[floatr][/floatr]Player Name: ShaenTheBrain
Character Name: The Scarab
Power Level: 15 (225/228PP)
Tradeoffs: None
Unspent Power Points: 3
Progress To Gold Status: 78/90
Bronze Reward: 2nd PC at PL10/150PP
Silver Reward: 7PP of Equipment for The Scarab, 8PP of Equipment for Thrude
Alternate Identities: Elena Guerrero (Current Incarnation), Alexander Rhodes (Previous Incarnation), Prince Heru-Ra of Egypt (Original Incarnation)
Identity: Secret
Birthplace: Santa Lucia, California, USA
Occupation: Freelance Legal Consultant, Philanthropist
Affiliations: Freedom City Historical Museum (Donor), Freedom City Ledger (Lifetime Subscriber), Freedom City Public Libraries (Donor), Freedom City University (Alumnus), Law Office of Nelson & Bannerly (Independent Consultant), Rhodes Foundation (Shareholder)
Family: Josefina Vasquez de Guerrero (Mother, Deceased), Eduardo Guerrero (Father, Deceased)
Description:
Age: 31 (DoB: 1979)
Ethnicity: Latina
Height: 5'8"
Weight: 130 lbs.
Hair: Black
Eyes: Brown
Unlike the bright scarlet and yellow tights worn by her "predecessor," the "new" Scarab's costume consists of menacing armor plates overlapping in subdued shades of crimson and gold. The massive cape extending from under her shoulder guards never ceases flowing and billowing dramatically behind her, subtly guided by her telekinesis and her flair for the dramatic. Careful observers will quickly realize that, even when she chooses to walk rather than hover, her feet never quite touch the ground, only adding to the alternately unsettling and awe-inspiring mystique she cultivates.
[floatl][/floatl]Out of costume, Elena Guerrero blends in with millions of other upwardly-mobile female professionals employed in the fields of law or big business. She tends toward tailored skirtsuits, sweaterdresses, sundresses, and other outfits which could be described as "feminine and elegant, but unremarkably so." She tends to wear a lot of red and gold combinations, so as to be color-coded for the convenience of the imaginary readers of the FCPBP comic books. When it comes to clothing, she believes in paying for quality, but almost never to the point of extravagance (on the rare occasion where she does indulge, it is not for her own benefit). She isn't a very athletic person, focused far more on the cerebral than the physical, and her body suffers for it. She's fortunate enough to have been born with genes which make weight difficult to keep on rather than off, but what flesh she does carry lacks any real muscle tone. Her physique is petite, but doughy. Her facial features aren't actively unpleasant to gaze upon, but neither are they anything exceptional.
History:
Heru-Ra
In approximately 3,000 B.C.E., Heru-Ra was the crown prince of the Egyptian Empire. He lacked interest in politics or economics, neglecting matters of the physical world in favor of the philosophical and theological. Through a unique combination of meditation, contemplation, self-denial, physical exertion, and sheer talent, he managed to achieve a measure of Enlightenment, thousands of years before the bodhisattvas and messiahs who would follow him. Heru-Ra awakened the part of his soul the Egyptians called the ka, gaining great power to exert his will upon the world around him.
Heru-Ra's closest friend was the sorcerer-priest Tan-Aktor. The two young men fought together often, defending Egypt from the supernatural threats of the ancient world. In their greatest victory, they prevented the evil sorcerer Ka-Khemet from using the stolen Milk of The Sun to help the minor god Sobek usurp control of the Egyptian pantheon. Ka-Khemet and his minions had sought to transfer their essences into the eggs of the crocodile god, emerging as immortal hybrid monsters. But the combined might of Heru-Ra and Tan-Aktor defeated the sorcerers, and trapped them within the eggs for all eternity.
Unfortunately, Tan-Aktor's lust for power soon overshadowed his loyalties to his friend and his pharoah. Along with his treacherous lieutenant Khar-Hotep, he tried to murder the royal family and seize the throne. His coup-d'etat failed, and both he and his former comrade died striking each other a death blow. When the two men stood before the gods for judgement, Heru-Ra demanded that no other but he be allowed to punish Tan-Aktor. Simultaneously impressed with his courage and insulted by his arrogance, the gods chose to punish Heru-Ra in the manner gods have always preferred above all - they gave him exactly what he asked for.
