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  1. GM Deptford Docks, London August 31st, Near Midnight... The sky was not as dark as a costumed nocturnal crime fighter would have likes. The stars, and moon, where out in force. The summer heat was ablated somewhat but the Thames, swirling dark through London. The air was dry, and for many it would be a night of music and love. But not for Osprey. Smuggling in London was controlled by one man. The middleman. Who he was, nobody knew. Few even knew of his existence. But he had his finger in every pie. The gangs of London knew exactly who they had to go through to get 'product' in. Or, in some cases, out. And a major haul of drugs was coming in. The superdrug Max, by all accounts. On a small freighter docked in the pier, being unloaded by a gang of heavies. As Osprey looked on, he saw the five men being approached by two policemen, who started asking questions...
  2. OOC for Short intro thread for Osprey
  3. GM Wiltmoor hospital Just outside London September 1st "Just a second ma'am..ill buzz you through" said the nurse. He was dressed cleanly and causally, middle aged but fit, with a pleasant smile. "Your father is here already..." he explained kindly as he lead Lady Dawn Farrington through the clinical and friendly corridors of Wiltmoor hospital. It was expensive, to say the least. But it was money that showed in the high level of staffing, expertise of said staff, and architectural beauty and function of the building. It was actually fairly secure for a hospital, but it hid it well. The grounds were expansive, and green, and the fencing discrete. "Susan..she is doing ok, you know. She still has some days where she is bad, but on the whole, she is making progress. She is learning to talk about and cope with her problems" he smiled, encouragingly. Further into the bowels of the hospital, outside the ward Susan was in, stood her Father, in consultation with Doctor Felicity Green, her psychiatrist, and a tall, bulky man wearing regulation agency suit and carrying an enormous briefcase that carried God knows what inside. A weapon? a bomb? "AH there you ah, m'dear" said Lord Farrington, stiffly, trying to contain his irritation at his daughter's appearance behind a stiff upper lip. "This man, Mr. Smith.." he said indicating the suit "...has come from the Ministry. They ah...were just checking up on your Sister. And you, I understand..."
  4. The Vanguard were the united kingdoms major superteam in the late twentieth century, forming slowly between 1970 and 1980. Much is known about them, from press cuttings and interviews. Of course, some information is more classified, and known only to those with access to the Ministry of Powers files on these exceptional individuals. What is not known is how and why they disappeared overnight...
  5. Player Name Thevshi Character Name: Synapse Power Level: 12 (241/250PP) Trade-Offs: -2 Def/+2 Toughness Unspent Power Points: 9 In Brief: Rebellious genius Englishwoman with mental powers. Alternate Identity: "Dee" Farrington; Lady Dawn Farrington Identity: Secret Birthplace: Bournemouth, England Occupation: Activist Affiliations: Ministry of Powers (not by choice), Vanguard Family: Lord Erasums Farrington (11th Earl Farrington (father)); Lady Margret Farrington (mother); Lady Susan Farrington (twin sister); Edward Farrington (Viscount Farrington (brother)); Erick Slone (Foreshadow II; Fiancé) Age: 29 (DOB: 5/18/1990) Gender: Female Height: 5' 7" Weight: 120 lbs Eyes: Blue Hair: Black, with green stripes (naturally blonde) Dee is slightly taller than average, with a slim build. Though an attractive young woman, that attractiveness is somewhat diminished by her generally irritable disposition. Her shoulder length hair is black, with a few colored streaks (the color of which varies from time to time between green, blue, magenta, purple and orange), though her natural hair color is blonde. Dee typically dresses in dark jeans, with T-shirts (typically with a band logo or some political statement on them) and a black leather jacket. Dee has a number of piercings in each ear, as well as