Martyr of the Cause said:
The one I have to wonder then is regarding establishing powers. For something like Control Gravity, since all its abilities have "Gravity" in the name, you'd get to choose one as a free Established Power (this is where I think we got confused, because the wording in our version refers to these as "Power Stunts" instead of "Established Powers"), but for something like Plasticity, you'd get no free Established Power, therefore have to establish each ability of the power or spend an action point whenever you use it.
No, the wording has to be identical. So in the case of Control Gravity you get no established stunt. In fact if you notice with ALL the control powers, you get no free stunt. This is done on purpose for balance reasons, so it's important to make sure that you only grant free stunts when the wording is exact.
Using Control Gavity as an example, this is a nice power that allows you to lift items as if you had superhuman strength, fly, make items heavier so others can't lift them (like items your opponents are going to use to throw at you) or even immobilize your enemies.
In general the control powers offer a nice range of offensive, defensive, and/or movement abilities.
Since they help you stretch your power points a long way (with so many handy sub-powers) they require you to spend more stunts.
Compare this to a power like claws, you spend your power points and get a single benefit. Thus, you don't have to spend a single stunt to establish the power, it's included.
The duration of how much benefit I get of that power is based on how it fits into the scene? Continuing with the Plasticity example, Tight Spaces, which has a duration of "Permanent", woudl require me to spend an action point unless I establish it with a Power Stunt? And when spending an action point for it, you'd get to wiggle through your spot, and then the power is "off" again and waiting for an action point to re-activate? Likewise, when using Long-Strider unestablished, I'd need to spend an action point each time I want the extra movement?
How does this work with Regeneration, for example? Are those abilities, all listed as "Permanent", ones you need to establish to use without action points?
If you activate a power temporarily with an action point, the power's duration doesn't affect how long it lasts.
In general a power activated via a stunt can be used for one combat, but no longer than 1 round per character level. Out of combat, this usually means you can use it once.
For example, if you were attempting to chase someone down, and spent an action point to activate Long-Strider, it would last one round per character level.
If you were attempting to escape from a prison cell and activated Tight Spaces, you could slip through the bars and that would probably be all you could do with it. If you came across another barrier Tight Spaces would let you slip through almost immediately (1 round per character level is only a minute at 10th level) then the GM could let you use the ability again without spending another action point.
Obviously for some powers, like Regeneration, this means abilities you haven't established can't be used, since they take longer than one round per character level to take effect.
Let common sense, and the 1 round per character level duration that you get from temporarily activating an ability with a power point be your guide on what works and what won't.
Again, thanks for the quick answers!
You rule!
My pleasure
Chuck