I'll try my hand next
Modern Victory
Again, I don't have roll 20 or maptools so it would be theater of the mind and dice rolls old school (I'd trust you all on the rolls) - Tree thanks for the offer, but I like the idea of old school, I trust you all with the rolls & I hope you all trust me . Plus, it will force me to knock the dust off the descriptive and narrative skills so my games with my girls will be better for it - yes I'll use you all like that

Also, again, so I don't have to switch gears too much from being ready for my girls make it Modern Victory, set in general this time frame, Influences (as I mentioned with my girls) will be 'Leverage' 'Persons of Interest' along with Sherlock Holms (book and modern BBC versions) - so a touch on the gilded side with knacks etc - but with Marvel Supers to keep it super. Especially the 'Daredevil' Punisher etc version of Marvel
I'd say try and make a character different from your real Victory character - try out a different flavor and different powers - but Mike, yeah you can make them decedents of the current characters if you like
The world has supers and knows about them but they tend to be lower power, lower flash , there may be an "Iron Man" type, but if there is it is kept under wraps (and you won't play in that league for a long long time)
I'd advise getting skills and not just powers, be rounded ...
House rules
Attributes roll 4 d6, re roll all ones, keep the top 3 d ; re roll any attribute less than 8
Attribute modifiers - per CKG method 2
13 - 14 +1
15 - 16 +2
17 - 18 +3
etc
Also include physical beauty as an attribute
Victory points as BtB
Intuition at rank 2 or above is a little more active than just an init effect
Probability Manipulation can be reactive but at the cost of your next action - Wisdom checks (I'll prompt at times, but some prompts will be red herrings, and you can ask for a check yourself if your own spider senses are going off

Lightning speed does not require the high Dex as BtB, but maneuvers at speed WILL require dex checks
To keep it lower powered - Power packages are limited to 5 points (but for the 4th or more powers in the packet, it cost 1/2 point for a 1 point power)
I will be lacks on phobias and enemies and watched . you can have more than the 1 per by the book. I'll even let you buy a couple of short comings to be revealed at a future date - yes Mike I am stealing that one from you !

Skills are expanded from the btb default to current time - more science choices, computer (int) .... Hmmm a little advice ... what skill would driving be under ???? I don't want to make a skill just for that, so what would it fall under ???? - Any suggestions ????
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House rule from 21 May 2018
Magic - as per book p 20, but a magic practitioner has a pool of powers equal to the power points put into the packet plus the characters intelligence modifier (this give a mage more flexibility than a 'normal' super hero). to activate a power they must make an occult skill check with the TL being that of the power level of the power. ( With thinking about this, you don't need a check for each use of a power after activated. You can have as many powers usable in a combat as you have as your int modifier. In combat you can drop a previously activated power and attempt to activate another power, this takes all actions in the round.
Not sure how to handle future increase to the power as you level up ...
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Natural 20
Damage - max damage for the attack, plus a normal roll damage - for example a damage of 2 d6 would be 12 plus the result of the roll of the 2 d6.
Healing - outside of extra natural - for a night of rest, 1 hp plus con bonus, plus level ; anyone with a first aid type knowledge (at least from background narrative [was a boy scout, life guard in HS, took JROTC etc etc etc] if not a skill) does 1d4 + wisdom bonus (not sure on adding level). A medical skill does 1 d 8 plus wisdom plus skill ranks plus level. They all require an evening's rest.
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Post your characters so I know what to work with.