This skill allows a user to perform flashy attacks with a selected weapon, and requires a successful roll and a successful attack if damage to a target is intended. This can include such things as bouncing a knife off a surface into a target, or throwing a weapon not normally designed for the task (i.e. a Power Claymore). The GM is final arbitrator on what actions are possible. Trick shoes almost always do at least 2 points of damage less than a normal attack, and sometimes considerably less. (House Rule: This skill does not exist).