Heru-Ra and Tan-Aktor were both doomed to unending reincarnation, constantly dying and being reborn like a pair of scarab beetles from the dung. They would chase each other around the wheel of life and death, locked in eternal battle. In every new life, Heru-Ra fought to protect the innocent and uphold justice, while Tan-Aktor sunk deeper into brutality and depravity in his twofold quest to accumulate personal power and rid himself of his eternal foe.
[floatr][/floatr]Alexander Rhodes
Alexander Rhodes was a wealthy financier and philanthropist, the C.E.O. of the Rhodes Foundation, the financial powerhouse his family had built. Rhodes had always been fascinated with Ancient Egypt, collecting every relic he could get his hands on. It wasn't until 1961 that he understood why. Like many before and since, Rhodes underwent hyponotic regression on a lark in 1961. Although meant "for entertainment purposes only," the attempt to remind Rhodes of past lives was a resounding success, revealing to him his true nature as the reincarnation of Prince Heru-Ra. The recovery of all the memories he'd accumulated in previous lifetimes reawakened his ka, empowering him once again. He decided to use his powers to fight Evil, putting on a mask and cape to help usher in the resurgence of costumed superheroes as The Scarab.
The Scarab was the second-in-command of the original Freedom League, and aside from The Centurion, the longest-running member. His psychic powers and diplomatic nature helped him fulfill the role of "peacemaker" on the team, settling conflicts and encouraging and facilitating teamwork. He was a mentor, comrade, and friend to most of his teammates during his nearly 20 years of service.
Although Rhodes never met the Nazi sorcerer Wilhelm Kantor personally, he clashed frequently with agents and pawns directed by the reincarnation of his eternal nemesis. Kantor, now calling himself "OverShadow," immediately recognized The Scarab's iconography as the heraldry of Heru-Ra, and over the next two decades, he wasted countless hours and resources in single-minded attempts to destroy his old foe. But time and time again, The Scarab foiled his attempts at world conquest.
In 1979, seeking to rid himself of his eternal foe, OverShadow recovered Sobek's eggs and removed his curse, allowing them to hatch and unleashing the Scions of Sobek upon the world. He manipulated the crocodile-headed sorcerers into hunting down Heru-Ra. The Scions clashed with the Freedom League at the newly-christened Pyramid Plaza, with all but The Scarab falling prey to their mind control. The Scarab managed to break their hold over the League with the aid of the rookie psionic hero Brainstorm, but the effort cost both of them their lives.
As far as the public knew, Alexander Rhodes suffered a fatal brain aneurysm (which was technically true). At his request, his comrades on the Freedom League interred his corpse in a secret chamber inside The Scarab's Lair, the underground base Rhodes had constructed beneath Pyramid Plaza. In accordance with his departed friend's wishes and contingency plans, Daedalus created cloned bodies which were interred at Rhodes' public grave and a fake burial chamber in The Lair, as decoys. Brainstorm was posthumously inducted into the Freedom League, and iconography depicting both him and The Scarab can be found on Heroes Knoll and all around Pyramid Plaza. In accordance with Rhodes' last will & testament, controlling interest in the Rhodes Foundation passed to his trusted assistant, Maria Hernandez. She also inherited the secret responsibility for taking care of The Scarab's Lair, the underground base Rhodes had constructed beneath Pyramid Plaza. As Maria aged, she passed this sacred trust to her daughter, Sofia Cruz, who also eventually took her mother's place at the head of the Rhodes Foundation.
As he'd promised, Adrian Eldritch cast a spell immediately after The Scarab's death, obscuring any attempt by Kantor to locate his next incarnation. Unfortunately, this spell made it impossible for any of The Scarab's fellow heroes to locate her either, so she was left to her own devices. Although she was conceived at the moment of Rhodes' death, it would be nearly 30 years before the next incarnation of Heru-Ra became fully aware of her own destiny.
[floatl][/floatl]Elena Guerrero
Elena Guerrero's parents were illegal Mexican immigrants, who made it over the border just in time for her to be born in Southern California, becoming an American citizen by default. Eventually, her family made their home in Santa Lucia, a small town with a large (and poor) Latino population. Her upbringing couldn't help but be "multicultural."
