Or last, but not least. If your truely stuck. Make a human. I'll spend the rest of the points for you and you won't have a clue what your soak, your damage potential, your powers, etc... are. If you pick this option you have a copy of your character sheet and I have a copy. I will not show you mine. I will roll dice to add to yours. I may give you powers you don't like at all though. Be warned.
Oh dude, you don't know how
tempting that is... but that's a lot of work for you.
I'm tinkering with an idea of a speedy gadgeteer, but the gadget rules look kind of involved and I don't want to slow down gameplay too much. He's not fast like the flash, with only a modicum of hypermovement, but there are lot of enhancements like fast tasks, etc that add to his general speed.
DVryce asked me what I was contemplating, and when I told him he's seized upon him getting Cyberkinesis, which is freakin' cool but I want him to pack a punch of sorts too.
So I was kind of going with the concept of "Blur" who's an coffee-slugging engineering geek (you know, the kind who wears the caffeine molecule t-shirts?) who gets speedy and his brain gets quicker too. He's an engineering prodigy but he's grown tougher to withstand the speed, and he can channel his kinetic force into a blast. If I go that way, then it lends itself real well to the power Momentum Control, which is in the Players guide.
The cyberkinesis may have come post-eruption when he was so into a project that he figured out how to get
into the project.
I think though, that the viability of this concept depends a lot upon how the points are spent. Both Momentum Control and Cyberkinesis are level 3 powers...
Oh and there is a power that saps dexterity like you described, called Immobilize, and I'd been toying with that as part of the kinetic energy harnessing. Of course, then there's a similar ability with Momentum Control.
I think I might like the character
concept better if I choose to go the Momentum route as opposed to the Cyberkinesis route, but it would be fun to play, and handy to the group, as well.