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. @(Atro) Disfiguring - Disfigured: where the amber flows the same feathers horns and fur appear on you..
You also gain the following effects:
Mrs. Ross uses the Voice to call forth the aggressive spirits of Limbo. She takes little pleasure in using this ability, especially as is usually causes her nightmares to become even more vivid for a number of days.
The spirits manifest around the items that are being controlled by the her telekinesis, picking them up and guiding the projectiles to strike true. The harrowing shadows of the spirits are viewed easily in the corners of the eyes, in darkened rooms, or underneath the pale moonlight.
You gain the following benefits as long as you are using Appease the Dead and you are engaged in combat with thrown weapons.
+2 dice to all rolls utilizing thrown weapons.
You also gain the following effects:
N/A
You gain the following benefits as long as you are engaged in combat with thrown weapons.
+2 dice to all rolls utilizing thrown weapons.
You also gain the following effects:
She flicks a shuriken out from her sleeve and throws it at her target in one smooth movement. After staying at the impact site for a moment, the shuriken blinks blue and vanishes as it returns to her hand.
A minor enchantment on the throwing stars blink them back into her sleeve pocket once their job is complete, ready for re-use. The most basic demonstration of her supernatural abilities.
You gain the following benefits as long as you are engaged in combat with shuriken.
+2 dice to all rolls utilizing shuriken.
You also gain the following effects:
Shelly is able to catch and falling children or other objects. She is also quite adept at throwing things.
You gain the following benefits as long as you are engaged in combat with thrown weapons.
+2 dice to all rolls utilizing thrown weapons.
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: