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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|<u>System</u>: 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.
 
|<u>System</u>: 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.
 
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|<u>Category</u>: [[Thievery|[Thievery]]
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|<u>Category</u>: [[Thievery|[Thievery]]]
 
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|}
 
   
 
   

Latest revision as of 22:23, 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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