Quarterbacks Arm That Kid has a Cannon Arm

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This Artifact grants you a mastery of thrown weapons.
Used by Mason Berkman, Created by Skelebro.
On Legendary Artifact Football Medal.

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.

Your attacks with thrown weapons no longer have their damage capped, and do +1 Bonus Damage. Armor is fully effective against this damage.

You also gain the following effects:

  • Heavy Toss: If your thrown object hits a target, it can either knock them down, or knock them back 5 feet x the Outcome. Decide which before you roll.
  • Jackie Chan: You do not receive a Difficulty penalty when throwing objects that are not designed for throwing.
  • Track And Field: You may move your full sprinting distance and make a thrown attack at no penalty.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

Community Throwing Mastery Gifts

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

+2 dice to all rolls utilizing Razor Feathers.

You also gain the following effects:

  • 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.
  • 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 cards.

+2 dice to all rolls utilizing cards.

Possession of this Power grants the following Trauma at all times: whenever you see something dark and demented, you have to roll a self-control to not laugh.

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.
  • Catcher In The Rye: You may catch anything flying or thrown as a Free Action with no roll, as long as it is not an attack.

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:

  • 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.
  • 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.
  • Juggler: You may juggle a number of throwable objects equal to your Dexterity as a Free Action. When you make a thrown weapon attack, you may choose to roll or re-use the last thrown attack's Outcome. Resets at the start of Initiative.

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:

  • Finesse: When Attacking a single target, 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.
  • Jackie Chan: You do not receive a Difficulty penalty when throwing objects that are not designed for throwing.
  • Junk Wolf: Thrown attacks with improvised thrown weapons always deal a minimum of 3 Weapon Damage.

You gain the following benefits as long as you are engaged in combat with A long wooden javelin.

+2 dice to all rolls utilizing A long wooden javelin.

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.
  • 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.