Hey Avernale.  I think i'm reading this right.  (Remember power level limits!)<br/><br/><div align="center">*  *  *</div><br/><em>Electricity Control: Ranged Damage 12 [24 points] with 3 Alternate Effects [3 points]</em><br/><br/>So ranged damage 12.  Your basic, "I shoot one guy wiht a bolt of lighting."  Since this effect is power level 12 (quite a kick!) you need to make the attack roll d20+8 or less.  (go all the way for +8!)<br/><br/><div align="center">*  *  *</div><br/><em>- Alternate Effect - Taser:  Close, Afflicts Impaired &gt; Stunned &gt; Incapacitated 20 [20 points], Fortitude negates</em><br/><br/>In order for this effect to be legal it would be d20+0 or less to hit.  By close you mean hand to hand combat, right?  A melee attack?  What you have here, you'll have to hit them with no attack roll bonus and they'll have to fail by 11- to be incapacitated.  It doesn't matter how many times you hit them, they won't be incapacitated 'til they fail by 11-.  I have a better suggestion:<br/><br/><em>- Alternate Effect - Taser:  Close, Cumulative Affliction 10; Impaired &gt; Stunned &gt; Incapacitated.  [20 points], Resisted by Parry, overcome by Fortitude.  </em><br/><br/>This you can deliver with a hand to hand attack of d20+10.  you can do so repeatedly and each time the enemy fails it will be a step closer to incapacitated.<br/><br/>"I hit you, save DC 20!"<br/><br/>"I get nineteen, I'm impaired.  I fight back!"<br/><br/>"I hit you again, save DC 20!"<br/><br/>"I get nineteen.  I'm stunned and can't fight back."<br/><br/>"I hit you again.  Save DC 20!"<br/><br/>"I get 19.  I'm incapacitated. you win!"<br/><br/><div align="center">*  *  *</div><br/><em>- Alternate Effect - EMP: Burst Area, Nullifies Electronics 12 [24 points]</em><br/><br/>This effect is illegal.  The reflex save for partial effect is 10+12=22 and the save dificutly is also 10+12=22.  the highest you can legally do at this power level is +10 to both of these effects.  you need to either shift 4 points somewhere else so that this is a level 10 effect, or shift 8 away to make it ranged, thus:<br/><br/><em>- Alternate Effect - EMP: Ranged, Burst Area, Nullifies Electronics 8 [24 points]</em><br/><br/>Otherwise, the effect nessecairly radiates out from you.  (That's cool!  keep it if you want, just drop it to 10!)<br/><br/><div align="center">*  *  *</div><br/><em>- Alternate Effect - Magnetism: Moves Objects made of metal towards or away 8 [4 points] as thrown weapons 12 [12 point]</em><br/><br/>I'm not totally clear on this one, TF, can you address it?  Something like...<br/><br/><em>- Alternate Effect - "Magnetokinisis": Ranged Damaging Move Objects 10; Limited to objects made of metal.</em><br/><br/>(Ranged 1/, Damaging 1/, Move Object 1/, Limited to ferrous metals -1/, but I think I'm doing thrown weapons wrong.)<br/><br/><div align="center">*  *  *</div><br/><em>Electricity Immunity 5 (Damage only) [5 points]</em><br/><br/>This is good.  I just thoguht that i would mention that--for the same cost--you can get partial imunity to all electrical effects.<br/><br/><div align="center">*  *  *</div><br/>Going ot have to leavet his one to TF:<br/><br/><em>Electric Absorption 7: Enhances Electricity Control by +7 as a Reaction to being hit with Electricity attacks, Fading at a rate of 1 point per turn. [14 points]</em><br/><br/>*  *  *<br/><br/>This one is awesome.<br/><br/><em>Force Field: Protection 10, Impervious, Sustained [20 points]</em><br/><br/>Just remember that Constitution also factors into the Toughness Defense.  So if your constitution is higher than 0, your dodge and parry (Both, but not both combined) have to be less than 10.<br/><br/><div align="center">*  *  *</div><br/>Handy!<br/><br/><em>Quick Change: Feature 1 (transform into costume as a free action) [1 point]</em>