Actually, a punch is Thrust-1, so, it's 3d-1, with a +3 from Brawling. Kicks are straight Thrust damage. And, he's totally out of proportion on damage. He isn't a threat to supers of his weight class. He's not even a credible threat to our Teen Supers characters who are, right now, almost 300 points. He's a threat to a squad of normal guys armed with guns, but not to other supers.
You may also want to go in there and give him the Super Power Modifier on a lot of those powers as they're not wild, they're super-powered.
The idea for Alternate Form comes from his history where he was trying to figure out if he could change back. I strongly doubt he'd ever give up trying.
Here's the build I would have used (predominantly putting the Super Power Modifier on his super powers so they can be negated, detected and dealt with):
Kid Chrome [517 points]
ST 30 [180]*, DX 12 [40], IQ 11 [20], HT 12 [20].
Will 13 [10], Move 5 [-5].
Advantages: Appearance (Handsome) [12], Common Sense [10], High Pain Threshold [10], Patron (Supertemps, 6) [15], Reputation +2 [10].
Super Advantages: Body of Metal (Super, -10%) [158], DR 21 (Super, -10%) [95], DR 5 (Metal, -40%, Super, -10%) [13].
Perks: Striking Surface
Disadvantages: Code of Honor (Hero) [-15], Dependency (metal, weekly) [-20], Duty (Supertemps, 9) [-10], Enemy (various criminal groups, 6) [-15], Honesty (12) [-10], Pacifism (Cannot Harm Innocents) [-10], Sense of Duty (to humanity) [-15].
Quirks: Cannot float; Chews literal nails when angry; Doesn't like being asked what he thinks of heavy metal music; Takes his responsibility to his congregation seriously; Tolerant of others, within reason.
Skills: Area Knowledge (Atlanta)-11 [1], Bicycling-12 [1], Brawling-15 [8], Dancing-13 [2], Diplomacy-10 [2], First Aid-11 [1], Judo-11 [2], Leadership-10 [1], Public Speaking-13 [8], Streetwise-10 [1], Tactics-9 [1].
*ST has Power Modifier (Super) on it as it is part of his Power and could be negated.
His ST 30, giving him 30 HP makes up for the increased density very well (as HP and mass are linked in 4e). I, basically, drop his DR down to 30 and +5. His Injury Tolerance (Homogeneous) from BoM helps him, tremendously, against Impaling and Piercing attacks (people with guns). And, he's functionally immune to a lot of attacks (any attack with Contact Agent, for example). Body of Metal is a major improvement over the 3e version.
Also, I added Power Modifier (Super) on all of his super advantages. That's really up to Bob to determine--can those powers be taken away from him or are they now an inextricable piece of him that can't be disrupted or removed?
ETA 1: Add some comments
ETA 2: Add Build
ETA 3: Formatting
ETA 4: Added the rest of my notes . . . that seemed to vanish.
ETA 5: Wow, I'm batting 1.000 tonight. Updated point total.
You may also want to go in there and give him the Super Power Modifier on a lot of those powers as they're not wild, they're super-powered.
The idea for Alternate Form comes from his history where he was trying to figure out if he could change back. I strongly doubt he'd ever give up trying.
Here's the build I would have used (predominantly putting the Super Power Modifier on his super powers so they can be negated, detected and dealt with):
Kid Chrome [517 points]
ST 30 [180]*, DX 12 [40], IQ 11 [20], HT 12 [20].
Will 13 [10], Move 5 [-5].
Advantages: Appearance (Handsome) [12], Common Sense [10], High Pain Threshold [10], Patron (Supertemps, 6) [15], Reputation +2 [10].
Super Advantages: Body of Metal (Super, -10%) [158], DR 21 (Super, -10%) [95], DR 5 (Metal, -40%, Super, -10%) [13].
Perks: Striking Surface
Disadvantages: Code of Honor (Hero) [-15], Dependency (metal, weekly) [-20], Duty (Supertemps, 9) [-10], Enemy (various criminal groups, 6) [-15], Honesty (12) [-10], Pacifism (Cannot Harm Innocents) [-10], Sense of Duty (to humanity) [-15].
Quirks: Cannot float; Chews literal nails when angry; Doesn't like being asked what he thinks of heavy metal music; Takes his responsibility to his congregation seriously; Tolerant of others, within reason.
Skills: Area Knowledge (Atlanta)-11 [1], Bicycling-12 [1], Brawling-15 [8], Dancing-13 [2], Diplomacy-10 [2], First Aid-11 [1], Judo-11 [2], Leadership-10 [1], Public Speaking-13 [8], Streetwise-10 [1], Tactics-9 [1].
*ST has Power Modifier (Super) on it as it is part of his Power and could be negated.
His ST 30, giving him 30 HP makes up for the increased density very well (as HP and mass are linked in 4e). I, basically, drop his DR down to 30 and +5. His Injury Tolerance (Homogeneous) from BoM helps him, tremendously, against Impaling and Piercing attacks (people with guns). And, he's functionally immune to a lot of attacks (any attack with Contact Agent, for example). Body of Metal is a major improvement over the 3e version.
Also, I added Power Modifier (Super) on all of his super advantages. That's really up to Bob to determine--can those powers be taken away from him or are they now an inextricable piece of him that can't be disrupted or removed?
ETA 1: Add some comments
ETA 2: Add Build
ETA 3: Formatting
ETA 4: Added the rest of my notes . . . that seemed to vanish.
ETA 5: Wow, I'm batting 1.000 tonight. Updated point total.