Warhammer Quest
Empire Princess

By The Phantom Of The Opera A.K.A. Anthony Gill

In many an empire's castle sits a lonely, bored princess who wonders what the outside world is really like. She's read many books about the world, but never actually seen it. Some of these royal daughers take flight of their golden nest in search of adventure, or just simply to experience the world outside the castle. Some have permission, some just run away, but however they got out, they're here now. Princesses are typically somewhat arrogant and rude, in their own polite way. They'll usually try to trick people into doing things they didn't really plan on doing, and can be downright dirty in fighting sometimes. They are also highly adept at learning, and become sort of a "jack of all trades", learning many different varieties of weapons, defence techniques, spells, and skills from other kingdoms. A princess is a good companion to have along, if you can put up with her...

Special Abilities and Penalties

The Princess starts with two royal treasures, and 4 abilities. (Attack, defence, magic, 1 skill) 

Royal Treausures

1

Whip of Entanglement
On 6, target is entangled. He cannot do anything unless he makes a Str 8 test, or the princess winds her whip. The princess cannot attack until she winds her whip. 

2

Tiera of Healing
Heals 1D6 once per adventure 

3

Gloves of Guidance
One automatic hit once per adventure 

4

Earrings of Power
+1 damage dice to all attacks for 1 turn. OPA. 

5

Magical Dress of Protection
+1 Toughness 

6

Slippers of Swiftness
One automatic dodge once per adventure.

Weapons and armor

The princess will only wear royal armor that is custom fit for her. She absolutly refuses to be uncomfortable, even in battle. Such armor can only be gain at the noble house. As for weapons, she begins the game with only basic knowledge of swords and whips. Later in life, she will learn how to use other weapons. She can use items meant for elves and wizards.

Advancing in Levels

To advance in levels, the princess must go to a Noble House, found only in major cities. Upon paying her training fee, she is escorted into the training wing of the castle. Her stats go up as according to her level, and she gains knowledge from four of the house's teachers, once from each area of expertise.

Noble House Teachers

If the princess visits the noble house without the intention of buying full training, she may try and buy the services of a teacher for a day. Choose a teacher to ask for help and pay D6xBLx100 gold. If you cannot afford the total once you have rolled it, you are thrown out of the Noble House in disgrace and may not return for the length of your settlement visit. 

Once paid for, you must roll to see which instructor you get, and see what his knowledge of the subject is.

Instructor 

Has never actually been adventuring a day in his life. -1 on all knowledge rolls. 

2-5 

An average instructor 

Legendary adventurer and hero of lore. +1 on all knowledge rolls.

Instructors knowledge of subject

  Attack Defence Magic Skills
1-3 2 Dice (T)  2 Dice (T) Knows  1 spell  3 Dice (T)
4-5  3 Dice (YC)  3 Dice (YC) Knows  2 spells  4 Dice (YC)
6 4 Dice (YC)  4 Dice (YC) Knows  3 spells  5 Dice (YC)

Knows x spell(s) = Determine that many spells normally and choose.
T = Toatl the Dice Roll
YC = Your Choice. See the subject chart and pair them how you like.

About the Basic, Advanced, and Master thingy; when you first get a skill, it's Basic. If you roll it again, it moves up to Advanced. Get it a third time, and it goes to Master. 

Attack

2

Judo

Basic
May push any 1 square monster back a space if there is nothing behind it.

Advanced
May push monsters, and instead of attacking may attempt to throw an enemy. Roll a D6 and add the total to your strength. Then roll a D6 for the enemy and add it to it's strength. If the princess' score is higher than the monsters, it is thrown to the ground and takes 1D6 damage per battle level of the princess. In addition, it must use it's turn to get up.

Master
May push monsters, may throw monsters, and put an enemy to sleep. Follow the same rules for throwing, but instead of taking damage, it loses 2 strength. If it ever hits 0, it falls unconscious. (Dead)

3

Swords Accuracy

Basic
Once per adventure, all attacks for 1 turn are at +1 to hit

Advanced
Once per adventure, all attacks for 1 turn are at +2 to hit

Master
Once per adventure, all attacks for 1 turn automatically hit

4

Pole Weapons
Such as staffs, halberts, tridents, spears, etc. The princess receives a free spear if she doesn't own one

Basic
The princess may now use pole weapons

Advanced
The princess may use her weapon to vault over 1 target into a space behind it.

