| Cost |
Name |
| 9 |
AK: The World 17- |
| 3 |
Acting 15- |
| 5 |
Breakfall 15- |
| 5 |
Climbing 15- |
| 3 |
Combat Driving 14- |
| 3 |
Concealment 11- |
| 3 |
Deduction 11- |
| 3 |
Demolitions 11- |
| 3 |
KS: Explosives 11- |
| 0 |
Language: English (idiomatic) |
| 3 |
PS: Demolitions Expert 11- |
| 3 |
Persuasion 15- |
| 3 |
Riding 14- |
| 3 |
SS: Chemical Engineering (Explosives) 11- |
| 2 |
SS: Structural Engineering 11- |
| 3 |
Shadowing 11- |
| 3 |
Stealth 14- |
| 0 |
TF: Equines, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles |
| 3 |
Teamwork 14- |
| 20 |
+4 with all Skills Related to Demolitions |
| 80 |
Total Skills Cost |
| Cost |
Name |
| 5 |
Money: Well Paid |
| 5 |
Total Perks Cost |
| Cost |
Name |
| 4 |
Mounted Warrior (HTH Combat) |
| 20 |
Universal Translator 11- |
| 24 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 90 |
The Glory of Destruction: Multipower, 90-point reserve, all slots Reduced Endurance (1/2 END; +1/4); all slots Only In Heroic Identity (-1/4) | |
| 7u |
1) Artillery: Energy Blast 10d6, Indirect (Same origin, always fired away from attacker; +1/4), Explosion (+1/2) | 4 |
| 7u |
2) Aura of Destruction: Killing Attack - Ranged 2d6, Damage Shield (+1/2), Area Of Effect (One Hex; +1/2), Continuous (+1) | 4 |
| 5u |
3) Cone of Destruction: Energy Blast 11 1/2d6, Personal Immunity (+1/4), Explosion, Cone (+1/4); No Range (-1/2) | 4 |
| 5u |
4) Devastation: Energy Blast 10d6, Personal Immunity (+1/4), Explosion (+1/2); No Range (-1/2) | 4 |
| 49 |
Horseman Aspect: Shape Shift (Sight, Smell/Taste, Touch and Hearing Groups), Cellular, Instant Change, Makeover, 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 |
| 30 |
Destruction's Armor: Armor (15 PD/15 ED); Only In Heroic Identity (-1/4), Costs Endurance (Only Costs END to Activate; -1/4)
Notes: This armor appears as plate armor but is only a physical manifestation of the power and cannot be removed. | 4 |
| 20 |
Daggers of Destruction: Killing Attack - Hand-To-Hand 2d6 (3 1/2d6 w/STR); OAF (-1)
Notes: (x2 number of items)
These daggers are actual physical objects unlike his armor. He mainly uses them as props to give his opponent the idea his powers originates from them. | 3 |
| 17 |
Ancient Spirit Mind: Mental Defense (20 points total) | 0 |
| 11 |
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 |
| 9 |
Paths of Destruction: Running +12" (18" total); Side Effects (1 1/2d6 RKA, No Range), Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; -1/2), Only In Heroic Identity (-1/4)
Notes: Wherever he moves, he destroys the surrounding environment. | 2 |
| 297 |
Total Powers Cost |
|