Arctic Winds "Who you callin' snowflake?"

2
You possess a mastery of thrown weapons.
Used by Jack Frost, Created by WaterInMilk.

Angus has the ability to better control the ice based throwables he throws. He requires a mouthful of water in his mouth to utilize this; however the mouthful of water is not consumed in this process so it can be used again.


You gain the following benefits as long as You have a mouthful of water in your mouth and you are engaged in combat with Weapons made of Ice.

+2 dice to all rolls utilizing Weapons made of Ice.

You also gain the following effects:

  • Bullet Parry: You may use a Reaction to Defend against any Melee, thrown, or projectile Attack in range of your Attacks.
  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Finesse: You may limit the Severity of any Injury you inflict or determine a maximum Wound Level to inflict on the target, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.
  • Track And Field: If you move at least 25 feet in one direction before making a thrown attack, your throwing roll is made with +4 dice instead of the standard +2.


Community Throwing Mastery Gifts

You gain the following benefits as long as you are engaged in combat with Knives.

+2 dice to all rolls utilizing Knives.

Possession of this Power grants the following Battle Scar: Concussive Trauma.

You also gain the following effects:

  • Assassin: If your attack Injures your target, they cannot make a sound, even incidentally, for a single Round. Even the sound of their body and equipment dropping to the ground is silenced.
  • It’s All About Reflexes: You may use your throwing roll to Defend or Clash against any projectile Attack, even when unarmed. If you succeed a Defense, you catch their projectile. If you succeed a Clash, you make a throwing Attack against the target using the projectile.
  • Pin Down: If you make a thrown attack with something sharp, and it hits a target near a wall or a floor, the projectile pierces through them, pinning them to the wall or floor. Unpinning oneself quickly will increase the relevant Injury’s Severity by 1.

You gain the following benefits as long as you are engaged in combat with thrown weapons.

+2 dice to all rolls utilizing thrown weapons.

Possession of this Power grants the following Battle Scar: shoulder subluxation.

You also gain the following effects:

  • Boomerang: On your Initiative, in the Round following a thrown attack, the objects you threw will return back to you. You may catch them automatically, without making a roll or spending an Action.
  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.

You gain the following benefits as long as you are engaged in combat with Tarot cards.

+2 dice to all rolls utilizing Tarot cards.

You also gain the following effects:

  • Bullet Parry: You may use a Reaction to Defend against any Melee, thrown, or projectile Attack in range of your Attacks.
  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Jackie Chan: You do not receive a Difficulty penalty when throwing objects that are not designed for throwing.
  • Ricochet: You can make a thrown attack against a target behind cover so long as there is at least one exposed pathway to them.

You gain the following benefits as long as you are engaged in combat with Spears.

+2 dice to all rolls utilizing Spears.

You also gain the following effects:

  • Pin Down: If you make a thrown attack with something sharp, and it hits a target near a wall or a floor, the projectile pierces through them, pinning them to the wall or floor. Unpinning oneself quickly will increase the relevant Injury’s Severity by 1.
  • Yeet!: You can throw things up to 100 extra feet per point of Brawn with no penalty. Anything thrown further than 100 feet will not land at its target until the next Round on your initiative.

You gain the following benefits as long as you are engaged in combat with Javelins.

+2 dice to all rolls utilizing Javelins.

You also gain the following effects:

  • Bullet Parry: You may use a Reaction to Defend against any Melee, thrown, or projectile Attack in range of your Attacks.
  • Finesse: When Attacking a single being, you may limit the Severity of any Injury you inflict or determine a maximum Wound Level, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.
  • Ricochet: You can make a thrown attack against a target behind cover so long as there is at least one exposed pathway to them.

Stock Throwing Mastery Gifts

You gain the following benefits as long as you are engaged in combat with playing cards.

+2 dice to all rolls utilizing playing cards.

You also gain the following effects:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Ricochet: You can make a thrown attack against a target behind cover so long as there is at least one exposed pathway to them.