This is where I stopped last time, so no references back to the old thread, and more pedantic notes. I realized why, though; these are some of my least favourite archetypes, and the rolls didn't work great. I feel the need to press through, though, and maybe I'll be inspired.
Archetype: Martial Artist
To be blunt, I like powers, so I usually avoid the unpowered types, and martial artists seem like the most one-note characters. Then again, I felt similarly about the Crimefighter, and I really like how Tripplehorn turned out.
Abilities: Mystic Endowment
This shows some promise. Something to break up the long list of Advantages.
Background Advantages: Standard plus Wealthy
Conflicted about this. Agile Feint is one of my favourites, but Wealth is one of my least.
Element Advantages: Fire
Style Advantages: Dragon
Fire Dragon seems like a predictable combo, but Fire has the more heroic Advantages and Dragon seems to fill out all of the tradeoffs and the "circular" unarmed attacks (Disarms, Grabs and Trips), so not too shabby.
Again, not a big fan of mercs, and this one's wealthy. Character-wise, he might be a skilled criminal mercenary and likely a killer, or a bored millionaire merking for kicks.
Combat Powers: Chi Mastery - Flurry of Blows + 3 AEs
This version of Flurry is most useful for character with a lot of different weapons, and I don't see that here. It might be worth trading an AE or two for gear.
Utility Powers: Meditation
A fistful of low-rank immunities bought Sustained, meaning they last as long as the PC is not stunned or KO'd. Aging is weird, but maybe useful against Age-based attacks. Holding breath for essentially an unlimited amount of time is interesting. Everything else is environmental or toxic.
7 Martial Artist - PL 10
Strength 3, Stamina 3, Agility 5, Dexterity 5, Fighting 12, Intellect 1, Awareness 6, Presence 1
Accurate Attack, Agile Feint, All-out Attack, Benefit, Wealth 3 (millionare), Connected, Defensive Attack, Defensive Roll 4, Evasion, Extraordinary Effort, Fast Grab, Grabbing Finesse, Improved Disarm, Improved Initiative, Improved Trip, Inspire, Interpose, Leadership, Move-by Action, Power Attack, Takedown
Acrobatics 4 (+9), Athletics 6 (+9), Close Combat: Unarmed 2 (+14), Expertise: Streetwise 6 (+7), Insight 4 (+10), Intimidation 6 (+7), Perception 4 (+10)
. . Flurry of Blows (Multiattack, Selective, Variable Descriptor 2: broad group - any attack effect you wield, up to the attack’s rank)
. . plus 3 more AEs
Meditation: Immunity 9 (Aging, Disease, Environmental Condition: Heat, Environmental Condition: Cold, Poison, Sleep, Starvation & Thirst, Suffocation (All); Sustained; Custom 4: must pick 5)
Grab, +12 (DC Spec 15)
Throw, +5 (DC 18)
Unarmed, +14 (DC 18)
Dodge 11, Parry 12, Fortitude 9, Toughness 7/3, Will 11
Abilities 72 + Powers 20 + Advantages 25 + Skills 16 (32 ranks) + Defenses 17 = 150
This is also somewhat reminiscent of Iron Fist, which is currently generating a lot of opinions on Netflix. A friend of mine is doing his own exhaustive research and commentary on it and posting it on his blog, so it may be colouring my attitude.