Some children are born with a silver spoon in their mouths. Elena's parents would say that instead she was born with a sword in one hand and a shield in the other. As a child, her play consisted of fantastic games of make-believe featuring brave warrior-princes clashing with evil sorcerers on ancient battlefields. As childhood gave way to adolescence, childish games stood aside to make room for Noble Causes. Elena was never without a cause to champion, though the exact nature of that cause seemed to change with amusing regularity. Still, it was courage, conviction, and an unhealthy sense of adventure that had driven her parents across the border in the first place, and they had no intention of squashing these same qualities in their own daughter. So they indulged her as much as they were able.
An above-average student, Elena managed to win a scholarship to Freedom City University, where she earned both her undergraduate degree and her Juris Doctorate. As a lawyer, she planned to fight injustice and oppression, to fight for those who couldn't fight for themselves. During her tenure at FCU, Elena was amazed how Freedom City felt more like "home" to her than any place she had ever visited. Sometimes, she would spend hours just standing on the observation deck of Pyramid Plaza, daydreaming about flying across the skyline.
Unfortunately, her graduation from FCU Law School was a bittersweet occasion, as both her parents had succumbed to cancer mere days before the ceremony. And these were not isolated incidents. Many people were dying premature, cancer-ridden deaths in Santa Lucia, as a direct result of illegal toxic waste dumping by Locusta Pharmaceuticals, a wholly-owned subsidiary of Grant Conglomerates. But it was the poor Latino residents who were dying, while the White upper-class (a minority in population but a majority in power and resources) looked the other way.
[floatr][/floatr]The townspeople finally organized and put together a class-action suit against Locusta, but they couldn't find a lawyer to try the case who they could afford. That is, until Elena, fresh out of law school, volunteered to try the case pro-bono. Despite her lack of experience, the townsfolk were enthusiastic. To them, she was "one of us," a local-kid-done-good. Besides, they had accumulated a mountain of evidence and a list of witnesses a mile long. It was an open-&-shut case.
Which is why everyone was so surprised when they lost. They underestimated Locusta's influence as much as they overestimated Locusta's ethics. Witnesses either disappeared or recanted their testimony. Evidence was lost or destroyed. New evidence "appeared" or was manufactured. The jury didn't even bother to deliberate before handing in a verdict in favor of Locusta.
The *crack* of the judge's gavel coming down echoed like a thunderclap in Elena's head, setting off explosions behind her eyes. Suddenly, everything became clear to her. Her mind started randomly reaching out into the thoughts of others. She saw past events as if they were happening in the present. She saw the bribes, the threats, the lies. She staggered out of the courtroom, overwhelmed and demoralized. It was her first and last case.
Her defeat utterly disillusioned Elena regarding the entire legal system. She decided that, if the system was being so easily and thoroughly subverted by Evil, then she needed to restore the balance. Elena spent the next few years learning to control and expand her powers, and learning how to profit from them. Precognition helped her make a substantial profit on the stock market (and one state lottery). Telepathy paved the way for a new career as an "independent legal consultant." She helped select juries, verify witness testimony, and stay one step ahead of the opposing legal teams. None of her clients knew about her superhuman abilities; they thought she was "just that good." Most law firms paid top dollar for her services, though she was known to aid certain sincere "underdog" causes for free.
The money started piling up, almost faster than she could spend it. She began donating it to charity, starting with several anonymous donations to both the private citizens and public institutions of Santa Lucia. But in all those years, no matter how many cases she helped win or how much money she gave away, her sleep was plagued with nightmares. She couldn't rid herself of the nagging feeling in the back of her mind that it wasn't enough. That she had to do more.
Three years to the day of her crushing defeat in that first courtroom, Elena found herself back in Freedom City. The closer she got to Downtown, the clearer the visions became. By the time she reached Pyramid Plaza, she remembered the location of the secret entrance to The Lair. She realized that she wasn't merely daydreaming about flying across the skyline. She was actually reaching out with her mind, extending her senses beyond her physical body. Once inside The Lair, once inside her Lair, everything finally made sense. She remembered everything.
Minutes later, Sofia Cruz crept down into The Lair, shotgun in hand, responding the to the alarms reporting a security breach. She was skeptical of Elena at first, but Elena passed every test. She identified the fake tomb for what it was, and identified the true resting place of Alexander Rhodes. She was able to tell Sofia things, things about herself, about her mother, about Rhodes, that no one else would know, that no one else could know. Eventually, Sofia was convinced, and pledged her renewed support. Soon, all the pieces were in place. At long last, almost thirty years since his death, The Scarab was reborn, and ready to make up for lost time.
