As a street kid, he learned quickly how things were done behind the backs of the police. He even learned some contacts. By the time his mental powers surfaced, he was already on his way up the ladder. His powers gave his men an advantage that other gangs did not have, they were rarely caught.
Word of the "master" thief spread all the way up to the big bosses. Once they got word that he knew that the police were coming before they showed up, the knew that they had found a Super.
He was moved up the ranks to sit on the board and run his own city. Sharpes does not like modern devises, instead using good old fashioned tools to do the same job (example: he uses geese to guard his rooftop, anyone goes up there, the geese sound the alarm). To some he may be a little odd, but he is very capable.
He lives by four rules: Know your enemy. Never get involved. Let your agents do the dirty work. Never face your enemies on their ground. He dresses like a street bum and roams the city unmolested, little do people know that the bum that they just pasted has more pull in the city then the mayor.
Sharpes PL 16 (240PP)
Init +3; 30ft (Run); Defense 20/17 (7 Base, 3 Dex); BAB +7; +7 Melee, +10 Ranged, +12 Mental (14S Mental Blast); SV Dmg +3, Fort +3, Ref +3, Will +7(14 Protection); Str 10, Dex 16, Con 16, Int 18, Wis 20, Cha 14 (Total 69PP)
Skills: Disable Device 3/+14, Move Silently 3/+6, Gather Information 3/+5, Sleight of Hand 3/+6, KS: Street smart 7/+18, PS: Teacher 2/+13, AK: Campaign City 7/+18, Spot 0/+12, Listen 0/+12, Search 0/+11 (Total 28PP)
Feats: Iron Will, Indomitable Will, Headquarters, Leadership, Minions (Total 10PP)
- Telepathy +14 (Source: Mutation; Extras: Subtle, Mental Blast [Subtle], ESP [Subtle], Mental Protection) (Cost 8 / Total 112PP)
- Super Intelligence +7 (Source: Mutation; Extra: Super Wisdom) (Cost 3 / Total 21PP)