Jinx is, well, a jinx. She has a semi-controllable ability to cause complex machinery to malfunction, or break entirely. She's had this ability all her life, but it multiplied in power when she reached puberty. The jinx caused her a bunch of personal problems that resulted in her leaving her home in Les Trois Rivieres, Quebec, and eventually hooking up with a criminal motorcycle gang. She was just one of the gang's "women," until she got mad at one of her boyfriends and threw him through a wall.
It was a thin wall, but he got the point. So did the rest of the gang.
Jinx stayed with her original gang for a few years as a full member. She maintained her unheard of position (female bikers are very rare) with a combination of her formidable HtH combat skills, and the aura of superstition surrounding her powers.
Eventually, she left the group, disillusioned with the gang lifestyle, and began wandering about the back roads of Canada, camping out and supporting herself by stealing from pay phones and change machines.
Appearance:
Jinx is a very tall, muscular woman in her early twenties. She has dark red hair, and very pale skin despite years on the road. She'd probably be more attractive if she smiled more.
Jinx wears a full-body black leather motorcycle outfit that she's armored with bits of chain mail and ceramic tiles (super-strong, lightweight ceramic is common in the campaign universe). There is a stylized blood splatter on the back of the outfit's jacket -- her former gang's colors. She keeps several metres of chain looped about her left arm and shoulder with a breakaway clip.
Jinx also wears a full-coverage, black motorcycle helmet and heavy gloves when riding or in combat, as well as the mandatory re-inforced leather boots.
 Quote:  
 Campaign notes: 
  
 My campaign has a bunch of odd house rules. I won't list them all 
 here, but Jinx's 23 Dex and 5 SPD actually make her a good martial 
 artist. Most characters are limited to 20/4, but the limit is 
 increased by 1 point of Dex per 5 points in Martial arts, and 1 point 
 of speed per 15 points in MA. To run her as a martial artist, you 
 might want to adjust her stats and power levels.
  
 The "Paranormal" disadvantage and the Hunted by "YES" are also part 
 of my campaign, obviously.
  
 If you want to use her, adjust anything as you see fit.
 
 Powers:
  
 Over the years, Jinx has developed better control over her abilities, 
 and can now focus them on individual target, and even turn them off 
 for a short time. Her powers are based on subconscious telekinesis and 
 clairvoyance -- she "feels around" inside a device, finds out how it 
 works, and disables it. 
  
 The first two slots in her multipower take advantage of the 
 "breakable focus" rules. The Body drain affects all complex 
 mechanical devices in a radius around her. Most foci will be 
 completely useless if they take even 1 point of Body. Robots, etc, 
 will take actual damage as well as damage to their foci, causing 
 malfunctions (if you use that optional rule).
  
 "Complex mechanical devices" I usually define as anything more 
 complex than a revolver. Anything that could conceivably jam or break 
 will be affected.
  
 Jinx can use her NND killing attack to either permanently break a 
 device, or to cause someone intense pain and internal damage. She 
 doesn't like to do the latter, preferring to stick with her HtH 
 skills when fighting people.
  
 Her linked PK/clairvoyance slot is the result of years of training 
 herself to control her powers. She can now levitate small objects, 
 pick locks with her PK, etc.
  
 The Suppress slot is for messing with high-tech powers that aren't 
 bought as Foci. Armored suits that are "Only in Hero ID," cybertech, 
 etc. The suppressed points don't affect the level of power in the 
 device, they give it an activation roll. I posted a chart detailing 
 how this works a few weeks ago.
  
 The missile deflection is mostly telekinetic in SFX -- she just 
 messes up your aim with a timely 3 STR jerk. It can also express 
 itself as a temporary gun jam, depending on the circumstances.
  
