Hi,
rolling to see what powers you get is used in the Players handbook... I believe that you can download it from this site.
It depends on which option your GM selects.
I personally allowed the player to roll for the number of powers that their origin allowed for and then allowed them to choose the powers that they wanted for their character. The power ranks I had the player roll for as well.
This way it gave the player some choice in the type of character they played but it left the power rank up to the roll of the dice.
concerning power stunts.
here is the quote from the Players handbook page 16:
There are some cases when a hero may
use a Power in a way it was not originally
intended to carry out a certain task. These
are known as Power Stunts.
For example, a character with the Speed
Power suddenly decides to run in a circle
very fast, creating a whirlwind. Or a
character with Leaping Power decides to
use his powerful leg muscles to disrupt the
ground, knocking over an opponent. Or our
example above, the wall-crawler decides to
use his stick-to-it-ness to grapple a thief.
These are Power Stunts. Certain Powers,
such as weather elemental controls, almost
entirely consist of these stunts.
The players will, without a doubt, come up
with an innumerable amount of stunts for
their Powers (and the Judge will be told
how to decide if a Power Stunt is possible
in his Judge's Book). The basic question to
be asked is: Has this hero done this sort of thing before?
If you are playing an established Marvel
Super Hero, the question of whether he has
done this stunt before or not is determined
from the Marvel Comics themselves. Each
time you can spot him using this particular
stunt, that counts as one time. Example: In
one issue of X-Men, Nightcrawler uses his
power to make three quick teleports, behind
three separate opponents. He does it again
several issues later. This means he has
pulled this Power Stunt twice.
If you are playing a hero of your own
creation, or a hero that you have never
seen perform this stunt, this means you
have never performed it before. In either
case, the Judge may say "no" to a stunt, it
he feels it unbalances the character.
The type of FEAT (made against the Power
rank) needed to make a Power Stunt is
determined by the number of times your
character has tried it.
• Never tried it — red FEAT roll
• Tried it up to three times — yellow
FEAT roll
• Tried it more than three times — green
FEAT roll
In addition, a character making a Power
Stunt must lay out 100 Karma points to
make the roll (in addition to any other Karma he may spend -- see Karma). Spending the Karma does not guarantee success; it only ensures that yes, the character can try the stunt. If the stunt is ruled impossible by the Judge, no Karma is spent.
If a player character has tried a stunt more then ten times, it is considered to be part of his or her bag al tricks for that Power, and a FEAT roll is not necessary to say if it is possible (this is similar to purchasing another Power in full, but allowing the player to use the Power as he is paying for it).
Failing the FEAT means the Power Stunt
has failed. The manner of failure will
depend entirely on the situation. For the
wall-crawler trying to grapple, the Power
may fail to operate. For the speedster
running in circles, the whirlwind may be
uncontrollable. For Nightcrawler trying a
triple 'port, he may get only one guy. The
Judge is instructed that while the failure
may be life-endangering, it should not be
initially or immediately deadly.
Like I said you should be able to down load these PDF's from this site.
I hope this is of Help to you.
regards
fangs