Goldenglove 2PL: 8 (120)
abilities (22)
STR 10 DEX 16 CON 14 INT 14 WIS 14 CHA 14
Combat (12)
+7 init, +8/2 ATK, +6 DEF (+2 dodge, +2 flat-footed)
+0/8 DMG (unarmed/gloves)
saves (10)
TOU +10/2 FORT +5 REF +6 WILL +6
Skills (13/52)
bluff +6
computers +4
craft: electronic +4
craft: mechanical +4
kowledge: streetwise +4
knowledge: technology +6
notice +6
search +6
sense motive +6
stealth +6
feats (11)
atk spec: powergloves 3, beginner's luck, diehard, dodge 2, evasion, improved initiative, luck, move-by action
Powers (52)
Device: Powergloves +13 (52)
- Telekinesis +8 (extra: damaging +1) [28]
- ap: Blast +8 (extra: penetrating +1) {24}
- ap: Dazzle +8 (sight, sound) {24}
- ap: Obscure +5 (all senses) {20}
- ap: Strike +8 (extra: penetrating +1) {24}
- flight +5 [10]
- immunity +9 (life support) [9]
- Force feild +8 (extra: impervious +1) [16]
- 2 points unspent
costs
abilities 22 + combat 12 + saves 10 + skills 13/52 + feats 11 + powers 52 = 120 pts

the daughter of the original goldenglove, Yolanda Costello discovered that his signature 'power gloves' could do SO much more than just hit things real hard, and got it into her head that she could succeed where he'd failed, by using the gloves to become a cat burglar, before her mother, a former teen hero turned police detective and the street-level teen hero team the Irregulars gave her a second chance. wether Yolanda actually took it in the years since then...that's up to your GM, isn't it

Yolanda herself wasn't too much trouble, being an athletic and smart girl. the gloves on the other hand, well, as the new tricks show, the gloves are a GL ring lite, with 2 EP unspent for APs or some other 1-2 point trick. Give yolanda a few years, and she could be a real contender