The Evil Midnight Bomber is one of the funniest villains to ever grace The Tick universe. He has multiple personalities and they're all insane; he tries to blow up the Comet Club to gain fame as a supervillain but thanks to The Tick he ends up blowing up the Sidekick's Lounge.
What really makes the Bomber funny is his dialogue and voice.
Rarely goes a second without mumbling to himself recollections of conversations with an unknown second party (given his obvious psychosis, this other person may just be a second personality), particularly glorifying himself ("So I says, 'Tell me I'm wrong, baby!' And he says, 'I can't, baby, 'cause you're not!'").
"Ah ha ha ha ha ha! Sixty seconds till midnight…sixty seconds to nowhere, baby! You have all become victims of the Evil Midnight Bomber what bombs…Hey! Pay attention!"
Explosives expert. Crazed bomber who tries to blow up establishments of all sorts, preferably superhero conventions.
"The Tick" cartoon series
Voice: Maurice LaMarche
A character with this Disadvantage has an unreasonable urge to perform some specific action that could be considered unusual. The list of possible actions is almost infinite, but some examples would include Compelled To Attack Polluters, Compelled To Steal Gems And Jewelry, or Compelled To Bring His Own Silverware To A Restaurant. The reasons behind this compulsion, as well as the exact details of it, are up to the player. The Frequency of the compulsion depends on how often the compulsion would come up. For example, if the GM's campaign deals with environmental issues and the players are a team of environmentally conscious heroes, Compelled To Attack Polluters may well be a Very Common Disadvantage. The character can resist the compulsion only in the most extreme of circumstances.
This is a character with a fractured psyche. This Disadvantage is more commonly known among the general public as "split personality" or "schizophrenia" (although true schizophrenia is a completely different disorder). This Disadvantage means that the character has more than one "person" in their head. Each personality is a complete and separate individual. These personalities surface in times of stress or in times of deep association with some past trauma. The personalities themselves may or may not have any sort of conscious connection to the "prime" personality. Note that it is possible for secondary personalities to have Psychological Limitations of their own. Such matters should be worked out carefully with the GM beforehand. The character has no control over when and how the other personalities surface.