I've been mulling over a superhero campaign since I brought the core book home. My biggest conundrum was, how to handle powers. Skills? Talents? Then I read this from the core book -
The best unique abilities are those that define a physiological element of a species that can't be defined through skills or talents. This includes things like the ability to fly, breathe underwater, .... (Pg. 193)
That sounds like superpowers to me. There's no hard and fast formula for superpowers and their XP cost but there are some very good guide lines given on page, 193. Without worrying to much about the cost I began mentally building different superpowers form comics and movies. This is when it the balance issue reared it's ugly head.
Let's take a character like Colossus from the X-Men. He can put his fist through a car engine, get hit square in the chest by a rocket and not feel a thing. As far as I can tell he is operating on planetary and not personal scale while in armored form. Cyclops could easily take out a vehicle with his optic blasts. Wolverine should heal a crit every round without a roll . Other than placing a hard cap on powers and running a "street level" super powered campaign, how would you handle these obvious balance issues in your game?