tongue and bellybutton piercings. She also has gotten a few tattoos over the years. One is a grouping of Chinese characters on her left shoulder blade. The other is of a black circle made of twisted thorn branches on her lower back. Power Descriptions: Synapse's Telekinesis, Forcefield, Mental Blast and Paralyze attack all involve a manifestation of red psychic energy that are readily visible. Her Mind Control and Telepathy, are considerably more subtle in nature, making them somewhat more difficult to detect by either the target or others with mental awareness super-senses. History: Dawn was born into an aristocratic family in the United Kingdom. Much of her early life was spent in either London, where her father serves on the House of Lords, or at her family's estate in Dorset, most often in the care of nannies hired by her parents to help raise her and her siblings. The family's head butler, Arthur Winston-Smythe was also a prominent figure in caring for the Farrington children, traveling between London and Dorset with the family. Growing up, Dawn and her twin sister Susan were inseparable, as one would expect of twins. Their older brother, Edward, was somewhat distant, but it did not matter much as they had each other, particularly when their parents began to send them off to expensive boarding schools. In his position in the House of Lords, Dawn's father worked closely with the Ministry of Powers and was a strong supporter of Taskforce UK. In particular, Lord Farrington was a close associate of the team's mentalist, Headcase. When the Ministry revived its Powers Project, Headcase convinced Lord Farrington to include Dawn and her twin sister Susan in the Psi Initiative, confident he could induce psychic powers in the two girls. The two girls were subjected to the process, with Headcase himself directly involved. Over the course of several weeks over the summer when the girls were eleven, they underwent the process. When it was over, both girls had gained mental powers. However, something had gone awry in Susan's case, the process causing damage to her psyche, driving the girl insane. Headcase was forced to subdue her, and drugs were used to suppress her powers. Dawn's parents had no choice but to commit Susan to a private mental hospital, where she could be provided the best around the clock care, and carefully kept be out of the public eye. In Dawn's case, the process was far more successful, as her psyche had not been harmed, at least by the psi initiative process. The fate of her sister, and her parents reaction in quietly tucking Susan away, served to create a rebellious attitude in Dawn (who began refusing to acknowledge that name, insisting on being called "Dee" instead), as she blamed her parents, and in particular her father, for what had happened to Susan. Always an extremely bright girl, Dee began to do everything she could to act out against her parents. In addition to generally being as difficult as she could, Dee began dying her hair; eventually got additional body piercings and tattoos; and otherwise generally acting as unladylike as possible. During the times she was home (either in Dorset or London), she would regularly sneak out at night, either going to concerts or nightclubs. Unbeknownst to her, during those late night outings, she was often followed by Arthur, the family's butler, who had for a time served as an agent in MI6, as he did his best to keep her from coming to harm. Her behavior carried over to the boarding schools her parents sent her off to, including incidents such as mixing together a chemical formula to generate massive amounts of smoke in chemistry class (and thus causing an evacuation of the building) to repeated violations of school curfew and other rules. Among the prestigious boarding schools she got herself kicked out of were Brighton College, Queen Ethelburga's College (York), Wycombe Abbey, and Cheltenham Ladies' College. As much as Dee hated her parents, she despised Headcase even more. Unfortunately, over the years she was required to have regular meetings with the mentalist, as he helped her learn to use and control