I made this character up to show my players an alternate way to generate a fighty type person. While using dodge for defense, it would be possible to modify it to leverage things like block to make a more 'solid' type front line fighter (maybe a couple versions of block with different extras, so you can handle penetrating or non-physical or faster attack etc - maybe I'll work up some sort of hoplite dude). Like my other examples, I used 200 point builds, even though I was running the players at 250 (like the suggested starting value in the book). That way if they looked at it and went "yeah I like that guy" they'd still be able to tweak it to have something else they wanted without having to take anything away.
Permission: Peak Performer(5)
Inhuman Stats (Body, Coor, rest capped at 4d) (2)
Base Will: 4+7 = 11
First Aid 2d
Knowledge [Psionics] 2d
Athletics: [2/4/8] 1d (2)
No Physics (+1)
Brawling (fire fist): [8/16/24] 1d (8)
Range (+2) Burn (+2) Area x2 (+2) Booster: Range (+1)
Brawling (lightning flurry): [6/12/18] 1d (6)
Attacks+1 (+1) Spray x 3 (+3) Electrocuting(+1)
Brawling (stone punch): [8/16/24] 1d (8)
Penetration x3(+3) Deadly (+1) Go First (+2) Daze (+1)
Dodge: [2/4/8] 4d (8)
Stability: [1/2/4] wd (4)
So this hero is based around "big stat pools" and "small custom hyperskills". This lets her have a good sized dice pool and good general skills at a cost of not having crazy power options (though it can still get plenty crazy). Peak performer grants her the ability to have special dice and extras in stats/skills. Inhuman stats allows body and coor to go up to 10 dice and skills for those stats to go up to 10 dice, and recouped points by limiting her other stats/skills to 4 dice. Notably, having a body of at least 6 lets you do killing damage unarmed, and having a coor of at least 6 lets you attempt to dodge bullets.
Athletics with the no physics extra lets her ignore laws of physics while performing an athletic thing. For example, running up a wall - though if you're not back on flat ground by the end of the round you won't be ignoring physics anymore and start falling. Her athletics pool would be [body+hyperbody+athletics] 6d+wd.
The dodge hyperskill has an increase to it's power quality. Since dodge has the 'defends' quality, adding 1 to that means that when you successfully roll a dodge you get 1 extra gobble die at the same speed+height. Her dodge pool would be [coor+hypercoor+dodge] 10d.
Next are 3 different hyperbrawling skills, themed to some elements. Each of these would use [body+hyperbody+hyperbrawl] for the pool at base, resulting in a 6d+wd pool.
Fire fist: brawling has a range of 'touch' normally, so giving you the ability to punch at range costs 2 points. With only 1 die in the hyperskill the range is really short (10 yards) so giving it 1 rank of booster gives it 100 yards of range. It also does damage in an area (10 yard radius, 2 shock to all locations, 1 killing to 2 random locations), and also sets everything on fire (1 shock to all non-head locations and is on fire). So more like you're punching out fire explosions (reskinning this as a finger gun could be pretty hilarious).
Lightning flurry: Actually has a better pool than the others due to spray. 3x spray adds 3 dice to the pool, and every matching set may be used as an attack (9d+wd pool). +1 quality on the attacks power quality adds +1 damage (so a 2x10 would deal 3 damage to the head instead of 2, while still occuring at speed 2). Electrocuting means the damage travels through the target to the ground repeating the damage. So hitting the right arm at 2x6 would do 3 killing (body of 6+, width of 2, attacks level +1) to the right arm, chest, and right leg. If she also rolled a 2x5 she could use that set as another attack at no penalty, dealing another 3 killing to right arm, chest, and right leg.
