View Full Version : How to build this power
Kyle A.
Jul 13th, '05, 04:27 PM
I'm trying to build a EB that gets more powerful the longer I "charge" it. I have couple of builds for it but none of them see right for it so I've decided to ask all you herophiles. So how would you build a power like this?
Roy_The_Ruthles
Jul 13th, '05, 04:39 PM
Succor energy blast + energy blast
ghost-angel
Jul 13th, '05, 04:43 PM
I like Mitchell's solution. It gives you more precise control over how powerful the EB gets over time.
Fox1
Jul 13th, '05, 05:31 PM
I like Mitchell's solution. It gives you more precise control over how powerful the EB gets over time.
You can go with standard effect on the Succor to handle the exact nature.
But I like Mitchell's solution better anyway.
It's the more simple of the two options.
I've used the same build, putting increasing degrees of increased END cost on each additional Die.
Greatwyrm
Jul 13th, '05, 05:45 PM
I'll be the dissenting opionion with the wild-arsed guess. How about Gradual Effect? Instead of the damage being spread across successive intervals, each time interval gives you another DC. Basically, just moving the gradual part to the other side of the equation.
Fox1
Jul 13th, '05, 05:51 PM
I'll be the dissenting opionion with the wild-arsed guess. How about Gradual Effect? Instead of the damage being spread across successive intervals, each time interval gives you another DC. Basically, just moving the gradual part to the other side of the equation.
I thought the idea was to build the power and than release it- longer spent building, the more power.
Your version would release the power (and then without additional limits would require no further action by the attacker who could say launch the same attack at another target), and slowly build *on/in* the target after impact.
Very different critters there.
Roy_The_Ruthles
Jul 13th, '05, 05:53 PM
i like the succor aspect because then you can charge until you are almost out of END and STUN, let off a huge blast, then fall down.
Fox1
Jul 13th, '05, 05:56 PM
i like the succor aspect because then you can charge until you are almost out of END and STUN, let off a huge blast, then fall down.
Good point.
But you can do that the other way too.
Roy_The_Ruthles
Jul 13th, '05, 05:57 PM
true. It could be a side effect, makes user fall down (with low stun and END)
Fox1
Jul 13th, '05, 06:09 PM
true. It could be a side effect, makes user fall down (with low stun and END)
Or buy it like this:
10d6 EB
+1d6 EB, extra time, 2x END
+1d6 EB, more extra time, 3x End
+1d6 EB, more extra time, 4x End
And so on, till the character blows all this END (and maybe even stun) in one mightly blast.
Note that this method will only cost END at the end, when the blast is released. This can be rather certain of 'dropping' the character if done right.
The succor method will cost END throughout the 'charge'. Given that you could be taking stun damage for a number of phases, it may be harder to time the character 'dropping'.
The result of the character being 'stunned' in the middle of the charge differs greatly as well.
With the EB method, nothing happens. With Succor he still loses the END. Neither method does anything with the already 'charged' energy- buying a side effect limit may be in order.
TheEmerged
Jul 13th, '05, 08:21 PM
Another method that has seen print is a slight variation on Fox1's suggestion. The 'stacked EB' build, but tied to an END Reserve. The reserve size is set to be exactly equal to the maximum cost of the EB. The REC is just about fast enough to take that amount of time for the END to reach full power.
ghost-angel
Jul 13th, '05, 08:30 PM
Just don't miss.
Greatwyrm
Jul 13th, '05, 09:32 PM
Your version would release the power (and then without additional limits would require no further action by the attacker who could say launch the same attack at another target), and slowly build *on/in* the target after impact.
That's not what I meant, though. What I'm suggesting is using Gradual Effect as a variable version of Extra Time. Let's say you build it with Gradual Effect of 4 DC over 4 phases, 1 DC per phase. Normally, you'd shoot and do 1 DC that phase, 1 DC the next, and so on. Instead, I'm saying take that time off the after-you-hit end and put it on the before-you-shoot end. If you build up 2 phases, you do 2 DC, all at once. 3 phases for 3 DC. Iterate up to your max effect and time period.
I guess it's kinda like Extra Time in the execution, but using Gradual Effect to get the price in points. It's tough (for me at least) to explain. Does anybody see where I'm going here?
Fox1
Jul 14th, '05, 04:57 AM
I guess it's kinda like Extra Time in the execution, but using Gradual Effect to get the price in points. It's tough (for me at least) to explain. Does anybody see where I'm going here?
I think so...
But it's illegal. You use the extra time limit for extra time, and Gradual Effect for Gradual Effect.
Kyle A.
Jul 14th, '05, 01:28 PM
I think so...
But it's illegal. You use the extra time limit for extra time, and Gradual Effect for Gradual Effect.
Its not illegal if the GM okays it. And I'm the GM. :sneaky:
Kyle A.
Jul 14th, '05, 01:30 PM
That's not what I meant, though. What I'm suggesting is using Gradual Effect as a variable version of Extra Time. Let's say you build it with Gradual Effect of 4 DC over 4 phases, 1 DC per phase. Normally, you'd shoot and do 1 DC that phase, 1 DC the next, and so on. Instead, I'm saying take that time off the after-you-hit end and put it on the before-you-shoot end. If you build up 2 phases, you do 2 DC, all at once. 3 phases for 3 DC. Iterate up to your max effect and time period.
I guess it's kinda like Extra Time in the execution, but using Gradual Effect to get the price in points. It's tough (for me at least) to explain. Does anybody see where I'm going here?
I like this idea the best and I'm going to use it. You are repped.
pinecone
Jul 14th, '05, 04:26 PM
One question is how much does it build up too? if it's an extra 4D6 then just Haymaker...extra phase, extra damage, extra minus to DCV while you go "Kame...kame...:)
Kyle A.
Jul 14th, '05, 05:27 PM
I really don't care for this idea. The purpose of gradual effect is to take one big attack and break it into smaller components. That's why the limitation value is so high [because the smaller components have a chance to do less damage and be stopped]. What you're describing is taking a small attack and making it bigger. It's really the exact opposite, and of far less limitation value then gradual effect, IMO.
I'm going to reduce the value to -1/4. I still think its very limiting. If I want to do any damage at all with it then I need a long time to charge up, time in which the heroes have time to mop up the henchmen and get to my main villian.
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