her ever strengthening powers. Despite her rebellious behavior and expulsion from several boarding schools, Dee eventually attended Oxford University. Dee's rebelliousness subsided somewhat, in large part due to the fact that the university was far less restrictive than her boarding schools, and the fact she wanted to be there. While she still enjoyed having a good time, she had little trouble maintain excellent marks. It was early during her time at Oxford that Headcase took Dee (despite her protests) to meet the other members of Vanguard. Unlike so many others, she was not overly impressed with Champion. Certainly he was powerful, but to her, he was just a figurehead for the status quo. Y Dderwen was rather inscrutable, and the young woman did not quite know what to make of him. Lucy on the other hand, she found to be rather cool, even if the older heroine was working with the government. After finishing her degree, Dee ignored her father's attempts to steer her towards going into research work with corporations at which he had connections or for the government. Instead, the young woman joined a human rights group and left England to spend a year teaching and working on aid projects in Africa. After returning from Africa, Dee was contacted by the Ministry of Powers to be part of a new Vanguard and help search for the whereabouts of the previous team. Dee’s life has gone through some radical changes since she joined Vanguard. At present she is the last remaining member of the new Vanguard team crated by the Ministry of Powers to replace the original, all of the other members having since been replaced by others for various reasons. But perhaps the most significant change was when Dee met Erick Slone (Foreshadow II) at the Winter Games in Sochi and the two immediately hit it off. The couple have been together ever since and are currently engaged and expecting their first child. Personality & Motivation: As a first impression, Dee generally comes off as rather irritable, though she can be generally pleasant as long as someone does not do anything to aggravate her. Unfortunately, it is not that difficult to aggravate her. For the most part, Dee is happiest when she is left alone to do what she wants. In addition to a rebellious streak, Dee is also something of a thrill seeker, one who loves racing motorcycles, or extreme snowboarding. Although there is a great deal of anger, and even hatred, directed at her parents (and to a lesser degree, her older brother), there is still a part of Dee that cares about them, though she is extremely reluctant to show it. Being a superheroine has never been anything Dee has strived for, particularly if it meant working with the Ministry of Powers. However, she reluctantly realizes that despite what she might feel about the government in general, and the Ministry of Powers in particular, choosing not to do anything could well lead to innocents being hurt. Powers & Tactics: Thus far, Dee has had little in the way of combat experience, and thus has not developed any particular tactics relating to her powers. She has learned to use her telekinesis to protect herself with a forcefield, and will almost always put up the forcefield if she gets into combat. She also has generally sought to avoid using her powers in general. However, she learned to control her powers as they grew in strength over the years, in order to avoid them accidentally going out of control. Complications: Twin Sister: Susan is still perhaps the single most important thing in Dee's life and the young woman is determined to take care of Susan the rest of her life. Dee hopes that someday she might be able to find a way to repair Susan's psyche and restore her sanity. The "bad girl": A number of tabloids have carried pictures of Dee over the years (and some of her wild antics), so she has developed at least a small amount of fame (or infamy, depending on who you ask) as a result. There has to be a story here: Besides the general tabloid attention Dee occasionally gets, one investigative reporter, Billy Bunting, has heard some rumors about the Ministry of Powers having some