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Foreshadow II (PL 12/15) - HG Morrison (Bronze)

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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_allery_5.e7144c79b7eebe0a8ded60cf875877
Identity: Secret
Birthplace: Freedom City
Occupation: Student [London Business School]/Investor

Affiliations:  Vanguard
Family: David Sloane (Adoptive Father)


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. 



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. 



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
Attack Focus (Melee) 6
Attack Specialization (Thrown) 3
Attack Specialization (Unarmed) 3
Benefit 4 (
Status [Vanguard Membership], Wealth 3 [Billionaire])
Challenge 4 (Accelerated Acrobatics, Fast Task [Acrobatic Feint], Perfect Balance, Perilous Balance)
Defensive Attack
Defensive Roll
Eidetic Memory
Elusive Target
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
Lionheart 2 [+4 bonus per rank on Will Saves VS fear and related effects.]
Move-by Action
Power Attack
Prone Fighting
Quick Draw [Draw]
Skill Mastery (Acrobatics, Bluff, Diplomacy, Stealth)
Takedown Attack 2
Teamwork 3
Uncanny Dodge (Auditory)
Weapon Bind


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.
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.
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]

BPDamage 4 (  Feats: Accurate, Mighty, Split Attack, Thrown ) {8/8}
APStun 9 ( Flaw: Action [Full]; Drawback: Full Power {8/8}
APSuper-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







DC19 Toughness

Damage (Physical)

Escrima Sticks


DC23 Toughness

Damage (Bludgeon)

Stun Rods


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.

Edited by Fox
+1pp for March/April 2018
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I actually did consider that. Just wasn't sure if that would end up with the effect I was going for being new to the system and all. Also considered adding a flaw something akin to Limited: Must have a point to anchor to. But, then I figured that was something understood with swinging considering Super-Speed, Strength, and etc. had their neat old required secondary powers. Though that aside, I'm definitely making that change as those options are definitely a plus.

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