And now I give you one of the most unpleasant members of PSI
Phil was the kind of guy who would sit alone at pubs and drink himself into a stupor. He wasn't quite an alcoholic, but it was the first word that came to mind. One evening Phil noticed that the pub was exceptionally noisy, even though there were only a few other people present. He began to listen to the buzzing conversations around him and found them to be very personal, revealing hidden secrets and memories that no one had ever heard before. As he did this, several people grabbed their ears and let out agonizing cries of pain. Though Phil did not yet realize it, he was discovering his mutation for the first time. Phil grew tired of the clamor and left the bar. Yet, as he walked down the street, he continued to hear the buzzing of people's thoughts, inducing more cries of agony from his unintentional targets. As Phil drank in the thoughts and memories, he began to feel lightheaded. The streets began to sway, and Phil grew warm and flushed. Using his powers was intoxicating, and Phil was getting high off his telepathy.
As he continued to wander the city, drinking in more and more mental images, he caught the attention of a team of PSI agents on assignment in England. Their equipment protected them from his abilities so they captured him and brought him in to meet Dr. Poe. Dr. Poe was astounded by Phil's natural proficiency with his powers and decided to give him a place in PSI. Phil serves as PSI's chief interrogator. He worked closely with security chief, Joshua Barclay, and enjoyed the opportunities to use his powers. Eventually, Phil became addicted to his telepathy and would undergo withdrawal if he went more than a day without reading someone's mind. Unfortunately, Phil's telepathic abilities also have a very deadly side effect, leaving many of his victims dead as he enjoys the high. Since he is so handy Counselor Darke retained Phil in the restructuring of PSI. He also uses Phil's powers to help reinforce his brainwashing techniques.
notable quote "With me, there are no mysteries. With me, there are no secrets."
INQUISITOR PL: 10 (115 pp)
ABILITIES: STR: 14 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 12 (+1) WIS: 20 (+5) CHA: 8 (-1)
SKILLS: Bluff 8 (+7), Climb (+2), Concentration (+5), Diplomacy (-1), Disguise (-1), Escape Artist (+2), Gather Info (-1), Handle Animal (-1), Intimidate 4 (+3), Investigate 2 (+3), gothic literature 2 (+3), Notice (+5), Search (+1), Sense Motive (+5), Stealth (+2), Survival (+5), Swim (+2)
FEATS: Fearsome Presence (1)
POWERS: *Telepathy  - DC:20:will,
Ex: penetrating ,
Db: partially visible when over half power,
*Blast  - DC:21:tough,
Ex: linked to telepathy ,
Ex: range-perception ,
Ex: duration-continous ,
pf: subtle, ,
*Mind Shield ,
Devices-hard to lose ,
*Protection-protective uniform ,
*Sensory Shield-sight-polarized contacts ,
*Teleport, subtle, 1 mile-panic ring ,
Flaw: long range only ,
Flaw: only to teleporter pad ,
Db: 30 second delay,
COMBAT: Attack 4 [Unarmed +2 (Bruise)] Defense 16 (13 flat-footed) Init 2
SAVES: Toughness 8 (8 flat-footed) Fortitude 3 Reflex 2 Will 6
DRAWBACKS: Weakness -addicted to using his powers moderate affect
Abilities 24 + Skills 4 (16 ranks) + Feats 1 + Powers 65 + Combat 20 + Saves 1 – Drawbacks 0 = 115 / 115
Here's Inquisitor I gave him fearsome presence at a laughable level not for combat but just to show how unpleasant he is. That and I had one more point to spend to get him to an even 115 points.