Val Char Cost Roll Notes 8 STR -2 11- Lift 75 kg; 1½d6 HTH Damage [1] 24 DEX 42 14- OCV: 8/DCV: 10 8 CON -4 11- 8 BODY -4 11- 23 INT 13 14- PER Roll: 14- 15 EGO 10 12- ECV: 5 18 PRE 8 13- PRE Attack: 3½d6 10 COM 0 11- 5 PD 3 Total: 10 PD (5 rPD) 5 ED 3 Total: 10 ED (5 rED) 4 SPD 6 Phases: 3, 6, 9, 12 4 REC 16 END 16 STUN 0 Total Characteristic Cost: 75 Movement: Running: 4”/8” Flight: 5”/10” Leaping: 1½”/3” Swimming: 2”/4” Cost Powers & Skills 16 Ray Gun: EB 8d6; Beam (-¼), OAF (-1), 12 Shots (-¼), [12] 5 Space Lark 3000 Beanie: Flight 5”; OAF (-1), END 1 17 Space Suit: Armor (5 PD/5 ED); OIF (-½) plus Life Support (Need Not Breathe); OIF (-½) 16 Short: +2 to DCV, Stealth, and Concealment (already figured in) -4 Short: Running -2” (4” Total), END 1 Perks 5 Wealth Skills 3 Acrobatics 14- – Concealment 10- 1 High Society 8- 3 Inventor 14- 3 Persuasion 13- 3 Scientist 1 SS: Cybernetics 11- 1 SS: Nuclear Physics 11- 1 SS: Physics 11- 1 SS: Robotics 11- – Stealth 10- 3 Tactics 14- Total Powers & Skill Cost: 75 Total Cost: 150 100+ Disadvantages 5 Distinctive Features: Alien (Easily Concealable) 15 Psychological Limitation: Believes that Only He Can Save the World (Common, Strong) 10 Psychological Limitation: Sees Others as Pawns (Common, Moderate) 15 Psychological Limitation: Superiority Complex (Very Common, Moderate) 5 Reputation: Genius 8- Total Disadvantage Points: 150
Background/Personality: Quisp originally came to Earth from the Quisp Continuum with 12 billion boxes of Quisp Cereal. His mission was to bring the cereal to Earth’s children as a token of friendship from his people. Unfortunately, Earth wasn’t buying it. The cereal just wasn’t pleasing to Earth’s less sophisticated palates. As a result, Quisp soon found himself stranded on Earth without any money.
His last desperate scheme to save his cereal was to team up with Quaker, a huge bruiser who had the power to cause earthquakes. While this scheme also failed, they did strike up a strong friendship.
Giving up on selling his cereal, Quisp began to use his alien intelligence and advanced technology to make his fortune. Recently, he has decided that what is ruining the planet is too many different cereals and too many embarrassing icons. He has recruited Quaker to help carry out those plans.
Quisp is a tad hyperactive, but he’s a brilliant mastermind who knows what he wants and won’t let anybody get in his way.
Quote: “Don’t you see it? I offer you a chance for a brand new world. Why do you stupid icons insist on holding onto this one?”
Tactics/Powers: Quisp is the ultimate chess player. In combat and out he prefers to stay in the background and direct things. He is a skilled tactician, but not above firing his ray gun to help his own cause.
Roleplaying Notes: John “Q” de Lancie meets Alan Rickman.
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