Energize Item
You possess the ability to energize an object for an explosive effect. When you energize an object, it will explode in 1 round per 2 power points invested in the power, for a timed effect, or whenever the object is struck or strikes another object, whichever is soonest.
Duration: Special
Activation Time: Special
Range: Touch
Exclusivity: Exclusive
The character can affect items of one size category per power point invested in this power.
The activation time is based on the size of the object: one action per 2 size categories.

Energy Explosion:

The object explodes doing 1d6 per 2 power points energy damage to everything within a 10 foot radius per size category of the object above tiny.

Physical Explosion:

The object explodes, doing 1d6 per 2 power points physical damage to everything within a 10 foot radius per size category of the object above tiny.

General Stunt:

Increase damage to the next higher die. d6 becomes d8, d8 becomes d10, d10 goes to the maximum of d12.

Martial Superiority
You possess superior attack abilities.
Duration: Permanent
Activation Time: Free
Range: Personal
Exclusivity: General

Ranged Superiority:

For every 2 power points invested in this power, you gain a +1 competence bonus to your ranged attacks.

Melee Superiority:

For every 2 power points invested in this power, you gain a +1 competence bonus to your melee attacks.

General Stunts:

Ranged attacks increase to the next multiple for crit damage (from x2 to x3, from x3 to x4, and so forth).
Hand to hand damage increases to the next larger die (from d4 to d6, from d6 to d8, and so forth) to maximum of 1d12.

Toxic Biology
You possess the ability to emit a poisonous substance from your person. 
Duration:
Instantaneous
Activation Time:
Free
Range:
Variable
Exclusivity:
Exclusive  

Toxic Touch:  

Your touch causes 1d4 damage per 4 power points to the ability you choose when taking this power.  

Toxic Spit:  

You expel a poisonous substance from your mouth causing 1d4 damage to the ability you choose when taking this power. Range is 10 feet + 5 feet per 4 power points spent on this power. This attack provokes an attack of opportunity.

General Stunt:   Increase damage to the next higher die. d4 becomes d6, d6 becomes d8, d8 becomes d10, d10 goes to the maximum of d12...  

Power Feats

Explosive Blast
You possess the ability to cause an explosive effect at a distance. When you designate an area, you roll to attack the area (effective Def 10), or to center the effect on a person or object, you roll a ranged touch attack.
Prerequisite: 4 power points in a blast power.
Effect: When you designate an area or creature, you make an attack roll (ranged touch attack) and your blast fires toward the target. If your attack roll misses, then the blast goes until it strikes something, or reaches the end of its range, at which point it explodes, causing damage (and knockback) to creatures or objects within the blast radius.

Alternative:
If you use the natural 1 roll is an automatic fail rule, this can cause the character to be stunned for 1 round per 2 power points invested in the power (treat it as the explosion happening centered on the character, and the character has no immunity at that point). The character can make a Fort save (DC 20) to halve the stun duration.
 

Energy Explosion:

The spot explodes doing 1d6 per 2 power points energy damage to everything within a 10 foot radius per 4 power points invested in this power.

Physical Explosion:

The spot explodes, doing 1d6 per 2 power points physical damage to everything within a 10 foot radius per 4 power points invested in this power.

Psychic
Explosion:

The spot explodes, doing 1d6 per 2 power points psychic damage to everything within a 10 foot radius per 4 power points invested in this power.

General Stunt:

Increase damage to the next higher die. d6 becomes d8, d8 becomes d10, d10 goes to the maximum of d12.

Energy Fists
Your fists (or feetů you pick) can cause energy damage to your melee opponents.
Prerequisite:
4 power points in an energy power.
Effect: Your unarmed melee attacks cause damage based on your energy power. You do an additional die of melee damage per 4 power points invested in your energy power. All damage dice past the initial die is energy damage.

Energy Sheath
You are surrounded by your energy power, adding to your defense.

Prerequisite:
4 power points in an energy aura.
Effect:
You have a sheath of energy surrounding you. This gives you a +1 bonus per 2 power points invested in your aura power to your Defense.

Melee Barrage
Your unarmed attacks fly with blazing speed.

Prerequisite:
BAB +4, Martial Superiority, Dexterity 14+
Effect:
You gain one more melee attack at your highest attack bonus per 4 power points invested in Martial Superiority.