Re: Legendary thread
I've been working, on and off, on cobbling together something that 'streamlines' hero while preserving the flexibility and precision. My list is currently down to ~12 powers--
BodyModification (also includes armor, stun capacity, END reserve, damage reduction and other passive effects where having the power on rather than "using it" is important, buying off disads (like that pesky "Needs Air to Survive" and "Has a Discernible Identity") and many form-changing effects can be bought--for example, a no-range blast can be bought as part of BodyModification for your clawed werewolf form, as can extra strength and Jumping, or more senses or skills)
ChangeEnvironment
Images (includes invisibility, flash, and darkness. Normally absolute, use RSR to give the uncertain effect of Images in Hero)
Summoning/Creation (for forcewalls, some entangles, summoning, duplication, object creation, and can be used for Multiform with proper modifications and some Control)
Jump (make it constant for Flight, Extradimentional for EDM, etc...also the basic power behind telekinesis, which is just controlled, invisible movement of things at a distance)
Adjustment (an advantage allows this to add or remove powers or disadvantages)
Blast
Command (can be used to build possession-style Mind Control and the like, doesn't actually (as far as I can tell) exist in Hero. How would you do "I can turn on and drive cars at range"?)
and "Fortune" is a sort of power/disadvantage that combines fudging rolls with affecting the plot...
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"Perception" and "Movement" are skills with enhancers, as is Missile Deflection.
Powers are by default ranged, cost no END, visible when used, have an Instant duration, and require no time to activate. Enhancers are limiters allow you to change that.
Desolid can either be built as Jump (constant, extradimentional, costs end) with a linked extradimentional sense with the "visible at point of sense" limitation, or it can be build with 100% damage reduction and constant indirect movement for being able to walk through walls and other people.
Most of the mental powers are bought with suites of advantages and disadvantages like "Must overcome (attribute) to be effective" "Invisible except to mental sense group" and "Lasts until Breakout Roll is made." Mind Control as it exists in Hero is built as an Adjustment that is reduced by Ego, has a duration of "breakout," and gives the subject various compulsions as disadvantages.
I'm not sure how to usefully collapse things down more, without combining effects that have totally disparate and nongeneralizing mechanics.