Good point. Especially if you're including 'bioware' (e.g., implants and such) - which I wasn't, but still. Yep, Powers alone can cover. . . let's just say, a good many things.Depending on your take with Cybernetics, it doesn't even have to be a Device container. If the cybernetics are simply implants that can't be removed or stolen, it's just "augmented human" stuff... use Super Strength or Speed or whatever, and give it a Cybernetics descriptor (maybe it's affected by EM blasts and such).
You could convert stuff like that from d20 Modern, sure. Not sure I'd want to, but it is a pretty adaptable system, so why not, really.Cyronax said:That sounds like a pretty cool system ... and I can assume that since its roughly d20 inspired that I could pull in some of the equipment and vehicles rules from the d20 Modern SRD? As an M&M fan, have you seen any fan-brewed settings that have something similar (which might save me some work)?
Well, if you truly want to simulate the graphic novel, you should make sure to devote an entire session to one player's origin story. Then you should have a smidgeon of plot. Then you should repeat this cycle four more times. Somewhere in there, you should have the party disband, then partially reform. Two players should start with characters that are vastly overpowered that symbolically emasculate at least two other players. Two players should start with evil characters, a third should turn evil and a fourth should go cosmic disinterested Neutral. There should be two utterly kick ass fight scenes (no more, no less) but one should involve a grudge match with a villain the rest of the party has never met.
The campaign should end in bitterness, recrimination, tears and player v. player combat. And even THAT should all be for naught.
Watchmen: great comic novel. Perhaps not a good idea for a campaign. Still, best of luck, but consider my words for what to avoid.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.