Powers1st edition had several powers that were either dropped, or modified in the 2nd edition rules. For example Animal/Plant Powers. In the 2nd edition rules, there are pre-generated tables with specific powers listed for the characters to use. The 1st edition version allowed the player to decide what type of plant or animal he wanted to base his character on. He'd then roll 1d6 to determine the number of abilities he had. The GM then worked out what his specific abilities would be, and the benefits they granted the character.
Adaptation - The only change I see it that in 1st edition, if a character used it as a defense, he expended 3 points of Power, instead of 1, as in the Revised rules.
Animal or Plant Powers - The player rolls 1d6 to determine how many powers the character has, the GM determines what those abilities are based on the type of animal they're based on.
Animal/Plant Control is also handled differently. In the 1st edition rules the power is called
Control Over One Type or Group of Animals. The player's character can control up to 10 animals of the same type. Range is restricted to speaking/hearing distance.
Armor - Unlike the 2nd Edition/Revised Edition, Armor was a type of defense in 1st Edition, and didn't get a specific point rating.
Astral Projection - 1st edition listed two types (A & B). Type A is similar to the standard 2nd edition power, but type B is similar to the power displayed by Negative Man (and Negative Woman) of the Doom Patrol (you can Google them if you're not familiar). Basically the character's body transforms into a flying energy being. While in this form he can pass through any material other than lead, and passing through materials inflicts 2d10 damage to the object, causing the object to "burn, melt, explode, etc." at a PR cost of 24.
2nd edition has Chemical Power, while 1st has
Chemical Control. Chemical Controls description reads, "Basically this is the ability to manipulate chemicals (Chemical King of the Legion of Super Heroes), even to the point of changing one chemical into another (Transformation in 2nd edition). The GM must use his own judgment in determining the effects of the different possibler uses of this power."
Body Power - In 1st edition the player chose a specific body part and the GM determined what that part could do.
Claws/Fangs/Spiked or Prehensile Tails. It's similar to 2nd edition's natural weaponry, but adds in there a 5% chance of an additional special ability.
Control Over Self - Basically Willpower (A) in 2nd edition.
Cybernetics - for reasons unknown to me, was renamed Bionics in the 2nd edition. Personally I would have preferred that they left it Cybernetics.
As in 2nd edition, 1-6 body parts are replaced, once the number of parts is determined, the PC figures out which parts are actually replaced, and the GM determines what special abilities the parts provide.
Emotion Control - Unlike 2nd edition, where character's are limited to one emotion, 1st edition states " This power gives the character complete control over the feelings of his target". I actually prefer this version, and would leave it up to the PC (with GM approval) to determine the exact extent of his abilities. If he wants to limit to one emotion, that's his choice.
Energy Absorption - Basically the character is capable of absorbing energy based attacks directed at him. There's a 15% chance that the character can store the energy for a Power Blast. If the character is "hit" that means he couldn't absorb the attack. A missed attack, against the character, gives him a 75% chance of absorbing the attack.
The maximum number of points that can be stored = S+C (Endurance in 2e). If the stored number of points absorbed exceeds the limit, the character has to fire a Power Blast to dump some of the stored energy. If the character absorbs more energy the his maximum storage capacity, and fails to release the energy, he immediately takes damage = to the amount of energy he has stored. Range for the Power Blast = 1" per point of damage released. Damage = the number of points released.
While I like the PC having a chance to absorb the attack, I'd just go with the 2nd edition's simplified version of Absorption. I also like the idea of the character taking damage if he doesn't dump some of the stored power. That seems to be a pretty standard consequence in comics.
Flame Powers - As per the 2nd Edition Flame Powers B (there's only one version), but with a PR cost of 5 per an attack.
Form Change - Basically the Shape Change power from 2nd edition, but slightly more limited. The character rolls a percentile dice to determine the maximum number of forms/shapes he can assume, and the GM determines what abilities the form grants him. The character is also limited in the number of times he can change form. The max = his Con score.
