A few things about Isashi Arima, solid build overall.<br/><br/>Vehicles: Motorcycle  - Vehicles works for every kind of vehicle by default... if you want it as motorcycles only, you can take a limitation on it and get more skill.<br/><br/>You've got both Artificer and Ritualist.  They do the same thing with different trappings, so you don't really need both.  For that one point, you can get Quickness 3 (Expertise Magic checks only) which will speed up your rituals or artifact building.<br/><br/>9   Moon Razor (Enchanted Katana, Easily Removable)<br/>[12]   Strength Based Penetrating Damage 6<br/>[3]   Improved Critical 17-20<br/><br/>Penetrating is a flat, point-by-point advantage, so you could buy just Penetrating 4 for four points, or 10 for 10 if you wanted.  However, Penetrating is very unlikely to ever be used.  Impervious Toughness lets you ignore attacks of half or less of the damage value of said Toughness, so someone would need an Impervious Toughness of 16 to stop your sword, and then you could just use a Power Attack to get it up to 10 damage.  Impervious is mainly to let someone ignore minor attacks from minions, or misses from area attacks.  You could save your points on it or, to have a sword that cuts through things, buy a linked Weaken Toughness 6 (objects only).<br/><br/>12   Seven League Boots Boots (Removable)<br/>[2]   Enhanced Advantage: Evasion II<br/>[6]   Enhanced Defense: +6 Dodge Defense<br/>[4]   Leaping 4: 120’ Broad Jump<br/>[3]   Speed 3: 250’ as a move action.<br/><br/>Since you will almost never run and jump in the same turn, you can make the Speed an alternate power of the Leaping and save yourself two points there.<br/><br/>12   Wrath of the Sun (Blinding Light): Ranged, Cumulative Affliction, Limited to Sight, resisted by fortitude (Impared/Disabled/Unaware) 12<br/>1   Restorative Radiance: Heal 12<br/>1   (Fireball): Burst Area Ranged Damage 9<br/>1   Between Stars and Under Hills: Teleport 12<br/>1   Arcane Stile (Teleport, Portal) 6<br/>1   Tooth of the Storm: Ranged Damage 12 (Electric)<br/>1   Mists of Eventied (Sleep Spell): Ranged, Cumulative Affliction, Resisted by Will (Fatigued, Exhausted, Incapacitated) 9<br/>1   Scrying Mirror (Remote Sensing [Visual, Auditory, Mental.  Medium: a mirror.]) 9<br/>1   Uplifting Might: Move Object 12<br/><br/>Since the first power is 12 points, all the others have to be that as well, but the Fireball comes out to 18 (Damage + Ranged + Area =3 points per rank, less 1 point for Check Required).  If it was a 6, it'd be fine, or you could add another limitation like Unreliable (limited uses).<br/>The sleep spell too... Affliction + Ranged + Cumulative - Check Required is 2 points per rank.<br/>And Remote Sensing costs 2 points per rank for visual senses, +1 each for Auditory and Mental, -1 for Check, -1 for Medium, also 18.<br/><br/>For the Portal Teleport, you might consider Extended and Extended Only on it, to let it reach further... there's no extra cost for that.<br/><br/>Regarding Check Required, you have a +10 for the skill, so an average roll will be 20 and you'll still only be activating 10 ranks, maybe less if the dice don't like you.