Tech Posted March 18, 2021 Report Share Posted March 18, 2021 I'm looking to build a villain who uses a 5d6 Blast attack. Not very effective. However, in the next attack phase, his power starts charging up and he gets to add +3d6 for a total of 8d6 Blast. The following phase is an additional +3d6 for a total of 11d6 and finally the next phase culminates in +3d6 for a total of 14d6. At this point, the power is spent and it drops back down to 5d6, which starts the powering up cycle again. How would you build this? Note: the power builds up regardless of whether the blast hits or causes stun damage. Quote Link to comment Share on other sites More sharing options...
Grailknight Posted March 18, 2021 Report Share Posted March 18, 2021 Well he starts out with the base 5d6 Blast. Then add +3d6 Blast, Linked with a Delayed Phase, only to activate. Then another +3d6 Blast, Linked to this with a Delayed Phase, only to activate, And one last +3d6 Blast, Linked to the previous, also with Delayed Phase , only to activate. And finally a Limitation for the additions Blasts as a group to restart Activation after firing the total blast. I think you could also do this with Trigger but I'm not a big user of that so I'll leave that exercise to others. HeroGM 1 Quote Link to comment Share on other sites More sharing options...
dougmacd Posted March 18, 2021 Report Share Posted March 18, 2021 I think you can keep it simple: Cycling Blast Base Level 5d6 Blast Cycling Blast Powering Up +3d6 Blast (8d6 total), Not on first attack of 4-attack cycle (-¼) Cycling Blast Moar Power +3d6 Blast (11d6 total), Not on first two attacks of 4-attack cycle (-1) Cycling Blast FULL POWER!!! +3d6 Blast (14d6 total), Only on last attack of 4-attack cycle (-1½) Doug Cycling Blast UNLIMITED POWER +3d6 Blast, Only vs Mace Windu (-2) Tech 1 Quote Link to comment Share on other sites More sharing options...
Tech Posted March 19, 2021 Author Report Share Posted March 19, 2021 Gonna go with dougmacd's version. Thanks. Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted March 25, 2021 Report Share Posted March 25, 2021 COuld build it with Aid; each time the blast is used, you get a linked Aid which makes the next one more powerful. Build the aid with a limitation that it expires completely after x time period. Quote Link to comment Share on other sites More sharing options...
Tjack Posted March 25, 2021 Report Share Posted March 25, 2021 What you’re going for could be considered the Energy Blast’s version of a Haymaker Punch. Like the Wave Motion Gun in Star Blazers. Quote Link to comment Share on other sites More sharing options...
Tech Posted March 25, 2021 Author Report Share Posted March 25, 2021 1 hour ago, Tjack said: What you’re going for could be considered the Energy Blast’s version of a Haymaker Punch. Like the Wave Motion Gun in Star Blazers. Tj, if you're suggesting using a Haymaker for the power, it falls far short of the concept. Chris T, a nice variation but more complicated than dougmac's. Quote Link to comment Share on other sites More sharing options...
unclevlad Posted March 25, 2021 Report Share Posted March 25, 2021 Grail's build...I don't believe the Linked does what's desired. Linked makes it a separate power and defenses should apply *separately* as I read things. Adding more dice to the base attack can't be done with Linked. Trigger's actually an interesting notion. The structure would be like Doug's: Tickle: 5d6; cannot be used in a Multiple Attack Slap: +3d6, trigger (Tickle), resets automatically, trigger expires in a phase Smack: +3d6, trigger (Slap), etc. Smackdown!: +3d6, trigger (Smack), etc. But the Trigger's costing you points, whereas this really should have an increasing Limitation...it's harder and harder to use each shot. Doug's limitation values fit with Limited Power (power loses 1/3, 1/2, 2/3 of its effectiveness, respectively) and that feels about right to me. I'd rephrase it into trigger-like language: Tickle: 5d6 Slap: +3d6, only in the phase immediately after Tickle Smack: +3d6, only in the phase immediately after Slap Smackdown: +3d6, only in the phase immediately after Smack Where those are Limited Power conditions. This is more in the Hero powers language, but it's the same notion. Grailknight 1 Quote Link to comment Share on other sites More sharing options...
Tjack Posted March 25, 2021 Report Share Posted March 25, 2021 4 hours ago, Tech said: Tj, if you're suggesting using a Haymaker for the power, it falls far short of the concept. Chris T, a nice variation but more complicated than dougmac's. No, I have no opinion on which build would be better. I was just imagining how it would look and act in role-play. The WMG is the classic for the “Wait for it....Wait for it....BA-BOOOOOM!!!! Quote Link to comment Share on other sites More sharing options...
Christopher R Taylor Posted March 26, 2021 Report Share Posted March 26, 2021 The way I suggested is how "Arrays" are built in martial arts by Steve Long: a series of attacks that get better if each lands. Ninja-Bear 1 Quote Link to comment Share on other sites More sharing options...
Grailknight Posted March 26, 2021 Report Share Posted March 26, 2021 19 hours ago, unclevlad said: Grail's build...I don't believe the Linked does what's desired. Linked makes it a separate power and defenses should apply *separately* as I read things. Adding more dice to the base attack can't be done with Linked. Trigger's actually an interesting notion. The structure would be like Doug's: Tickle: 5d6; cannot be used in a Multiple Attack Slap: +3d6, trigger (Tickle), resets automatically, trigger expires in a phase Smack: +3d6, trigger (Slap), etc. Smackdown!: +3d6, trigger (Smack), etc. But the Trigger's costing you points, whereas this really should have an increasing Limitation...it's harder and harder to use each shot. Doug's limitation values fit with Limited Power (power loses 1/3, 1/2, 2/3 of its effectiveness, respectively) and that feels about right to me. I'd rephrase it into trigger-like language: Tickle: 5d6 Slap: +3d6, only in the phase immediately after Tickle Smack: +3d6, only in the phase immediately after Slap Smackdown: +3d6, only in the phase immediately after Smack Where those are Limited Power conditions. This is more in the Hero powers language, but it's the same notion. You're right, Linked does make it a separate power. You do need to change your wording slightly. Slap needs to work in the next 3 phases after Tickle and Smack needs to work in the next 2. Otherwise you do 8d6 using a different combo each phase after the first. Quote Link to comment Share on other sites More sharing options...
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