Personality & Motivation:
In and out of costume, Elena carries herself with an air of nobility. She radiates the calm confidence of someone who really has "seen it all;" very little surprises her anymore. Some people mistake her demeanor for repression at first, but in her interacts it quickly becomes clear that she isn't pent up, merely serene. She is incredibly empathic, always looking for the best in people even when they can't see it themselves, always looking for ways to settle conflicts peacefully and turn yesterday's enemies into today's allies. The fact that she hasn't already tried to just take over the world and turn everyone into her puppets, after dealing with Humanity for 5,000 years, is a testament to an almost saintly capacity for restraint and understanding.
However, that "air of nobility" cuts both ways. She expects her words to carry weight, for others to defer to her experience, and so she has very little patience for being questioned or second-guessed, especially on the battlefield. And although her patience is legendary, once a foe (or even a comrade) has reached its limits, she swings completely to the other end of the spectrum with alarming alacrity. There is no gradual progression between "understanding counselor" and "ruthless warrior" with The Scarab, but a switch (albiet a weighty one, difficult to flip).
Between remembering 5,000 years worth of accumulated life experience and being the most powerful telepath in the history of the world, The Scarab tends to be uncomfortably (and unconsciously) blunt in social interaction. She usually stops short of insulting people or hurting their feelings, but she also speaks frankly about taboo subjects and gives voice to matters others leave unspoken. She knows too much about how the human mind works to avoid some measure of manipulation in her interactions, but she rarely has the patience for employing or indulging outright deception.
When it comes to matters of the heart and the flesh, Heru-Ra has always been open-minded, in any incarnation. After accumulating so much experience on both sides of the gender barrier, watching the fickle standards of beauty change from one culture and generation to the next, while peering into the very minds and souls of so many people, she no longer places much importance upon the particular body those souls come wrapped in. In short, she's bisexual, and at one point or another, she's probably tried everything, in all possible combinations, from all possible points of view.
When Elena puts on the mask of The Scarab, she changes her persona noticeably to match. Her speech pattern and word choice leans far toward the formal and the dramatic. Like most heroes from the Silver Age, she is prone to grand gestures, long-winded moralizing, and downright hammy speeches. She does not "speak." She proclaims.
Ultimately, the soul of Heru-Ra is a hero in any incarnation. An unbreakable spirit, courageous, generous, and unflinchingly self-sacrificing, often to a fault.
Powers & Abilities:
The Scarab is the archetypal "Psionic" superhero. She is a master of the art of exerting her will upon the world around her, both physical objects and the thoughts and minds of others. This allows her to move objects (including herself) as if she had the strength of thousands, without touching them, at amazing speeds (potentially turning any object into a "bullet"). She can project her thoughts into the minds of others (overwhelming them to the point of pain or even injury if she chooses), and read their thoughts as well. She can even seize direct control of other minds entirely, directing their actions like a puppeteer, or erasing and rewriting their memories as she chooses. Her senses are not bound by her physical body, or even time or space. She can push her sight out past her eyes, scanning her surroundings with incredible speed and experiencing faraway events as if she were present, or she can dredge up the psychic echoes left in places and objects, viewing past events which occurred around them. With effort, she can even extend her perceptions into the future. Such prophetic visions often come to her without any active effort on her part, especially in her dreams.
Complications:
:!: Dating Catwoman: The Scarab's previous incarnation had a "complicated" relationship with the supervillain Bombshell. Thanks to The Scarab's reincarnation and Bombshell's immortality, they have rekindled that relationship.
:!: Enemy: Tan-Aktor is, to say the least, not pleased to learn that his nemesis has returned.
:!: Justice: In 5,000 years and 100 lifetimes, there are still some lessons Heru-Ra hasn't learned. Elena's innate sense of justice and nobility are like conveniently-placed handles bolted to her back for easy steering.
:!: Keep Your Enemies Closer: The offices of Johnathan Grant (Grant Conglomerates) and Hieronymus King (Majestic Industries) are a stone's throw away from both Elena's apartment in Pyramid Plaza, and her secret headquarters beneath it. Constantine Urallos rents office space for Delphic Industries and one of the penthouse apartments. Which he sometimes uses to host meetings with the inner circle of The Labyrinth. Elena is, of course, totally ignorant of all this.
:!: Legacy: Heru-Ra has walked the Earth many times, making friends and enemies, accumulating and collecting debts, and generally building a past full of elements which could come back to bite her in the ass at any moment.
