Here is what I have taken from the recommendation of “Donny Brook”
-Modular Abilities, Cosmic Power 500 [10 / lvl = 5000] (B71)
ENHANCEMENTS:
--Physical Only [+50% = +2500]
LIMITATIONS:
--Accessibility: only related to traits already possessed by the target [-40% = -2000](PU8, p. 4)
--Accessibility: only permanent Afflictions allowed [-5% = -250] (PU8, p. 4)
--Advantages Only: Affliction, Advantages [-40% = -2000] ({64)
--Uncontrollable: cannot choose what trait is afflicted [-9% = -450] (
http://forums.sjgames.com/showthread...=173246&page=2, comment 15)
Total: 2,800
Based on the recommendation of “the_matrix_walker”, here is another version:
-Affliction, Advantage 1 [10 / lvl = 10] (B35)
Enhancements
--Advantage, 500 points [+10% per point the advantage is worth, + 5000% = 500] (B36)
--Permanent, cannot be removed [300% + 30] (B104)
Limitations:
--Accessibility: Advantages given are limited to be in response to character’s traits [-50% = -5] (PU8, p. 4)
--Accessibility: Only once a year [-70% =-7] (PU8, p. 4)
Sum: 529
--Wild Card: "Can bestow any power, but the powers are ultimately unpredictable and based on the recipient’s present circumstances, past background, worries about the future, personality, and other factors. Also, a person only be empowered once.” [x4] (S41)
Total: 2115
Then there is the Origins Magnet approach:
Origins Magnet [-15] (S32)
ENHANCEMENTS
-Cosmic: Can Target one individual once a year, [+300% = +45] (PU4, p. 8)
NOTES:
-Resulting powers should be based on character's personality, psychological and mental problems and quirks, and other personal traits
Sum Total: 30
MMM, I do think the Origins Magnet route is probably the cheapest, and the simplest in terms of math. Thanks.