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Trollthumper - Dominion - PL8 Hero (Potential Bronze Hero)


trollthumper

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Posted

Hey, guys. I've been dabbling in character building lately, so I thought I'd go back to the well on an idea that's been dwelling in my head since high school.

Character's name is Dominion; in keeping with my tradition of Power Sets/Costumes That Would Get You Labeled a Villain In Standard Comics, he's a street punk, complete with studded vest and loudly-colored mohawk. He's very much a street-level hero, and has a place called The Hovel that ends up serving as a shelter for homeless kids. His power set, however, is the thing that's been in my head; Dominion basically has a telekinetic "sphere of influence", a sphere of ambient psychic force about [Rank x 5] feet in radius centered on him which he can exert. He can create a psychic maelstrom around himself, extend it as a force that hits like a sledgehammer, or hurl anything within its bounds.

This is my first time actually making a telekinetic character, and I know I'm using a power concept that's a bit strange. So, feel free to offer pointers on APs I could be buying, and to show me where I'm doing it wrong.

Dominion

PL8 (120/120 PP)

DEF -1/TOU +1

Attributes [22 PP]

STR 10 (0)

DEX 14 (+2)

CON 12 (+1)

INT 16 (+3)

WIS 14 (+2)

CHA 14 (+2)

Combat [16 PP]

Attack: +4 (+8 Ranged)

Grapple: +4 (normal)/+16 (Telekinesis)

Defense: +4 (+7 Dodge Focus), +2 Flat-Footed

Knockback: -8

Saving Throws [16 PP]

Toughness: +9/+1 [impervious, Force Field + 8]

Fortitude: +5 (+1 CON, +4)

Reflex: +7 (+2 DEX, +5)

Will: +9 (+2 WIS, +7)

Skills [44r = 11PP]

Bluff 4 (+6)

Concentration 4 (+5)

Diplomacy 4 (+6)

Gather Information 4 (+6)

Intimidate 4 (+6)

Knowledge (current events) 4 (+7)

Knowledge (pop culture) 4 (+7)

Knowledge (streetwise) 4 (+7)

Knowledge (theology and philosophy) 4 (+7)

Notice 4 (+6)

Sense Motive 4 (+6)

Feats [11 PP]

Attack Focus (ranged) 4

Dodge Focus 3

Equipment 1 (The Hovel)

Improved Pin

Power Attack

Well-Informed

Equipment

The Hovel, Teen Shelter (Total: 5 EP)

Size: Medium (1 EP)

Toughness: 10 (1 EP)

Features: Communications, Concealed, Living Space (3 EP)

Powers [44 PP]

Force Field 8 (Extras: Impervious) (16 PP)

Blast (force) 8 (Extras: Area Burst, Selective Attack; Flaws: Range (Touch); Feats: Alternate Power 3, Knockback) (28 PP)

AP: Deflect (all ranged) 8 (Extras: Reflection; Feats: Triggered) (25 PP)

AP: Move Object 8 (Extras: Damaging; Feats: Knockback) (25 PP)

AP: Snare 8 (Extras: Backlash, Feats: Tether) (25 PP)

Summary: Attributes (22) + Combat (16) + Saving Throws (16) + Skills (11) + Feats (12) + Powers (44) = 120 PP

Posted

I suspect that you don't have Ultimate Power. But we defer to it on power rules.

A few things to consider or keep in mind:

Post-UP, Deflect costs 1PP/rank if it works against one of the following: Slow Projectiles (Arrows, Thrown objects, etc.), Fast Projectiles (Bullets), or Energy Attacks. Each additional category of attack adds +1PP/rank to the base cost. So Deflect against all Ranged attacks costs 3PP/rank base.

The Deflect AP can't Trigger unless it's the active array slot. If you've got Blast up, then the Deflect trigger can't go off, because for all intents and purposes, unless the Deflect is the active power, it doesn't exist, and neither does anything attached to it.

The Knockback feat on Move Object only applies if you basically just use it like Blast, to inflict Damage at range. It has no effect on how far you can pick up and throw someone (that's a function of your effective lifting Strength and the target's weight, as per the Throwing rules). If it weren't for the Damaging extra, there would literally be no point to adding Knockback to Move Object at all.

He only has his normal Strength 10 with which to pull a Tethered Snared foe. Which means he'll probably have to switch to Move Object to actually move them around once they're bound (which he can do, because Snare has a Lasting duration, so it persists even if he switches to a different AP in the same array). So Tethered isn't really doing much for him.

"Blast with the Range flaw" is just Strike. And "Blast" and "Strike" are both just descriptive names for the Damage effect. So if you've got a touch-range Damage effect, just write "Damage" or "Strike," not "Blast (Flaws: Range [Touch])."

