"Did you like playing with my new Royal flush gang?"
"Can't say that I did."
"Yeah, they aren't any fun at all. I gave them their powers and they still hardly ever play with me."
Ace of Clubs
PL: 10 (136)
abilities: (22)
STR 10 DEX 14 CON 12 INT 10 WIS 20 CHA 16
Combat: (28)
+2 init, +8/6 ATK, +8 DEF (+4 flat-footed)
+0/10/12 DMG (unarmed/telekinesis/drain)
saves: (5)
TOU +1 FORT +3 REF +5 WILL +10
Skills (13/52)
Concentration +12
Diplomacy +8
intimidate +12
notice +10
sense motive +10
feats (9)
attack spec: telekinesis, improved initiative, dodge 2, elusive target, fearless, move by action, ultimate save (will), uncanny dodge
Powers (59)
device: flying card +2 (8)
-flight +5[10]
Drain WIS +12 (feat: incurable, subtle extra: range +2, flaw: sense dependent -1, permanent -1) (14)
mind sheild +5 (5)
telepathy +10 (extra: mental link +1) (32)
ap: illusion +8 (all senses, feat: progression 4, flaw: phantasms -1) [28]
ap: telekinesis +10 [20]
costs
abilities 22 + combat 28 + saves 2 + skills 13/52 + feats 9 + powers 59 = pts

bored and uninterested in the RFG's rampages, Ace prefers to be left alone, and thus is almost never engaged in battle, using her numerous psychic powers to drive away anyone who comes close. For their part, the RFG leaves her alone, but wether out of twisted freindship or unspoken fear, take Ace with them. At present, the only non-RFG member Ace seems to trust is Batman, as almost everyone else who's tried talking to her has wound up a gibbering idiot by her hands.

by the end of her life, Ace's powers mutate and evolve rapidly, enabling her to rewrite reality over an area the size of central park. normally, this would be an X-trait, but if you really want stats this equates to very high ranks of transform (both physical and mental, anything to anything)