Miss Fantastic<br/><br/>Dodge 6 (4)<br/>Parry 6 (4)<br/>Fortitude 8 (3)<br/>Toughness 8 (3)<br/>Will 8 (2)<br/><br/>With a Toughness of 8, Dodge and Parry can EACH be up to 12, not 12 total, just in case.  However, with Protection of 11 adding to Toughness, you're over the PL cap for defenses.  Something that fits stretchy types is Immunity to Bludgeoning (20 points, or take half effect from them for 10 points), you could take that instead.  Or Immunity 5 (Bullets), possibly with Reflection to bounce them back at people who shoot at you.<br/><br/>Arms and Legs Everywhere 4 (STR Based, Shapeable Area, Selective)<br/>Alt .Snap AttackDamage 6(STR Based, Split, ), Enhanced Advantage 5 (Fast Grab, Improve Critical 4)<br/><br/><br/>(Edited, missed the Fighting score).  Close Combat Unarmed only works with strikes, not grabs, but Fast Grab lets you strike/punch and then go to a Grab attack using the same roll.  This also means your Disarm is only +4 to hit.  This is fine if you don't plan to use it super often, and you can use Accurate Attack to lower the damage and raise the to-hit.<br/><br/>The Area Attack will only be good against goons (or when you need to break a lot of stuff in an area, but not everything).  Precise would also suit that kind of power.<br/><br/>The Takedown advantage, combined with the elongation, would also let you punch out every thug within reach, though with one roll at a time instead of all at once.<br/><br/>You can probably shave off a lot of points from Equipment, as mentioned above.