Okay, for your powers, keep in mind that the level we're currently at won't support any more powers than what you've already bought.  And that's assuming one of the GMs approves your Catch.  And I admit, that this would be along the lines of a dragon, it could be a few other things too...and personally, I'm surprised you passed up Breath Weapon.<br/><br/>Day Job: Okay, this was more to help you determine skills that aren't related to you staying alive...in the 'on-the-job' sense, anyway.<br/><br/>How To Defeat Your Enemies & Eat Them with Ketchup: This looks good, but I might debate the placement of Fists in your skill tower.  Weapons is a great (not Great, though) skill, and it can be used to trump any weapon that's not a gun in combat, but the downside is, if you lose your weapon, your ability to hit things goes down.<br/><br/>Normally, I would say that you are safe picking one or the other, as in the case of my Templar Champion of God, when starting.  However, keep this in mind.  You have +2 Stress to any attack you make with Inhuman Strength.  That means you always have the equivalent of a 3 stress weapon on you.  That means that you can still punch mortal mooks, and the occasional minor-level baddie, like a ghoul, and expect to put them down in a hit or two.<br/><br/>Contrast that with my character, whose weapon deals a whopping 7 stress (Base 3 stress for a special sword - like Warden's Swords or Swords of the Cross, plus the Lethal Blows power from Supernatural Strength).  Now, with it, I can one-or-two-shot things like ghouls, vampires, and the like.  However, I lose the weapon, and I'm reduced to a 1 stress fist.  Now, that works for my character because chances are, if I lose the sword, I'm in trouble, and dodging like crazy.<br/><br/>Just a thought.