:!: Peeps: If Sofia Cruz, Maria Hernandez, or their families or friends are ever in danger, Elena will feel personally responsible for rescuing them. If any villains ever discover the link between them and The Scarab, exploiting that information will be the worst mistake they ever make.
:!: Powers:
[*:19q8vrbw]ESP: GMs can Fiat to allow villains being observed remotely to reroll or automatically pass the Notice check to pick up on it, and to allow them to ignore the "No Conduit" extra and target The Scarab with Perception-range powers.
[*:19q8vrbw]Mind Reading: If a subject The Scarab has established mental contact with is injured, The Scarab must make a save against the same Damage, using her Mind Reading power rank in the place of her Toughness bonus, as with the "Feedback" flaw. The GM can also force a save against an attack effect of his choice if The Scarab's mental probing unconvers a particularly intense or traumatic memory.
[*:19q8vrbw]Teleport Beacon: The beacon uses a Radio medium to transmit the signal to The Scarab's Lair to open up a portal at its location. Any effects which interfere with Radio Communication or Radio senses will also block the signal.
[*:19q8vrbw]Other: The GM should feel free to force a save against an attack effect of his choosing, with either her power rank or her actual saving throw, when one of her mental powers is resisted or otherwise fails. :arrow: Pretender To The Throne: Some people doubt the legitimacy of Elena's claim to the legacy of The Scarab.
:!: Prejudice: Elena is female, Hispanic, openly bisexual, and "New Money" (or "Nouveau Riche," as they are called only by the super-pretentious). There's a whole salad bar of differences for bigots to disapprove of here.
:!: Reputation: The Scarab's romantic relationship with the supervillain Bombshell (or at least, accusations thereof) is now a matter of public record. Opinions differ, to say the least.
:!: Secret: Identity. If any of The Scarab's enemies ever learn who she is, the residents of Pyramid Plaza will quickly see their insurance premiums skyrocket.
Abilities: (-2) + 0 + 4 + 10 + 10 + 8 = 30PP
Strength: 08 (-1)
Dexterity: 10 (+0)
Constitution: 14 (+2)
Intelligence: 20 (+5)
Wisdom: 20 (+5)
Charisma: 18 (+4)
Combat: 8 + 8 = 16PP
Initiative: +5
Attack: +4, +12 Telekinesis
Grapple: +3, +24 Telekinesis
Defense: +12/+4 (+4 Base, +8/+0 Shield), +2 Flat-Footed
Knockback: -6/-2, -1 Flat-Footed
Saving Throws: 6 + 2 + 15 = 25PP
Toughness: +12/+4 (+2 Con, +2 Defensive Roll, +8/+0 Force Field), +2 Flat-Footed
Fortitude: +4 (+2 Con, +4)
Reflex: +6 (+0 Dex, +6)
Will: +20 (+5 Wis, +15)
Skills: 108R = 27PP
Concentrate 10 (+15)Second Chance
Diplomacy 11 (+15)Skill Mastery
Investigate 15 (+20)Skill Mastery
Knowledge (History) 0 (+5)Skill Mastery
Language 1 (English [Native], Spanish)
Medicine 0 (+5)Skill Mastery
Notice 20 (+25)Skill Mastery
Perform (Oratory) 16 (+20)Skill Mastery
Search 15 (+20)Skill Mastery
Sense Motive 20 (+25)Skill Mastery
Feats: 21PP
Attack Specialization (Telekinesis) 4
Beginners Luck
Benefit 3 (Status [Legacy], Wealth 2 [Rich])
Connected
Defensive Roll
Equipment 0 (+7 [35EP] Veteran Reward)
Improvised Tools
Jack of All Trades
Luck 4
Second Chance (Concentrate)
Skill Mastery 2 (Diplomacy, Investigate, Knowledge [History], Medicine, Notice, Perform [Oratory], Search, Sense Motive)
Speed of Thought
Trance
Powers: 6 + 2 + 2 + 7 + 15 + 46 + 13 + 15 = 106PP
Descriptors: Enlightenment, Ka, Mental, Past-Life Memory, Psionic, Psychic, Reincarnation, Telekinetic, Telepathic
Comprehend 3 (Languages 3 [Read/Write Any, Speak Any, Understand Any]) (Past-Life Memory) [6PP]
