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
1
|
Has never actually been adventuring a day in his life. -1 on all
knowledge rolls.
|
2-5
|
An average instructor
|
6
|
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....