I am working on a Metahuman game off site and could use some input from my fellow forumites!
I have built a quick and easy character creation system but a paragraph for each NPC I run the risk of a common element so I am looking for additional input.
Each character takes 15mins at the most and most of that is deciding on the power theme

Here we go...jump in and help a brother out!
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The basic idea is to choose template that you desire and then the tailor the template to flavor your vision of the MetaHuman character.
Strong...powerful muscles drive this metahuman to lift heavy weights, flip over cars, break through walls, etc. Classic super strength. This type can easily pick up a car and throw it as a mundane would throw a pillow.
Strong secondary choices (pick one)
bulletproof...mundane damage does not get through...armor piercing, other Meta powers, extreme energy, etc. does cause damage
leaping...super strong legs are able to propel the meta the length of a football field and up to 100' straight up
stomp...causes a localized earthquake that knocks people down, flips over cars, etc.
haymaker...slower punch that delivers a double strength effect
berserker...goes into a state with full strength applied to every strike and feels no pain, pushing the effects of injury until later
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Insect...a complex type who have abilities that mimic insects...the most common shared power is clinging. Insects are also quick, dexterous, and have amazing balance.
Insect secondary choices (pick one)
entangle...some form of expelled web or fluid that creates a sticky and tough entangling matrix over a short range
gliding...enabling the meta to temporarily "fly" but quickly loses altitude so it works best from a high point to another high point
sting...a poison touch of some kind that causes a temporary numbing, stunning, sleeping, or other affect
fast...able to move at an incredible pace for short durations
multiple...up to 4 new limbs, allowing incredible gripping, grabbing, and extra attacks
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Tough...durable, resilient, and hard to kill. This type is the classic brick, taking excessive amounts of damage and getting back up for more. These meta's are all bulletproof, bones don't break, and rarely bleed when facing normal damage. Fall off a three story building, bounce, and get up bruised. Get shot with a 9mm and it will hurt but not penetrate the skin. Hollow points with break the skin and hurt but only at a small measure of potential damage.
Tough secondary choices (pick one)
strong...the strength of 3 mundane men
running...foot speed in short bursts at speeds in excess of 40mph
life support...not effected by gasses, smoke, and can breathe underwater
healing...able to heal minor wounds instantly and major wounds in a few days rather than weeks/months
ironskin...even more difficult to injure but has a critical weak spot that even mundane injuries can get through (silver dollar sized)
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Jumper...able to teleport. These meta's can transport themselves and up to 10% their body weight to any location within their LOS (line of sight), each teleport takes a measure of endurance as if sprinting, teleporting while excessively tired can result in damage or failed efforts, most can teleport 24 times in a 24hr period without issue.
Jumper secondary choices (pick one)
backpack...able to safely jump with 100% body weight
battery...able to jump as much as they like
blink...instantaneous jump, no initiative check
pickup...able to jump with multiple people, up to 12 per day without issue (+6 x2 a day, +3 x4 a day, etc.)
fax...can force teleport targets up to the extra weight allowance via touch within LOS
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Quick...a blend of reflexes, foot speed, and overall speed that results in the classic speedster. Able to run at top speeds of 80mph for extended periods of time, strike 4 or 5 times normal speed or 4/5:1, and even dodge an arrow or a single bullet.
Quick secondary choices (pick one)
sticky feet...able to apply friction while running, able to go up flat surfaces and across thin supports line ropes or beams
burst...double speed (160mph) sprints
top...able to spin in place at speeds resulting in a damage shield, deflecting bullets and damaging anything it contacts
phaser...shifting the body as a whole or in part the meta can pass through solid objects
lightfoot...when running the character gains a measure of relief from gravity...running over water and other soft surfaces
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Feral...the meta's of this type share heightened senses and animal like qualities such as claws, fangs, etc. Stronger, faster, tougher than a mundane human, ferals enjoy a balanced heightened physical nature.
Feral secondary choices (pick one)
strong...the strength of 3 mundane men
running...foot speed in short bursts at speeds in excess of 40mph
healing...able to heal minor wounds instantly and major wounds in a few days rather than weeks/months
danger...this meta has a innate sense of danger, gaining insight of potential danger
tail...striking or prehensile, this appendage allows another action and function
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Elemental...a meta who can generate energy or control energy via touch. A single type of energy is the focus of the power...electricity, sonics, fire, ice, radiation, light, etc. This energy is most often focused in the hands or whole body, but rarely both/optional. The effects of the energy depends on the type but it is dramatic.
Elemental secondary choices (pick one)
range...able to apply the energy at distance LOS, from hands or eyes or breath or other single focal point
grenade...a 360* short range burst of energy
flight...at speeds up to 25mph
flare...double damage energy, limited use
durable...energy effect does not dissipate immediately, requiring removal or countermeasures (1hr)
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Armored...this type comes in many forms, but they share a modified body that has a specific unique aspect such as spines, spikes, plates, scales, knobs, thick fur, quills, etc. Whichever feature is selected it is tough and protective. This power is always on, meaning always in effect.
