| Cost |
Name |
| 2 |
AK: The World 11- |
| 3 |
Acting 17- |
| 3 |
Breakfall 14- |
| 3 |
Climbing 14- |
| 3 |
Combat Driving 14- |
| 3 |
Concealment 12- |
| 3 |
Conversation 17- |
| 3 |
Deduction 12- |
| 10 |
Defense Maneuver I-IV |
| 12 |
Gambling (Card Games) 17- |
| 3 |
Interrogation 17- |
| 3 |
Persuasion 17- |
| 3 |
Research 12- |
| 3 |
Riding 14- |
| 3 |
Seduction 17- |
| 3 |
Shadowing 12- |
| 13 |
Stealth 19- |
| 0 |
TF: Equines, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles |
| 3 |
Teamwork 14- |
| 15 |
+5 with Reaping |
| 94 |
Total Skills Cost |
| Cost |
Name |
| 5 |
Money: Gambling Pays: Well Off |
| 5 |
Total Perks Cost |
| Cost |
Name |
| 9 |
Ambidexterity (no Off Hand penalty) |
| 4 |
Mounted Warrior (HTH Combat) |
| 20 |
Universal Translator 12- |
| 33 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 51 |
Scythe: HKA 3d6 (4 1/2d6 w/STR), Armor Piercing (+1); Gestures (Requires both hands; Swinging the Scythe; -1/2), Only In Heroic Identity (-1/4)
Notes: The Scythe is a manifestaion (i.e. Special Effect) of his power and not a physical thing. | 9 |
| 49 |
Horseman Aspect: Shape Shift (Sight, Smell/Taste, Touch and Hearing Groups), Cellular, Instant Change, Makeover (-8 COM), Costs END Only To Change Shape (+1/4)
Notes: When a Horseman is Resurrected they do not come back in their own body as they are basically 'spirit' therefore they will chose a body and inhabit it destroying the former owner. This power changes them from that body to an incarnation of their aspect, i.e. Death, War etc. | 4 |
| 47 |
Immortal Spirit: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing; Sleeping: Character does not sleep)
Notes: All of his Life Support does affect the body he inhabits. | 0 |
| 32 |
Spectral Form: Desolidification (affected by Light-based powers); Only In Heroic Identity (-1/4) | 4 |
| 17 |
Ancient Spirit Mind: Mental Defense (21 points total) | 0 |
| 15 |
Death is Tough: Damage Resistance (15 PD/15 ED) | 0 |
| 15 |
Death Cannot be Drained: Power Defense (15 points) | 0 |
| 11 |
Death Is Unkillable: Healing 1d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Month, -5), Self Only (-1/2)
Notes: All of the Horsemen are effectively unkillable. Yes, their body can be destroyed but they will always come back. Usually this takes a couple of years. | 0 |
| 10 |
Death Has No Weakness: Lack of Weakness (-10) | 0 |
| 5 |
See Life: N-Ray Perception (Sight Group); Only To 'See' Living People Through Any Obstacle (-1) | 0 |
| 252 |
Total Powers Cost |
| Cost |
Maneuver |
|
Reaping |
| 5 |
1) All-Out: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike |
| 4 |
2) Attack: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike |
| 4 |
3) Charge: 1/2 Phase, +0 OCV, -2 DCV, Weapon +2 DC +v/5 Strike, FMove |
| 4 |
4) Defend: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 5 |
5) Probe: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike |
| 4 |
6) Resist: 1/2 Phase, +0 OCV, +0 DCV, 65 STR to resist Shove; Block, Abort |
| 4 |
7) Shove: 1/2 Phase, +0 OCV, +0 DCV, 65 STR to Shove |
| 0 |
8) Weapon Element: Scythe |
| 30 |
Total Martial Arts Cost |
|