Allright, Darwin :
First off, amusing code name.
Katrina Hallman - PL 9
Codename: The Material Girl
Complication:
Relationship: Katrina’s boyfriend is a normal and as such could be used against her. She is out to him about being a meta and while it caused some problems they have come to grips with it now even though he does at times have issues with the idea she may have to protect him.
Just a note, the team is a fairly mobile, 'on-the-road' kinda group, not really a 'home-base protect this city from scum' type of group. Not sure how that would play out.
I like the 'outside' influence, b/c most of those in the game already seem to be connected only to other metas or organizations, not really much personal/mundane in their lives. Just saying she might not see him very often.
Defense: 12 pts
Dodge:¹ +3 (+3 base)
Parry:¹ +8 (+3 base, +5 FGT)
Fortitude:¹ +3 (+3 base)
Toughness:¹ +3 (+3 Defensive Roll)
Will:¹ +4 (+3 base +1 AWE)
You may wish to actually buy your will up to the point you want it with your base points, I don't really see any logical reasoning behind becoming more willful by mimicing a material.
Skills: 16pts
Acrobatics¹ +4 (4 base, +0 AGL)
Athletics¹ +4 (4 base, +0 STR)
Close Combat (Unarmed)¹ +4 (4 base, +0 STR)
Deception¹ +6(4 base, +2 PRE)
Perception¹ +5 (4 base, +1 AWE)
Persuation¹ +6 (4 base, +2 PRE)
Slight of Hand¹ +4 (4 base, +0 DEX)
Stealth¹ +4 (4 base, +0 AGL)
see above with will, changing your physical form could alter some skills, but not mentally based ones like deception or Persuassion (Being made of stone/rubber/etc doesn't make you a better liar or diplomat.. could make you more intimidating..)
Advantages: 6 pts. Defensive Roll 3, Improved Initiative 1, Improvised Weapon 5, Jack of all Trades,
this is actually 10 pts. It's 1 per advantage.
Powers: 94 pts
Material Mimicry (Variable 12, Mimic the properties of inorganic materials she touches) 60pp Limited (-1) : Required Close Touch Attack (Standard Action) (Mutant Biological)
Morph 2 ranks (10pts) Human or Meta attuned. (Mutant Biological)
The morph would more accurately be portrayed by Morph 3, Humanoids Limited: requires touch, costing 12 pts (4/rank). Rank 2 morph only allows humans of your general size and gender, rank 3 is any humanoid (Including freaky looking ones, like some mutants - Beast, Nightcrawler, etc)
I would suggest just adding it under your Mimicry, to be honest, and just add another rank to the mimicry (Maybe change the name to 'touch based' or 'form' mimicry or something.. You can mimic the general form (size, shape, substance) of the target person, but not any of their powers or abilities (Unless those derive directly from what they're made of, or their size - such as if you turned into the THING, you could benefit from the stone form benefits, if you turned into a big guy, you would add the Growth power, and associated bonuses).
As far as how it would work under variable - You would spend 12 of the variable points pool on the above-mentioned morph, and then any remainders on any stats that are appropriate to *JUST* the base form (You wouldn't gain say super-strength or invulnerability of a mutant unless it was an innate part of their form.
Essentially I'd be telling you what bonus traits you could get from a form (Turn into a body-builder, STR 3, etc).
Unless you want to be able to hang on to both a material form AND a human form..
Also, looking at what you have listed for your mimicry, looks like you dropped the 'move action' flaw from the prior example - As it stands, it takes you one standard action to attune to something, and then another standard action (Which would require another round) to transform. You would still be 'attuned' to whatever form you'd acquired last, but to acquire and switch to a new form would require two turns.
A general note : you may wish to acquire some appropriate immunities for your rubber/water/sand forms, such as bludgeoning or slashing, possibly electricity for rubber, etc.
Also, I may use your forms to throw certain complications at you - such as vulnerabilities or power losses to certain things (Water vs sand, electricity vs water, etc)
Solid (Stone, Wood or Metal) (58pts)
Powers:
Enhanced Stamina +9 (18pts)
Enhanced Strength +9 (18pts)
Immunity 10 (10pts) life support
Protection +6 (12pts) (Impervious, Noticeable)
Offense: 0 pts
Initiative: +4 (+4 Improved Init)
Melee: +5(+5 Fgt), damage +9 (+9 Str)
Unarmed: +9(+5 Fgt, +13 Close Combat), damage +9 (+9 Str)
Improvised Weapon +9 (+5 Fgt, +13 Close Combat), damage +9 (+9 Str, +4 Improvised Weapon)
Defense: 15 pts
Dodge: +3 (+3 base)
Parry: +8 (+3 base, +5 FGT)
Fortitude: +9 (+3 base, +9 STR)
Toughness: +9 (+3 Defensive Roll, +9 STA, +6 Protection (Impervious))
Will: +4 (+3 base +1 AWE)
OK.. Toughness : 3 + 9 + 6 /= 9. it would be 15, which is far beyond the cap.
your close combat is +18, also far too high. Your damage would be 13.
