Four Horsemen of the Apocalypse

The Four Horsemen of the Apocalypse are Beast, Sword, Famine, and Plague.

Beast 6 (18)

Rust and Redemption

Beast (also called "Conquest") is present at mass shootings and acts of genocide. He is adroit at spreading misinformation and, prior to the apocalypse, was often seen on various "newstainment" shows and conspiracy theory websites, spreading lies under an alias. Then and now, he appears in a white suit, accessorized with white shades and gloves. His hair is white, too.

Motive: Spread lies; incite others to rabid acts of cruelty

Environment: Almost anywhere with a dupe he's gaslighted and/or with one or more of the Four

Health: 24

Damage Inflicted: Moderate wound (6 points)

Armor: 1

Movement: Short; long when mounted or riding

Modifications: Deception as level 8

Combat: Beast prefers that others fight in his stead. Those convinced of his lies ease their attacks and defenses, and deal 2 additional points of damage with a successful attack. If forced into conflict, Beast produces a handgun, making two long range attacks as his action. The first time any target is hit by Beast in combat, that target takes damage and must succeed on an Intellect defense roll. A failed roll means the target mistakenly believes one of their allies attacked them instead of Beast. The target gets a new Intellect defense roll each round to realize their error.

As one of the Four, Beast can see in the dark, regains 1 health each round, and, if killed, reappears within 1d10 days at the next nearest location that previously experienced a mass shooting or genocidal act.

Interaction: Beast comes across as a kind truth teller, someone "just asking questions," but it doesn't take long for perceptive people to realize he's a consummate, continual gaslighter, always working to manipulate others.

Use: A sniper on the ridge tries to pick the PCs off as they pass across a bridge. Behind the sniper stands a man in white.

GM Intrusion: Beast tells the character an outright lie, and the character believes it during their next turn, but realizes it’s a lie on their subsequent turn.

Sword 6 (18)

Rust and Redemption

Sword (also called "War") is never far from large-scale conflicts. She glories in battle and warfare, and before the world ended, she was a provocateur, a mercenary, a soldier, and sometimes a general. However, once a war is good and started, she prefers fighting over watching. Then and now, she dresses in red, preferring red military attire and a massive sword—or assault rifle—the color of blood.

Motive: Hunger for combat; incite war

Environment: Almost anywhere war is waged and/or with one or more of the Four

Health: 24

Damage Inflicted: Moderate wound (6 points)

Armor: 3

Movement: Short; usually has a red mount or vehicle nearby

Modifications: Attacks as level 8

Combat: Sword's blood colored weapon is either a greatsword or an assault rifle, whatever she needs it to be in the moment. She attacks three times with the sword as her action. With the rifle, she can make one very long range attack (with no hindrance despite the range) or two long range attacks.

As part of her attack, she can imbue one bullet each round with an explosive charge. If the attack hits, in addition to normal damage, the target and everyone within immediate range of the target must succeed on a Speed defense roll or take 6 points of damage from shrapnel, or 2 points even with a successful roll.

As one of the Four, Sword can see in the dark, regains 1 health each round, and, if killed, reappears within 1d10 days at the next nearest location that previously experienced war.

Interaction: Sword is full of swagger, often causing fights with biting insults. However, if she can't incite a fight, she's just as happy to start one herself, especially as part of a false flag operation.

Use: A band of raiders, dozens strong, appears on the horizon. Leading them is a woman on a red horse.

GM Intrusion: A dozen soldiers, raiders, mercenaries, or similar fighters (level 3; Armor 1; long‑range rifle attacks inflict 4 damage) appear to back up Sword.

Famine 6 (18)

Rust and Redemption

Famine delighted in economic collapse and starvation before the apocalypse. They still spend time destabilizing survivor groups' livelihoods by direct and indirect means. Famine is rail thin, and carries a chain weapon with weighted, disc shaped ends that can also be used as an improvised scale.

Motive: Starve the living; destabilize organized groups

Environment: Almost anywhere people are starving and/or with one or more of the Four

Health: 24

Damage Inflicted: Moderate wound (6 points)

Armor: 1

Movement: Short; usually has a black mount or vehicle nearby

Modifications: Intellect defense as level 8

Combat: Famine attacks foes with their chain weapon, attacking up to two targets within immediate range at once, or a single target within short range. On a hit, they inflict damage and can choose to entangle one target, who is held helpless on a failed Might defense roll until they escape. Entangled targets automatically take damage each round from the tightening chains. Alternatively, Famine can release a pulse of decay once every few hours that affects all creatures and food stores within short range. Food automatically goes bad, losing all nutritional value. Living targets in the area that fail a Might defense roll feel an overwhelming pang of hunger and descend one step on the damage track. As one of the Four, Famine can see in the dark, regains 1 health each round, and, if killed, reappears within 1d10 days at the next nearest location that previously experienced death through starvation or other privation.

Interaction: Famine is keen to talk about delicacies of every kind, becoming more animated and descriptive about mouthwatering foods and drinks the hungrier those nearby are.

Use: The characters are trying to help a group of survivors transport much-needed food stores to their community when someone all in black on a black motorcycle appears on the road ahead.

GM Intrusion: The character experiences a hunger pang so intense that they lose their next turn scrabbling in their equipment looking for a bite to take the edge off.

Plague 6 (18)

Rust and Redemption

Plague (often called "Death") is present wherever people die of disease or infirmity brought on by age. She prefers black and pale green evening wear, including long pale green gloves and often a grinning skull mask. When traveling, she drives a pale green hearse or motorcycle, or rides a horse the same sickly green color.

Motive: Death

Environment: Almost anywhere people are dying (but especially of disease and/or old age) and/or with one or more of the Four

Health: 24

Damage Inflicted: Moderate wound (6 points)

Armor: 1

Movement: Short; usually has a pale green mount or vehicle nearby

Modifications: Might defense as level 8

Combat: When she wishes, Plague wields a scythe, as if she had always been holding it. She attacks twice with it as her action. On a hit, the scythe deals damage and the target must succeed on a Might defense roll. On a failed roll, the target contracts a supernatural disease requiring that they succeed on a Might defense roll each minute or descend one step on the damage track. If an affected target succeeds on three Might defense rolls at any point, they recover. If Plague removes a glove as an action, she can use her next action to imbue her scythe with necrotic power, or simply touch a target with her bare hand. On a hit with either her touch or the imbued scythe, she inflicts damage, and the target must succeed on a Might defense roll or die. Plague can use this ability about once a day, or immediately again if her previous target dies because of it. As one of the Four, Plague can see in the dark, regains 1 health each round, and, if killed, reappears within 1d10 days at the next nearest location that previously experienced death by disease or due to old age.

Interaction: Of all the Four, Plague is the most changeable in outlook, and sometimes is even somewhat sympathetic to humanity's plight. When she's in such a mood, persuasive characters could convince Plague to pass them over, though she promises that it's only a temporary stay of death.

Use: The characters find a before-times bunker filled with corpses killed by some strange infection, plus a living "human" wearing a black and pale green evening gown.

GM Intrusion: Death summons a demon as part of another action.