Play horsey?
Sage
Power Level: 10 (150pp)
Abilities: STR: 10 (+0), DEX: 12 (+1), CON: 10 (+0), INT: 18 (+4), WIS: 20 (+5), CHA: 14 (+2)
Skills: Bluff 10 (+14), Computers 12 (+16), Concentration 8 (+13), Craft [Electronic] 10 (+14), Diplomacy 8 (+12), Gather Information 12 (+16), Knowledge [Business] 4 (+8), Knowledge [Streetwise] 8 (+12), Sense Motive 8 (+13)
Feats: Assessment, Attractive, Contacts, Defensive Roll 2, Defensive Throw, Eidetic Memory, Equipment 4, Improved Throw, Power Attack, Precise Shot, Speed of Thought
Powers:
Boost 5 [any mutant power; 2pp/rank] (Extra: Duration [+3]; Flaws: Action [Full; -1], Others Only [-1], Permanent [-1]; 10pp)
Comprehend 1 (Languages; 2pp)
Quickness 12 (Flaw: One Type [mental tasks; -1]; 6pp)
Super-Senses 4 (Detect 2 [Minds; Mental, Range]; Detect 2 [X-Factor; Mental, Range]; 4pp)
Telepathy 10 (20pp)
AP:
Astral Form 4 (1pp)
AP:
Deflect 7 (Mental Attacks; Extra: Reflection [+1]) Linked to
Mind Shield 6 (6pp)
AP:
Illusion 6 [all senses] (Flaw: Phantasms [-1]; 1pp)
AP:
Mental Blast 5 (1pp)
AP:
Mind Control 10 (1pp)
Equipment: Arsenal (Submachine gun [12ep], Dual Light Pistols [1ep], Knife [1ep]); Sunglasses (
Datalink 2; PDA; 3ep); Unstable Molecule Uniform (
Protection 2,
Mimic 1; 3ep)
Combat: Attack +8; Damage +0 (Unarmed) / +4 (Submachine gun, Autofire); Defense +8 (+4 flat-footed); Initiative +4
Saves: Toughness +4 (+2 flat-footed), Fortitude +4, Reflex +5, Will +9
Abilities 24 + Skills 20 (80 ranks) + Feats 15 + Powers 47 + Combat 32 + Saves 12 – Drawbacks 0 = 150

Sage’s PL is determined by her now-defunct telepathic powers, but she still retains her Deflect and Mind Shield powers off of that array. Sage’s most useful abilities include her Eidetic Memory and Mental Quickness. In combat, Sage is a capable martial artist and a crackshot with her firearms, but she should play at best an auxiliary role if she is even in combat at all.

Sage has the ability to detect and decipher a mutant’s genetic code. Furthermore, she can produce a further evolution of a mutant’s genetic trait or jumpstart an unevolved mutant’s abilities with a Permanent Boost. This will allow a shuffling of the Boosted trait (in addition to a 5pp bump) but it should be up to the GM whether this is Uncontrolled or not; once determined, the trait cannot be changed. Since multiple Boosts are not stackable, 5pp is the most that Sage can augment a mutant’s powers.

Sage’s sunglasses allow her to link up to any computer in the vicinity. Sage also has an arsenal of firearms and a uniform made of unstable molecules. Aside from protection, I’m not sure what value such a uniform has for Sage, except that the unstable molecules allow for a VERY form-fitting costume!