whodo I assume with an AoS level game you'd look to limit the multiplier to 2x or 3x to keep it slightly above human but not full on Avengers level.
Exactly! The system comes stock with a "Mystery Men" scale, which they call "low powered heroes common to the pulp era" and looks to be good for my purposes: it's 20 points total, with 12 for stats and 8 for powers. Here's a quick sample character I came up with: he was a professional power lifter with a gambling habit; he got himself into debt, couldn't pay it off, and his loan sharks arranged an accident... they let the brake fluid leak out of his car, so his brakes went out and he had a horrible crash wherein his legs were destroyed. He awoke in a SHIELD hospital some time later with cybernetic legs and has been an agent since then.
Stats (cost is 2 times level in points)
Brawn: 3 ("minor super strength", -6 points)
Agility: 2 ("black belt", -4 points)
Mind: 1 ("normal man", -2 points)
Weakness: Needs to charge every 24 hours (optional; negating power, lose powers and Brawn/Agility dropped to 1; +2 points)
Powers: Super Jump (-1 point, jump 10x normal distance), Super Running (-5 points, run 10 squares per panel), Water Walking (-1 point), Armor (-1 point, increase Brawn to 5 for damage soak, limitation: legs only)
Physical Skills (1 per point of Agility): Athletics (2 slots, 3x multiplier)/Power Lifting (specialty)
Mental Skills (1 per point of Mind): Streetwise/Gambling (specialty)
Advantages: Fearless (immune to fear/intimidate, +2 dice bonus to intimidate)
Disadvantages: Duty (SHIELD)
Hero Points: 2 (from weakness)
So, as you can see, he's not a major hero. He has cybernetic legs that give him a super jump, a super run, can walk on water (by auto-inflating flotation devices on the bottom of the feet), and his legs are armored because of the cybernetics. He is physically fit and skilled in athletics but specializes in power lifting; normally a skill roll would be a 2d6 roll multiplied by Agility (for physical skills) or Mind (for mental skills) vs. 10 (base default, can go up by 10 incrementally for increased difficulties), but I had 2 skill points available from Agility and I put them both into Athletics. This increases the multiplier by 1 for each additional skill points, so if he's doing something athletic it's actually going to 2d6 x 3. And if he's power lifting something, since that's his specialty, he gets to roll twice and keep the highest of the rolls. I gave him the Fearless advantage; if he tries to intimidate someone, he could use his Brawn and roll 2d6+2 x 3 because of that; I offset that with the Duty to SHEILD disadvantages.
Finally, he has a negating weakness; he must charge his legs every 24 hours. If he does not do this, his powers become inoperable and his Brawn/Agility drop to 1 until they are charged. This gave him 2 points to spend, but I couldn't find anything to spend them on so I kept them as Hero Points. Hero Points can be used once per session and refresh after each session as additives to a die roll after it's rolled. So, for instance, if I needed a 20 and rolled an 18, once per session I could add those two Hero Points to the 18 to hit the 20 and make it a success.
I'm really anxious to try this system out. I think it's super cool.