OggyBenDoggy:
Clint once commented about magic, that in a modern game, a mage is more likely to cast Smite on a gun that use blast.
On simple solution is to give bolt and other such spells the "mental" trappings. Lowers the damage to d4s, but bypasses armor.
The other is to simply say something like a Telekinetic or pyrokinetic bolt has AP 10 or so.
The other is to consider all the non-damaging spells. Blind and Confuse for example are pretty darn powerful.
Yeah, I've been considering having Psionic attacks ignore standard armor entirely, balanced by the Power Points cost. Have them count as Heavy Weapons, letting their mad AP bypass vehicle armor as well, for double the PP or so. Of course they'd also have a cloaking field, clairvoyance, telepathy, and other powers that also use PP, so they couldn't just go on a mad Kill All The Things spree. Infinite AP seems to fit the source, but maybe AP 10 is a better idea in terms of sheer character balance, though.
Either way, this lets them be badass and still have limits so as to not overshadow other characters.
And yeah, the non-damage spells are amazingly useful, and relatively cheap compared to straight up attacks. Infiltration, stealth, and combat support are valuable roles to fill. On top of all that, I always love the "holy crap, I have inhuman powers, am I a monster now?" character arcs.
StJason:
Another thought on the power armor thing:
One of the issues (as I understand it) that the various militaries are having with making powered suits is not making them tough enough to stop bullets. The problem is that (especially with rapid fire) the pilot of the suit tends to get beaten against the inner walls of the suit.
So, adopt the Knockback rules from the Super Powers Companion, but add the caveat that it does knockback damage direct to the pilot, ignoring armor. This is the damage caused as their nose smashes into the front of the visor or the like.
Heh. I was just reading about that on the Starcraft wiki: the Maurauder's power armor had to be fitted with a foam undersuit because the pilots were squishier than the armor itself.
It seems like an extra couple steps I'd rather not take, but it would certainly make heavy hitters truly dangerous threats. Still, most things like flechettes or launched spines wouldn't cause much knockback. It'd take a big beast with a slam attack to do it. I'll definitely consider bringing it into play, though. Rather than doing 1d6 damage direct to the user, which isn't likely to hurt at all, I think I'll just tack it onto the total damage as in the SPC. Very cool suggestion to make players avoid getting hit rather than hoping the armor can protect them.
At some point, I want to figure out how to enforce the idea that the big awesome armor will only help a little bit, and somebody outside the armor can be just as amazing if they're clever and careful. I want to emphasize the grit and determination of the heroes over their gear and stuff, though the gear and stuff should give a clear tangible advantage. The little guy's chutzpah overcoming the big guy's resources, you might say. I really think SW is the right system for that, and you guys are giving me a lot of very good ideas that I think are shaping things in that direction.