-Skill points are 3/pp rather then 2/pp except for Close Combat and Ranged Combat, those two skills will remain 2/pp.
-languages are a skill and double with each rank
1 = 2
2 = 4
3 = 8
4 = 16
anything beyond 4 ranks of the skill should just buy the multi-lingual feat or the comprehend power
Expertise- Some of the more useful stuff:
Expertise (Arcane Lore)- Mages and the like. Very few others would have or use this. It can often be made a "Check Required" Flaw on Magic-based powers as well, though that can be a broken points-cheat if you're not careful.
Expertise (Art)- Not entirely useful, more of a character thing. I mean, Colossus obviously has this, but it seems almost mean to "charge" a player for something that would never come up.
Expertise (Behavioral Sciences)- Alot of Telepaths might have this (even though they really don't need to, being able to read people's reactions). Less useful than many of the others, but I would allow it to be used as a kind of an "Insight" in crowd situations.
Expertise (Business)- Most rich people or business owners should at least have this.
Expertise (Civics)- Lawyers & Politicians. Heroes searching for evidence might need it.
Expertise (Current Events)- A Skill for people who are generally aware of stuff. Finding out what country is what, which superheroes are which, etc. (ie. "Hey, it's a new Jack O'Lantern! I know this since the old ones either died or are Hobgoblin now!") Either could be it's own skill (Hero Lore or Geography), but this is often more of a handy catch-all, since Geography isn't likely to come in super-handy as it's own Skill. Honestly, though, I can't see it coming up THAT often.
Expertise (History)- Don't laugh- it's helped Batman out a few times. Immortals & Gods often have a lot of it also.
Expertise (Tactics)- Uncommon and kinda hard to use in a super-hero situation- I'd allow players to roll to "ask the GM" for the best advice in combat if necessary. Most others would just have Soldier/Mercenary. I generally allow any "Soldier" Skill to include this by default- they would normally know how to flank others.
Expertise (Theology & Philosophy)- A character-based Skill, but again, can be useful. Most any God or religious character would be expected to have a bit of it (though stereotypical depictions of Republicans likely have no knowledge of religion).
Expertise (Computers)- Hackers are all over the place in comics, and many characters (especially younger ones) have at least a rank or two in this. I prefer to give this a separate skill than JUST Technology, as it involves a know-how of notable hackers, computer systems, the internet, etc.
Expertise (Criminal)- You know the local gangs, symbols, slang, and the various bosses, and possibly ones in other cities (it wouldn't take you too long to find out). You know where drugs are made, distributed and sold. You know how to disable an alarm system, break into a car, hotwire something (normally a Tech-skill), and probably how to recognize the signs of an easy "mark". Most super-villains with this Skill are the thuggish types who know where the money is in the bank, and knows how to safe-crack a little bit.
Expertise (Streetwise)- You know crime from an outsider's point of view, which lets you step back and view things as a whole better than someone "in the mix". You know most of the above stuff, or at least the signs of it. Criminologists and the like are up here.
Expertise (Ninja)- You speak Japanese, and are familiar with Japanese culture, customs and morals. You know the history of the ninja clans, who the masters are and were, and you know how to break and enter places. Many other Skills are associated.
Expertise (Samurai)- You speak Japanese, and are familiar with Japanese culture, customs and morals. You have a basic understanding of the arts, calligraphy, horseback riding, and military tactics. You know the code of Bushi-Do (whether or not you actually subscribe to it is a matter of personal preference), and you can immediately recognize someone's place in Japanese society by their body language and how they speak (normally an Insight Check).
Expertise (Knight)- You speak one or more European languages, and are familiar with various tribes, clans, kingdoms and the morals of each one. You know the movers and shakers of the political world, how to make armour and weaponry (or at least who makes the best ones), how to ride horses, and you know a lot about religion (you may not subscribe to all of it, however). You also have tactical know-how.