sort of psychic powers program, and that it might be somehow connected to the Farrington family. He is determined to find out if there is anything to these rumors. Another reason to hate that guy!: For some reason, whether by accident or specific design, Headcase's tinkering with Dee's mind to induce her powers has left her particularly vulnerable to his abilities. If targeted by Headcase's powers, Dee automatically fails her saving throw for a HP. ABILITIES: 0 + 6 + 6 + 12 + 12 + 2 = 38PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 22/34 (+6/+12) Wisdom: 22/34 (+6/+12) Charisma: 12 (+1) COMBAT: 8 + 12 = 20PP Initiative: +12 Attack: +4 (+10 Telekinesis; +12 TK Blast) Grapple: +3 Defense: +6 base, +9 with Dodge Focus (+3 flat-footed) Knockback: -1/-6 w/Forcefield SAVING THROWS: 7 + 9 + 6 = 22PP Toughness: +14 (+3 Con, +11 Forcefield) Fortitude: +10 (+3 Con, +7) Reflex: +12 (+3 Dex, +9) Will: +18 (+12 Wis, +6) SKILLS: 124R = 31PP Bluff 6 (+7/+11 w/ Attractive) Computers 14 (+26) Concentration 4 (+16) Craft: Chemical 2 (+14) Craft: Electronics 6 (+18) Craft: Mechanical 6 (+18) Drive 10 (+13) Disable Device 15 (+27) Kn: Behavioral Science 1 (+13) Kn: History 2 (+14) Kn: Popular Culture 4 (+16) Kn: Philosophy and Religion 2 (+14) Kn: Physical Sciences 6 (+18) Kn: Technology 10 (+22) Medicine 1 (+13) Notice 4 (+16) Perform (Piano) 12 (+13) Pilot 4 (+7) Search 2 (+14) Sense Motive 9 (+21) Stealth 4 (+7) FEATS: 14 PP Attractive Benefit 4 (Wealth 2; Member of British Aristocracy; Member of Vanguard) Dodge Focus 3 Eidetic Memory Improvised Tools Inventor Luck 2 Speed of Thought POWERS: 13 + 4 + 12 + 12 + 11 + 53 + 2 + 9 = 116 PP Communication 4 (Mental, 1 mile radius; Extras: Affects Others, Area; Power Feats: Selective) [13PP] (Telepathic Linkup) Comprehend 2 (Understand All Languages, Speak Any One Language at a time) [4PP] Enhanced Intelligence 12 [12PP] Enhanced Wisdom 12 [12PP] Force Field 11 [11PP] Psychic Powers Array 24 (48PP Array; Feats: Alternate Power 5) [53PP] BP: Paralyze 12 (Extra: Perception) {48/48} AP: Mental Blast 12 {48/48} AP: Mind Control 12 (Feats: Mental Link, Subtle) {25/48} AP: Telekinesis 20 (STR 100 [hvy load 12,500 tons]; Feats: Accurate 3, Affects Insubstantial 2, Precise) {46/48} AP: TK Blast 12 (Feats: Accurate 4, Affects Insubstantial 2, Precise) {29/48} AP: Telepathy 12 (range 20,000,000 miles; Feat: Subtle) {23/48} Quickness 4 (x25; Flaw: Limited to mental tasks only) [2PP] Super-Senses 9 (Communication Link [mental] with Foreshadow II, Detect Minds/Mental Awareness [Very Common Descriptor; Extras: Accurate, Acute, Radius, Ranged]) [9PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) Blast, Mental Perception DC 27 Will (Staged) Damage Blast, TK Ranged (1,200 ft. max) DC 27 Toughness (Staged) Damage (Physical) Mind Control Perception DC 22 Will Controlled Paralyze Perception DC 22 Will Slowed/Paralyzed Telekinesis Ranged (2,000 ft. max) Grapple vs. +30 Pinned/Bound TK, Thrown Object Throwing (STR 100) DC 27 Toughness (Staged) Damage (Physical) Totals: Abilities (38) + Combat (20) + Saving Throws (22) + Skills (31) + Feats (14) + Powers (116) = 241/250 Power Points
  6. Foreshadow II Power Level: 15 (250/250PP) Effective PL: 12 Trade-Offs: +2 Defense / -2 Toughness, 5 Attack / -5 Damage (Unarmed) Unspent Power Points: 0 In Brief: Acrobatic legacy to the Foreshadow name. Alternate Identity: Erick Sloane Identity: Secret Birthplace: Freedom City Occupation: Student [London Business School]/Investor Affiliations: Vanguard Family: David Sloane (Adoptive Father) Description: Age: 22 (DoB: Born 14, February 1993) Gender: Male Ethnicity: Caucasian (Of Russian Descent) Height: 5'11" Weight: 172 lbs. Eyes: Blue Hair: Blonde Erick is 5'11 which is quite a deal taller than the average male gymnast. As such his muscular physique is lean far more than it is bulky. Scuplted in such a way to favor the explosive moments of a gymnast with a maddening lack of body fat. Erick's medium length hair sits reaches his shoulders comfortably maintaining a professional appearance. His blonde hair is complimented by piercing blue eyes. Erick maintains a regular