You are a shadow warrior. Through devotion to the ancient arts of shinobi you have manifested great power and resourcefullness. Pick one skill from the following to represent your focus: Acrobatics, Balance, Bluff, Disguise, Escape Artist, Hide, Intimidate, Move Silently, Perform, Sense Motive, Sleight of Hand, or Survival. You gain a bonus equal to your ranks in Ninjitsu in this skill. For the cost of one extra per skill, you may adopt additional disciplines. You may also spend a hero point and for the round gain a bonus to a discipline you are trained in equal to double your ranks in ninjitsu. Powerful ninjas achieve tremendous mastery over thier environment; employing equal parts deception, theatricality, and combat training.
Weapon Master: You may purchase the Weapon Master ability at 4pp per rank. The swashbuckler stunt is also available for purchase. For 3pp you can opt instead to gain mastery of only one weapon.
Marksman: You may purchase the Marksman ability at 4pp per rank. The trickshooting stunt is also available for purchase.
Based this off the way ninjas work in Batman Begins if you must know. I'm very fond of how this power works and I've used it on a build for batman already to great success.
You are a criminal mastermind. Your aptitude for nefarity is uncanny. Pick one skill from the following to represent your focus: Bluff, Demolitions, Escape Artist, Forgery, Intimidate, Open Lock, Sense Motive, Sleight of Hand, or Taunt. You gain a bonus equal to your ranks in Criminal Genius in this skill. For the cost of one extra per skill, you may adopt additional rackets. You may also spend a villain point and for the round gain a bonus to a discipline you are trained in equal to double your ranks. Low level criminal geniuses achieve success as petty mobsters while those with high level in this ability can outwit the police routinely or come up with plans as far reaching as world domination.
Cackle: you possess a signature laugh that strikes the heart with dread. When you spend a villain point you automatically succeed at a Taunt check.
Infamy: You may purchase the infamy feat as a stunt for this power.
Lair: You may add your ranks in Criminal Genius to your Head Quarters if you already possess that feat.
Death Traps: When a criminal genius with this extra knocks an opponent out, they may then spend a villain point to cancel out an attempt by the hero to shake off thier condition by quickly placing them in an elaborate death trap. Death traps may feature several effects. Use half your ranks in this extra to determine the maximum number of how many effects a deathtrap may possess. Every effect requires a different skill when trying to survive the ordeal (DC=10+ranks in this extra-1 per effect). A character has a number of rounds equal to the number of effects in a deathtrap to get themselves free. Failure to escape/answer/whatever in the alloted time means death. Whether you actually build these traps or just provide the ideas is irrelevant. Effects can require any skill imaginable to defeat them. Sense Motive, Disable Device, Escape Artist, Open Lock, Science, Knowledge, and Computers are common skills necessary to overcome. All skills are allowed untrained and those caught in a deathtrap can overcome any effect automatically with a hero point
Mastermind: Add your ranks in this extra to your loyalty score.
Super Intelligence: You may purchase super intelligence as an extra to Criminal Genius. Futhermore you may purchase any extras or stunts of super intelligence as extras or stunts for criminal genius.
Slight revision of the criminal genius power I whipped up. I love the idea of giving mastermind characters something to do besides have high computer skills and sciences. You need the Luthors and Riddlers of comicdom to have some sort of power or they aren't dangerous.
MORE TO COME.