Expertise (Survivalist)- You know a great deal about the wilderness, from the environment, the seasons, how to survive and eat in the outdoors, and a large number of things about animals. You'd still need to buy Animal Empathy, but you gain bonuses to Insight checks against wild beasts (even some not familiar to you- like aliens). You can survive in almost any hostile environment. You also know a good bit about geography. Alot of X-Men types have this, as they're expected to survive in odd places. Quite good, as long as the GM puts you in those situations. Most anybody only needs a few ranks, though.
Expertise (Soldier)- Unlike the G.I. Joe-verse, where you buy "Soldier" and "Military Specialty" separately, in the comics, you basically know all Soldier-based stuff. You have moderate Survival capabilities, and you know how to use nearly all ballistics weapons. You have tactical skill, knowing how to plan assaults, lay traps, ambushes, etc. You know something about geography, politics and current events, usually revolving around your last conflict (ie. Iraq war veterans know more about Middle Eastern politics, the who's who of the local warlords, and which groups are friendly, and which are dangerous).
Expertise (Actor)- You know how to act in plays, films, etc., in order to draw reactions from people. You know the who's who of celebrities, and have a good knowledge of pop culture in general. You know which magazines and reporters are worth talking to, which ones to avoid, and which clubs are the most popular.
Expertise (Animal Handling)- I would argue that this fits a Biology/Handling/Care/Empathy heading, and would take the place of the Animal Empathy Advantage- it allows people who aren't charismatic a good bonus when dealing with animals (fits those "kooky forest-living" stereotypes). Not that common, or especially useful, since relatively few in-comic guys use Animal Sidekicks. Almost more of a character descriptor thing. It's a general zoologist/Animal Persuasion/Animal Insight thing, with a smattering of Caretaking knowledge. I often just leave off Animal Empathy and use this one- it scales up, and you don't need high Presence or Persuasion to utilize it effectively.
Expertise (Pop Culture)- You know everything there is to know about celebrities, movies, TV shows, video games, etc. Mostly teenagers, and a few adults have this. It CAN come in handy (in Batman: The Animated Series, Dick Grayson was better at this than Bruce was), but is more of a character/personality thing.
Expertise (Acting/Dancing)- Again, more character-themed stuff. Unless you wanna use "Distract (Dancing)" as an Advantage.
Clean (ranked): Checks to connect you with a crime increase by DC5 per rank.
Conceal Efforts: Anyone who inspects your bindings during a Sleight of Hand escape check must make a Perception check with a DC equal to your Sleight of Hand result to notice your escape attempt.
Cunning Fighter: Use Attack instead of Deception to feint an opponent.
Damaging Escape: When you escape from a grab, you get an unarmed attack against the opponent as a free action. You still have to roll to hit.
Defensive Strike: Get a +2 to hit enemy that misses you in melee combat, a second rank increases the bonus to +5.
Durable Lie: The target believes your Deception for an additional round.
Follow-Up Strike: Additional melee attack after Critical Hit is scored.
Hide Tampering: You can conceal any tampering done to a device. Anyone who inspects the device must make a Technology check against your Sleight of Hand check to notice your tampering.
Improved Daze: Allows a character to make a daze attempt as a move action.
Improved Feint: Allows a character to make a feint attempt as a move action.
Improved Taunt: Allows a character to make a taunt attempt as a move action.
Improved Trick: Allows a character to make a trick attempt as a move action.
Last Stand: Spend an HP to ignore all Damage Conditions for one round.
Lionheart: Grants a +5 to saves against fear that is not limited to PL caps.
Master Plan: Grants a +1 - +3 Circumstance bonus on all rolls related to the plan when activated. Master Planner must make a DC 15 intelligence and/or Expertise Tactics/Strategy roll. 1 degree of success = a +1 bonus, each degree past the first = an additional +1 to a maximum of +3. The planner must be able to communicate the plan and its resultant go code to the rest of the group to initiate the bonus which lasts for the scene. The GM reserves the right to nix any bonus for rolls not related to the plan. Master Plan can be used to counter another master plan nullifying any bonuses for both sides.
Multilingual: By spending an HP a character can speak a certain language for the remainder of a scene.