Comprehend 1 (Spirits) (Telepathy) [2PP]
Features 2 (Quick Change [Morphic-Molecule Costume], Teleport Beacon [The Scarab's Lair]) [2PP]
Flight 3 (50mph / 500ft per Move Action, Feats: Subtle) (Telekinesis) [7PP]
Force Field 8 (Extras: Linked [shield], Flaws: Limited [Dodge Bonus]) [4PP] + Shield 8 (Extras: Linked [Force Field], Feats: Selective, Subtle, Variable Descriptor) [11PP] (Deflection, Dodge, Force Fields, Parry, Precognition, Telekinesis, Telepathy) [15PP]
Psionics 20 (40PP Array, Feats: Alternate Power 6) [46PP]
Base Power: Stun 12 (Extras: Alternate Save [Will], Mental, Range 2 [Perception], Flaws: Action [Full], Feats: Sedation, Subtle) (Psychosomatic Pain) [38PP] Alternate Power: Concealment 10 (All Non-Mental Senses, Extras: Affects Others, Flaws: Phantasm, Feats: Progression [save DC] 5 [DC25], Progression [subjects] 1 [2 Subjects], Selective) (Psychic Invisibility) [27PP] Alternate Power: Damage 12 (Extras: Range 2 [Perception], Flaws: Action [Full], Feats: Knockback 12, Precise, Subtle) (Telekinesis) [38PP] Alternate Power: ESP 5 (Visual + Auditory Senses, 5 miles, Extras: Action [Free], Duration [sustained], No Conduit, Simultaneous, Feats: Fast Task [search] 4 [Full Action to search 1-mile area], Subtle [DC25 Notice]) (Clairvoyance) [40PP] Alternate Power: Mind Control 12 (Extras: Conscious, Instant Command, Flaws: Action [Full], Feats: Mental Link, Subtle) [38PP] Alternate Power: Move Object 12 (Lifting Strength 60 [Heavy Load: 50 tons], Extras: Range [Perception], Feats: Precise, Subtle) (Telekinesis) [38PP] Alternate Power: Transform 12 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous/Lasting], Mental, Range [Perception], Flaws: Action [Full], Feats: Precise, Subtle) [38PP]
Super-Senses 15 (Acute Radius Ranged Mental Sense, Danger Sense [Mental], Mental Awareness 2 [Mental], Postcognition, Precognition [Flaws: Uncontrolled], Uncanny Dodge [Mental]) [13PP]
Telepathy 6 (12PP Array, Feats: Alternate Power 3) [15PP]
Base Power: Communication 7 (Mental, 200 miles, Extras: Linked [Comprehend, Mind Reading], Feats: Subtle) [8PP] + Comprehend 1 (Languages 1 [speak Any Language], Extras: Linked [Communication, Mind Reading]) [2PP] + Mind Reading 1 (Extras: Action 2 [Free], Effortless, Linked [Communication, Comprehend], Mental, Flaws: Duration [instant/Lasting], Limited [surface Thoughts]) [2PP] (Telepathy) [12PP] Alternate Power: ESP 1 (All Senses, 10ft, Extras: Action [Free], Duration [sustained], Simultaneous, Feats: Subtle [DC21 Notice]) [8PP] Alternate Power: Mind Reading 15 (Extras: Linked [super-Senses], Mental, Flaws: Duration [instant/Lasting], Feats: Subtle) [9PP] + Super-Senses 1 (Normal Mental Sense, Extras: Analytical) [1PP] (Telepathy) [10PP] Alternate Power: Move Object 2 (Lifting Strength 10 [Heavy Load: 100 lbs.], Extras: Damaging, Range [Perception], Feats: Precise, Subtle) (Telekinesis) [10PP]
Drawbacks: -0PP
None
DC Block:
ATTACK RANGE SAVE EFFECT
Unarmed Touch DC14 Toughness (Staged) Damage (Physical)
Memory Alteration Perception DC22 Will Transform
Mind Control Perception Contested +12 vs Will Controlled
Pain Perception DC22 Will Dazed/Stunned/Unconscious
Telekinesis Perception Grapple check (Staged) Pinned/Bound
TK Blast Perception DC27 Toughness (Staged) Damage (Energy)
TK (Thrown Object) Ranged DC27 Toughness (Staged) Damage (Physical)
Telepathy Perception Contested +15 vs Will Mind Reading
Totals: Abilities (30) + Combat (16) + Saving Throws (25) + Skills (27) + Feats (21) + Powers (106) - Drawbacks (0) = 225/228 Power Points