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 5 REC 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 Talents 2 Lightning Calculator; Only for Computer-Related Figures (-½) Skills 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.
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