Master
The princess may fault, and may throw her weapon. The weapon's strength is equal to double her strength, and it's range is also equal to double her strength. Weapons cannot be thrown when the princess is pinned. Thrown weapons may be recovered at any time.

5

CrossBows
Receives a free Crossbow [str 5] if she doesn't have one

Basic
The princess may now fire crossbows at no penalties

Advanced
The princess may fire crossbows, and is at +1 to hit with them.

Master
The princess is at +2 to hit, and on a natural 6 the shot does an extra 1D6 damage.

6

Swords - Attacking

Basic
May attack with swords at no penalties

Advanced
When attacking with a sword, gains one extra attack

Master
Whenever a hit roll is a natural 6, the princess may immediatly (after resolving damage) follow up with another 1D6 attacks. These attacks may be on the same target only, may not cause death-blows, but may still be followed up by more attacks on a 6.

7

Unarmed Combat

Basic
May attack without weapons at normal damage with no penalties. However, the toughness and armor of the target is doubled, and on a natural hit roll of 1, the princess hurts herself and takes 1D6 damage no modifiers.

Advanced
May attack without weapons at normal damage with no penalties. However, the toughness and armor of the target is doubled. The princess will no longer hurt herself on a natural hit roll of a 1.

Master
The princess fights the same as the advanced rules, but in addition, on a natural 6, if she has done at least 1 point of damage the target is knocked silly for 1 turn and may do nothing. While dazed, the target is at +2 to be hit.

8

Bows
Receives 1 free Short Bow [str 4] if she doesn't have one already

Basic
The princess may now use bows

Advanced
The princess may use bows at +1 to hit

Master
The princess may fire once more per round, at +1 to hit

9

Whips

Basic
The princess may use whips

Advanced
The princess may use the whip to trip enemies as an attack. Roll a D6, and if the total is equal to or higher than the target's movement, it falls and uses it's turn to get up.

Master
The princess may trip enemies, and may use whips to do tricks,

such as grabbing weapons out of peoples hands, swinging above pits, etc. To do so, the princess must make a Weapon Skill test at 7, modified by difficulty.

10

Pistols
Receives 1 free pistol [Str 6] if she doesn't have one already

Basic
The princess may use pistols

Advanced
The princess is at +1 to hit with pistols

Master
The princess is at +1 to hit, and may Quick Load on a 5+

11

Swords Damaging
Basic
On 6, the princess adds her Weapon Skill to the damage

Advanced
On 6, the princess adds her Weapon Skill and 1D6 to the damage

Master
On 6, the princess doubles her damage total

12

Star Weapons
May choose a Glaive, Crescent Moon, or RazorRing

Basic
May throw weapon of choice at Str 7. Must be retrieved once thrown. On 6, the weapon ignores armor and does an extra 1D6 damage.

Advanced
May throw as above. If the attack misses, the weapon returns to the princesses hand on 3-6.

Master
May throw, returns on 2-6, and for every model it hits or misses, roll a D6. On a 3-6 it travels onto another target. The flight formation must be a circle however, and if not, it only continues traveling on a 5 or 6. (Meaning the blade can't go forward 2 spaces, left 1, right 2, up 2, right 1, then back down 4. It must go forward 2, left 2, down 2, right 2. [just an example. The range is unlimited])

Defence

2

Fend off
Large monsters, monsters with more starting wounds than the princess, and monsters that cause fear are not afraid of Fending and gain no penalty

Basic
The princess pokes at monsters as they try to approach her. Roll a D6. The total is the number of monsters adjacent to the princess that will be at -1 to hit her.

Advanced
The princess pokes at monsters as they try to approach her. Roll a D6. The total is the number of monsters adjacent to the princess that will be at -1 to hit her. If she does get hit, the princess gets are reflex shot at -1 to hit the attacker.

