Common Powers
Heroes have all kinds of special abilities; but some abilities are more common than others. In time, these have been classified and given names of their own. These names apply interchangeably to the powers and the people wielding them.
In truth, many "powers" are just the judicious application of science and technology. Others are arguably ordinary abilities used in an extraordinary fashion. It's just that "powers" is a short and striking word for all of them.
The Brick
A rare combination of genetic factors, steroids and lots of training can provide some people with strength far beyond what is normally considered 'peak human'. A typical Brick can lift a car in his arms, and throw a stone hard enough to kill a man at 100m. He's also unmistakably huge.
Advantage: Sheer bulk allows a Brick to shrug off small arms fire.
Disadvantage: Bricks can't help but stand out in a crowd, potentially becoming a target.
The Gadgeteer
Powered grappling hook? Night vision glasses? General-purpose laser? You name it, this guy has it. Whether he knows how to use his gadgets effectively is a different matter...
The Sentinel
Genetic experiments (or possibly implants gone haywire) have endowed this guy with the sight of an eagle, the nose of a wolf and the hearing of a bat. Unfortunately, that means he's hypersensitive to stimuli. But with adequate protection, he can function normally while still having super-senses when needed.
The Speedster
Body armor
This may be the least glamorous of a super's high-tech toys, but it's also one of the most useful. We're talking body armor (full or partial) that can protect completely against blades and small arms fire, while hindering movement to a minimal degree. More advanced models come with sealed helmets and resistance against heat and smoke, or even full NBC protection.
Charmers
Anyone can hypnotize with proper training. Few people can implant hypnotic suggestions just by looking into one's eyes and saying a few words. Whether this is a "power" or simply a strong personality is open to speculation.
Advantages: Charmers seldom need to worry about getting past security guards.
Disadvantages: A known Charmer is always under suspicion.
Limitations: Same as with ordinary hypnosis, Charmers cannot implant suggestions that go counter to the personality and goals of the subject. Also, the subject must be able to understand the verbal suggestion; this isn't telepathy!
The Acrobat
Exoskeletons
Not much to explain here: wear one of those and you get strength a Brick can only dream of. Too bad it only lasts for a couple of hours on average. Oh, and it also slows you down noticeably. More so after the battery runs out. Still, they're useful.
Jet-pack
Successive improvements have brought jet-packs down to a size and weight that allows them to be worn for extended periods of time. They still can't fly longer than a couple of minutes before refueling, but with the speed of a small plane they're actually useful.
Some designs trade autonomy for increased lifting power.
