@Avernale: not ignoring you... just slowly trying to work through things in order, and read up on the detail of what the heck your powers do.  And it looks as if TFCommando is doing a good job of providing options!  :-[<br/><br/>There're some fascinating little elements in there: e.g. the<strong>Energy Aura</strong>is 'just' the Damage power with a 3-points-per-rank 'Reaction' Extra on it.  But for that Extra, you need to declare what will trigger it as an instant reaction; since it's an automatic response, it can only be suppressed if you choose to turn the power off entirely - it happens too quickly to make a judgement call, otherwise.  It's only Damage 3... but even tough supers might receive appreciable impact from that, from time to time.<br/><br/>An obvious trigger for the Aura could be "physical trauma that hurts me" - so that if someone hits or kicks you, there's a burst of electricity.  The same'd apply to falling, getting shot, winding up in a car accident, or anything else that manages to challenge your Toughness enough to cause pain / bruising / whatever the threshold is that you pick.  Of course, the power can be turned off for everyday life, so that you don't risk 'outing' yourself by spilling hot coffee or the like.<br/><br/>Or it might just be "whenever I turn the power on, I'm wreathed in crackling electricity that affects everyone and everything that comes into contact with me" - which would certainly fit with the Thunder Punch alternate effect.  As an option, I could perhaps allow the 'normal' Aura to have one trigger, and the Thunder Punch to alter that: so that the 'standard' Aura might be defensive, but when Amber switches on Thunder Punch she is pre-emptively wreathed in electricity, and her own strikes gain the extra damage.  Up to you, either way!<br/><br/><strong>Leaping</strong>is definitely a good option for some fun movement possibilities.  If you'd like it to be a little bit unreliable (especially appropriate for someone still learning to master her powers, I think), then there's an "Acrobatics Check Required" extra: roll Acrobatics vs DC10; each point by which you pass the DC grants access to 1 rank of your Leaping (up to the number you actually bought, of course).  It can work quite nicely for characters who aren't necessarily<em>entirely</em>in control of how they boost their jumps.  Since Leaping has a base cost of 1/rank, adding a -1/rank Flaw means that you get 2 ranks of Leaping per point invested.<br/>