How many types of well-trained, well-equipped phalanx warriors are there, anyway?
Telepath (Feet In The Water)
Government psionics programs rarely manage to create telepaths without breaking them. But employing existing telepaths is substantially easier. When word of a child with mental powers reaches the ears of the government, the child is kidnapped and trained to serve as an agent. They're turned loose to serve their masters before puberty and killed off in their late teens, because if you let your psychic slaves grow up they tend to fight back.
High Concept: Telepath
Other Aspects: Government Agent, Kidnapped And Indoctrinated, Really Young
Skills:
Great: Discipline
Good: Contacts, Deceit
Fair: Resources, Investigation, Alertness
Average: Conviction, Presence, Stealth, Burglary
Powers:
Greater Compulsive Weaponized Telepathy [-5]
Total Refresh Cost:
-5
Refresh Total:
1
Telekinetic (Feet In The Water)
Though the government tries to control all psychic powers, it can't. Telekinesis, in particular, is hard to control because it generally becomes noticeable when the psychic is in their teens. And teenagers with superhuman abilities almost always fight back when you try to kidnap them.
So the typical telekinetic is a fugitive kid.
High Concept: Telekinetic
Other Aspects: Hunted By The Government, Teenage Immaturity, Surprisingly Capable
Skills:
Great: Conviction, Discipline
Good: Athletics, Alertness
Fair: Stealth, Deceit
Average: Endurance, Rapport
Powers:
Telekinesis (Metaphysical Inhuman Strength) [-5]
Total Refresh Cost:
-5
Refresh Total:
1
Greater Pyrokinetic (Submerged)
Very few pyrokinetics remain sane after attaining their powers. Those that do tend to be the strongest of their kind.
So if you run into a pyrokinetic person who isn't obviously psychologically damaged, you should be afraid. They're clearly pretty badass.
Most sane pyrokinetics work for the people who created them, as assassins or as anti-supernatural warriors.
High Concept: Pyrokinetic
Other Aspects: Government Test Subject, Super Prototype, Still Sane, Professional Killer
Skills:
Superb: Discipline
Great: Alertness, Stealth, Conviction
Good: Endurance, Deceit, Intimidation
Fair: Athletics, Might, Investigation
Average: Presence, Empathy, Burglary
Stunts:
You Are Kindling (Discipline): Inflict +2 stress with fire attacks against anyone wearing something flammable.
Shield Of Fire (Discipline): +2 to defend against unarmed attacks and attacks with flammable projectiles.
Powers:
Incite Potent Protective Persistent Avoidable Mass Physical Effect At Range (Fire, with Discipline) [-7]
Total Refresh Cost:
-9
Refresh Total:
1