Gimmick - This is one power I definitely wish they'd have left in the 2nd edition rules. Its description reads as follows. "A group of devices or weapons not necessarily similar in function, but rather rather the way they are used or presented. Examples of such are 'Balloon Man' who throws special balloons that do strange things when they explode, or the 'Ringleader' who wears an assortment of special rings. The player chooses a gimmick and then receives 1-10 different things that can be accomplished by his gimmicks. Each of these abilities is determined by the GM. Each month the character has an Ix3 percent chance of perfecting a new variation gimmick of his own design, subject to the GM's approval." " Scientists can be hired or befriended, etc. into inventing new variations of the gimmick with a 75% chance of success per month. No more than one new variation of the gimmick can be invented in any one month, no matter how many scientists are attempting such innovation. Each individual type of gimmick is usable from 1-3 times daily. All gimmicks are treated as devices.
Gravity Control - The major change from 1st to 2nd edition is that Gravity Control inflicts damage in 1st edition. A LOT of damage, 2d10 to be specific.
Heightened Attack - The first edition rules give a +20% chance of hitting an opponent and a +2 damage bonus.
Heightened Senses - the character rolls a D20 and consults the table below:
1-4 Hearing
5-8 Sight
9-12 Smell
13-16 Touch
17-20 Taste
The player decides what the sense's special sensitivity is, subject to veto by the GM.
Heightened Speed - In 1st Edition, it worked just like Speed Bonus. So no super-speedsters.
Independence from Atmosphere - The ability to exist without any kind of atmosphere or in an atmosphere not normally breathable by humans, or beings of the characters race. This one got rolled into Adaptation in 2nd edition.
Ice Powers - Unlike 2nd Edition, there was no Ice Armor to make you neigh invulnerable to attack.
Invulnerability - In 1st Edition it was a defense type, with no set number.
Light Control - It got a power boost in 2nd edition as it only did 1d10 damage in 1st edition.
Lightning/Electrical Control - In 2nd edition it simply became Lighting Control (I prefer the old name) and gained the ability to control machines (which I would have preferred as a separate power).
Magical Devices - Basically the GM comes up with a magical device and determines its abilities.
Magic Spells - The GM is basically told to adapt a magic system from another game, but to allow for characters to become more powerful as they advance in experience.
Magnetic Powers - If used as an attack, 1st edition has it doing 1d6 points of damage.
Mind Power - Replaced by Psionics in 2nd edition. Its description reads: The player may choose one psychic power, increased intelligence, etc. Examples include telepathy, photographic memory, ESP, hypnotism, meditation, etc. The GM determines all factors concerning the ability. It attacks as Mind Control and defends as Control of Self. I would have preferred that Mind Power be kept as a separate ability with Psionics covering powers like ESP, or mental attacks, while Mind Power covered things like photographic memory, speed reading, etc.
Mutation - Replaced by Mutant Power in 2nd edition. 1st edition's version is described as "This is a permanent, one way type of Form Change. The type of change is determined by the player with the GM's approval. The GM will then decide upon which special abilities are gained form the change." I would like to have seen this one stick around too, and the 2nd Edition Mutant Power replaced with "New Power".
Paralysis Ray - The 1st edition version actually causes paralysis (24 hrs - 1 hr. per point of CON the affected character has). While 2nd edition knocks the character out. I'd have liked to see both versions (with some modifications to the length of time the character is paralyzed), and the 2nd edition being renamed "Stun", or something similar.
Pet or Lower Level Companion - Another power I wish they'd kept. In addition to a pet, you could also choose to have a sidekick. The player chooses what type of pet or sidekick he's going to have, and the GM determines the per or sidekick's abilities. The text states that the sidekick's abilities are usually toned down versions of the players.
Phantasmal Forces - Basically Illusions Type (A) in the 2nd edition rules.