Fear
Character Name: Fear
Alternate Identities: Current Body
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
20 STR 10 10 20 13- HTH Damage 4d6 END [2]
23 DEX 10 39 23 14- OCV 8 DCV 8
30 CON 10 40 30 15-
20 BODY 10 20 20 13-
17 INT 10 7 17 12- PER Roll 12-
23 EGO 10 26 23 14- ECV: 8
45 PRE 10 35 45 18- PRE Attack: 9d6
10 COM 10 0 10 11-
24 PD 4 20 24 24 PD (15 rPD)
24 ED 6 18 24 24 ED (15 rED)
6 SPD 3.3 27 6 Phases: 2, 4, 6, 8, 10, 12
12 REC 10 4 12
60 END 60 0 60
70 STUN 45 25 70
9" Running 6 6 9"
2" Swimming 2 0 2"
4" Leaping 4 0 4" 277 Total Characteristics Points
CHARACTER IMAGE
QUOTE
EXPERIENCE POINTS
Total earned: 334
Spent: 334
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 684
MOVEMENT
Type Total
Run 9"
Swim 2"
H. Leap 4"
V. Leap 2"
DEFENSES
Type Amount
Physical Defense 24
Res. Phys. Defense 15
Energy Defense 24
Res. Energy Defense 15
Mental Defense 22
Res. Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 8 DCV: 8
 
Combat Skill Levels: +3 with Mental Combat
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
10 Distinctive Features: Aura of Fear Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
25 Distinctive Features: The Horseman Fear (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
20 Psychological Limitation: Fearless: Common, Total
20 Psychological Limitation: Loves to terrorize people: Common, Total
15 Psychological Limitation: Sadistic: (Common, Strong)
15 Psychological Limitation: Overconfident: Very Common, Moderate
15 Social Limitation: Secret ID: Current Body's Identity (Frequently, Major)
10 Susceptibility: vs. Holy relics/people: 1d6 damage per Turn Uncommon
10 Vulnerability: 2 x BODY Holy Magic/Weapons (Uncommon)
10 Vulnerability: 2 x BODY Holy Magic/Weapons (Uncommon)
150 Total Disadvantages Cost

Character Name: Fear
Alternate Identities: Current Body
Player Name: NPC
SKILLS
Cost  Name
3 Acrobatics 14-
3 Acting 18-
3 Breakfall 14-
3 Climbing 14-
3 Combat Driving 14-
3 Concealment 12-
3 Conversation 18-
3 Deduction 12-
3 Interrogation 18-
7 KS: Torture Techniques 16-
7 PS: Torturer 16-
3 Persuasion 18-
9 Riding 17-
7 SS: Anatomy 16-
3 Stealth 14-
3 Teamwork 14-
0 TF: Equines, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
15 +3 with Mental Combat
81 Total Skills Cost
PERKS
Cost  Name
6 Money: Torture Pays: Wealthy
6 Total Perks Cost
TALENTS
Cost  Name
4 Mounted Warrior (HTH Combat)
20 Universal Translator 12-
24 Total Talents Cost
 
POWERS
Cost  Power END
80 The Power Of Fear: Multipower, 100-point reserve, (100 Active Points); all slots Only In Heroic Identity (-1/4)
8u
1) Sword of Fear: Killing Attack (HTH) 2 1/2d6 (3d6+1 w/STR), Reduced Endurance (0 END; +1/2), Based On EGO Combat Value (Mental Defense applies; +1) (100 Active Points)
0
8u
2) Suscepible to Fear: Drain EGO 3d6+1, Ranged (+1/2), Reduced Endurance (0 END; +1/2), Delayed Return Rate (5 Points per Hour; +1) (99 Active Points)
0
6u
3) Personal Nightmare: Mental Illusions 20d6; Only To Create Target's Worst Nightmare (-1/2)
10
6u
4) Personal Fear: Mind Control 13d6+1, Reduced Endurance (0 END; +1/2) (100 Active Points); Fear Only (-1/2)
0
6u
5) Forced Fear: Mind Control 10d6, Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (100 Active Points); Fear Only (-1/2)
4
6u
6) Mass Fear: Mind Control 8d6, Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4), Area Of Effect (6" Radius; +1) (100 Active Points); Fear Only (-1/2)
4
7u
7) Illusionary Killer I: Mental Illusions 13d6 plus Mental Illusions + 7d6 (standard effect: 21 points); Only To Achive +20 "Does STUN and BODY" Result (-1)
9
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
23 Aura of Fear: Mind Control 1d6, Telepathic (+1/4), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Continuous (+1), Cumulative (96 points; +1 1/2), Area Of Effect (32" Radius; +2); Only to Cause Fear (-1/2)
Notes: Uses this power always when in his 'aspect'.
0
22 Inate Toughness: Damage Resistance (15 PD/15 ED/15 Mental Def.)0
17 Ancient Spirit Mind: Mental Defense (22 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
296 Total Powers Cost

Character Name: Fear
Alternate Identities: Current Body
Player Name: NPC
APPEARANCE
Hair Color: Brown
Eye Color: Brown
Height: 6' 0"
Weight: 190 lbs
Description:
BACKGROUND
POWERS/TACTICS
PERSONALITY/MOTIVATION
Sadist.
CAMPAIGN USE
Hires out as a professional torturer with a perfect 'success' rate. Very expensive. Usually gets paid twice, once for the job and once to go away since he scares the hell out of anyone around him for more than a few minutes.
DESIGN NOTES
Created: Wed, 20 May 2020 16:05:51

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