Val CHA Cost Roll Notes 40 STR 50 17- Lift 6400 kg; 8d6 HTH Damage [8] 13 DEX 9 12- OCV: 4/DCV: 4 23 CON 32 14- 16 BODY 12 12- 5/15 INT -5 10-/12- PER Roll 10-/12- 10 EGO 0 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 8 COM -1 11- 12 PD 8 Total: 12 PD (0 rPD) 8 ED 3 Total: 8 ED (0 rED) 4 SPD 17 Phases: 3, 6, 9, 12 13 REC 0 46 END 0 48 STUN 0 Total Characteristic Cost: 125 Movement: Running: 6"/12" Leaping: 8"/16" Swimming: 2"/4" Teleportation: 20"/1280" Cost Powers & Skills 7 Dimension Shifting: +10 INT; Activation Roll 14- (-1/2) -6 Lame Left Leg: Running -3" 65 Dimension Shifting: Teleportation 20", x64 Noncombat, END 6 1 x2 Increased Mass (for Teleport); Increased Endurance Cost (x10 END; -4), END 10 14 Dimension Shifting: Precognitive Clairsentience (Sight And Hearing Groups), Reduced Endurance (0 END; +1/2); No Conscious Control (-2), Precognition Only (-1), Only For Events Concerning Quasiman Himself (-1), No Range (-1/2) Perks 3 Contact: Father Squid (Contact has useful Skills or resources, Good relationship with Contact) 8- Skills 2 +1 with Punch 2 CK: Jokertown 11- 7 Climbing 14- 0 Language: English (idiomatic; literate) 2 PS: Handyman/Janitor 11- 7 Streetwise 13- Total Powers & Skill Cost: 104 Total Cost: 229 125+ Disadvantages 15 Accidental Change: Partially Insubstantial Form 8- (Very Common [roll every Phase]) 15 Distinctive Features: Hunchbacked Joker, Whose Body Parts Tend To Phase In And Out (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Money: Poor 0 Normal Characteristic Maxima No Age Restriction 15 Physical Limitation: "Epileptic" Seizures (Quasiman stops moving and/or acting when these occur) (Infrequently, Fully Impairing) 5 Physical Limitation: Lame Left Leg (Infrequently, Slightly Impairing) 10 Psychological Limitation: Shy And Withdrawn (Common, Moderate) 15 Social Limitation: Joker (Very Frequently, Minor) 24 Experience Points 229 Total Disadvantage Points
Description: Quasiman is a very large man, standing 6' tall and weighing close to 200 pounds. He is hunchbacked, with a lame left leg. His wild card ability consists of great physical strength, as well as the power of teleportation. He also tends to have body parts "fadeout" randomly to another dimension, often leaving him virtually mindless. Quasiman's Teleport power can be used to bring someone else with him, but it's very tiring. He can also see the future, but this is a very unreliable power, and the events he sees are only concerning himself, not the actions of anyone else.
Campaign Use and Designer’s Notes: Quasiman’s INT Activates per Phase, meaning it can remain active for some time before switching off. If used in a supers game, he probably works best as the victim of some sort of teleporter or dimensional gate accident.
(Quasiman created by Arthur Byron Cover, character sheet created by Michael Surbrook)
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