Armored secondary choices (pick one)
bulletproof...mundane damage does not get through...armor piercing, other Meta powers, extreme energy, etc. does cause damage
healing...able to heal minor wounds instantly and major wounds in a few days rather than weeks/months
strong...the strength of 3 mundane men
range...able to apply the feature at distance LOS
ablative...extra armor aspects that take incoming damage without injury or pain (each area on body...24hr replacement)
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Sizer...this meta can temporarily grow or shrink (either or), from 12' or 12". This change allows for 10% original body weight also. In either form limit the meta is strong and tough for the size.
Sizer secondary choices (pick one)
battery...able to shift as much as they like
both...grow and shrink
healing...able to heal minor wounds instantly and major wounds in a few days rather than weeks/months
backpack...able to safely shift with 100% original body weight
extreme...can temporarily push the limit range from 120' or 12µm (big dust particle)
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Psionic...powers of the mind...telekinesis or telepathy or force field or precog...telekinesis: can apply human level strength at LOS range, telepathy: can communicate and read minds with touch or LOS range, force field: can create a protective field around the meta, precog: can see visions of possible futures.
Psionic secondary choices (pick one)
battery...able to use the ability as much as they like
boost...twice per day the meta can push the ability to a max value (TK 1000lbs, telepath 1000mi, force field 1000sq ft, precog up to 1000hrs)
levitate...can slowly rise into the air as if lighter than air, walking speed
4:1...can use each of the other three psi powers once per day
empath...can force/control emotions via touch, lasts as long as touching and focused
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Survivor...these meta's are able to recover from nearly any damage or injury...regeneration resulting in instant healing of minor wounds and healing of grievous wounds in a few minutes to a few hours. These types age slowly, can eat or drink just about anything
Survivor secondary choices (pick one)
healer...can heal others a limited number of times per day
life support...not effected by gasses, smoke, and can breathe underwater
lizard...can regrow limbs or lost organs
fast...able to move at an incredible pace for short durations
detachable...if limbs, head, etc. are separated there is no loss of function and can be reattached
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Magical...this Meta has spell casting ability...the Meta has 13 spell uses per 24hrs, prior to play the player creates up to 13 spells with a single word definition (light, sleep, heal, etc.)...so up to 13 spells per 24hrs which can be 13 different spells or one spell 13 times, etc. (no wishes or spells that grant more spells)
Magical secondary choices (pick one)
focus...can use 1 of the spells another 13 times (not sharing uses) (ex. "sleep" could be used 26 a day if that was the focus or 13 if not the focus)
levitate...can slowly rise into the air as if lighter than air, walking speed
item...a single item like a wand, ring, hat, etc. for an additional 7 spells/spell uses (up to 20 possible spells and 20 uses per day)
familiar...a single mundane animal (cat, dog, bat, snake, bird, etc.) that can talk, Meta can see and hear through this creature
chain...can use multiple spells linked together for added effect at the same moment (any number of remaining uses/spells)
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Gadgeteer...a blend of creative genius and inventor that comes with a gimmick focus...suit of powered armor, bow and special function arrows, a utility belt, etc. The theme must be clearly defined before play and does not change. The theme focus is a bit of a curse as the genius only applies to this aspect. (Hawkeye/Green Arrow, Mirror Master, Batman, Ironman, Owlman, Sandman, etc.) Name up to 9 items.
Gadgeteer secondary choices (pick one)
MacGyver...can make limited use gadgets from mundane items in little time, the more bizarre and unusual then more time required
lucky...up to 3 lucky breaks per day
15...name up to 15 items
junior...side kick with the same or related theme, name 4 items
inventor...can create a stable use item that anyone can use for the special function, 3 per year (4months to make), all following the theme
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Martial...a meta specialist in martial arts...fast, strong, tough and able to fight to an exceptional high order. Able to face multiple opponents with ease, strike vital points, etc. Some use a classic style melee weapon.
Martial secondary choices (pick one)
dimmak...a poison touch of some kind that causes a temporary numbing, stunning, sleeping, or other affect
fracture...able to exploit weak points for added damage/effect
danger...this meta has a innate sense of danger, gaining insight of potential danger
fast...able to move at an incredible pace for short durations
blur...can focus all efforts to defense (no attacks) and can not be injured in hand to hand or melee combat even dodging bullets/arrows/etc.
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Changeling...this meta can temporarily shift its form into inanimate things (as in a copy of a thing or as in a themed aspect like rock/water/or sand) or living creatures, but not both. Most of these types have a color or pattern that follows through into the shifted form (ex, body is red so when shifted into a bull it is also red).
