(Long time, no post. I'm rusty, so maybe this question is obvious). I have a character with the following multipower:
34 Claws, Mandibles, Fisticuffs, and Just Being Smart: Multipower,
34-Point Powers
u3 1) Chitinoid Claws I: 1d6 Hand-to-Hand Killing Attack (2d6-1 w/STR),
Variable Advantages (Limited Group of +1/2 Advantages: Armor-
Piercing, Penetrating, +2 STUN Multiple, or Area Effect (One Hex
Accurate); +3/4), Reduced Endurance Cost (0 END Cost; +1/2) (34 Active
Points) END Cost: 0
Notes: Becomes 2d6 w/STR If STR Is Fully Aided
u1 2) Chitinoid Claws II: Tunnelling 1” Through 10 DEF Material (32
Active Points), Extra Time (One Minute, Character Can Take No Other
Actions; -1 ¾), Concentration (0 DCV Throughout Use of Constant
Power; -1), No Noncombat Movement (-1/4) (6 Real Cost) END Cost: 3
u2 3) Horrendously Nasty Bite: 2d6 Hand-to-Hand Killing Attack (3d6+1
with STR) (30 Active Points), No Knockback (-1/4) (24 Real Cost) END
Cost: 3
Notes: Becomes 4d6 with STR If STR Is Fully Aided
u2 4) Intelligently Placed Blows: 3d6 Hand-to-Hand Attack (6d6 w/STR),
Variable Advantages (Limited Group of +1/2 Advantages: Armor-
Piercing, Penetrating , 1 1/2x Knockback, or Area Effect (One Hex
Accurate); +3/4), Reduced Endurance (0 END Cost; +1/2) (34 Active
Points), Hand-to-Hand Attack (-1/2) (23 Real Cost) END Cost: 1
u3 5) Flurry of Claws: 1d6 Hand-to-Hand Killing Attack (2d6 w/STR),
Autofire (3x; +1/4), Reduced Endurance Cost (0 END Cost; +1)
(34 Active Points) END Cost: 0
u2 6) Flurry of Blows: 3d6 Hand-to-Hand Attack (6d6 w/STR), Autofire
(3x; +1/4), Reduced Endurance Cost (0 END Cost; +1) (34 Active Points)
END Cost: 0
u1 7) Grab It Out of the Air: Missile Deflection vs. Arrows and Projectiles,
Ranged (Adjacent Hex; +1/2) (15 Active Points), Costs Endurance (-1/2)
(10 Real Cost), +2 with OCV (4 Active Points) (19 Active Points,
14 Real Cost) END Cost: 1
u2 8) Analyzing the Situation: 1 1/2d6 Aid, Any Primary Characteristic
Except BODY or COM One At a Time (+1/4), Invisible Power Effects
(Fully Invisible; +1) (34 Active Points), Self Only (-1/2) (23 Real Cost)
u1 9) Eye Gouge: 4d6 Flash Attack, No Normal Defense (Defense Is
Eye Protection Too Thick To Claw Through (i.e., 8 DEF) Or Not
Having Physical Eyes, Defense Is More Common Than Flash Defense;
+1/2) (30 Active Points), No Range (-1/2), Not Vs. Desolidified Targets
(-1/4), Requires an INT Roll (-1 Per 20 Points In Active Power; -1/4) (15
Real Cost) END Cost: 3
u1 10) Evasive Maneuvers: 15% PD Damage Reduction, Resistant, plus
15% ED Damage Reduction, Resistant (30 Active Points), Nonpersistent
(-1/4), Costs Endurance (-1/2), Must Be Aware of Attack; -1/2) (13 Real
Cost) END Cost: 3
I want to add Combat Sense in an 11th slot, but I am not sure how this will work due to its senselike qualities. By RAW, Combat Sense takes a Half Phase, so I could use the sense, then switch to another slot, and attack (or take a half move or whatever). However, would switching to another slot then cancel the affects of the Combat Sense, so that it would lose its benefit?
Thanks -- forgive my rustiness.