level of stubble across his face. As the Foreshadow, Erick dons a modified version of the original outfit worn by David Sloane. Being a realist Erick's costume is lined with multiple body armor inlays, due to the fact that as fleet footed as he is chances are he's still going to take on more hits than his mentor. Instead of a cowl his hood is draped down in such a way as to cover a domino mask. His uniform is also outfitted with a utility belt with multiple compartments to house the equipment he uses while on the job. Off which most is already carried inside of his multi purpose escrima sticks. Lastly Erick's multi purpose Escrima Sticks are usually kept holstered on his right leg. History: At only ten years of age Erick was considered a child prodigy ready to take the gymnastics world by storm. Of course, all the implications and hardships of said talent at an early age came with the title. While the demanding sponsors and incessant reporters weren't so bad because he could leave them at the door. His parents and coaches, however, were an entirely different story. Every moment of his life followed a set schedule down to the minute and he hated it. The fact that they opted to home-school him so he could maximize his time practicing routines didn't help. He couldn't count how many times he wished for his parents to just go away so he could relax for a day. That was until the incident happened. Late one night while Erick was undergoing his studies, a drugged out mobster armed with a flame thrower had been cornered by the costumed detective Foreshadow in the alley behind the boy's home. In a moment of desperation and beginning to hallucinate, the mobster started setting the area nearby ablaze. Which in turn was the very tragedy Foreshadow had been attempting to prevent when he cornered the man. Letting the villain escape, Foreshadow instead began to attempt to try and calm the ferocious flames or at the very least save anyone who hadn't already escaped as soon as the fires started. As sounds of the clash and the faint smell of smoke filled the night air, Erick's parents ran downstairs to see what all the commotion was. Something that Erick made no move to stop, as it actually meant he'd have a schedule free moment in his life. It didn't take long for them to note that the first floor of their home was engulfed in flames. Unfortunately, the foundation had already taken quite a beating and the stairs collapsed from under them as they turned to try and get their child out of immediate danger. Hearing a loud crashing noise, the now terrified and confused Erick decided to go after his parents only to see the horrible state they were in at the remains of the stairwell. He wanted to help them, he wanted to scream, he wanted to something. Anything. But he couldn't. Erick couldn't even move, he was paralyzed in a state of shock. To this day he doesn't remember the details of how Foreshadow rescued him from the burning building. Erick only blamed himself for what happened to his parents. His head was quickly filled to the brim with thoughts such as, "If only I were quicker"or "If only I had stopped them from going downstairs." Sympathizing with the boy's plight and blaming himself for failing to prevent the deaths of the his parent's, David Sloane did the unexpected and took Erick in. An ordeal that was a bit difficult with various coaches claiming that they wanted to adopt Erick. It was inevitable that David would have to reveal his identity as the costumed detective Foreshadow to the child if their new arrangement was ever to work. Foreshadow swore Erick to secrecy, and in exchange he trained the youth in the many talents that he used in his costumed identity. Despite agreeing to train him, Foreshadow outright forbid Erick from joining the fight against crime in the Southside at least until the youth finished school. Having enrolled him in public school. As such, Erick spent the next six years of his life with relative normalcy. He quit competitive gymnastics all together and just did the regular teenage thing. Not counting the training sessions with Foreshadow of course. The