Master
The princess pokes at monsters as they try to approach her. Roll a D6. The total is the number of monsters adjacent to the princess that will be at -1 to hit her. If she does get hit, the princess gets are reflex shot at no penalties to hit the attacker.

3

Cry
May only be used once per combat, Chaos creatures do not fall for crying

Basic
On a 6, all adjacent monsters who were planning to attack the princess will feel sorry for her and attack another target.

Advanced
On a 4 to 6, all adjacent monsters who were planning to attack the princess will feel sorry for her and attack another target.

Master
Automatically, all adjacent monsters who were planning to attack the princess will feel sorry for her and attack another target.

4

Taunt
May only be used once per combat. Large monsters and undead do not fall for taunting

Basic
The princess pokes fun at the target, and it must make a frenzy roll. On 5 or 6 it gets double attacks. On a 1 it loses all of it's attacks.

Advanced
The princess pokes fun at the target, and it must make a frenzy roll. On 5 or 6 it gets double attacks. On a 1 or 2 it loses all of it's attacks.

Master
The princess pokes fun at the target, and it must make a frenzy roll. On 6 it gets double attacks. On a 1 to 3 it loses all of it's attacks.

5

Fool's Slap
Basic
Whenever a monster rolls a 1 to hit, roll a D6. On a 5 or 6 the princess slaps the monster, and it is so shocked that it loses the rest of it's attacks and is at +1 to be hit.

Advanced
Whenever a monster rolls a 1 to hit, roll a D6. On a 4 to 6 the princess slaps the monster, and it is so shocked that it loses the rest of it's attacks and is at +1 to be hit.

Master
Whenever a monster rolls a 1 to hit, the princess slaps the monster, and it is so shocked that it loses the rest of it's attacks and is at +1 to be hit.

6

Body Armor
Basic
The castle fits the princess with a stylish leather dress, which adds +1 to toughness

Advanced
The castle upgrades the princess' dress with gold studs and designs. Any To Hit roll that is not a 5 or 6 does 1 less wound of damage.

Master
The castle gives the princess a soft undersuit of chainmail, which gives an extra +1 toughness

7

Dodge
May not be used on the same attack if parry or armbands has already been used

Basic
The princess may dodge 1 attack once per combat on a 5 or 6

Advanced
The princess may dodge 1 attack once per turn on a 5 or 6

Master
The princess may dodge each on a 5 or 6

8

Armbands
May not be used on the same attack if parry or dodge has already been used

Basic
The castle outfits the princess with blocking armbands. Any edged weapon attack that is not a natural 6 may be blocked by rolling D6. If a 6 is rolled, the blow is absorbed into the armband.

Advanced
The castle outfits the princess with a better pair of blocking armbands. Any edged weapon attack may be blocked by rolling D6. If a 6 is rolled, the blow is absorbed into the armband.

Master - The castle outfits the princess with a magical pair of blocking armbands. Any edged weapon attack may be blocked by rolling D6. If a 6 is rolled, the blow is absorbed into the armband. In addition, the target receives an electrical shock and takes 1D6 damage no modifiers.

9

Parry
May not be used on the same attack if dodge or armbands has already been used

Basic
Once per combat, may Parry (block) one blow by rolling a D6 and adding 2. If the total is equal to or less than her weapon skill, the blow is deflected.

Advanced
Once per combat, may Parry (block) one blow by rolling a D6 and adding 1. If the total is equal to or less than her weapon skill, the blow is deflected.

Master
Once per combat, may Parry (block) one blow by rolling a D6. If the total is equal to or less than her weapon skill, the blow is deflected.

10

Faint
No effect on Chaos or undead creatures

Basic
The princess makes a dramatic fainting scene. On a 6, the monsters believe it and move on to a new target. Once per combat.

Advanced
The princess makes a dramatic fainting scene. On a 4-6, the monsters believe it and move on to a new target. Once per combat.

Master
The princess makes a dramatic fainting scene. The monsters automatically believe it and move on to a new target. Once per combat.

11

Scream
No effect on Chaos or undead creatures

Basic
The princess puts on a horrified look and screams at the top of her lungs. On a 6, the adjacent attackers gloat over their fearfulness and forget to attack for the turn. Once per combat.

