2) cannot take more than the total damage inflicted -1.
Basically, you can't do MORE damage to the person on the ground than the total from the fall and the person dropped has to take at least 1 point of damage.
So lets say you roll 8 Might and you're dropping someone 3 zones (15 stress). If the person on the ground only rolls a 5, then he takes 3 stress and the other 12 stress goes to the person who fell. The person who fell can still do athletics to soften the fall. At least 1 point of stress has to be allocated to the falling person, so the max damage the person on the ground can take is 14.
It's simple but it Seems complicated to me...and not very smooth. And it uses the falling rules, which no-one likes.
I have a simpler, and in my opinion better, idea.
Take the extra shifts from your attack vs guy 1 and apply them to an attack against guy 2. You don't necessarily have to use all of the extra shifts, but you can if you want.
If you worry about the power of this, you can make people declare how many shifts they're dedicating to hitting which guy before knowing whether they hit guy 1. And if they miss, the whole attack fails.
(This is very similar to the existing spray attack rules, by the way.)