Online Research: Allows a character to use the Expertise [Computers] skill instead of the Gather Information sub-skill of Investigation when looking for anything that would normally be acquired by talking to people and buy them drinks and such. This feat can be used with the Well-Informed advantage also.
Speed of Thought: Allows a character to use their Intellect modifier for Initiative.
Task Focus (Ranked): Choose a specific task or situation that can be performed with a skill check, such as keeping watch at night for Notice. When making checks that involve your chosen specialization, you gain a bonus +2 bonus that can exceed PL caps. You can buy additional ranks, these can either increase the bonus to +5 or apply to a new task.
Unbalancing Strike: When you hit an opponent with a close attack, you can choose to throw him off balance rather than inflicting damage (a hit means he is Vulnerable on defense for the next round).
Withstand Damage: Trade-Off Defense for Toughness- I would allow this for either Parry or Dodge.
-All "Flat +1 Extras" are called "Feats" because it's ridiculous to change it to something more confusing.
-Impervious works just as it did in 2nd Edition.
-Penetrating works just as it did in 2nd Edition.
Feature - Extradimensional storage of mass rank in material. (1 pt per rank)
You can access an extradimensional “pocket” or storage space where you can place things and retrieve them later.
Items placed in your dimensional pocket remain in the same state until you withdraw them. You cannot place living or unwilling beings into your pocket, only nonliving objects. The object you wish to retrieve from the pocket is always “on top” when you reach into it, coming immediately into your hand. The power’s rank determines the mass you can store at once. Once the pocket is “full” nothing else will fit into it without first removing something.
~Air Walking: You can “walk” on air at half your normal ground movement speed as if it were solid ground and move up or down at a 45 degree angle at half speed (one-quarter your ground movement speed). For two ranks, you move at your normal ground movement speed (half speed when ascending or descending).
~Multiple Minion (Feat: 1 pt flat): You can summon more than one minion. Each application of this extra doubles your total number of minions. So, for example, with Summon 6, you summon a single 90-point minion. With Multiple Minions 1 you can summon two 90-point minions, four at 2 ranks, eight at 3 ranks and so on. It requires a standard action to summon each minion unless you also have the Horde extra. +1 flat point.
Regeneration Rounds: To clarify, this a chart to show which rounds you recover a -1 to Toughness if you have Regeneration.
Healing Factor: Regeneration 1 (1/every 10 rounds ); 1 pts
Healing Factor: Regeneration 2 (1/every 5 rounds [5, 10]); 2 pts
Healing Factor: Regeneration 3 (3/every 10 rounds [3, 7, 10]); 3 pts
Healing Factor: Regeneration 4 (4/every 10 rounds [2, 5, 8, 10]); 4 pts
Healing Factor: Regeneration 5 (1/every other round [2, 4, 6, 8, 10]); 5 pts
Healing Factor: Regeneration 6 (6/every 10 rounds [2, 4, 5, 6, 8, 10); 6 pts
Healing Factor: Regeneration 7 (7/every 10 rounds [2, 3, 5, 6, 8, 9, 10]); 7 pts
Healing Factor: Regeneration 8 (8 out of 10 rounds [2, 3, 4, 5, 7, 8, 9, 10]); 8 pts
Healing Factor: Regeneration 9 (9/every 10 rounds [2, 3, 4, 5, 6, 7, 8, 9, 10]); 9 pts
Healing Factor: Regeneration 10 (1/every round); 10 pts
Regeneration 11 on would be one every round, then add a check per the chart.
~Slow Fade (Feat: 1 pt flat): Weaken with this modifier reduces the recovery time of Lost Points on the target’s turn. Each application moves the time interval one step down the following table;
•1 rank: 5 rounds
•2 ranks: 10 rounds
•3 ranks: 1 minute
•4 ranks: 4 minutes
•5 ranks: 15 minutes
•6 ranks: 30 minutes
•7 ranks: 1 hour
•8 ranks: 4 hours
•9 ranks: 16 hours
•10 ranks: 1 day
As always I retain the right to stoplight and or nix powers deemed broken or not fitting with the game.
Stop sign powers include Insubstantial with Ghost touch, Unlimited variables, and unlimited duplication.