GooPL 8 (120)
Abilities (30)
STR 0 AGI 3 FIT 3 AWA 4
STA 3 DEX 0 INT 0 PRE 2
Powers (51)
Corrosive touch: Weaken TOU 10 (resisted by fort, extras: affects objects +1, Progressive +2, linked: Damage +10) (51)
- coming through: Burrowing +5 [5]
Advantages (6)
def roll 3, diehard, improved initiative, move-by action
Skills (18/36)
Close combat: Corrosive touch +3
deception +6
intimidation +6
insight +7
Perception +7
stealth +7
Defenses (15)
TOU +6/3 DODGE +10 FORT +6 PARRY +6 WILL +6
complications
Dying sucks: like the rest of her batch, Windsprint has occassional flashbacks to the times they were killed for sport over and over
I'm going to live: Goo is going to do everything in her power to keep herself from returning to the killing floors
On the Lam: Like the rest of Gen 13, Windsprint is on the run from her former captors
offense
+3 unarmed, +0 close damage
+6 Corrosive touch, +10 DMG/+10 weaken (fort resist)
Total
abilities 30 + powers 51 + advantages 6 + skills 18/36 + defenses 15 = 120

Good and her freinds were collectively known as Gen 14, decanted, hunted, killed and recloned ad nauseum by a remnant of the US army for training against superbeings, often enough that memories of their deaths started to bleed back over, and the 5 of them eventually jumped ship to join Gen 13. Goo was the first to do so, and was allowed by her 'commanding officer' to do so as a stalking horse, to lure her new freinds into a massacre. Sadly, Goo perished soon after said massacre was averted, using her powers to undo a monstrous and fatal mutation Fairchild had picked up, at the cost of the mutated caitlin breaking er neck. that is, until somebody decants Goo's next clone...

For goo's corrosive touch, I basicly swiped the same power from Captain Oblivion from emerald city Knights. For anime fans, Goo's ability is basicly the same as Scar's from Full Metal Alchemist, so anything he can do, she can power stunt.