The Hit ListTo avoid duplication, check here before posting your problem. In no particular order:1.
Telepathy option: "Control Others"
Why: Toooooo powerful!
2.
Telepathy option: "Swap Minds"
Why: Toooooo powerful! Also pretty damn vague.
3.
Telepathy option: "Possession"
Why: Toooooo powerful! Also pretty damn vague. Man, Telepathy needs work.
4.
Telepathy option: "Mental Block"
Why: Totally vague, quite potentially overpowered.
5.
Force BlastWhy: Weak (specifically energy hungry) compared to, say, Ranged Combat
6.
Mastery of Magic option: "Accumulate Energy"
Why: Way too powerful for +1 option.
7.
Growth and
ShrinkWhy: Can't be improved by lines by default (seems easy to fix)
8.
BlastingWhy: WAY too powerful/does too much for its listed cost.
9.
Drain EnergyWhy: Vague description; no way to defend against it sucks
10.
Energy Absorption/ReflectionWhy: Vaguest description ever.
11.
Force Field (see also
Force Field 2.1)
Why: Too powerful for cost; very problematic as a modifier
12.
Steal SuperpowerWhy: Two words: instant knockout. There are actually a host of reasons this action is a bad idea for PCs to possess, but the instant knockout is the real game killing aspect (well said, WK)
13.
Copy Action/Ability/ModifierWhy: Because a single character with this Modifier can steal the thunder of every single one of his teammates.
14.
Duplicate selfWhy: If it is the only power of a 40w character it seems reasonable but if the character has other powers (force fields, leadership, drain energy, etc.) it just increases the problem of those powers. No control over how many duplicates.
15.
NinjaWhy: Many actions as one and is cheaper than all of them together.
16.
InventionWhy: Don't get TWF started! Complicated in general; useless in a short game, but overpowered in a long one. May need a fundamental overhaul.
17.
WealthWhy: Wealth as justification for equipment is potentially quite broken. Needs to specifically address equipment.
18.
ConcentrationWhy: Could benefit from a specific list of what combines. (See Biocomputing below, too.)
19.
BiocomputingWhy: Could also benefit from a specific list of what combines. (See Concentration, above.)
20.
MetamorphosisWhy: Really cool power, awkward mechanic and pricing. Needs a major overhaul and appropriate cost balancing.
21.
Transform SelfWhy: Major cost problems. Works great for heroes who's untransformed alter-egos are regular humans; sucks for everything else. By RAW, some Actions such as General Knowledge should logically carry over to both forms without having to pay double. Etc etc. Needs major overhaul, but good luck with that.
22.
Photographic ReflexesWhy: The idea is great, but the way it works is just... weird. Needs more explanation and more details, or else it'll have gamebreaking potential just like Copy Power. (See 12. Copy Action/Ability/Modifier)
23.
x2 Natural Healing Rate (all healing factors discussed in linked thread)
Why: It's only explained as a house rule, but let's just get rid of it for good. Will hardly ever be useful. Most teams have healers, and even those that don't, most GMs just handwave healing between issues.
24.
Healing, MedicalWhy: Medical healing should take a lot of time - much more than 1 panel in most circumstances.
25.
Manipulate Body DensityWhy: Simply sucks. Overpriced, has an upkeep, gives so little.
26.
Phase ShiftWhy: Just need to clarify how movement works.
27.
Psi-WeaponWhy: Worth discussing cost balancing issues. Can be gratuitously broken when loaded with cheap disadvantages. Needs a guideline for how long it reasonably stays active.
28.
Tongue/Tail WhipWhy: I'd like to see an alternative mechanic for "use after stones revealed" that is more online-friendly. (See Prescience, below.)
29.
PrescienceWhy: I'd like to see an alternative mechanic for "use after stones revealed" that is more online-friendly. (Also see Tail Whip, above.)
30.
FlightWhy: Limit of how much you can carry should be related to strength. Not really a big change.
31.
Psycho-Centric Power TemplateWhy: I hate this thing to the core. Can it apply more than once in a panel? What actions are eligible for combination? Ugh I hate it.
32.
Reconstitute SelfWhy: Horribly misleading text. Needs to be reconsidered and rebuilt, possibly split up into a gradient of options.
33.
TargetingWhy: Let's just clarify the text. Most of us agree how it should work, but for posterity. ^_^