youth had also come into his own money having invested the money from his sponsors with Rath & Stromsberg upon David's advice. He also graduated from High School early at the age of sixteen solely so he could round off the start of his career by training his talents visiting many of the same locations David Sloane did as a youth. It also gave him a chance to tie up some loose ends and closure with the man he was originally supposed to grow into as he competed (and dominated) at Worlds. Shocking many whom didn't expect him to be in condition to compete after withdrawing from gymnastics competition. Having returned to Freedom City, Erick dipped into his personal fortune to pay his tuition in full as he enrolled in FCU. Moving into a private penthouse within looking distance of the Atlantis hotel and casino, he reached out to a childhood friend, Alaina Zelichonok, revealing his intention to operate as a costumed vigilante and needing her help in the purchase and development of equipment. Omen's venture into superheroics has already earned him the ire of the Freedom City Mob just by wearing the same emblem as his mentor. During the events of the Day of Wrath, Erick found himself badly injured barely scrapping by a victory with the robotic replacement of Foreshadow. Upon the real Foreshadow's return, both men had to come to the realization that after all his years of crime fighting David was beginning to miss a step. Even if it was time for him to retire, the Southside needed a Foreshadow, and David thought Erick was just the man for the job. The only stipulation would be that Erick would have to undergo training with an acquaintance of David's. Erick agreed to the terms and began a training regiment with Gilles Gordeau a master Savateur. Unfortunately, she had a busy schedule (being a criminal and all) and left in the middle of their training leaving him weekly instructions through a private podcast. Deciding it best to move from the penthouse, Erick opted to buy a mansion near the marina. The location would be a strange one if the man's focus was solely to lie in the South, but he was far too ambitious to settle on cleaning up crime in just one part of the city. That ambition would almost cost him his life. During his first run in with an assassin known as Jade Spider, Erick found himself eviscerated at the waist. Erick barely escaped the assassin in a closely contested brawl over the rooftops of the city. But it was clear he needed immediate medical attention. Barely able to drag himself back to the manor, the young hero lost consciousness on his own doorstep. Where David was already waiting for his arrival. Due to the tremendous amount of blood Erick lost in the brawl a blood transfusion was needed. Luckily, David was a compatible donor and all too willing to give up his blood to save his adopted son. The treatment carried on throughout the entire night with many a close call in terms of Erick's health. But in the end he survived. When Erick came to he received his first vision much to the surprise of all present. The blood transfusion somehow being the catalyst for activating some latent clairvoyant ability. Personality & Motivation: Erick is quite relaxed and even when on the job he's known to be chatty and crack a joke. Unlike his mentor, he's more than willing to work with others than David Sloane was. In fact Erick Sloan is a downright social butterfly. Relying on his social skills to gather information from local underworld personalities almost as often as his precognitive gifts. Part of Erick's attitude actually has do to his gift of Foresight. He has taken it to translate into feeling that he is armed with the knowledge that he will always come out on top. Erick fights the good fight simply because it's the right thing to do. Filled with a passion for life and a desire to make a difference, every time Erick dons the Foreshadow costume he's ready to go to work. A bit of an adrenaline junkie, Erick loves crime fighting perhaps a bit too much. His enjoyment of risk taking almost borders on recklessness. Which is why he keeps himself grounded by remembering why he