 Aside from her other powers, Jinx is a natural athlete, and 
 accomplished HtH combatant. She learned to use chains as weapons from 
 other members of the bike gang. They became her favorite attack once 
 she figured out how to enhance her control with slight applications 
 of TK. She can also achieve the same effects with whips, or weighted 
 lengths of rope, or by imagining a telekinetic "whip" that she can 
 add her MA damage to (It's only 4.5d6 -- What the hell :)
 
 20   STR   10
 23   DEX   39
 19   CON   18
 12   BODY  4
 13   INT   3
 11   EGO   2
 15   PRE   5
 14   COM   2
 7/15 PD    3
 7/15 ED    3
 5    SPD   17
 8    REC   0
 38   END   0
 32   STUN  0
 
 Characteristics Cost: 106
 
 30   Multipower  (Psychokinetic/Jinx powers)  (60), must pay END on another 
      slot, or defaults to slot 1 (-1/2), 14- Activation (-1/2)
 2u   * 1D6 Drain  (Jinx high-tech devices), only vs. high-tech 
      devices/foci (-1/2), Area Effect (+1), radius, Continuous (+1), 
      0 END Persistent (+1), Uncontrolled (+1/2), No Normal Defense 
      (+1), Fade is instant when target leaves radius (-1/2)
 2u   * 1 1/2D6 Drain, fade rate: per 5 minutes, only vs. high-tech 
      devices/foci (-1/2), Area Effect (+1/2), No Normal Defense (+1), 
      Ranged (+1/2)
 3u   * 6D6 Suppress  (Jinx non-focused tech powers), vs. SFX  (one 
      power), 1/2 END (+1/4), suppress manifests as activation roll (-0)
 3u   * 1D6 Killing Attack - Ranged  (Telekinesis), No Normal Defense 
      (+1), Does Body (+1), +1 Increased Stun Multiplier (+1/2)
 3u   * Package, 3 STR Telekinesis, fine manipulation, Indirect 
      (+1/2), any location, Clairsentience  (Telekinesis), "TK 
      feedback"
 3u   13 OCV Missile Deflection  (Telekinesis), deflect all attacks, 
      deflect at range
 
      * = Invisible Power Effects (+1/2), Sight Group
 
 5    Multipower  (Chain)  (11), OAF (-1) 
 1u   2D6 hand-to-hand Attack
 1u   1" Stretching
 1u   5" Swinging
 
 5    # +8 Physical Defense
 5    # +8 Energy Defense
 7    # 5/5 Armor, 14- Activation (-1/2)
 
      # = Armored biking leathers, OIF (-1/2)
 
 13   4D6 Luck, only for device malfunction (-1/2) 
 6    +3" Running
 
      Martial Arts (chain fighting)
 4    Fast Strike
 5    Choke Hold
 3    Leg sweep
 4    Martial Dodge
 8    Damage Class +2DC
 3    Weapon Groups, Open-Hand, Whip, Chain and Rope, Telekinesis
 
 3    1 Levels: Chain, tight group
 3    1 Levels: Telekinesis, tight group
 
 3    Breakfall 14-
 3    Lockpicking 14-
 3    Combat Driving 14-
 3    Stealth 14-
 3    Mechanics 11-
 2    KS: Bikers and bike gangs 11-
 2    AK: The Road 11-
 1    Survival 8-
 1    Lang: French, fluent conversation
 
 Powers Cost: 144
 Total Cost: 250
 
 Base Points: 100
 10   Paranormal
 15   Adjusted normal characteristic maxima
 10   3d6 Unluck,  only for machinery malfunctions
 20   Physical Limitation, "can't use electronics", frequently, fully 
 10   Reputation: 14-,  extreme,  bikers only
 15   Psychological Limitation, "Dislikes men", very common, moderate 
 15   Psychological Limitation, "Pessimist", very common, moderate
 10   Watched, "Police", as powerful, non-combat influence, harsh, 
      appear 11-
 25   Hunted, "Y.E.S.", more powerful, non-combat influence, harsh, 
      appear 11-
 15   Hunted, "Mutant biker gang", more powerful, harsh, appear 8- 
 5    Psychological Limitation, "superstitious", uncommon, moderate
 
 Disadvantages Total: 150
 Experience Spent: 0
 Total Points: 250
Taken from the pages of Jens-Arthur Leirbakk