These are the powers in alphabetical order. Try not to overbid. Once again, if there's a power that someone thinks will make the game less fun, point it out and we'll see how many other people agree.
Atomic Restructure: Allows the user to pick one player, for that turn all attacks are sent to him,if the resulting damage is enough to kill him/her all players are dealt damage equal to the remaining amount. This power may only be used once.
(to help visualize, the guy explodes)
BERSERKER!: When used, all damage dealt by the player is tripled, however the player's defense is halved and all damage he receives is doubled.
Choice of Fate*: If you are attacked by more than one person, you may choose whom you get hit by, all other attacks aimed at you are ignored.
Dodge: When multiple attacks are directed towards the player with this power, the first attack directed toward him will miss. If there is only one attack, the amount of damage received, i.e. the amount exceeding this player's defense, will be halved.
Fast Forward: You jump forward in time. You PM the Gm the number of turns you want to jump forwards, and you cannot interact or be interacted with for that number of turns. This takes effect after the resolution phase. Any attacks aimed for you on the round you do get back are however doubled due to the element of surprise. In addition, you don't get to take any actions that turn.
Mimic: At the start of every round, Mimic becomes a copy of another power of your choosing equal to Mimic's Power Strength or less.
Mind Control*: Burn 10 Energy. Reallocates one player's Defense and Attack. You may not attack someone on the same turn that you mind control them.
Rollout: Cost: 40. For every turn you have consecutively used Rollout, you can spend an extra 10 energy on attack regardless of your total.
Self-Destruct Mechanism: Whenever your energy is reduced to zero (or to an amount of energy that would kill you), Self-Destruct Mechanism deals 30 damage to all people who attacked you, and 15 damage to everyone else.
Stretch Violently: Burn 10. Half the energy you use to attack counts as energy used on defence. (as would be used by, say, Mr.Fantastic)
Super Speed*: Spend 20. Negate a Super Power that targets you. If that player would spend or burn energy to use that power against you, that Energy is still used.
Teleport: Changes position with the target, all attacks aimed at you hit them, and all attacks aimed for them, hit you.
Some of the powers need to be used after everything else has been worked out. These powers are marked with a *. To simplify things, I'm going to split the turns into 2 phases. In the 1st phase, I'll work out what happens once everyone has sent in their moves. Anyone with a * power needs to pay any relevant costs then. In the second phase, the people with a * power send in how they're using the power and then I'll post the finished turn and accept moves for the next one.