Trick Shot (1 SP)

Perform (Action): You use one of the following techniques:

  • Flick: You throw a basic weapon or fire a missile weapon to make a ranged attack against an object that you can see within 12 squares of you. If you succeed, the target suffers the attack's usual effects, and you harmlessly interact with the target (see Other Activity on Your Turn). For instance, you might shut a wooden door, snuff out a candle, or knock over a barstool. The GM can decide that some stunts are impossible to achieve with Flick.

  • Pitch: You throw a basic weapon or fire a missile weapon to make a ranged attack against a creature you can see, that is within 12 squares of you and that is Large or smaller. If you succeed, you forgo dealing damage, and your result is opposed by the target's Strength test. The target fails automatically if it is incapacitated. If the target fails, it is forced to throw an object of your choice that it is holding (as far as it can, in a random direction).

  • Tack: You throw an axe, dagger, morningstar, sickle, spear, sword, trident, or war pick, or you fire a bow, crossbow, or dart sling, to  make a ranged attack against a creature you can see, that is within 12 squares of you, that is Large or smaller, that is not formless, that is wearing armor or clothing, and that is on or adjacent to a surface (such as the ground) in which your projectile can be stuck. If you  succeed, you forgo dealing damage, and your result is opposed by the target's Agility test. The target fails automatically if it is incapacitated. If the target fails, it is pinned by your projectile. Until the pinned target is freed, its movement speed is 0 and can't change.

    A creature can use its action to extract your projectile, freeing itself or another creature within its reach in the process. A creature is also freed if it is moved 1 or more squares in any direction.