After watching Heroes tonight and feeling in the supers mood, I thought about this some more.
...Unit XH, the top secret agency (aren't they always top secret?) that classifies, battles and deals with Supes (beings with superhuman abilities) has a 5 level system when determining the power of a superbeing. Ultraforce (tm) has a classification of 4.23 is at the high end of the scale (thank goodness he's on our side) where as Claws is just barely classified as a Supe at 1.02 (a minor villian with no direction...
Techinically there is a 6 classification in the scale, but that's 0 or us 'mere mortals'.
Now my thought goes two ways. One, you pick the level of your Supe between 0 and 5. Squaring that is the number of power points that character may spend on abilities (weaknesses give you back points) getting you a final cost for the character.
The other way is that that you would build your characters with abilities, weaknesses and the like and then the final number (must have a square root) would determine the power level of the Super (between 0 and 5). Anything over 5 would be possible, but not playable in 'normal' play.
Personally, I like both ways, but if I had to choose, the second one feels more right.
Combat skills are quite easy if you look at them all as: ROF (number of dice), range, power type (elemental, sonic, mystic, etc) and specials.
Some abilities would have a simple OMod (offensive modifier) or DMod (defensive modifier) depending on what they did.
I like the idea of using d10 to give more choices when designing abilities. Perhaps I'll go with a d12 just to give that die a little more wargaming love.
Hmm.... perhaps I need to think about this more.
-Bren