Alec Murch had a hard knock life at the start. Orphaned as a baby and growing up in a poorly funded state orphanage in Bristol, UK, Alec had to deal with limited food and activities (sneaking out and stealing to get the things he wanted), neglect, and bullying as a physically average specimen - Todd Farrell and his gang of bullies had particular attention for him.
Eventually, Alec decided enough was enough - and the Sangreal Crisis ended up giving him the perfect way to strike back. At night, he broke into the local hospital, stealing some medical supplies clearly marked as tainted to intentionally turn himself into a superhuman.
It didn't give him the powers he'd expected, though his physical abilities heightened, all he really had was the ability to intuitively and perfectly sense space and time, precisely and perfectly sure. But when Todd came back for him, Alec found that with a little effort, it really helped anticipating their strikes and putting them into the hospital.
Alec disappeared at that point, having come to the conclusion that it was thrilling and rewarding to use his abilities for his own gain. Since then, the super-villain Precision has cropped up at times in Freedom City and beyond. Alec has used his training developed over time and various robberies, crimes for hire, and the like to build himself a healthy fortune to support a fairly lavish lifestyle - but he always needs more cash.
Muscle perhaps, but very good muscle. Precision has some limits to how far he will go, but obviously he puts himself first before others and would kill if he deemed it necessary. Outside of his concealed villainous career, Alec Murch is a party boy and jet-setting wealthy youth with successful stock market investments (so that he can point to those for his income).
Constable: When he once tried to singlehandedly take on Precision when the villain attempted a major jewelry theft in Washington DC, Precision curbstomped him on national TV. This has not gone over well at all with the hero, and for PR reasons, the government is willing to let him get a Round 2
PL 10, 246 pp
Abilities - 92 pp
STR 3, STA 4, AGL 7, DEX, 7, FGT 12, INT 3, AWE 7, PRE 3
Defenses - 18 pp
Dodge 14, Parry 14, Fortitude 10, Will 10, Toughness 6/4
Advantages - 66 pp:
Accurate Attack, Agile Feint, All Out Attack, Assessment, Benefit 2 (Independently Wealthy), Beginner's Luck, Chokehold, Contacts, Defensive Attack, Defensive Roll 2, Diehard, Evasion 2, Fast Grab, Favored Foe (Police Officers), Fearless, Grabbing Finesse, Great Endurance, Hide in Plain Sight, Improved Aim, Improved Critical (Unarmed) 2, Improved Critical (Bo Staff) 2, Improved Critical (Improvised Throwing Weapons) 2, Improved Defense, Improved Disarm, Improved Grab, Improved Hold, Improved Initiative 4, Improved Smash, Improved Trip, Improvised Weapon, Instant Up, Luck 5, Move By Action, Power Attack, Precise Attack 2 (Close; Concealment and Cover), Prone Fighting, Quick Draw, Set-Up 4, Skill Mastery (Acrobatics), Skill Mastery (Athletics), Skill Mastery (Stealth), Takedown 1, Taunt, Teamwork, Throwing Mastery 2, Uncanny Dodge, Weapon Bind, Weapon Break
Skills - 48 pp (96 ranks)
Acrobatics 10 (+17), Athletics 7 (+10), Close Combat: Bo Staff 1 (+13), Close Combat: Unarmed 5 (+17), Deception 5 (+8), Expertise: Crime 6 (+9), Expertise: Streetwise 6 (+9), Insight 8 (+15), Investigation 6 (+9), Perception 8 (+15), Persuasion 4 (+7), Ranged Combat: Throwing 8 (+15), Sleight of Hand 6 (+13), Stealth 10 (+17), Technology 2 (+6), Vehicles 4 (+11)
Powers - 22 pp
Perfect Space-Time Senses: Senses 9 (Accurate and Radius and Extended 2 Spatial Awareness [mental], Distance Sense, Direction Sense, Time Sense)
Reinforced Bo Staff: Easily Removable Str-Based Damage 4 (Extended Reach 2)
Playing Cards: Feature 1 (Provides improvised weapons for Throwing Mastery)
Extra Movement Trainng: Speed 2 (120 ft per round); Leaping 2 (30 ft); Movement 2 (Safe-Fall, Swinging)
Defense DC 24
Unarmed +17, DC 18
Bo Staff +13, DC 22
Grab +12, DC 17
Improvised Throwing Weapons +15, DC 17
Motivation - Greed/Thrills: Precision's two main goals with super-villainy are to acquire resources to support a lavish lifestyle, and because it's highly enjoyable.
Enemies: Constable (outlined in background).
Secret Identity: Alec Murch, which he keeps protected so he can enjoy life out of costume without much legal hassle.
Reputation: In costume, Precision is a known super-villain.