Here's my first run at it. Any thoughts/suggestions?
Justice
Vincent Astor was born to poor parents in an outlying area of London. He was a relatively average kid, but a bit smarter than most. Unfortunately, that intelligence tended to anger his father, a foreman at a textiles plant, who was physically abusive toward Vincent. Vincent was also forced to work at the plant from a very young age, climbing into and fixing the machines when they broke down.
When Vince was 12, he learned about his power when a future self visited him and told him not to join the East India Company as he had planned to do. Over the next few years his powers manifested and he began to learn to control them, and he fought minor criminals using the identity the Boy Marvel. His father was angered by the emerging powers, which he viewed as 'witchbred' according to church doctrine, and his attacks on young Vince increased, finally leading to a confrontation that ended with Vince killing his father in self-defense.
Unfortunately, the courts didn't fully exonerate Vince, but they mitigated the usual sentence and instead of being sent to Australia, he spent 5 years in the secret prison for powerful criminals hidden within the Tower of London. There he was a model prisoner, even helping the guards train to increase their effectiveness against men of power. He also earned the friendship of the Avengers. When he was released from prison (early due to good behavior) he adopted the new identity of Justice, and was invited to join the Avengers.
Complications-- Vince suffers from a guilt complex over the death of his father, causing him to hesitate to use his powers to a lethal degree.
--Vince Astor is a known witchbreed and convicted murderer. The facts of his case are less widely known, and anyone who recognizes him (after five years in prison) is likely to react with fear and distrust.
--Vince has a strong code of honor, the same one that prevented him from using his powers to escape punishment for his father's murder. He truly believes in the laws of England, and does not break them lightly.
--Justice's true identity is not known to the population at large, in part because of the problems it would cause the Avengers to have a convicted murderer on their roster.
[sblock=stats]
Abilities
Strength--10 (+0) 0pp
Dexterity--14 (+2) 4pp
Constitution--14 (+2) 4pp
Intelligence--16 (+3) 6pp
Wisdom--12 (+1) 2pp
Charisma--14 (+2) 4pp
Total power points=20
Saving Throws
Toughness--+2, up to +10 with force field (+2 ability) 0pp
Fortitude--+5 (+3 Base +2 ability) 3pp
Reflex--+6 (+4 Base, +2 ability) 4pp
Willpower--+8 (+7 Base, +1 ability) 7pp
Total Power points=14
Combat
Defense--14 (+4 Bonus) Flatfooted--12 8pp
Initiative--+6 (+2 ability, +4 feat)
Hero Points--3 (1 base, +2 luck)
Attack Bonus +4 8pp
Ranged +8 (+4 Attack bonus, +4 Attack Focus)
Melee +4 (+4 Attack Bonus)
Total Power Points=16
Skills
Acrobatics--+6 (+2 ability, 4 ranks) 1pp
Concentration--+9 (+1 ability, 8 ranks) 2pp
Diplomacy--+6 (+2 ability, 4 ranks) 1pp
Disable Device--+7 (+3 ability, 4 ranks) 1pp
Gather Information--+6 (+2 ability, 4 ranks) 1pp
Intimidate--+10 (+2 ability, 8 ranks) 2pp
Investigate--+11 (+3 ability, 8 ranks) 2pp
Knowledge (Civics)--+7 (+3 ability, 4 ranks) 1pp
Knowledge (Current Events?)--+11 (+3 ability, 8 ranks) 2pp (I'm looking to show his knowledge of other Men of Power...)
Notice--+5 (+1 ability, 4 ranks) 1pp
Sense Motive--+5 (+1 ability, 4 ranks) 1pp
Swim--+4 (+0 ability, 4 ranks) 1pp
Total Power Points=16
Feats
Attack Focus (ranged)--4 ranks +4 on ranged attacks 4pp
Improved Aim +10 melee, +4 ranged when aiming 1pp
Improved Disarm--1 rank +2 bonus on attack roles to disarm opponents 1pp
Improved Initiative +4 bonus on initiative rolls 1pp
Improved Pin Opponents are at -4 to escape grapple or pin 1pp
Improved Trip +4 bonus on trip attacks, not subject to return trip attempts 1pp
Luck--2 ranks +2 hero points per adventure session
Move-By Action Can perform a standard action mid-move 1pp
Power Attack Can trade attack bonus to increase damage (max 5) 1pp
Precise Shot reduce penalty for firing into melee by 4 1pp
Teamwork--1 rank +1 to aid action
Total Power Points=15
Powers
Telekinetic Array 30, Dynamic Power x5, Alternate Power x4 69 power points
Son of Darwin Power Structure Provides 60 power points to divide amongst abilities
Dynamic Telekinesis (Max 8) Damaging (+1), Precise 3pp/rank +1 from array
Son of Darwin general ability Move objects at current power rank distance, effective strength is current power rank x5, object thrown as weapons us power rank as strength for damage, can be used to grapple, trip or disarm using current power rank
Dynamic Telekinetic Blast (Max 6) Ricochet, Accurate 2pp/rank +2
Son of Darwin Force Attack Ranged Attack +10, 1-6 damage, can ricochet of a single surface, having no impact on that surface
Dynamic Force Field (Max 8) Impervious, Affects Others, Ranged, Selective, Progression 3 4pp/rank +4
Son of Darwin Defense provides power rank bonus on toughness saves, ignores attack with damage less than current power rank, can be used on up to 10 other people at power rank range
Dynamic Flight Affects Others, Ranged, Progression 3 4pp/rank +3
Son of Darwin Telekinetic Movement Provides telekinetic flight up to power rank speed on the time and movement chart, and can be applied to up to 10 other people at power rank range Base power maxes out at power rank 4 (can be overcome with exertion)
Dynamic Deflect (Max 10) All ranged, Action, Ranged 4pp/rank
Son of Darwin Telekinetic Defense Block ranged attacks as a move action using power rank as attack bonus, can block any attacks within power range, each deflect attempt after the first is at a -2 modifier
Total Power Points=69
Power Points=20 ability +14 saves +16 combat +16 skills +15 feats +69 powers=150
Trade-offs= +2 attack/-2 damage, +2 toughness, -2 defense
[/sblock]