View Full Version : Super Dispel?
pointyman2000
Apr 16th, '03, 09:57 PM
How do I construct a dispel that can be "charged up" each turn and then unleashed with either an abort, or a held action?
Would Delayed Effect and Cumulative be the way to do it?
I'm thinking of a Dispel against items with an electricity special effect. (+1/4) and then gathering up the effect dice and storing them until I choose to unleash it.
Steve Long
Apr 17th, '03, 03:50 AM
Since this is a "how to" question, I've forwarded it to the "HERO System Discussion" board.
What do you think, Herodom Assembled?
TheEmerged
Apr 17th, '03, 12:57 PM
If I understand what you're asking for, Trigger is the advantage you're looking for.
pointyman2000
Apr 17th, '03, 05:11 PM
Trigger would be good, but can you store more and more dice into an effect with trigger?
Like for example if I have a 5d6 dispel, cumulative, can I keep rolling for it, and holding it in until I choose to Trigger it?
TheEmerged
Apr 17th, '03, 05:51 PM
You'd be limited by Cumulative's upper cap, for one thing. For another, you'd need to take Trigger at the "variable" level -- as GM, I'm not fond of the "whenever I need/want to" trigger but other GM's aren't that stringent.
Zaratustra
Apr 17th, '03, 08:20 PM
Aid to one's own Dispel perhaps?
Killer Shrike
Apr 22nd, '03, 07:48 PM
You might consider buying the FULL dice of effect and then applying Gradual Effect to it to get the over-time bit.
Alternately, for the 'power up' effect, you might consider a stepped model where you buy the base dice of effect, then buy more dice of effect Extra Time (1 turn) then buy more dice of effect Extra Time (extra phase) and then buy more dice of effect Extra Time (Full Turn) and so on to the desired effect.
Unless your GMs a real prick, he should let it aggregate so that the longer you hold the attack the more dice you get.
I believe there is an example in FREd of a character that uses a power likes this, taking more and more END multiples IIRC.
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