dons his domino mask in the first place. More than anything Erick wants to make sure no one else has to go through the pain of losing their family because of the criminals in Freedom City especially those under Al Driogano's thumb. Powers & Tactics: When first starting out Foreshadow was more of an acrobat than martial artist. Relying more on misdirection and agility than pure combat prowess. Reflecting this his fighting style relies on movement and precision. His mastery of savate allows him to maintain a lateral control of the, the gymnastic art of tricking allows him to feint his opponents or attack them from odd and unexpected vertical angles, and a solid base in escrima affords him a brutal fallback when precision and mobility allow fail. His custom built high polymer Escrima Sticks are lightweight so that he can overwhelm foes without sacrificing power for speed. At a distance they can also be thrown to take out foes. The staves can combine into a singular bo staff, which Foreshadow uses when in need of supplying his attacks more power. One end of the weapon can fire a stored swing line made out of airplane cable, and both escrima sticks can be discharge a powerful electric shock akin to a heavy duty stun gun. Last but not least, Erick is able to foresee events before they come to pass. A secondary effect of this ability is he is actively aware of his surroundings almost intuitively combined with the fact that Erick is intuitively aware of foreboding danger allows him to always be alert. This sensation manifests as a tingling feeling at the base of his skull, alerting Erick to danger in proportion to the severity of whatever the threat is. Complications: Enemies: Ever since taking over the mantle of Foreshadow from David, Erick has inhereted his predecessor's old rogues gallery. Most notably being the assassins belonging to the Murder League and the the Freedom Mob. Flirt: Erick enjoys the company of the fairer sex, and won't hesitate to let them know. It can get him knee deep into trouble as he doesn't always use his head when it comes to beautiful women. Responsibility: As a university student Erick has to make sure his late hours don't interfere with his school work. As a heavy investor and philanthropist in various start up businesses and charities he has to make sure his money is in good hands further dividing his attention. Secret: Erick has the difficult task of keeping his identity a secret from those around him. It places a great strain on any relations he tries to form as most of his nights are spent fighting crime in Freedom City and London Scry vs Scry: Foreshadow can foresee events before they come to pass. Unfortunately there is a bit of psychic interference when dealing with foes with other precognitive gifts. Making it harder to rely on the visions Abilities: 8 + 14 + 10 + 10 + 6 + 12 = 60PP Strength: 18 (+4) Dexterity: 24 (+7) Constitution: 20 (+5) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 22 (+6) Combat: 16 + 34 = 50PP Initiative: +16 (+8 Dex, +8 Improved Initiative) Attack: +8 Base, +14 Melee, +16 Double Cannes/Thrown, +20 Unarmed Defense: +17 (+17 Base), +9 Flat-Footed Grapple: +21 Knockback: -3 Saving Throws: 1 + 6 + 6 = 13PP Toughness: +7 (+5 Con, +2 Defensive Roll) Fortitude: +6 (+5 Con, +1) Reflex: +13 (+7 Dex, +6) Will: +9/17* (+3 Wis, +6) *Vs Fear Effects Skills: 180R = 45PP Acrobatics 18 (+25) Skill Mastery Bluff 9 (+15) Skill Mastery Climb 1 (+5) Computers 5 (+10) Concentration 7 (+10) Diplomacy 9 (+15) Skill Mastery Disable Device 5 (+10) Drive 5 (+12) Escape Artist 8 (+15) Gather Information 7 (+10) Intimidate 4 (+10) Investigate 5 (+10) Knowledge (Business) 15 (+20) Knowledge (Current Events) 5 (+10) Knowledge (Popular Culture) 5 (+10) Knowledge (Streetwise) 15 (+20) Language 13 (Arabic, ASL, Chinese [Mandarin] English [Native], Filipino, French, Galstandard, German, Hindi, Italian, Japanese, Portuguese, Russian, Spanish) Medicine 2 (+5) Notice 11 (+14) Search 5 (+10) Sense Motive 7 (+10) Sleight of Hand 3 (+10) Stealth 13 (+20) Skill Mastery Survival 2 (+5) Swim 1 (+5) Feats: 59PP Acrobatic Bluff Ambidexterity Attack