Difference between revisions of "Take Down"
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(Created page with '{| width="80%" |Catch a guard or one of those fancy mercs that merchies hire off-balance and you can hit them harder than they'd expect. Get some air, and put your knees in, an…') |
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Revision as of 22:22, 10 July 2013
Catch a guard or one of those fancy mercs that merchies hire off-balance and you can hit them harder than they'd expect. Get some air, and put your knees in, and you've turned yourself into a fleshy cannonball. Even if they're not off-guard, it's still enough of a shock to get hit with a fast moving person as catapult rock that they'll still be affected. |
System: Roll Dexterity+Melee+Active/Take Down vs Target PDEF. If Successful, if used against a Target that has either [Stop], [Disable], or [Immobilize], user does double normal melee damage. If None of these status effects are active, then this attack has a resistable chance to cause [Slow] for 1+Rank/12 Rounds. |
Category: [Thievery |
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