Re: Need some "Smart" powers
As mentioned above, it's pretty nebulous, but here are some I either did, or considered, for Checkmate. (38 Int)
Chains of Logic: Precognition, defined as Super-Deduction. With some time and access to media, the character can determine the actions of a person or group, or the coming of a given event.
Strategic Mastery: Bonuses to entire party's OCV and DCV. Requires time, communication, and knowledge of the battle's terrain. Requires opposed skill roll, Strategy.
Tactical Mastery: The character is able to study a fighter or group and diminish their advantages. Bought as Drain to Dex, requires 1 turn, Requires opposed skill roll, Tactics.
Tactical Study: A super-powered version of Analyze Style. The character can, with just a bit of study, determine what kinds of attacks and defences the target has. (I.E., Hand to Hand, Ranged, Killing, Stunning; Resistant or Non-Resistant, energy, physical or other) by simply watching their actions and reactions. Bought as Telepathy, limited to attack/defense type, extra time, Requires Skill Roll 'Analyze Style'
I could come up with more, but those are the ones I recall off hand.