When Q prepares to throw a object, a Amber colored substance flows from the sides of their back into the object, growing horns for handles and a more brutal hit, feathers to stabilize the flight path of a object, or scales for a object to move through the ocean easier
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: Disfigured: where the amber flows the same feathers horns and fur appear on you..
You also gain the following effects:
Sapphire Sundown units that frequently tend to objects made of metal, such as dealing with various cutlery, making use of vacuums or brooms with metal handles, or repairing things using metal tools, often get much use out of having mild magnets implanted within their palms in order to help reduce the risk of dropping these items and disturbing guests.
Some problematic units have been able to harness and focus the polarity of these magnets to achieve unintended effects.
You gain the following benefits as long as you are engaged in combat with throwing knives.
+2 dice to all rolls utilizing throwing knives.
You also gain the following effects:
Channeling the years of Quarterbacks that have worn this medal of luck, this giving them the luck to throw high and Score like a champion. Mason donning this is channeling all the experience and skills of Quarterbacks who have worn this Medal upon them. Allowing him to reach new feats in the throwing worlds.
You gain the following benefits as long as you are wearing this Artifact and you are engaged in combat with thrown weapons.
+2 dice to all rolls utilizing thrown weapons.
You also gain the following effects:
As Arden throws his cards, with either flair or straight forward, it always seems to fly straight. As it strikes an object, metal or rock, the card seems to slice through and gets stuck. Upon inspection, the card seems to be normal and flimsy, just like a normal playing card.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
Possession of this Power grants the following Trauma at all times: Delusions of Invincibility.
You also gain the following effects:
The sun-burnt user pulls out their battle-worn weapon, and tosses it with unimaginable accuracy toward their supposedly safe enemy.
You gain the following benefits as long as you are engaged in combat with boomerangs.
+2 dice to all rolls utilizing boomerangs.
You also gain the following effects:
No outward physical effect other than those already associated with Pull the Strings of Reality.
Manifested after some of the ancient reality-warper's power leaked out of the artifact and increased its combat power
You gain the following benefits as long as you only use it with Weapons controlled by your telekinesis, you are wearing this Artifact, and you are engaged in combat with thrown weapons.
+2 dice to all rolls utilizing thrown weapons.
You also gain the following effects:
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
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: