Jemal said:
Yes, that brings up a question my friends and I have been having for a while(Like, since I bought the book a month ago).. Do situational modifiers go over the PL limit? (IE Accurate attack, Power Attack, Improved Disarm, Improved Block, Charging, ETC, etc, etc..)
Most of these don't break PL limit- i.e. Power Attack lowers attack to add to Damage, just like Tradeoff. Charging almost the same thing (+2 attack for -2 defense, but then it is an action so.... yes it can go over PL). The one odd one is All-Out Attack as it lowers your Defense to improve your Attack bonus which is not normally a Trade-Off but Kenson has said that they all are 'trade-offs'
NOW as for Improved Disarm, Block, Grapple, Trip, etc... where you get a bonus with no penalty, I have read the Feats over a few times and none make mention about PL limits YET all the others (like Sneak Attack) mentions it in the feat description. I have not read anything that says that PL limits apply to them so I am going to assume that they don't until I read something (probably from Kenson

)
Jemal said:
I Usually use Sblocks
For Out Of Character stuff. Is that acceptable?
Yes this is acceptable (sblocks).
Jemal said:
Also, any particular reason why the claws thing (Require Move Action to "Extend" or "Retract", deals 1 level of Injured Damage when Extends. Cannot deal Nonlethal Damage with Claws) is 2 pts? Not arguing(2 pts is fine by me), just wondering why you figured it.
Also, so should I have Wolverine's skeleton be a 'magical' form of metal that's not affected as normal metal, then, just for simplicity's sake?
There is no Drawback that is comprable to Requires a Move Action and Causes 1 level of Injure (and 1 level of Injure to Wolverine is pretty much a non-issue; Just like Daredevil being Blind is not worth a full Drawback for him). The closes was Normal Identity, taking a Free Action to get "all" of your powers is -3. I Figured 1 power, a move action should be -1 maybe -2, with the Takes damage worth about 1/2 also to push it to -2.
Now f you want to be Vulnerable to Magnetic Control, I suppose you could take it as a Weakness, but I don't like people loading up on Drawbacks (and you have 2 or 3 anyway). Generally if you run into someone with Magmetic Control (and his a big one at that) I would generally prefer to just give a Hero Point for his powers to affect you... its up to you though, if you take it as a Drawback... you will run in to it more
Jemal said:
OH, also, if we're using Rage feat as overcoming PL (as in that option posted earlier this thread), then I think I'll drop the rage drawback and just take the rage feat with drawback: Uncontrolable.. I like that for wolverine. He's working to stop it, but sometimes he just goes into a berserk killing frenzy... NOw, ordinarily flaws only function on POWERS, but the rage feat is basically a 1pt/rank power that gives you +2 str/+1 fort per rank, and -2 defense. for 1 Point, I could have 2 ranks in it with the uncontrolled flaw meaning you (The GM) decide when I snap.
Would that be OK?
Hmm... I would like a condition where you would 'snap' spelled out for this... "In combat" or "At the sight of blood" or would it be "When friends (or females) are hurt"
Flaws can be placed on Feats also (as seen in Freedom City, but I have to look at my book when I get home tonight).