Taking More Abilities

These advances give you more abilities, Remember abilities include superpowers and skills, all the cool things that make your character deserving of inclusion in your superhero comic book. These advances tell you what abilities to choose from—if they tell you to choose from any playbook, then select any abilities listed in the other playbooks.
 * Unlock the remaining two powers of your suite
 * Choose two new abilities from any playbook as you come into your own
 * Mutate further and reveal another two new abilities (chosen from any playbook)

The same general advice and rules from character creation apply here. The advance is about you developing new powers and skills, and the abilities described in the playbooks generally feed into that idea more consistently and successfully than just picking any ability at all—for example, time travel isn’t an ability in any of the base playbooks, and will almost always cause more trouble than it’s worth.

That said, use our own judgment, and talk to your GM and the other players. If you have a great idea for an ability that’s not in the playbooks, then maybe it can still work out.