Having chosen the 'powerful' trait, your maximum trade-off is 2, so all of these numbers need to be between 7 and 11. (And keep in mind that defense+toughness; parry+toughness; Attack+damage/effect; Fort+Will all have a cap of 18 (PLX2). So you could have an attack bonus of 7 and a damage rank of 11, or vice versa, but attack +18 damage 13 is FAR outside the appropriate range.
Liquid (Water) [57pts]
Powers:
Affliction (Suffocate) 9 (27 pts) (Fort: 1st Impaired-Coughing; 2nd stunned; 3rd incapacitated) Progressive
Concealment 4 (4 pts) (All Visual) , (-1) Limited to Underwater
Elongation 2 (2pts)
Enhanced Advantages: Defensive Roll 6 (6pts)
Immunity 10 (10pts) life support
Insubstantial 1 (5pts)
Swimming 3 (3pts)
Offense: 0 pts
Initiative: +4 (+4 Improved Init)
Melee: +5(+5 Fgt), damage +0(+0 Str)
Unarmed: +9(+5 Fgt, 4 Close Combat), damage +0(+0 Str)
Improvised Weapon +9 (+5 Fgt, 4 Close Combat), damage +4 (+0 Str, +4 Improvised Weapon)
Suffocate +9
Defense: 15 pts
Dodge: +3 (+3 base)
Parry: +8 (+3 base, +5 FGT)
Fortitude: +3 (+3 base)
Toughness: +9 (+9 Defensive Roll)
Will: +4 (+3 base +1 AWE)
You need to buy +4 atk for the suffocate to be at +9 (Should be easy you have some skills left over, just add AccurateX2 to the power) b/c close combat: Unarmed doesn't affect it, it's a specific attack form of its own.
You may wish to upgrade the Dodge/fort saves.
Also may wish to upgrade Dex/Agility to show the improved fluidity.
Particulate (Sand) (43pts)[sblock]
Powers:
“Sand Cloud” Damage 9 (21 pts) (+1 Area: Shapeable, +4 Accurate(2pts), Alternate Effect (1pts) )
‣ “Sand Blast” Damage 9 (20pts) (+1 Area: Burst, +4 Accurate(2pts)
Elongation 2 (2 pts)
Enhanced Advantages: Defensive Roll 6, Instant Up (7pts)
Flight 2 (3pts) (-1 Flat Quirk: Affected by Wind)
Immunity 10 (10pts) life support
Insubstantial 1 (5pts)
Movement (Slithering) (2pts)
Offense: 0 pts
Initiative: +4 (+4 Improved Init)
Melee: +5(+5 Fgt), damage +0(+0 Str)
Unarmed: +9(+5 Fgt, 4 Close Combat), damage +0(+0 Str)
Improvised Weapon +9 (+5 Fgt, 4 Close Combat), damage +4 (+0 Str, +4 Improvised Weapon)
“Sand Cloud” +9
“Sand Blast” +9
Defense: 15 pts
Dodge: +3 (+3 base)
Parry: +8 (+3 base, +5 FGT)
Fortitude: +3 (+3 base)
Toughness: +9 (+9 Defensive Roll)
Will: +4 (+3 base +1 AWE)
Alright first off, Area effects do not require attack rolls, they are simply a save (they also cannot benefit from trade-offs b/c of his and must therefore remain at PL cap 9). Also regarding area attacks, without the ranged modifier they are centered on your character, and without selective they can harm your allies.
Also, as with Water above re: Dodge/fort/dex/agi
Rubber (47 pts) [sblock]
Powers:
Elongation 4 (4pts)
Enhanced Advantages: Defensive Roll 6, Fast Grab (7pts)
Enhanded Agility 5 (10 pts)
Enhanced Dexterity 5 (10 pts)
Immunity 10 (10pts) life support
Leaping 4 (4pts)
Movement (Safe Fall) (2pts)
Offense: 0 pts
Initiative:¹ +5 (+4 Improved Init, +5 AGL)
Melee:¹ +5(+5 Fgt), damage +0(+0 Str)
Unarmed:¹ +9(+5 Fgt, 4 Close Combat), damage +0(+0 Str)
Improvised Weapon +9 (+5 Fgt, 4 Close Combat), damage +4 (+0 Str, +4 Improvised Weapon)
Defense: 15 pts
Dodge: +8 (+3 base, +5 AGL)
Parry: +8 (+3 base, +5 FGT)
Fortitude: +3 (+3 base)
Toughness: +9 (+9 Defensive Roll)
Will: +4 (+3 base +1 AWE)
as with Water/Sand above re: fort saves
Background:
Kat grew up in a modest middle class home with her mother and father. Her father was a comic book fan and they bonded over super hero movies. When she was nine years old her father died in an accident with a drunk driver. Her mother was devastated and grew distant. Kat fell into a bad crowd and experimented with alcohol and sex during her teen years. However when her powers manifested memories of her father came to light and she relized she would have to do something more important with her life. She moved to a different city (Wherever she’s being brought into the game), broke contact with her old friends. Now she is working at a starbucks, dating a nice boy named David and secretly trying to help the helpless.
Alright, now we just gotta figure out how you get involved with a group of super-human spies infiltrating a high-sec vegas lab specializing in bio-chemical weaponry.