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 |
Cost |
Name |
6 |
Money: Torture Pays: Wealthy |
6 |
Total Perks Cost |
Cost |
Name |
4 |
Mounted Warrior (HTH Combat) |
20 |
Universal Translator 12- |
24 |
Total Talents Cost |
|
|
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 |
|