The Four Horsemenof Pent
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Created On 1 October 1997
Last Updated On 1 October 1997
Copyright (c) Simon E. Phipp 1997
It is said that The Sun Horse has Four Horsemen whom it sends out to do its work for him, as the Sun Horse has many more important things to do.
The First Horseman is clothed in Red and rides upon a Red Stallion. He rides out each and every day at first light. His name is Dawn and he brings Hope to the clans.
The Second Horseman is clothed in White and rides upon a White Stallion. He rides out after the First Horseman and is called Day. He brings Strength to the Clans.
The Third Horseman is clothed in Grey and rides upon a Grey Stallion. He rides out when the Second Horseman is tired. His name is Dusk and he brings Calm to the Clans.
The Fourth Horseman is clothed in Black and rides upon a Black Stallion. He rides out after the Third Horseman. His name is Night and he brings Peace to the Clans.
Shamans who have prepared properly can see the Horsemen as they ride across the Plains as can their worshippers on Holy Days. Those who catch sight of the Horsemen may sacrifice for one of their Rune Spells as if they were worshippers.
All of the spells must overcome POW to work and can be stacked to increase the area affected by 10m per point rather than increasing the effect.
Hope (1 point stackable, Temporal, Reusable)
This spell gives all within 10 metres a great feeling of Hope. It cancels out the effect of Demoralise, Fear or similar spells within the area of effect only if the Intensity of the Hope spell is greater than or equal to the Intensity of the Fear effect. So, a 1 pt Hope will cancel out Demoralise spells, a 2 point will cancel out Fear spells and Shade Fearshock and so on.
Strength (1 point, Stackable, Temporal, Reusable)
This effects all within 10m and increases their STR by 1D6 per point. STR may go above STRx1.5 or Species Maximum. It is incompatible with any other STR increasing spells.
Calm (1 Point, Stackable, Temporal, Reusable)
- This effects all within 10m and gives them a great feeling of Calm. This cancels out any Fanaticism or Berserker effects only if the Intensity of the Calm spell is greater than or equal to the Rage causing effect. So a Calm 1 cancels out Fanaticism and a Calm 2 cancels out Beserker.
Peace (1 Point, Stackable, Temporal, Reusable)
- This effects all within 10m and gives them a great feeling of Calm. Anyone wishing to fight while under the effects of the spell must roll (POW - points of Peace) x 5 % in order to do so. So, a POW 18 person affected by a Peace 10 spell must roll 18x5 - 50 = 40% in order to be able to fight.
- See Also