Val	Char	Cost	Roll	Notes
10	STR	0	11-	Lift 100 kg; 2d6 HTH Damage [1]
18	DEX	24	13-	OCV:  6/DCV:  6
13	CON	6	12-
8	BODY	-4	11-
13	INT	3	12-	PER Roll:  12-
14	EGO	8	12-	ECV:  5
18	PRE	8	13-	PRE Attack:  3½d6
10	COM	0	11-

3	PD	1		Total:  3 PD (0 rPD)
3	ED	0		Total:  3 ED (0 rED)
4	SPD	12		Phases:  3, 6, 9, 12
30	END	2
20	STUN	0		Total Characteristic Cost:  60

Movement:	Running:	6”/12”
		Leaping:	2”/4”
		Swimming:	2”/4”

Cost    Powers & Skills
25	Wait for It…:  Mind Control 8d6, Telepathic (+¼); Set Effect (Wait Until AOL Says It’s Ready, -½), 
	Takes Normal Range Modifiers (-¼), Does Not Provide Mental Awareness (-¼), END 5

20	Nearly Unlimited Supply of CDs:  Mulitpower, 30-point Reserve; OIF (-½)
2u	1)  Throwing Discs:  EB 4d6, Autofire (5 Shots, +½); OIF (-½), END 2x
2u	2)  Ooh, Shiny:  Flash Sight Group 6d6; OIF (-½), END 3
2u	3)  CD Shield:  Missile Deflection (All); OIF (-½) plus +2 DCV; OIF (-½)

13	Spam:  Drain INT and EGO 1d6, Varying Effect (Two Stats, +½), Ranged (+½); Requires a Skill Roll 
	(Forgery, -½), END 2

2	Lightning Calculator; Only for Computer-Related Figures (-½)

2	Surfing the Net:  AK:  The Web 11-
3	AOL:  Computer Programming 12-
3	Chat Room:  Conversation 13-
3	Encryption:  Cryptography 12-
1	Upgrades:  Electronics 8-
3	You’ve Got Mail:  Forgery 12-
3	Firewall:  Security Systems 12-
3	Dial-Up:  Systems Operation 12-
3	eBay:  Trading 13-

Total Powers & Skill Cost:  90
Total Cost:  150

100+   Disadvantages
15	Enraged:  when Treated like a Slave (Uncommon, Go 11-, Recover 11-)
15	Psychological Limitation:  Fascinated by Technology (Common, Strong)
10	Social Limitation:  “Property” of Time-Warner, No Legal Identity (Infrequently, Greatly)
10	Vulnerability:  2x Effect from Cyberkinesis (Uncommon)

Total Disadvantage Points:  150

Background/Personality: As the Time-Warner empire continued to buy more and more companies, monopolizing several industries at once, it eventually turned its eyes toward America On-Line. The international conglomeration that was Time-Warner had access to many companies, technologies, and R&D facilities. Market research determined that AOL wouldn’t be worth acquiring without a re-branding strategy.

So, the secret masters behind the monolithic entity set about creating the perfect image. After intensive brainstorming, they came up with a faceless yellow man, which idealized many business principles that they held dear.

Once their image was in place, they set about actually creating the perfect puppet spokesman. Through a combination of virtual reality, holography, artificial intelligence, cybernetics, genetic engineering, nuclear physics, voodoo, phrenology, and aromatherapy, they brought to life a two-dimensional yellow featureless man to do their bidding.

What they didn’t count on is that Stickman would have a sense of individuality, which is anathema to corporate America. Stickman tries to stick up for himself, and fight for his rights as a sentient being, but it’s an uphill battle with few allies.

Quote: “Attention homeowners, you may qualify for free viagra!”

Tactics/Powers: AOL Stickman is a two-dimensional yellow humanoid from cyberspace. He can produce an unlimited number of AOL compact discs, which he can throw at enemies, or spread out like a war-fan to protect against attacks.

He can also inundate enemies in spam, dulling their minds. His most feared power, however, is his ability to hypnotize his target with a modem-like screech and blinking lights, inducing them into a lethargic state, waiting until Stickman makes a final beep, and says, “You’ve got mail!”

Roleplaying Notes: Lee Majors meets Sam Bakula.

AOL Stickman | Energizer Bunny | Geico Gecko | Joe Camel | Mr. Clean | Mr. Moneybags | Smokey the Bear | Speedy the Alka Seltzer Boy | The Tidy Bowl Man

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