Name: Flicker Val Char Cost 15 STR 5 27 DEX 51 24 CON 28 12 BODY 4 21 INT 11 20 EGO 20 23 PRE 13 20 COM 5 16 PD 13 16 ED 11 6 SPD 23 8 REC 0 48 END 0 32 STUN 0 Characteristic Rolls: STR: 12-, DEX: 14-, CON: 14-, INT: 13-, EGO: 13-, PER: 13- Run: 6", Swim: 2", Jump: 3", Lift: 200kg Cost Powers END/Roll 41 Whip Multipower (62-pt reserve); OIF - Whip: -½ u-4 2d6 Killing Attack (HTH) (Total 2½d6); Range: 0; Reduced END: Zero, +½; Armor Piercing: 1, +½; OIF - Whip: -½ 0 u-4 Missile Deflection (All Ranged Attacks, At Attacker, OCV 17); Deflect Attacks: Normal, +0; Deflection Bonus: 8, 16; OCV: 17; OIF - Whip: -½ u-4 4d6 Flash (Normal Sight); Range: 300; Reduced END: Zero, +½; OIF - Whip: -½ 0 u-3 Telekinesis (STR 15); Range: 240; Manipulation: Fine, +10; Reduced END: Zero, +½; OIF - Whip: -½ 0 15 Stretching (3", NC: 6); Non-Combat Multiplier: ×2, +0; Reduced END: Zero, +½; OIF - Whip: -½ 0 16 Damage Resistance (16 PD/16 ED) 5 Ultraviolet Vision 20 N-Ray Vision (as per X-Ray) 37 10" Flight (NC: 40"); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 89; Reduced END: Zero, +½ 0 10 Instant Change; Clothes: Any Set, 10 10 Need Not Breathe 3 Life Support: High Pressure/Vacuum 5 Mental Defense (9 pts); Add to Total 6 Regeneration (1 BODY/hour); Regenerate: Standard, +0 75 10" Teleportation (Long Range 20,000"); Increased Range: ×2000, +55; Long Range: 20,000"; Long Range (miles): 24.85; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0 2 Cost Skills, Talents, Perks Roll 20 Find Weakness with Whip; Attack Type: One, +0 13- 3 Ambidexterity 3 Climbing 14- 3 Bribery 14- 3 Combat Piloting (Spacecraft) 14- 7 Trading 16- 3 Streetwise 14- 3 Persuasion 14- 3 Stealth 14- 15 +3 level w/HTH Combat 5 English (Native Accent); Literacy: Literate (if not standard), 1 100+ Disadvantages 15 Mercenary Code (Common, Strong) 15 Greedy (Common, Strong) 10 Hunted by former employers (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 15 Hunted by Green Lantern (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0 10 Distinctive Features - Red skin, flaming hair, renaissance costume; Concealability: Concealable, 10; Reaction: Noticed and Recognizable, +0 5 Reputation - Flamboyany mercenary (8-) 10 Vulnerability to headshots (glass jaw) (2× STUN); Attack: Uncommon, +5 5 1d6 Unluck OCV: 9; DCV: 9; ECV: 7; Mental Def.: 9; Phases: 2, 4, 6, 8, 10, 12 PD/rPD: 16/16; ED/rED: 16/16 Costs: Char.: 184 Disad.: 85 Powers: + 326 Base: + 100 Exp.: + 325 Total: = 510 Total: = 510 Background: Flicker (... and die) is a relatively unknown DC villain who made Green Lantern's life miserable back in the issues 20-25 (2nd series). He is not only a mercenary, but also a bounty hunter. POWERS AND SKILLS: Flicker has many powers. His main weapon is his whip, with which he can perform amazing maneuvers (give him a Martial Art with it if you like). Because of his Teleport power, he is very difficult to catch and hold. He can fly, see through objects and in the dark (but he is probably not Kryptonian), and he heals rather quickly. Although he seems pretty tough (rPD/rED 16), Green Lantern (a normal person, for all purposes) was able to punch his lights out ... so I included a Glass Jaw in the write-up. =================================================== Copyright 1996 by Daniel Falke (budket@uni-muenster.de)