Advanced
The princess puts on a horrified look and screams at the top of her lungs. On a 4-6, the adjacent attackers gloat over their fearfulness and forget to attack for the turn. Once per combat.

Master
The princess puts on a horrified look and screams at the top of her lungs. All of the adjacent attackers gloat over their fearfulness and forget to attack for the turn. Once per combat.

12

SING 
No effect on undead creatures, and any sucessful result must be rerolled against Chaos. The second sucessful result works

Basic
The princess begins to sing with her enchanting voice, and may do nothing else except sing. Roll a D6. On 6, all monsters in the room stand and listen, doing nothing else. May be used until a song fails. On a 1 or 2, she loses her voice and may not try again for the rest of the adventure.

Advanced
The princess begins to sing with her enchanting voice, and may do nothing else except sing. Roll a D6. On 5 or 6, all monsters in the room stand and listen, doing nothing else. May be used until a song fails. On a 1 or 2, she loses her voice and may not try again for the rest of the adventure.

Master
The princess begins to sing with her enchanting voice, and may do nothing else except sing. Roll a D6. On 4 - 6, all monsters in the room stand and listen, doing nothing else. May be used until a song fails. On a 1 or 2, she loses her voice and may not try again for the rest of the adventure.

Magic

1 - Level 1 Magic

1

Pretty Flowers
Creates a dozen flowers in the princess' hand. The display confuses the frontmost attacker, and it loses 1 attack.

2

Rain of Petals
Causes flower petals to fall from the sky. All players this turn will be at -1 to be hit.

3

White Dove
Creates a trained white dove. May be used to deliver messages, etc. No effect in battle.

4

Magic Make-up
This spell lasts for 1 full day. The princess appears to be fully made-up.

5

Healing Kiss
Target player the princess kisses regains 1D6 wounds.

6    

Love Dust
Roll 2 dice. On doubles the target falls in love with the princess, and will attack anyone who trys to hurt her. Lasts until the magic phase becomes a 1 or 2.

2 - Level 2 Magic

1    

Swords to Feathers
Turns 1 target's sword into a huge feather. (If the weapon is magical, the spell only works on a 4-6) Feathers do no damage, and unarmed attackers are usually at -1 to hit and -2 damage. 

2

Healing Embrace
Target player the princess hugs regains 1D6+1 wounds. 

3

White Kitten 
Summons a trained white kitten. Does nothing but sit there and purr. 

4

Pretty Princess 
Causes the princess' dress to give off a stunning white aura. All adj. attackers lose 1 attack.

5

Flowing Winds 
Creates a breeze in the room that blows around people's hair around. May be used to blow out candles, but not much else. 

6

Cat Scratch 
Four fingernail marks appear on the target monster's face, causing 1 point of damage.

3 - Level 3 Magic 

If you cannot cast level 3 magic yet, you may reroll once

1   

Ticklebug
The target falls to the ground laughing and may do nothing except get up. While laughing, the target is at +1 to hit. 

2

Calming Aura
All frenzied attackers against the princess lose their frenzy ability. 

3

White Cat
Summons a trained white cat. May jump on people's faces, making them distracted for a turn. However, while the cat is jumping, the target gets a reflex attack. On a 5 or 6, the cat is hacked down and killed. 4. Healing Touch - Target player the princess touches regains 1D6+2 wounds. 

5

Coin Trick
May put one coin in her hand, close her hand, and reopen it showing two coins. This spell does absolutly nothing. (The second coin vanishes after a day) 

6

Sticky Shoes
Monsters are stuck to the floor and may not move this turn.

4 - Level 4 Magic

If you cannot cast level 4 magic yet, you may reroll once

1    

Big Kitty
Summons a baby white tiger. The tigers stats are as follows: 

M

I

S

T

WS

W

A

DD

6

4

4

4

3

9

2

1

The princess has full control over the tiger and  may move it as normal. 

2

Healing Eyes
Target player that locks eyes with the princess gains 1D6+5 wounds 

3

Blink of an eye
If possible, the princess may "blink" to an adjacent, possibly avoiding attacks. 

