dreamking89 wrote:Doctor Domino
Luck Control: Luck Control 9 (Bestow Luck, Extra Ranks 5, Force a Re-roll, Negate Luck, Spend on Other; Innate, Subtle 2: undetectable)
You've spent 30 points on this power. The Extra Ranks are still meaningless and wasted points. You can only affect a single person at a time. How about something like:
Burst Area Luck Control 4 (Bestow Luck, Force a Re-roll, Negate Luck, Spend on Other; Extras: Burst Area: 30 feet radius sphere, Innate, Insidious, Selective, Subtle 2: undetectable) · 24 points
Then you could affect everyone within the area with the same bad luck. It is two points less than your AE slots, so you'd have to adjust something, but it's still a better option than wasting your points on Extra Ranks.
. . Dangerous Luck: Damage 12 (Alternate; DC 27; Increased Range: ranged, Subtle 2: undetectable)
. . Move Object: Move Object 1 (Alternate; 100 lbs.; Subtle 2: undetectable)
Speaking of AEs, if I were GM, I might allow one power that was completely undetectable (which would probably be the Luck Control), but the AEs are both Subtle 2, and I think this is a bit much.
Also recognize that by putting your Luck Control into an Array, if in one round you use your damaging attack, you can't use Luck Control (which is a Reaction power) to change the outcome of rolls directed at you or someone else.. This kind of defeats the purpose and the advantage.
IMO, the Luck Control should stand outside of any array so it's always usable. Of course this will cost more, but A) it makes more sense, fits the descriptors better, and B) it's one hell of a useful power.
Master Planner: Senses 4 (Precognition; Limited: To the immediate future)
I think this is problematic in two ways: One) limited to the immediate future is no more than a Quirk, worth a flat -1, and Two) Precognition is too disruptive a power to be allowed without it being Uncontrolled (IOW, a plot device). But that's up to EO to decide on how it's going to impact his game.
Senses: Senses 5 (Awareness: Mental, Danger Sense: Mental Awareness, Distance Sense, Extended: Mental awareness 1: x10, Rapid: sight 1)
The Mental sense is not Ranged, so before you buy Extended, you'll need to slap Ranged on it. For your Danger Sense, you'll need to change it to one of the standard sense groups: Visual, Auditory, Olfactory, Tactile, or Mental (most likely the latter).
Extremely Complex: If plotting an escape, or the best way to stop a superhero, Doctor Domino will never take the easy way. His plans are overly complex and improbable in theory, but usually end up working thanks to his mastery of luck.
If they usually end up working out, how is it a Complication? What do you expect to earn an HP for? I'd think long and hard about what will truly inconvenience you given that you have SIX Luck points to use to counterman things like GM fiats, etc. Your Complications should be ones that can't involve your use of Luck to overcome, e.g. Relationships, Enemies, etc.
Gambler: Doctor Domino loves games of chance, and will always take a chance to play one. Even if it means his undoing.
That's a proper Complication.