Focus (Melee) 6 Attack Specialization (Thrown) 3 Attack Specialization (Unarmed) 3 Benefit 4 (Status [Vanguard Membership], Wealth 3 [Billionaire]) Blind-Fight Challenge 4 (Accelerated Acrobatics, Fast Task [Acrobatic Feint], Perfect Balance, Perilous Balance) Defensive Attack Defensive Roll Eidetic Memory Elusive Target Endurance Equipment 0 (+10 50EP Veteran Reward ) Evasion 2 Grappling Finesse Hide in Plain Sight Improved Critical 2 [Unarmed] Improved Disarm Improved Initiative 2 Improved Ranged Disarm Improvised Tools Jack-Of-All-Trades Lionheart 2 [+4 bonus per rank on Will Saves VS fear and related effects.] Move-by Action Power Attack Prone Fighting Quick Draw [Draw] Redirect Set-Up Skill Mastery (Acrobatics, Bluff, Diplomacy, Stealth) Takedown Attack 2 Taunt Teamwork 3 Trance Uncanny Dodge (Auditory) Weapon Bind Well-Informed Equipment: 10PP = 50EP Binoculars [0EP] Cell Phone [0EP] Digital Audio BRecorder [0EP] Digital Camera [0EP] Evidence Bags [0EP] Flashlight [0EP] Lock Release Gun [1EP] Handcuffs [1EP] (Masterwork) Medkit [1EP] Mini-Tracer [1EP] Multitool [1EP] (Masterwork) Rebreather [1EP] Video Camera [0EP] Zultasian Grav-Cycle [26EP] Strength: 20 [2EP] Size: Medium [0EP] Toughness: +8 [3EP] Defense: +0 [0EP] Features: Alarm 3 [DC30], Computer, Communications, Grav Boost [same as Nitro Injector], Hidden Compartments 2 (DC 25), Remote Control, Smokescreen [10EP] Powers: Flight 6 (500 mph; Power Feat: Subtle, Drawbacks: Low Ceiling 2 [Maximum 15']) [11EP] HQ: Erick's Freedom City Villa[18EP] Location: North Bay, Freedom City, USA, Near the North Bay Marina. Appearance/Details: 1 Size: Large/Mansion-Sized [2EP]; Toughness: +10 [1EP]; Features: Communications, Computer, Concealed, Dock, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System x1 (DC 20) [14EP] Alternate HQ: Erick's English Estate[17EP] Location: Hertfordshire, England. UK. Appearance/Details: 1, 2, 3 Size: Large/Mansion-Sized [2EP]; Toughness: +10 [1EP]; Features: Combat Simulator, Communications, Computer, Concealed, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System x1 (DC 20) [14EP] Powers: 6 + 12 + 2 + 1 + 1 + 1= 23PP Device 2 ( 10PP Container; Flaws: Easy-To-Lose; User suffers Fatigue from Extra Effort rather than Device ) [6PP] (Multi-Function combinable cannes) Canne D'arme ( 8PP Array; Feats: Alternate Power 2 ) [10PP] BP: Damage 4 ( Feats: Accurate, Mighty, Split Attack, Thrown ) {8/8} AP: Stun 9 ( Flaw: Action [Full]; Drawback: Full Power ) {8/8} AP: Super-Movement 3 ( Slow Fall, Swinging, Wall-Crawling 1; Extra: Linked to Speed [+0] ) + Speed 1 ( Stacks for Speed 2 [25 mph/250 ft. rnd]; Extra: Linked to Super-Movement [+0] ) {8/8} (Grappling line) Foresight 2.4 ( 12PP Container, [Passive, Permanent] ) [12PP] (Psionic) Enhanced Feat ( Seize Initiative ) [1PP] (Precognitive Awareness) Luck Control ( Force Rerolls; Flaw: Limited to Attack Rolls Made Against Foreshadow [-2] ) [1PP] (Precognitive Dodging) Super-Senses 8 ( Mental Sense [Accurate, Acute, Danger Sense, Extended, Radius, Ranged], Uncanny Dodge [Mental] ) [8PP] (Precognitive Spatial Awareness) Super-Senses 4 ( Precognition [Mental]; Flaw: Uncontrolled ) [2PP] Probability Control 1 ( Flaws: Limited 2 [Unarmed]) [2PP] (Martial Mastery) Speed 1 ( 10 mph, 100 ft./rnd ) [1PP] (Training) Swimming 1 ( 2.5 mph, 25 ft./rnd ) [1PP] (Training) Super-Sense ( Communications Link [mental] with Synapse ) [1PP] DC Block ATTACK RANGE DC EFFECT Unarmed Touch DC19 Toughness Damage (Physical) Escrima Sticks Touch/Ranged DC23 Toughness Damage (Bludgeon) Stun Rods Touch DC19 Fortitude Stun (Electricity) Totals: Abilities (60) + Combat (50) + Saving Throws (13) + Skills (45) + Feats (59) + Powers (23) - Drawbacks (0) = 250/250 Power Point Note: Foreshadow is technically PL15 with a full, five point Attack and Defense trade-off. His Defense and Toughness are capped to place him at PL12 defensively, while his Damage is intentionally under-capped so that his Attack and damage bonuses average out to PL12 as well while unarmed, even though +20 attack in only achievable by PL15 characters.
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