Help making a decent looking telekinetic
I'm trying to create a telekinetic character, who is not psychic. He can't read mind or get inside peoples heads.
But there is no real telekinetic set obviously, there are psychic set with telekinetic powers. anyway so anyadvice on creating a convincing TK set? |
EDIT: Also, the Energy powersets. (Energy Manipulation and Energy Blast, both) could also work. Being high in knockback and all. That's if you'd rather be a Blaster then a Controller, of course. For a 'troller secondary, I'd suggest either Kinetic or Force Field. Both lend themselves pretty well to that sort of thing.
Could use gravity control for the sake of powers. It can all double as telekinesis. Throwing around your enemies? Check. Restraining them with (invisible) forces? Check. Throwing large, heavy things at them? Check.
EDIT: Also, the Energy powersets. (Energy Manipulation and Energy Blast, both) could also work. Being high in knockback and all. That's if you'd rather be a Blaster then a Controller, of course. For a 'troller secondary, I'd suggest either Kinetic or Force Field. Both lend themselves pretty well to that sort of thing. |

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some Force Field sets might work too
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Kin melee as well, in the vein of using it to shove people and things around
Grav/Energy Dominator or FF/Energy Defender both really fit the all TK power idea for a primarily ranged Telekinetic. Add in the Psy mastery APP for more goodies.
Energy/Energy blaster for an all offense ranged/melee telekinetic. Add in Force Mastery APP for obvious reasons.
Kinetic Melee/WP or/SR or /Invuln as a melee focused telekinetic for either the strong will, deflecting attacks or "personal force field" concepts. Go up the Body Mastery APP to add in Torrent.
Edit: Also a Grav/Kin Controller works as well.
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If you wanted to get a little more esoteric you could have it such that said telekinetic can't move anything heavy, i.e. people, anything launched by Propel, &c. Smaller objects, on the other hand, can be moved en masse with no problem. Like, say, grains of sand. Or air molecules, like the ones surrounding that armed man pointing a gun at your character and oh dear, friction between those molecules has suddenly raised the ambient air temperature and caused him to burst into flames, hasn't it?
Pinching off small yet very important blood vessels is another possibility, though that might have to wait until the devs implement Aneurysm Control, and really all of this is probably wildly off-topic, so.
Yeah, gonna chime in and agree with Grav/Energy Dominator or Grav/Kinetics(or force-field ) controller
edit: Also, Grav's effects are more along the subtle lines usually seen in Telekinesis(which is more often then not completely invisible in it's effects)
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My Telekinetic is Grav/FF. It's good fun!

One of my blasters is a Dual Pistols / Mental Mastery.
A Seer project, where the idea is to put a Seer on the front lines as opposed to Praetoria's Minority Report-concept. He doesn't read minds, I RP his mind-prob-ish powers as more of using telekinetics to turn the target's body against themselves for a limited amount of time.
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I would say grav/ff as well.
Heroes : Angrem (50 Stone tank), Exo Inferis (50 Fire blaster), Exo Proteus (50 ill/emp), IceVengance (50 cold defender)
Villains : AtomBomb (50 Rad/Kin corruptor), Aleks (50 SS/Inv brute), StoneLethal (50 EM/Stone brute), Davroz (50 Bots/Dark mastermind)
Kinetics can also be worked in as TK, as if your mental 'will' is enough to impede movement (or assist it). Repel is especially effective as a mental "get offa me!" type power. Not sure how you'd RP the heal/endurance effects, but hey... this is just a starting seed for others, yah?
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I'm trying to create a telekinetic character, who is not psychic. He can't read mind or get inside peoples heads.
But there is no real telekinetic set obviously, there are psychic set with telekinetic powers.
anyway so anyadvice on creating a convincing TK set?
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