For my PL 8 M&M campaign one of my players wants to be a Scorpion totem with multiple limbs.
Two Claws and a Tail. He will still have two normal arms.
The Claws will be strong enough to crush steel and tunnel through solid rock etc, while the tail will have reach and a poison if it connects.
So am I correct in assuming I will buy such powers as the following.
Claws +8 (Natural Weapon; Extras: Super Strength, Tunnelling, Tunnelling Trip* ;Flaws: No Increased Damage Bonus, No doubled carrying capacity; Cost: 5pp [40pp])
*see question 4 below.
Stinger +8 (Natural Weapon; Extras: Drain (all physical ability scores); Power Stunts: Extend Reach (1pp) Cost: 4pp (36pp +1 for Extend Reach [37 all up]).
1) Now the reason I made Extend Reach 1pp was because it worked only with the stinger, none of his other attacks increase in range, but I may be wrong about this, so any clarification would be nice.
1a) In combat if Scorpio successfully hits with his tail. Am I safe to say the opponent first makes a Damage save, and then a Fortitude save (I know the description for drain says Will, but since this is a physically draining poision I thought Fort made more sense). Also if the opponent makes the DMG save to not take any damage should they still make the Fort save for drain? In which case should I add some flaw to represent this?
2) The No Doubled Carrying Capacity for the Claws seemed to make sense because the rest of his body hasn't increased in strength (I don't see him carrying cars), but then in Spider Man 2, Doc Ock wasn't very strong yet the Octopus Arms threw taxis and held up those heavy stabilizers from the mini sun, hence my conundrum.
3) Am I correct in removing the extra damage bonus from super-strength to save on points? Since the damage bonus from Super Strength and that from Natural weapon don't stack to better than +8 anyway?
4) Tunnelling Trip: Whenever the tunnelling character moves directly beneath a character over the ground make a strength check. The above ground character must make a strength dexterity or balance check, whichever is higher against the result of your strength check, just like a trip attack. A defender who fails the check is prone just as if you've tripped him.
The problem is that this would be part of a move action as opposed to being an action on its own. Should I therefore make it more expensive? But the character isn't damaging anything so it doesn't seem to bad... In any case a little help would be appreciated.
5) It's 11:28 here, so I wouldn't mind if people checked my math.