Stone punch: Anti-armor fast attack. Penetration 3x reduces the target's hard/light armor by 3 for this attack. Go Firstx2 adds 2 width for speed purposes only to successful sets (2x10 goes off at 4x10, though it still only does 2x10 for damage), and deadly bumps the damage from killing to shock+killing. Daze means their dice pool the next round is reduced by the width of your success. A 2x8 attack would go off at 4x8, ignore 3 har/lar, deal 2 shock and 2 killing to the chest (and reduce their die sets as usual), and the following turn they'd remove 2 dice from the pool of whatever they try to do.
There is a lot of room to improve or customize this character. Not only are there obvious extensions of the listed skills, but you can do some nifty stuff with hyperstats. Say you want your elemental skills to also give a buff to stats.
Hyperstat: Sense [1/2/4]
attached: brawling (lightning flurry) [-2], automatic , obvious [-1]
This hyper-sense pool costs 1 point per die, but only activates for 1 round after using lightning flurry. The user is wreathed in a lightning effect and is moving noticeably faster. Since stats don't require a roll to activate automatic provides no point benefit. Sense is what determines when you declare, this puts you in a good position the following turn to be more effective. Add in a duration extra [+2 per die] to have it stay on for the rest of the fight (also putting you back up by the normal cost).
Another way to use this idea would be to create a 'combo chain' sort of attack where following ones are stronger or cheaper, or alternate versions of your skills. So maybe attacking leads into opening defensive skills.
Dodge (Electric Bugaloo): [1/2/4]
defends +2, attached: brawling (lightning flurry) [-2], daze [+1], obvious [-1]
This version of dodge would only be usable in conjunction with lightning flurry (but still needs to be declared and rolled for as a multiple action). It generates width+2 gobble dice, and each applied gobble dice gives the attacker 1 width of daze effect (-1 pool size per die on their next turn), but has the obvious flaw (maybe a giant thunder clap when you dodge?). Here is a version of it that is a "turn after" so doesn't require multiple actions and all that.
Dodge (Electric Bugaloo 2): [2/4/8]
defends +2, if/then [only usable turn after using lightning flurry] [-1], daze [+1], obvious [-1]
It is pretty easy to break wild talents compared to how the rest of your party is, so making sure to check with your GM (or compare to other powers/characters if you are the GM) is really important. Some balancing options if stuff gets too wild would be to limit the amount of flaws you allow on powers (so say, no more than -5 points), figure out a way for it to cost willpower or be depleted (tying multiple powers to the same depleted pool is a good way to actually use it), or maybe require the character to have a negative intrinsic without getting the point benefit.
Another option would be to flavor the skills as 'schools', and have a mind skill that essentially gives slots per die in that skill, like how the number of minions summoned is based on pool size. Delayed effect means that buying another point in the school doesn't unlock the skill slot until your training for it is complete (GM fiat hoooo!). This also would be a good reason to have different stats for some hyperskills (maybe the attacks are more about precision so they key off of Coor, or you give them all the "no physical change" flaw and key off of mind because they're just psychic illusions) or mix in some non-fighty hyperskills/stats that fit the theme (maybe you allow them to take a cheaper mental hyperstat per school point or funky skill). Overall this is just an elaborate way to add cost to the other powers and limit the character, but in a hopefully in an interesting flavorful way.
Knowledge [Elemental Fist School]: [5/10/20]
Skill Slot [+1], Delayed Effect [-2], Permanent [+4], Always On [-1], Stat Slot [+2]
'Master' of Twitter [Lie]: [3/6/12]
If/Then [only on twitter] [-1], obvious [-1], depleted [-1]
interference [+3], speeding bullet [+2]
Here is a quick-and-dirty version of a "what if trump on twitter was a super power" to show some of the crazy stuff possible with non-combat hyperskills (for a school related skill you'd be able to use something like if/then [requires lying school rank X] instead of twitter). You'd take hard dice at 6 points per hard die, and any attempts at countering your obvious lies would be reduced by the number of hard dice you have in the skill (plus any rolled 10s off of charm stat). They'd also need at least a 6 in their command stat to even stay composed enough to attempt to counter this enraging bullshit in a manner that can convince anyone.