Removed Will attribute. There is now a Willpower skill.
Action and Hero Points
Action Points are now a per-session resource; they are not restored at the end of each encounter, but rather at the beginning of each session.
Hero Points are no longer automatically restored each session; instead, they are granted by the DM for completing important objectives (i.e. at the end of each episode).
Two-handed attacks now inflict dice + stat + hpow damage.
One-handed attacks now inflict dice + (stat + hpow)/2 damage.
Powers can be "wielded" as well:
A "two-handed" power inflicts damage as a two-handed weapon.
A "one-handed" power inflicts damage as a one-handed weapon.
It is possible to dual wield powers; this works exactly the same way as dual-wielding weapons.
For example, wielding Fire in one hand and Frost in the other, you could spend a single standard action to attack with both powers.
Attacking in such a manner would inflict less damage with each power, but might offer other tactical advantages. Whereas, casting either "two-handed" would inflict more damage than either individually.
The dice, handedness, and ability score modifier of spells is given by the implement, just as Weapons determine these numbers for weapon-based combat.
When not using an implement, you are manifesting powers "unarmed". Analogous to Unarmed, the Willpower skill is used to enhance your base numbers, which are: