Almost all powers must take the ‘costs fatigue’ modifier. Costs fatigue is per scene for maintained powers, not per minute. Many minor uses of powers will not cost fatigue.
Everyone will start with an energy pool of 3.
The Skills List is greatly abbreviated. Skills cost the same. More general skills have become harder. I encourage specialization.
Self Control rolls are based on Will, not 12, unless this becomes abused.
Gameplay
There is no defense roll in combat. Dodge is a modifier to attack roll, based on move-3. Acrobatics can still be used. Parry/block is ½ skill-3.
Damaging hand-to-hand attacks use Brawl. Disabling hand-to-hand attacks use Judo, regardless of the actual training involved. You can parry with either.
Assume none of the optional combat rules are used.
Fatigue and energy will be managed using colored beads.
Thematic elements
Telepathy is not a well-controlled ability. I encourage you to pass strong thoughts to telepaths, either verbally or through stickynotes.