Be sure to list which type of Area his blast is, General (everyone in the AoE gets a Reflex save for 1/2 damage, PL-capped) or Targeted (he makes one attack roll against everyone in the AoE, he might miss completely, but he can also use tradeoffs). If it's a blanket wave or explosion of telekinetic force, then General makes sense. If it's a series of individual bolts fired off simultaneously or in rapid succession, then Targeted fits.

AA's Oddballs thread has a pretty solid Telekinetic build that might give you ideas.

Posted

I suspect that you don't have Ultimate Power. But we defer to it on power rules.

That I do not. I will get it when I have the cash.

A few things to consider or keep in mind:

Post-UP, Deflect costs 1PP/rank if it works against one of the following: Slow Projectiles (Arrows, Thrown objects, etc.), Fast Projectiles (Bullets), or Energy Attacks. Each additional category of attack adds +1PP/rank to the base cost. So Deflect against all Ranged attacks costs 3PP/rank base.

Ah. It should be "All Projectiles," then. Got it.

The Deflect AP can't Trigger unless it's the active array slot. If you've got Blast up, then the Deflect trigger can't go off, because for all intents and purposes, unless the Deflect is the active power, it doesn't exist, and neither does anything attached to it.

Huh. I'll take that out, then. Was just trying to find a good Power Feat for Deflect.

The Knockback feat on Move Object only applies if you basically just use it like Blast, to inflict Damage at range. It has no effect on how far you can pick up and throw someone (that's a function of your effective lifting Strength and the target's weight, as per the Throwing rules). If it weren't for the Damaging extra, there would literally be no point to adding Knockback to Move Object at all.

Yeah, to be honest, I could probably scrap Knockback on that one anyway. TK has its own Knockback, and it's called Throw.

He only has his normal Strength 10 with which to pull a Tethered Snared foe. Which means he'll probably have to switch to Move Object to actually move them around once they're bound (which he can do, because Snare has a Lasting duration, so it persists even if he switches to a different AP in the same array). So Tethered isn't really doing much for him.

Again, I guess it's another matter of trying to find the right Power Feat to fill things out. I don't suppose Homing would be a good idea here?

"Blast with the Range flaw" is just Strike. And "Blast" and "Strike" are both just descriptive names for the Damage effect. So if you've got a touch-range Damage effect, just write "Damage" or "Strike," not "Blast (Flaws: Range [Touch])."

Be sure to list which type of Area his blast is, General (everyone in the AoE gets a Reflex save for 1/2 damage, PL-capped) or Targeted (he makes one attack roll against everyone in the AoE, he might miss completely, but he can also use tradeoffs). If it's a blanket wave or explosion of telekinetic force, then General makes sense. If it's a series of individual bolts fired off simultaneously or in rapid succession, then Targeted fits.

Yeah, I was using AA's Blast build on Edge for reference on this one. But Damage certainly streamlines it. I'll be fixing up the sheet when I get home tonight.

  • 3 weeks later...
Posted

All right, trying this again several weeks later...

Dominion

PL8 (120/120 PP)

DEF -1/TOU +1

Attributes [20 PP]

STR 10 (0)

DEX 14 (+2)

CON 12 (+1)

INT 16 (+3)

WIS 14 (+2)

CHA 14 (+2)

Combat [16 PP]

Attack: +4 (+8 Ranged)

Grapple: +4 (normal)/+16 (Telekinesis)

Defense: +4 (+7 Dodge Focus), +2 Flat-Footed

Knockback: -8

Saving Throws [19 PP]

Toughness: +9/+1 [impervious, Force Field + 8]

Fortitude: +6 (+1 CON, +5)

Reflex: +8 (+2 DEX, +6)

Will: +10 (+2 WIS, +8)

Skills [44r = 11PP]

Bluff 4 (+6)

Concentration 4 (+5)

Diplomacy 4 (+6)

Gather Information 4 (+6)

Intimidate 4 (+6)

Knowledge (current events) 4 (+7)

Knowledge (pop culture) 4 (+7)

Knowledge (streetwise) 4 (+7)

Knowledge (theology and philosophy) 4 (+7)

Notice 4 (+6)

Sense Motive 4 (+6)

Feats [11 PP]

Attack Focus (ranged) 4

Dodge Focus 3

Equipment 1 (The Hovel)

Improved Pin

Power Attack

Well-Informed

Equipment

The Hovel, Teen Shelter (Total: 5 EP)

Size: Medium (1 EP)

Toughness: 10 (1 EP)

Features: Communications, Concealed, Living Space (3 EP)

Powers [43 PP]

Force Field 8 (Extras: Impervious) (16 PP)

Damage (force) 8 (Extras: Area Burst, Selective Attack; Feats: Alternate Power 3) (27 PP)

AP: Deflect (all ranged) 8 (Extras: Reflection) (24 PP)

AP: Move Object 8 (Extras: Damaging) (24 PP)

AP: Snare 8 (Extras: Backlash) (24 PP)

Summary: Attributes (20) + Combat (16) + Saving Throws (19) + Skills (11) + Feats (12) + Powers (43) = 120 PP

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