Use the following guidelines to determine what sort of power a character has, based on their trigger. They can have multiple, lesser powers, or a power that blurs the line between two categories, as the trigger event dictates.
Mover - the power moves the cape. Flight, speed, teleportation, etc.
Mover triggers are provoked by a drive to escape, flee, run.
Shaker - Area of effect powers.
Shakers are generated from environmental danger or ambient danger.
Brute - Enhanced strength, durability; armor, muscle, personal forcefields.
Brutes are created from experiences of physical damage or pain.
Blaster - Powers that provide a ranged attack.
Blasters come about from hostile others, approaching or attacking from a distance.
Breaker - Altered state, oft toggled, granting powers or altered interaction with reality.
Breakers come from abstract stressors. Blend or ambiguous re: mental or physical lines.
Master - Creates minions or has a means of compelling others to take certain actions.
Masters come about from isolation, alienation, exile, or betrayal.
Tinker - Building alien or advanced technology.
Thinkers arise from solutionless problems over long periods, culminating in crisis moment.
Thinker - Advanced perception, knowledge, data-collection, or skills.
Thinkers manifest from emotional or mental strain, reaching a crisis point in a short time.
Striker - Touch based and melee effects. Typically weapon’s or arm’s reach limited.
Strikers result from immediate, in-your-face threat, usually a singular object or individual.
Changer - Shapeshifting and alteration of one’s physical form.
Changers arise from identity/body image issues, or conflict of role vs. social expectations.
Trump - Powers that involve powers: picking from, add, remove, complicate, compound.
Trumps have capes directly or indirectly involved in their trigger. Rare.
Stranger - Powers specializing in infiltration, distraction, subtlety.
Strangers gain powers from unwanted attention or social/collective pressure.