Overview
Powers are a new character option for players to choose from. They represent a strong set of abilities that require significant training or aptitude and are often extraordinary in nature. Each Power has its own ruleset and can add significant tactical depth but also complexity to how you play your character.
When you learn a Power, you get access to a specified amount of Powered Abilities, which you can then use by spending resources, usually Focus but sometimes new resources specific to that Power as well.
Examples
Conjurology: Casting spells to shoot balls of fire, conjure storms and flying motes of light.
Biotech: Cybernetic enhancements like scopes for eyes, metal skin, spring legs.
Psychic: Telepathy, telekinesis, mind reading, psychometry.
Ninjutsu: Creating illusory clones, smoke bombs, traps.
Strategems: Mobilizing and cooperating with allies on the battlefield to turn the tides.
Powers versus Skills
Powers are only necessary if specific rules and clear use cases would improve the flow of the game. This can be great for tables that run combat-heavy games or players who are used to playing video games. Fictional worlds can also benefit from having such rule-based powers, as it adds a sense of logic and realism to their extraordinary abilities.
If you want to stick to rules-light roleplaying where players are in charge of coming up with creative applications, consider using a custom Skill instead. You could easily have a Skill called Cast Spell and let the player suggest an effect and the dice determine the outcome.