Most Wanted Volume II

A collection of shady characters from the depths of the Internet.

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FLICKER, LORD OF TIME

Identity: Frank Lake
Side: Evil
Age: 28
Sex: Male
Level: 2nd

Powers:

  1. Light Powers (Devices): He can fire a Light Powers attack for 2d8 damage, or generate a blinding flash that either attacks everyone within range with a light attack to blind (2d8x2%) or attack a single target with a 2d8x5% chance to blind. Blinding attacks do no damage. No defense type. 18 charges, 24" range.
  2. Invisibility (Devices): Each device makes target invisible to sight and sound. These last one hour per charge on Flicker, or 10 minutes per charge on others. Placing on others takes HTH attack. 12 charges.
  3. Illusions (Devices): Generate visual and audio illusions when placed and activated (can be preset and put on timers, or activated by remote control.) Each device lasts 10 minutes max. He carries 14 devices.
  4. Paralysis Ray (Device): Attacks as Light Powers, with standard paralysis effects. Can carry an HTH attack to place an invisibility device, making it look like the paralyzed person as vanished. 11 charges.

Weakness: None

Weight: 180 lbs.
Strength: 12
Agility: 16
Charisma: 14
Reactions from Good: -1
Damage Mod.: +2
Accuracy: +2
Carrying Cap.: 273 lbs.
Movement Rate: 41 inches ground
Detect Hidden: 12%
Inventing Points: 3
Basic Hits: 4
Endurance: 13
Intelligence: 15
Hit Points: 13
Evil: +1
Healing Rate: 1.2
Power: 56
Basic HTH: 1d6

Detect Danger: 16%
Inventing: 45%

Origin & Background: Flicker was a skilled lighting technical and special effects expert who has turned his talents to crime. He really has very little reason for doing this except realizing that the COULD, and that he was sick of letting someone else take the spotlight. He has been at this for only a couple months, but has already logged some impressive thefts and gotten some good press.

Combat Tactics / M.O.: Flicker has gone to great lengths to act nationally, intimating that time and distance mean nothing to him. He has even gone so far as to place fake information about his activities in the 50's and 70's into the hands of the media and national news databases. Anyone doing a quick check or trusting the news media will find that this guy has been active for decades, always looking the same way and following some unfathomable MO. A further check will reveal that the information ahs just appeared, which time travel theorists might attribute to a chronal correction wave. All of this works towards his major scheme: He misdirects his opponents by making it appear that he has Time Travel powers.

Flicker is a cunning devil, and half of his effectiveness comes from his opponents not understanding exactly what it is he can do. He always masks his illusions and powers with the 'time manipulation' deception, hiding that everything is just smoke and mirrors. His invisibility is 'time travel'. If he has an illusion generator projecting himself he'll claim that it's time slipping, intangibility. time drawn duplicates or what have you. He'll set up illusions of Dinosaurs attacking for the heroes to confront that fade away in time when hit. He'll state that his illusions are echoes of past or future events. If the heroes show up after a fight against, say, the cops has started, he'll use his costume to generate illusionary wounds on himself that are regenerating under his temporal manipulation. He'll sometimes drop things that he claims are weapons from the 2024 alien invasion he picked up, trusting the heroes will try to disarm them and give him time to escape.

According to Flicker, his light attacks are a result of accelerating time around photons, making their effective speed and energy vastly greater--thus, lasers. His paralysis ray is actually based on a light bast to the cerebral cortex, but he claims it's images of the future knocking people out, or freezing their neural pathways in time. If he uses the HTH carrier with his invisibility device, the target will be hit by a flash of light and vanish, only to reappear when they awaken The light and paralysis attacks leave no devices behind (though the carrier invisibility would).

His devices all self destruct when tampered with or their charge is gone, leaving small burn marks. Anyone holding or touching one is hit by a Flame Powers attack for 1d3 damage, but will no doubt be convinced that they have disarmed the dangerous future weapon if that was Flicker's intention.

Personality / Character Traits: ?

Physical Description: Flicker wears a high tech, futuristic gold and silver jumpsuit that has pouches held closed by pressure sensitive magnetic seals (top of the line and hard to find, but they do exist with 20th century technology while still looking very futuristic) to hold his various weapons--other parts of his technology are built into his gloves and belt. He hides his identity behind a pair of goggles that track his eye movements to trigger various weapons on his costume, and act to identify his own illusions.

He stands at a little under six feet, and has a trim but not overly muscled build. Flicker uses makeup to change his apparent age--thinning or graying his brown hair, adding wrinkles, facial hair (according to him pork-chop sideburns come back big in the future. . .) and other distractions to keep up his facade.

GM Notes: Essentially, Flicker is a carte blanche to mess with your players heads. He will do everything he can to convince them that he is something other than what he is. He will vaguely alter his appearance to make himself look older or younger when they fight him by means of make up. He'll pretend to have never met them before or allude to things that haven't happened yet. He'll make cryptic statements about things to come or battles they have fought before. In general, he'll keep them off balance and confused enough that his rather limited powers will keep much larger groups of heroes at bay--provided they don't just shoot him.

If the players ever catch Flicker without catching on to Flicker, he'll spin them a story about needing to do what he's doing to save the future somehow. Depending on how gullible your players are, they might go for this, and he'll use his illusions devices to show them a 'chronal vision' of a blaster future which he is trying to alter or avoid. All of this is just a total con to get free, or even to use the players as unwitting dupes for his next heist in the bargain.

Flicker can be used as a returning villain for moths before the players twig to what's really going on, or as an interesting one shot villain to let the team Batman character show off once the rest of the heroes have fallen into his illusions. Either one works just as well.

Once the players have twigged to his modus operandi, you can turn the tables on them--time travelers who have heard rumors of another of their ilk from a different timeline approach him, and he actually does lay his hands on time travel equipment, Revamp his power set to include that, and then have him force to handle the boy who cried wolf scenario--since now he really is a time traveler who needs the heroes help to avert a calamity in the future. Or maybe not. . .

Flicker is ©2000 Brian Rogers. All rights reserved.

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