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== Powers == ''Trappings'': Manifesting Others’ Worst Fears<br> * Energy Control: Mental (5): You can create a field of mental energy the size of a Large Blast Template up to 24 yards away; you may move the field up to 24 yards per turn as a limited free action, as long as it stays in sight. The field manifests as the worst fears of those targeted. You may activate one of the following effects as a limited free action: 1) Damage: Inflict 4d6 damage; 2) Dampen: Provide immunity to Mental Energy for those within the field. 3) Darken: Create Dim Light or Darkness within the field; 4) Distract: Make foes Distracted and Vulnerable. ** Area Effect (2) ** Power (5) ** Requires Material: Consciousness (-1): Trouble Maker can only generate the field in the presence of other conscious beings whose fears she can draw on. ** Selective (1) * Fear (2): Make a Focus roll to target those within a Large Blast Temple up to 24 yards away. The targets must make a Fear Test at -2 (-4 on a raise on the Focus roll). ** Area Affect (4) ** Limitation: Tied to Energy Control (1-): Trouble Maker may only use this power when her Energy Control power is already activated and it must target those within the Energy Control power’s field. ** Range (2) ** Selective (1) ** Strong (2) * Fearless (2): Immune to Fear checks. * Mind Shield (1): Mind Reading and Mind Control attempts against her are made at -2. Further, if you successfully resist an attempt to read or control your mind, the enemy psychic suffers Fatigue. With a raise on the resistance roll, the foe is Stunned as well. ''Trappings'': Training<br> * Super Attribute: Smarts +1 (2) * Super Attribute: Spirit +1 (2) * Super Attribute: Strength: +1 (2) * Super Attribute: Vigor +1 (2) * Super Edge: Free Runner (2) * Super Edge: Martial Artist (2) * Super Skills (4): +4 Focus
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