Alright, this Power (more precisely its left branch, Initiative booster usage) strikes me as a bit oddly explained. Let us see how I understand it and tell me what do I get wrong, will you?
Basic Power: Ok, this one's easy, though a mess for the game IMHO. I've never liked those kind of powers and neither has my GM so I'll skip using it.
Control #1: Use this to roll your Force Dice on Initiative checks. Pretty good and simple for now.
Magnitude: Ok, so I'm pretty sure this is taken in order to apply Control #2 and #3 (below) to your team mates. What I'm not sure is about applying Control #1. It should, but then how many FD would they roll? The same as me? Their own, in case they had some? If it didn't apply, why? Mag upgrades are supposed to apply to all uses of the power, right?
Also, I guess it could be used to see into other's future.
Range: I suppose this is in order to use Magnitude upgrades from far away.
Control #2: Increase Ranged & Melee Defense by 2 on First Turn."Affected targets" I guess are you and anyone you included in your Mag upgrades.
Control #3: The Force user (so, only I) may spend a pip to grant affected targets (thus me and the ones included in the Mag upgrades) a free Maneuver before 1st round starts.
Seems to me a bit... awkward, and still some doubts about it. What do you say?