Cost |
Name |
3 |
Acting 14- |
15 |
Analyze: Disease 17- |
0 |
Climbing 8- |
0 |
Concealment 8- |
8 |
Computer Programming (Computer Networks, Hacking and Computer Security, Personal Computers, Military Computers) 11- |
3 |
Conversation 14- |
3 |
Deduction 11- |
3 |
Forensic Medicine 11- |
0 |
Language: English (completely fluent; literate) (4 Active Points) |
0 |
Paramedics 8- |
3 |
Persuasion 14- |
9 |
PS: Immunologist 17- |
15 |
Research 17- |
0 |
Shadowing 8- |
9 |
SS: Diseases 17- |
0 |
Stealth 8- |
0 |
TF: Small Motorized Ground Vehicles |
20 |
+4 with DECV |
10 |
+1 with Overall Level |
3 |
+3 with Filthy Claws |
104 |
Total Skills Cost |
Cost |
Name |
4 |
Mounted Warrior (HTH Combat) |
20 |
Universal Translator 11- |
24 |
Total Talents Cost |
|
|
Cost |
Power |
END |
60 |
Very Hard to Injure: Energy Damage Reduction, Resistant, 75% | 0 |
60 |
Very Hard to Injure: Physical Damage Reduction, Resistant, 75% | 0 |
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 |
46 |
Swarm of Flies: Change Environment 16" radius, -3 to Sight Group PER Rolls, +1 Points of Damage vs. rPD, Long-Lasting 20 Minutes, Multiple Combat Effects
Notes: This is used to distract and causes a thick swarm of biting flies to appear and attack anyone withiun the area. | 5 |
45 |
Disease At My Fingertips: Multipower, 90-point reserve, (90 Active Points); all slots Only Works if Filthy Claws Does BODY (-1/2), Does not work if target has LS: Immunity to Disease (-1/4), Linked (Filthy Claws; -1/4) | |
4u |
1) Tuberculosis: Drain END 3d6, Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of 5 per Week; +1 3/4) (90 Active Points) | 4 |
4u |
2) Leprosy: Drain COM 3d6, Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of 5 per Week; +1 3/4) (90 Active Points) | 4 |
4u |
3) Wasting Away: Drain BODY 3d6, Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of 5 per Week; +1 3/4) (90 Active Points) | 4 |
4u |
4) Cerebral Palsy: Drain DEX 3d6, Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of 5 per Week; +1 3/4) (90 Active Points) | 4 |
30 |
Filthy Claws: Killing Attack (HTH) 1d6 (1d6+1 w/STR), Penetrating (x2; +1) (30 Active Points) | 3 |
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 |
10 |
Tough: Damage Resistance (10 PD/10 ED) | 0 |
374 |
Total Powers Cost |
|