Re: Hey, that worked pretty good! Afterthought powers that worked well
I had a big breakthrough when I realized how useful small powers could be if time wasn't a factor. For example:
7 Effortful Mental Powers
-1 1/2 takes 1 minute, -1/2 0 DCV, -1 x3 END usage, 30 active points
1u Burning eyesight
1 point RKA, +5 = + 2 1/2 variable advantage
1u Deep telepathy
1d6 Telepathy, +2 x4 penetrating, +1/2 cumulative, +1/2 invisible to mental senses, +2 = x1024 maximum effect
Given enough time to just sit there are stare, this character could accomplish amazing things, like burn through any material (+2 1/2 of advantages makes for a lot of piercing) or read any secret in any mind. Both would take a long time in combat terms, but not so long in real-word terms.
Of course, both of those abilities could be plot breakers. Maybe this is more an exercise in "How to make a mere 9 points totally unbalancing." Still, it was an interesting new (to me) possibility. If you're willing to take a "long time" in combat terms -- 5 minutes? 20 minutes? -- you can accomplish some amazing things with very few points.