4

Scornful look
The target locks eyes with the princess and may do nothing until the magic phase is 1 or 2. 

5

Magical Massage
If the princess does not attack this round, the massage heals 2D6 wounds. 

6

Bloody Nails
The princess may replace one of her natrual attacks with one scratch attack. If the scracth hits, it does 2D6 damage with no modifiers for anything. If the hit roll is a 1 however, she brakes a nail and loses the rest of her attacks. In addition, she is so busy looking at her nails that she is at +1 to be hit for the rest of the round.

5 - Level 5 Magic 

If you cannot cast level 5 magic yet, you may reroll once

1

Big Ticklebug
The target falls to the ground laughing hysterically. He may do nothing for the rest of the turn, and is at +1 to hit. In addition, he loses 1 strength for the battle. The bug remains until he rolls a 5 or 6 at the start of his turn. 

2

Healing Aura
All players in the room (or 4x4) with the princess regain 1D6+BL wounds. 

3

Huge Kitty
Summons an adult white tiger. The tigers stats below: M I S T WS W A DD The princess has full control over the tiger and 6 4 4 5 4 22 3 2 may move it as normal. 

4

Echoing Scream
All models on the board (including players) take 1D6 damage with no modifiers for anything. (No effect on undead) 

5

Wall of Roses
The princess may create up to a 2D6 square long wall of rosebushes, stretching all the way to the ceiling, or 15 feet. The wall may be bent, but all pieces must be connected. Each square has 18 wounds and 4 toughness. Any creature trying to move through the wall must stop inside of it for the turn and take 2D6 damage. 

6   

Reenforcements
The princess may create D6 magical soldiers under her control. They typically wear shining silver armor decorated with gold, but the princess may choose their appearence if she wishes. 

M

I

S

T

WS

W

A

Arm

DD

4

4

4

4

5

10

2

2

2

The princess has full control over the soldiers and may move them as normal.

6  - Roll under the level of your choice.

Skills

3

Read Character
Once per adventure, the princess may try to read a character's personality. On a 1 or 2, the princess can't read it. Otherwise, she gets a general sense of how the character is. (Multiple : Either Twice per adventure or fail on 1)

4

Sense Evil
Once per adventure, the princess may try and sense if a character has an evil aura or not. On a 1 or 2, the princess can't read it. Otherwise, she gets a general sense of how the character is. (Multiple : Either Twice per adventure or fail on 1)

5

Street Knowledge
This skill allows the princess to know how the innerworkings of a city run, possibly finding hidden markets or where to find good information. Success is on a 4-6. (Multiple - Success on 3-6)

6

Old World Law
This skill shows the princess has studied the laws of various kingdoms, and can use this knowledge to get herself or other players out of trouble with city guards, soldiers, nobility, etc. Success is on 4-6. (Multiple - Success on 3-6)

7

Deduction
This skill allows the princess to automatically pass an initiave check once per adventure. (Multiple - Twice per adventure)

8

Entertainment
This skill shows the princess has studies in the field of entertainment, majoring in one style of her choice (E.G. Juggling, playing the lute, dancing, etc.) (Multiple - Another major)

9

Conceal Lies
This skill allows the princess to better conceal lies, even if they are a bit far-fetched. Success is on 4-6. (Multiple - Success on 3-6)

10

Sense Lies
Once per adventure, this skill allows the princess to sense lies from a talking target. Success is on a 4-6. (Multiple - Success on 3-6)

11

Diplomacy
Once per adventure, this allows the princess to correct a statement made by herself or another character. Success is on a 4-6. (Multiple - Twice per adventure or Success on 3-6)
(Example : Axel : "Well Mr. King, you can just kiss my booty [treasure]" King : "!!" Princess : Diplomacy 4 "Err..what he meant was you can have the treasure. Please excuse him, he's from another country. Rudeness is a tradition there..."

