Turn Order. When the fight starts, everyone rolls 2d10 and adds their Reflex. Act in descending order, every round. The GM breaks ties.
Your Turn. Move up to 30 ft and take one action: use a power, attack, or restrain a downed foe. Anyone can throw a punch: 1d6, free. Push yourself: once per round, spend 5 Energy to take a second action.
Attacks. Anything you aim rolls against your Combat: Blast, Telekinesis, punches. Exception: a target whose Reflex is 30 or less is automatically hit unless they Dodge. Mind Push and Phantasm never roll; the target saves Will instead.
Dodging. Spend your whole action to Dodge; until your next turn, every attack against you is at disadvantage.
Grabbing. Roll against your Combat to grab a foe. While you hold on, neither of you can move or attack; they break free with a Brawn save on their turn.
Roll With the Punch. When you're hit, spend up to 3 Energy to reduce the damage by that much.
Calculate Damage. Roll the power's dice. The defender subtracts Roll With the Punch or Invulnerability, then 2 more for each Level they have above the attacker (Toughness). A hit that lands always deals at least 2. What's left drains a Force Field first, then HP. Levels guard the mind too: saves improve by 5 for each Level above the attacker (Veteran's Resolve).
Fly Back. A hit that deals 8 or more hurls the target into the nearest obstacle: knocked prone (half move to stand), +4 extra damage. 12 or more sends them crashing through it, +8. Wrecked walls and flattened cars are part of the show. Immovable: if your Brawn is 60+, only a 12+ hit can hurl you, and nothing sends you through walls.
Knocked Out. If a hit leaves you at half HP or less, roll d100. Equal to or under the damage taken and you're out cold.
Going Down. At 0 HP you are incapacitated. Nobody dies unless their player decides it. Restraining an incapacitated villain is an action: that's a capture, and captures are what make the news.
Second Wind. Once per combat, for free, recover 20 Energy. Bottomless: if your Will is 60 or higher, recover all of it. Save it for the moment the crowd thinks you're finished.
Between Combats. Catch your breath: Energy refills. Bruises stay. HP comes back in full after a night's rest.