Looking to the prior question, my understanding of that build is that the character now hits his opponent with the HKA, and Constant takes over, so the target takes damage on each of the attacker's phases for a turn. Assuming the character has a 4 SPD, he could use one charge in each of Phase 3, 6 and 9 and, assuming he hits each time, the target would take the KA damage once on Phase 3, twice on Phase 6, 3 times on each of Ph 9 and 12, twice on next Ph 3 and once on Phase 6.
SECONDARY QUESTION: 1 turn means a 4 SPD attacker would do damage 4 time, not 5 (being once on the initial phase of the attack, plus one for each phase in the following turn, including the phase on which he attacked last turn), right?
But the PRIMARY QUESTION is how to build the HKA in question so that the initial activation of the power only allows the character to use it, without making its effects Constant. So, for example, on Phase 3, the character activates the HKA, attacking a target, and hits. On Phase 6, he can choose to use the HKA again, or choose to do something else, but his turn of effect continues to count down whether he uses the HKA or does something else. The target does not continue to take damage after that initial hit.
The limitation might better be phrased as "Can only use the power for three intervals of 1 turns per day" - essentially, it looks like a Continuing Charge, except that it is not Constant, so the rules prohibit it being a continuing charge.
Unlike, say, the corrosive acid on 6e V1 p226, the power does not continue to do damage automatically after the first hit - the only impact of the 1 turn "continuing" nature of the ability is that the character is granted the instant attack power for 1 turn by using one charge. If it weren't for the requirement that powers be Constant before applying Continuing Charges, that would seem like the appropriate mechanic.
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Hugh Neilson
Looking to the prior question, my understanding of that build is that the character now hits his opponent with the HKA, and Constant takes over, so the target takes damage on each of the attacker's phases for a turn. Assuming the character has a 4 SPD, he could use one charge in each of Phase 3, 6 and 9 and, assuming he hits each time, the target would take the KA damage once on Phase 3, twice on Phase 6, 3 times on each of Ph 9 and 12, twice on next Ph 3 and once on Phase 6.
SECONDARY QUESTION: 1 turn means a 4 SPD attacker would do damage 4 time, not 5 (being once on the initial phase of the attack, plus one for each phase in the following turn, including the phase on which he attacked last turn), right?
But the PRIMARY QUESTION is how to build the HKA in question so that the initial activation of the power only allows the character to use it, without making its effects Constant. So, for example, on Phase 3, the character activates the HKA, attacking a target, and hits. On Phase 6, he can choose to use the HKA again, or choose to do something else, but his turn of effect continues to count down whether he uses the HKA or does something else. The target does not continue to take damage after that initial hit.
The limitation might better be phrased as "Can only use the power for three intervals of 1 turns per day" - essentially, it looks like a Continuing Charge, except that it is not Constant, so the rules prohibit it being a continuing charge.
Unlike, say, the corrosive acid on 6e V1 p226, the power does not continue to do damage automatically after the first hit - the only impact of the 1 turn "continuing" nature of the ability is that the character is granted the instant attack power for 1 turn by using one charge. If it weren't for the requirement that powers be Constant before applying Continuing Charges, that would seem like the appropriate mechanic.
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