I'm going to be starting a low-powered campaign soon, and my group has decided they want to start as custom-made heros with very minor abilities, perhaps just one or two influences or novice powers that expand and grow more powerful as the game goes on.
I'm looking for advice for carrying this out with MHR.
So far, I have one player looking to have influence over electricity, one looking to be a sorcerer, one who wants to have adrenaline-triggered enhanced durability and one looking to be sort of an enhanced parkour (free running) expert.
Any thoughts or suggestions would be welcome on developing the power sets for these characters. Thanks in advance!
R.