12

Seduction
Once per adventure, the princess may try and trick another character into letting her have her way. (Prison guards, bandits, etc) Success is on a 4-6. (Multiple - Success on 3-6)

13

Extra Language
This allows the princess to speak a language of her choice fluently. Common languages are : Dwarven, Orcish, Skavenese, Rapton, Elvish, Goblineze, and Chaotic (Multiple - Another Language)

14

Street Talk
This allows the princess to speak to street characters and not sound so "prissy". This may help with relations. Success is on a 4-6. (Multiple - Success on a 3-6)

15

Friendliness
This allows the princess to pretend to be friendly, as to seem possibly more likeable or trustworthy. Success is on a 4-6. (Multiple - Success on a 3-6)

16

Haggling
This allows the princess to haggle with merchants over costs, etc. Success is on a 4-6. (Multiple - Success is on a 3-6)

17

Sense Good
Once per adventure, the princess may try and sense if a character has an good aura or not. On a 1 or 2, the princess can't read it. Otherwise, she gets a general sense of how the character is. (Multiple : Either Twice per adventure or fail on 1)

18

Magic Studies
Once per adventure, this allows the princess to ignore magic penalties when the power phase is at a 1 or 2.

***

At the far end of the marketplace in the city of Nuln, can be seen a woman talking to a dirty old man behind a cheaply constructed stand bearing fruit of all kinds. The lady is quite a fashion mess, wearing a muddied white dress with a brown leather jerkin over it. Heavy war boots with chains on them ornament her feet, and as she bends sideways to scratch a mosquito bite, black armbands with gold details come into focus. This is all topped off by wildly uncombed dark brown hair, half of which is hanging over her left eye. At her side is a fancy whip being held in place around the hilt of an even fancier sword with a royal crest in the pommel. It appears the girl is some kind of princess, but not the normal kind you'd expect to see wandering the streets, if you ever did somehow see a princess wandering the streets.
"So you want 5 gold for this?" Looking quite shocked and insulted as she holds up a damaged red apple.
"Yep. Them 're hard to come by these days..."
"Ha! Not that hard. If I remember correctly, I saw an apple grove no more than a day from here..."
"Yeah? Uh.....ok. I'll make ya a deal. You tell me where the grove is, and I'll let you have the apple for 1 gold..."
She gives the old man a squinted look.
"Two apples."
For a moment he thinks, and nods his head while grumbling in disapproval. She hands him a gold coin and takes two apples. As she walks away, she places one in her purse and begins to eat the other one. Talking softly to herself, she smiles.
"Old fool. As if you didn't know where that grove was.."
She takes another bite of her free apple and continues down the main road, until reaching a spot where the sign "Ye Olde Broken Skull Tavern" is at a neck's turn.
"Sounds like a nice place. You thirsty Reba?"
Looking down at her side pouch, a small kitten pops it's head out and looks up at Kalia. Giving out a tiny "meow" as she reaches down to pet it, the cat closes it's eyes and falls right back asleep.
"Oh well, thirsty or not, I'll get something for you..."
Walking into the tavern, the princess of Reiksguard is assulted with the smell of barbarians sweating over an armwrestling match, foolish bandits who believe their cologne will attract women rather than repulse them, and the daunting breath of drunken travellers laughing until their hearts content.
"What can I get'cha?", the bartender smoothly whispers as he rests one elbow on the bar.
"Just a glass of milk for my boyfriend..." she says with a smirk.
"..." The bartender stops smiling and walks towards the taps. After pouring a glass of milk, he returns and sets it in front of her.
"That'll be 1 gold. Where is your so-called boyfriend anyways?"
"Around." Moving on and not giving him the time of day, she drops a coin on the bar, takes her milk, and moves towards a table at the far side of the bar. A good part of the tavern eyes her as she walks by, and whistling softly echos behind her. Reaching the table, she kicks out the chair from under the table and sits. Carelessly, she lifts one leg and brings her heavy boot down resting on the table. The other leg lifts after it, lying across the other. By this time, half the bar is staring without shame, for her dress is hanging halfway down from the table to the floor, exposing a good size glimpse of her royal unmentionables. Fully aware of the situation, she looks over at one of the older patrons of the bar and winks at him with a smile. He returns the notion, grinning madly with a gummy toothless smile. Still looking at him, she puckers her lips at the raggedy gentleman, smiles, and looks away towards her milk. Grabbing the glass, she opens her pouch and begins to feed Reba, who sleepily awakes to drink the liquid.
"It's about time you woke up, puffball. You've been sleeping through the whole day."
As Kalia feeds her friend with one hand, she reaches over her slender waist and gently scratches it's head with the other, paying no attention to the three bandit-type gentlemen walking over.
"Hey baby, what'cha name?", pulling out a chair and sitting right next to her.
Without gazing at him, she speaks quickly "Kalia Rieksguard the third, princess and heir to the royal throne of Rieksguard." Looking up at him and smiling slyly, "What's yours?"
"Jeverous, prince of thieves. Hey, since we're both royalty, how's 'bout we go back to my kingdom and become allies..."
His two buddies found that comment very amusing, as they laughed and patted Jeverous on his shoulder. Still smiling, she speaks again.
"Sounds tempting, but I have a feeling your army might be a bit to small to do me any good..."
Suddenly becoming enraged, he slaps the glass out of her hand, shattering it all over the floor.
"You broke Reba's milk..." Staring intensely at the broken glass.
"Your not very polite for a princess." He stands up and stares coldly down at her.
"You broke Reba's milk..."
"Don't worry. I've got enough milk for both of you back at my place.."
Slightly angered, the princess reaches across with the hand the glass used to be in, and grabs ahold of her whip. Still sitting down with her legs up on the table, she lashes the cord out, which wraps around the bandit's neck several times over. As he reaches to loosen the strap from his neck, she pulls him down to her eye level, and grabs him by his new collar.
"Now I want you to appologize to Reba for ruining her lunch."
The man begins to choke a little, and gruffly says "...sorry..reba.."
"No no no, I want you to say 'I'm sorry Reba for ruining your lunch'"
She squeezes her hand, choking him a bit more than before. Looking down at the pretty white kitten, he utters "sorry..reba..for..ruining....your..." And before he could finish speaking the last word, he falls over, landing head first in the broken glass.
"Tsk tsk tsk. He didn't fully appologize, now did he? Oh well. We'll just take his pouch and get a free meal, on him. Sound ok?"
Reba appears to be smiling as she meows up at Kalia, who removes the bandits pouch from his waste. Finally removing her legs from the table, she stands, stretches for a moment, and politely says to the other two men "Excuse me gentlemen..", who kindly back out of her way...