Changeling secondary choices (pick one)
perfect...shifted color is appropriate to the original
partial...can shift a part of the, like an octopus tentacle arm or an anvil hand
battery...able to shift as much as they like
Picasso...able to mix up shifts...1/2 cat and 1/2 eagle, earth and water (mud), etc.
artist...can temporarily shift others, based upon the theme, 3 times per 24hrs
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Excalibur...this meta has a unique and super item, be it magical/alien/or ultra science in origin. A magic hammer, a perfect shield, etc. The power depends on the type but special maneuvers, functions, etc. are possible. Most are indestructible.
Excalibur secondary choices (pick one)
boomerang...always returns if it leaves the hand if possible
range...able to apply the effect at distance LOS
strong...the strength of 3 mundane men
fracture...able to exploit weak points for added damage/effect
share...while in hand the character's damage/injuries are transferred to the weapon, grievous or mortal damage reduces weapon function
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Ghost...can temporary become intangible, able to pass through walls, people, and other solid objects. The more dense the material then the slower the progress. The character can use this power for as long as they can hold their breath, and thus could hyperventilate if overused.
Ghost secondary choices (pick one)
battery...able to shift as much as they like
fast...able to move at an incredible pace for short durations
dimmak...a poison touch of some kind that causes a temporary numbing, stunning, sleeping, or other affect
levitate...can slowly rise into the air as if lighter than air, walking speed
zone...able to create a 100sqft intangible space affecting all and everything within
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Hunter...this meta has a unique skill set that exceeds mundane human potential, with augmented senses and intuition the Hunter is able to track and take down targets. Most use weapons such as spears, bows, guns, etc. They also specialize on traps and bindings.
Hunter secondary choices (pick one)
deadeye...perfect shot or targeting
bulletproof...mundane damage does not get through...armor piercing, other Meta powers, extreme energy, etc. does cause damage
strong...the strength of 3 mundane men
danger...this meta has a innate sense of danger, gaining insight of potential danger
curve...can shoot/throw/etc. around linear obstacles
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Xerox...able to make temporary copies or clones of themselves. Up to 6 clones per 24hrs, the clones last 1hr from the time created or until they are destroyed. The copies are exact in appearance but can result in multiple personalities, meaning each clone may act differently.
Xerox secondary choices (pick one)
fast...able to move at an incredible pace for short durations
multiple...up to 13 copies/clones
lucky...up to 3 lucky breaks per day
absorb...can reclaim copies/clones if not expired and reuse within same 24hrs
mirror...can create a temporary clone of another that lasts until damaged or 1hr, 3 times per 24hrs
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Plastic...this meta can stretch, bend, and twist their body as if made of rubber or elastic. Can stretch flat and cover an area 12'x12' or length of 24' or into shapes like a sphere or a ramp. Minor damage does not get through the tough plastic flesh.
Plastic secondary choices (pick one)
lucky...up to 3 lucky breaks per day
life support...not effected by gasses, smoke, and can breathe underwater
bulletproof...mundane damage does not get through...armor piercing, other Meta powers, extreme energy, etc. does cause damage
healing...able to heal minor wounds instantly and major wounds in a few days rather than weeks/months
transfer...can reverse incoming physical damage, making attackers essentially punch themselves, bounceback
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Patchwork...a catchall meta type that has abilities found among the other metahuman types...standard build, strength, speed, etc. Player chooses two secondaries from the list below.
(choose two, yes you can duplicate)
bulletproof...mundane damage does not get through...armor piercing, other Meta powers, extreme energy, etc. does cause damage
danger...this meta has a innate sense of danger, gaining insight of potential danger
deadeye...perfect shot or targeting
dimmak...a poison touch of some kind that causes a temporary numbing, stunning, sleeping, or other affect
familiar...a single mundane animal (cat, dog, bat, snake, bird, etc.) that can talk, Meta can see and hear through this creature
fast...able to move at an incredible pace for short durations
flight...at speeds up to 25mph
fracture...able to exploit weak points for added damage/effect
gliding...enabling the meta to temporarily "fly" but quickly loses altitude so it works best from a high point to another high point
healer...can heal others a limited number of times per day
healing...able to heal minor wounds instantly and major wounds in a few days rather than weeks/months
junior...side kick with the same or related theme
leaping...super strong legs are able to propel the meta the length of a football field and up to 100' straight up
levitate...can slowly rise into the air as if lighter than air, walking speed
life support...not effected by gasses, smoke, and can breathe underwater
lucky...up to 3 lucky breaks per day
running...foot speed in short bursts at speeds in excess of 40mph
stomp...causes a localized earthquake that knocks people down, flips over cars, etc.
strong...the strength of 3 mundane men
phaser...shifting the body as a whole or in part the meta can pass through solid objects