johnvalentine Posted May 29, 2012 Report Share Posted May 29, 2012 I wanted to build a blast power like they have in the MMO, where you can just fire it off as a half action like any normal blast power, but you could instead take up to so many segments (or phases I suppose) and 'charge' the blast to increase the number of dice the blast can do. I thought it could start somewhere relatively low, like 4D6 Energy. I would like there to be a cap on the number of dice it can increase, but it would be significantly better than the average blast most 400 point heroes have once it's fully charged. I was thinking that having the blast power bought just 4D6 with no frills, then buy a cumulative aid to increase the number of dice with full concentration and limitations that prevent me from moving while charging. Maybe instead of cumulative I can buy DoT for the Aid (Blast) that can be interrupted by doing anything other than charging the attack. Would that work? If anyone figured out a more elegant solution I'd like to hear it. Quote Link to comment Share on other sites More sharing options...
CrosshairCollie Posted May 29, 2012 Report Share Posted May 29, 2012 Re: Charging Powers Extra Time works well for this. You could say ... 8d6 EB +4d6 EB Extra Time (Full Phase) +4d6 EB Extra Time (1 Turn) etc etc So with a regular half-phase, you throw 8 dice, a full phase gets you 12 dice, and so on so forth. Quote Link to comment Share on other sites More sharing options...
Christopher Posted May 29, 2012 Report Share Posted May 29, 2012 Re: Charging Powers One good step is simply to use haymaker/Combat Skill levels to boost the damage. The "charged blast" takes longer that way. I would advise agaisnt Aid, just built the Blast a compound Power/partially Limited Power: 4d6 Blast plus +4d6 Blast, Full Phase (-0.5) plus +4d6 Blast, Extra Phase (-0.75) plus +4d6 Blast, Full Turn (-1.25) Note that with haymaker and any time beyond Full Phase/Extra Segement: If the target moves, the attack fails. Quote Link to comment Share on other sites More sharing options...
johnvalentine Posted May 29, 2012 Author Report Share Posted May 29, 2012 Re: Charging Powers One good step is simply to use haymaker/Combat Skill levels to boost the damage. The "charged blast" takes longer that way. I would advise agaisnt Aid, just built the Blast a compound Power/partially Limited Power: 4d6 Blast plus +4d6 Blast, Full Phase (-0.5) plus +4d6 Blast, Extra Phase (-0.75) plus +4d6 Blast, Full Turn (-1.25) Note that with haymaker and any time beyond Full Phase/Extra Segement: If the target moves, the attack fails. I don't understand how I would make that work using Hero Designer. Do I buy it as the full damage of the blast with a limitation reducing the damage until I follow the required time? Quote Link to comment Share on other sites More sharing options...
Christopher Posted May 29, 2012 Report Share Posted May 29, 2012 Re: Charging Powers I don't understand how I would make that work using Hero Designer. Do I buy it as the full damage of the blast with a limitation reducing the damage until I follow the required time? This is a compound power (6E1 199), subtype "partially limited power" (6E1 366). The exmaple on 366 is a Laser Rifle that cost more end the higher the power. Quote Link to comment Share on other sites More sharing options...
johnvalentine Posted May 29, 2012 Author Report Share Posted May 29, 2012 Re: Charging Powers So I buy a compound power and it has multiple blast powers, but each one below the first has an increased limitation on it? Quote Link to comment Share on other sites More sharing options...
Christopher Posted May 29, 2012 Report Share Posted May 29, 2012 Re: Charging Powers So I buy a compound power and it has multiple blast powers' date=' but each one below the first has an increased limitation on it?[/quote'] Technically you buy one big blsat, and limit it's parts seperately. I have no idea how to enter this into the hero designer, best to ask on the Hero Designer forum how to make a "partially Limited/Compound" power. Using those two terms should give you the fastest results. Quote Link to comment Share on other sites More sharing options...
johnvalentine Posted May 29, 2012 Author Report Share Posted May 29, 2012 Re: Charging Powers Ah, much thanks! Quote Link to comment Share on other sites More sharing options...
Christopher Posted May 29, 2012 Report Share Posted May 29, 2012 Re: Charging Powers I just remembered a third option: If the power has charges, you could use boostable charges. That adds 5 AP/Extra Charge you spend, with a maximum of +20 AP/four charges. Quote Link to comment Share on other sites More sharing options...
CptPatriot Posted May 29, 2012 Report Share Posted May 29, 2012 Re: Charging Powers I would buy it like this: Chargeable Blast: (Total: 70 Active Cost, 65 Real Cost) Blast 10d6 (Real Cost: 50) plus Blast 2d6 (10 Active Points); Extra Time (Delayed Phase, -1/4) (Real Cost: 8) plus Blast 2d6 (10 Active Points); Extra Time (Full Phase, -1/2) (Real Cost: 7) You get 10 dice normally, 12 if you use a full phase or delay phase, 14 if you use your full phase delayed and if you really need it, use haymaker on the Chargeable Blast and get another +4 Quote Link to comment Share on other sites More sharing options...
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