The supernatural rules are as follows:
6. You buy supernatural dice for a character (or object or vehicle or weapon or whatever) at the cost of 3CP per d4, 4CP per d6, 5CP per d8, 6CP per d10, and 7CP per d12.
7. These dice may be combined for specific effects according to the character's Supernatural Cliche (e.g., superhero, wizard, etc). Dice are assigned one at a time to add to or subtract from Range, Damage, Skill, Armor, or Move. At half effectiveness (rounded down) they can add to or subtract from Radius, Arc, and alternate Move (e.g., giving Flying Move to a normally ground-based creature).
8. When used for Damage, a d4 always causes one of the d4-based Damage types (Fire/Acid/Poison/etc.), while d10s always do Explosion Damage; everything else causes normal Damage.
9. Supernatural effects have a Use rating of +1 for every die used. If the effect is added on top of an Action that already has a Use rating (swinging a sword and adding Fire Damage to the attack, for instance) then the +1s are added on top of the Action's existing Use.
10. Any crit fail on a Supernatural Die turns it into a Supernatural Die that one of your opponents can re-roll, re-assign, and use to sabotage the effect (subtracting Range or Damage from your attack, for instance), although he must still keep the overall effect within your Supernatural Cliche.
Numbers 9 and 10 may be wildly out of balance; those in particular need a lot more playtesting before I'm sure that SN dice will still be worth the cost. For very large Supernatural Effects I'm sure that players will have to devote a couple of the dice to boosting their own Skill Rolls.
Resurrection, retroactive, and lasting effects are no longer possible in the updated system, although dead bodies can be animated on a turn-by-turn basis. There's no "loaning" SN dice to other SN units anymore either. I kind of want to put in some kind of quick-build power, but I think it's better left to the Mechanix rather than trying to duplicate it in SN.