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The Four Horsemen (STATS and ALL!! :)

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Frostbrand

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Aug 6, 1996, 3:00:00 AM8/6/96
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Regarding the four horsemen of the Apocalypse, I've created some stats
for them, but I've yet play tested it with my group. They are a pretty
powerful lot, I mean, they can be defeated (with great skill and
cunning) but not killed. The four are the sum of part of Man's
existence. So if you kill War or decapitate Death, what will happen?
World peace?? Everlasting Life?? I think not.
Regardless, when the Four horsemen appear, the world is the sign of
ending...they don't tag the Apocalypse at the end of their name for
nothing.
After reading George Hirst's posting earlier, I tend to agree with the
area effects of the horsemen (q.v)

Here are the stats I've created for the four horsemen;
In addition to individual stats, each horsemen has the spell like
abilities of a 20th level druid and a 20th level mage.
During the Apocalypse the horsemen never dismount, and the horses they
ride are counted as being one with the rider.

WAR

AC: -10
HP: 300
Class: Fighter
Level: 30th
Alignment: True Neutral (with Evil tendencies)
THAC0: Miss only on a 1
#ATT: 3/1
DAM: 3d10+12 + Special
MV: 36 (land and water) 72 (flying)
MR: 85%
XP: DM's Choice

The horseman WAR rides a black war steed bedecked in full plate barding of
dull steel. The horseman himself wears full plate armour and a great
helm. All his body is covered in armour, and his eyes shine red from
beneath the shadows of his helm. WAR stands 10 feet tall and carries a
massive two-handed sword. The sword beside doing mass damage, has the
following properties; Vorpal and Wounding capabilities. Those being hit
by WAR's sword must make a saving throw or suffer the effect of a Taunt
spell.
In addition to normal spells available, WAR can cause fear or a confusion
spell to all with a 100 foot radius at will. WAR in addition to having
access to spheres available to druids can also access the sphere of War
from TOM and combat.


PESTILENCE

AC: -7
HP: 180
Class: Cleric
Level: 30th
Alignment: Chaotic Neutral (with Evil Tendencies)
THAC0: 1
#ATT: 2/1
DAM: 3d8+10 + Special
MV: 36 (land and water) 72 (flying)
MR: 90%
XP: DM's choice

The horseman PESTILENCE appears as a dark hooded rider on a horse that
is diseased with boils and sores. He appears around 9 feet tall and
wields a military fork. The parts of him that are visible; his hands
and feet and some of his face are marked with boils and sores and is
pallid or red and inflamed. Anyone within 100 foot radius of PESTILENCE
automatically contracts the plague with no saving throw. The character
thus not cured will die in 3 days. Only a wish spell or a cure disease cast
by a 15th level cleric of the god or goddess of healing can cure the
character or by using the Quest spell Breath of Life in TOM. At will
PESTILENCE can call forth the Creeping Doom spell once a round.

FAMINE

AC: -5
HP: 160
Class: Thief
Level: 32nd
Alignment: True Neutral (with Evil tendencies)
THAC0: 1
#ATT: 2/1
DAM: 3d6+10 + Special
MV: 36 (land and water) 72 (flying)
MR: 90%
XP: DM's choice

The horseman FAMINE appears a gaunt and thin man standing about 9 feet
tall, his skin is pall and and clings tightly over his frame. He looks
like a starved man. His horse is the same. Anyone within a 100 foot
radius of him must make a saving throw each round or loose 1 point of
Strength. When strength reaches 0, that character dies. FAMINE carries
a spear that has the properties of Abi-Hazid Horrid Wilting spell (TOM).
ie, anyone struck must make a saving throw to suffer half of 32d8 points
of damage or have their bodily fluids evaporated.


DEATH

AC: -9
HP: 250
Class: True Neutral Priest
Level: 37th
Alignment: True Neutral
THAC0: Never miss
#ATT: 1
DAM: Death
MV: 36 (land and water) 72 (flying) or see below
MR: 100%
XP: DM's choice

The horseman DEATH comes last after his comrades has passed through to
collect the souls for their final journey. DEATH appears either as a
black robed skeleton wielding a scythe or a dark but beautiful angel
with white wings. This depends on the soul being collected. If the
soul is good, the angel is seen, if the soul is evil, the dark reaper is
seen. Death rides a skeletal horse, and he stands about 9 feet tall.
After the Apocalypse, a trail of souls can be seen following DEATH as
he takes the souls to their plane of judgement. Unless attacked
DEATH does not attack anyone whose time is not yet up. When attacking,
DEATH does so with the scythe. The scythe automatically hits anyone and
the result is instant death, unless of course the character is wearing
an amulet of life protection which will allow DEATH to do 3d12+10 points
of damage, but the amulet is destroyed then. When a character's time is
up, nothing can stop DEATH. He can cast all the Power Word spells
especially Power Word: Kill once a round. When that character's time is
up, DEATH cannot be outrun, he always appears next to the character no
matter where that character runs to.


Well that's it, hopefully that sheds some light on the subject. Any
disagreement or agreement or whatever can be directed to the news group
and NOT me!!!!! :)

JM
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"I don't believe it" Luke Skywalker
"That is why you fail" Yoda
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