Sid 6.7
Ladies and gentlemen, welcome... to Death-TV
PL: 11
abilities: (39)
STR 16 DEX 20 CON N/A INT 18 WIS 15 CHA 20
Combat: (44)
+9 init, +12 ATK, +10 DEF (+ dodge, + flat-footed)
+ DMG (unarmed
saves: (7)
DMG +10 FORT +N/A REF +9 WILL +2
Skills (30/120)
bluff +12
concentration +8
escape artist +10
gather info +10
intimidate +10
knowledge (serial killers) +12
knowledge (streetwise) +8
notice +12
search +12
sense motive +12
stealth +14
feats (27)
Ambidexterity, defensive roll 2, elusive target, evasion 2, fearless, fearsome prescence x4, grappling finesse, improved critical, improved grab, improved defense, improved initiative, improvised tools, inventor, jack of all trades, Master Plan, precise shot, power attack, quick draw, redirect, taunt, sneak attack, startle
Powers (35+)
regeneration +8 (recovery bonus +5, recovery rate +3, feats: regrowth, reincarnation, flaw: source-sand or glass -1) (6)
protection +5 (5)
immunity +30 (fort effects) (30)
costs
abilities 39 + combat 44 + saves 7 + skills 30/120 + feats 27 + powers 35+ = 160 pts

okay, now you've got sid. or, as best i could.

to make Sid, I started with the Master of Disuise template in the book, modified to be the ultimate serial killer rather than a spy

really, the biggest problem I've had was his regeneration. darn thing reads like stereo instructions, to say nothing of working in the flaw to it throwing the price off

as with a few guys on this thread, Sid's not a major threat in combat against superheros, but with the combined mad genius of 150+ killers at his disposal, well, I'm tempted to give him Jack of all trades at rank x, and encourage GM's to be as mean in setting up mundane traps and scemes as possible.

As in the movie, Sid's starting with nothing but the styling gel in his hair. any equipment or cash he needs he'll take from his victims