OK, so just a little on 'magic' in the different recursions.
When you translate, your supernatural powers need to be reflective of the recursion. How does 'magic' look and operate in the new recursion? Sort of like how Cyphers shift appearance/use but not effects.
If you translate to a Star Wars recursion, obviously those supernatural powers are generated by The Force. You are either a Jedi or some other type of Force User, but using lightning to kill is likely a dark side use there.
In a D&D like setting lightning is not dark side. When in such a recursion you would need to think about how you magic operates. From books (wizards), bloodline (sorcerer), granted by deities (clerics) etc.
Try and think about putting your magic into the context of a recursions.
Futuristic might actually mean a lot of your powers a advanced tech like nano-tech.
Supers = very easy.
Settings like Deadlands (where we are heading for our Weird West recursion) have very specific access to magic. Hucksters (magic of cards, dealing with manitous), Mad Scientists (ghost rock fuels all sorts of crazy contraptions), Enlightened (mystical Chinese monks focussing ki), Blessed (gifted individuals that channel god or spirit powers).
So, if there are specific rules for magic in a setting, you need to adopt one of the typical 'roles' for the functionality of your magic. So for Weird West, I am asking you to align yourself with one of these ways that magic manifests. You don't have to be a Huckster type per se, but if you want overt arcane magic, then you will be using the rules of hucksters when using magic. Otherwise such powers are likely gizmos and you power them with ghost rock.
Hope all this makes sense. The info I have at the start of Huckster and Weird Scientist Types is pretty easy to port to your PC. Don't even have to write it all there, but I will be using those rules for magic functioning. So at least decide what sort of 'caster' you are :)
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