Battle Level Stats

Level M WS BS S T W I DD A Lu WP Pin Magic
1 4 4 5+ 2 3 1D6+5 4 1 1 0 2 5+ 6/6/-/-/-
2 4 4 5+ 3 3 2D6+5 4 1 1 1 2 5+ 5/6/6/-/-
3 4 5 5+ 3 3 2D6+5 5 1 2 1 2 5+ 5/5/6/6/-
4 4 5 4+ 3 3 3D6+5 5 2 2 2 3 4+ 5/5/5/6/6
5 4 5 4+ 3 4 3D6+5 5 2 2 2 3 4+ 5/5/5/5/6
6 4 6 3+ 4 4 4D6+5 6 2 3 2 4 4+ 4/5/5/5/6
7 4 6 3+ 4 4 4D6+5 6 2 3 2 4 3+ 4/5/5/5/5
8 4 6 3+ 4 4 5D6+5 6 2 3 3 4 3+ 4/4/5/5/5
9 4 7 2+ 4 4 5D6+5 7 3 3 3 4 3+ 4/4/4/5/5
10 4 7 2+ 4 4 5D6+5 7 3 4 3 4 2+ 4/4/4/4/4

What do the 6/6/-/-/- (and so on) mean regarding magic? (ie how does magic advancement really work...)

The Princess does have the capability t cast petty magic spells, but she isnt overly good at it. The x/x/x/-/- numbers is the roll she must make for that appropriate level. So for 5/6/-/-/- , she would need a 5 to cast a level 1 spell, or a 6 to cast a level 2 spell. She cannot use high levels... The Magic Phase is no concern of the Princess's, as her spells are so minor that they take very little mana. And no matter what level the Princess is on, she may nly attempt ONE spell per turn, no matter what level the spell is....