Saturn Girl:
PL: 10 [150 pp]
M&M Ready to Play
Degree of Player Difficulty (Novice/Experienced/Advanced)
Degree of GM Difficulty (Novice/Experienced/Advanced)Str 10 (+0) Dex 12 (+1) Con 12 (+1) Int 14 (+2) Wis 16 (+3) Cha 14 (+2)
Skills: Diplomacy 6 (+8/+12), Concentration 11 (+14), Diplomacy 8 (+10/+14), Gather Information 8 (+10), Knowledge [Civics] 6 (+8.), Knowledge [Current Events] 6 (+8.), Medicine 6 (+8.), Pilot 4 (+5), Search 6 (+8.), Notice 7 (+10), Sense Motive 10 (+13)
Feats: Attack Spec. [Psynaptic Overload ] 3, Attack Spec. [Unarmed] 2, Attractive, Defensive Roll 4, Dodge Focus 4, Equipment, Inspire, Leadership, Teamwork, Trance, Ultimate Effort [Ultimate Will Save]
Powers: Titanian Telepathy: Mental Override: Mind Control 10 (Extra: Conscious); (Feats: Mental Link) [Dynamic]
-Calming the Moment: Emotion Control 10 (Extra: Area [Burst]); (Power Feat: Selective); (Flaw: Limited [one emotion (calm) only]) [Dynamic]
-Mind Bolt: Mental Blast 7 [Dynamic]
-Psynaptic Overload: Stun 7 (Extra: Perception) [Dynamic]
-Mental Tracking: Telelocation 12 (Extra: Sustained Duration) [Dynamic]
-Mind Reading: Telepathy 10 [Dynamic]
Psionic Awareness: Super-Senses 1 [Mental Awareness]
Strong Mind: Mind Shield 5
Device [
Legion Flight Ring] 4 [hard to lose]
--Flight 4
--Immunity 7 [Environmental Cold, Environmental Heat, Environmental Radiation, Pressure, Suffocation, Vacuum]
--Super-Senses 1 [Communication Link (other Legion Rings)] (Power Feat: Progression 4 [x25])
Saves: Toughness +5*/+1 [*Defensive Roll]
Fort +4
Ref +5
Will +8 [+13]
Combat: Attack +4/+8 (Unarmed)/+10 (Psynaptic Overload)
Defense +10 (+3 flat-footed)
Initiative +1
Equipment: Telepathic Ear Plug [Comprehend all spoken languages]
Costs: Attributes 16+ Skills 19+ Feats 19+ Powers 64+ Saves 12+ Combat 20= 150 pts. Complications: Hi! I‘m A Telepath!: As part of their agreement with the UP, all natives of Titan are required to display the designated symbol (an image of Saturn) that marks them as a telepath, so that all who deal with them are aware they are dealing with a mentalist.
Relationship ~Live Wire: They have an on-again, off-again romance but there is little doubt they both care for one another.
Responsibility ~Representative of the UP: The Legion is considered to be a grand experiment by the United Planets to show that all of it’s various member worlds can co-exist. They are constantly in the public eye and scrutinized by the government for their actions.

Psychics can be a handful for a new player, or GM for that matter. Many of their ‘standard powers’ are considered to be a bit problematic in one way or another. The always popular Mind Control lets them deal with most mooks & minions no trouble and plus they can learn a bit about what the bad guy’s big plan possibly and many of their other powers don’t require a dice roll to hit, just a Save of some kind.

Still the Psychic is a popular character, so much so that the archetype is considered to be one of the ‘core characters’ every group should have. Pick a team and 9 out of 10 times they’ve got at least one psychic among them if not two (as like Mystics, the Psychic can be somewhat specialized in their power focus from time to time).

Thanks to their mental abilities, the Psychic can be anything from the big blaster (with T.K. blasts), the team brick (with a T.K. force field and touch range T.K.), a sneak (with an illusion that hides them from sight) to a straight up standard mentalist with the whole grab-bag of usual powers (mind reading, mental communication, mind control, & mental blasts). The trick is to be well versed in what rolls the psychic’s targets will have to make their saves against, since most psychics can attack other saves besides Will, and how much information the GM wants the psychic to learn from other‘s minds (if the player goes that route with the character).