Let's pick this up again. I ground to a halt on the martial artist, but I figured I'd start again from the end. I've got some ideas for the Weather Controller (tentative codename: Zephyr), but I got some good inspiration for the Weapon Master, now trying it out as:
The Hacksmith - PL 10
Strength 3, Stamina 3, Agility 6, Dexterity 6, Fighting 7, Intellect 0, Awareness 2, Presence 1
Agile Feint, Benefit, Ambidexterity, Connected, Daze (Deception), Defensive Attack, Defensive Roll 3, Great Endurance, Improved Critical: Shield Bash, Improved Smash, Inventor, Power Attack, Precise Attack (Close, Concealment), Quick Draw, Redirect, Second Chance: Resist Disarm, Skill Mastery: Acrobatics, Skill Mastery: Athletics, Taunt, Weapon Bind, Tech Specialty: Weapons*
*Custom Advantage: Tech Checks are +5 for weapon-related items
Acrobatics 10 (+16), Athletics 8 (+11), Close Combat: Shield 6 (+13), Deception 10 (+11), Expertise: Personal Training 6 (+6), Insight 4 (+6), Persuasion 10 (+11), Ranged Combat: Shield 8 (+14), Stealth 6 (+12), Technology 6 (+6)
Go-Juice Injector (Removable) - 5p
. . Healing 5 (Temporary, 5 uses) - [3p]
. . Performance Enhancement: Speed 1 (Speed: 4 miles/hour, 60 feet/round, Advantages: Great Endurance, Skill Mastery:Athletics) - [3p]
Magnetic Recovery Shield (Easily Removable) - 10p
. . Blocking: Deflect 14 - [14p]
. . Shield Bash: Strength-based Damage 3 (DC 21, Advantages: Improved Critical, Improved Smash, Second Chance: Resist Disarm, Weapon Bind; Penetrating 6, Split: 2 targets) - [1p]
. . Shield Throw: Strength-based Damage 3 (DC 21; Custom: Ricochet as Indirect 2 requiring surface reflection, Homing: 1 extra attempt, Increased Range: ranged [3 extra ranks], Indirect: fixed point, directed away, Split 2: 3 targets) - [1p]
Grab, +7 (DC Spec 13)
Shield Bash: Strength-based Damage 3, +13 (DC 21)
Shield Throw: Strength-based Damage 3, +14 (DC 21)
Throw, +6 (DC 18)
Unarmed, +7 (DC 18)
Drugs are bad, mmkay: The Go-Juice is experimental and not a nice mix. The speed and advantages don't last beyond the temporary healing, and the "crash" can cause migraines, nausea and muscle spasms. Ideally, he wouldn't use it more than once a day, but multiple uses would increase the side effects, potentially inflicting Impaired and Disabled Conditions.
Dodge 13, Parry 13, Fortitude 8, Toughness 6/3, Will 10
Abilities 56 + Powers 15 + Advantages 16 + Skills 37 (74 ranks) + Defenses 26 = 150
The rolls gave me a charming, sneaky, self-made hero with Regen powers, so I figured that needed to be fixed. He's still really physically gifted with the skills to be a real people-person, so I thought I'd make him a Personal Trainer as his Expertise. I also added Inventor so he build his own gadgets, although he still has an average INT.
I actually ditched his Weapons Expertise and used a Custom Advantage I'd thought up to let him specialize in any Tech check that focuses on Weapons. In practice, it gives a +5 to the check, similar to a circumstantial bonus. It could potentially break PL for skills, but I'd recommend limiting it to only one specialty per PC as a form of niche protection.
I decided his Regen really needed to go, so I thought it would be more interesting if he had some kind of painkiller-style system to ignore damage for a while and maybe increase a few other traits. It's not quite Hourman, but the Go-Juice covered everything the rolls gave plus a few extras to make a good performance enhancing drug, complete with some side effects. I considered giving him some Chemistry or something so he could make his own, but figured he could have found a (potentially shady) source through his personal training. Therefore I gave him the Connections Advantage to acquire the drugs, but he can still build his own delivery system.
This does open up some possibilities for addiction or a shady past or other story hooks. I like the idea that he might be heroing to make up for past wrongs but is still stuck on the Juice for his power.
I changed the Shield a bit, upping a few ranks but removing Multiattack for Split. The range feels a bit high; I might apply Diminished Range to bring them down to slightly more realistic throwing ranges. I did go a little crazy with the flat Extras and Advantages. The Shield Bash has some Disarm bonuses that technically have a Magnetic Descriptor. The Throw has my Custom Ricochet on it. The Magnetic Descriptor should also allow for some interesting power stunts; the actual Hacksmith electromagnet for the shield is apparently good to 3,000lbs or about STR 6.