WILD CARDS

QUASIMAN

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10	Psychological Limitation:  Shy And Withdrawn (Common, Moderate)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's Hero Designer File

(Quasiman created by Arthur Byron Cover, character sheet created by Michael Surbrook)


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