Warhammer Quest
Heiress

by Peter Haresnape

For the sons of the Nobles of the Empire, life is good. Although guided by tradition and the influence of their elders and betters, these young men usually have an excellent prospect for an enjoyable life with a great deal of freedom. It is seldom so for their sisters. The daughters of the Nobles of the Empire begin, live and often end their lives under the dominion of men, their fathers, brothers or husbands. Young women are there to be married off, to rich and powerful men chosen by their fathers. The majority of heiresses are thus sent off, like commodities, and live out their lives in an arranged marriage in comfort. Not all, though, accept this fate. Some young ladies, often with many older sisters, do not have a fortune to recommend them. Others lack the polished beauty of their peers, or are demonstrably cleverer, neither trait being highly favoured in the patriarchal society that rules the Old World. Of course, some refuse to be sold off to a suitor, however rich, and not every father is so cold, calculating and dismissive of their daughter's dreams.
Women who are not married tend to join religious groups, or move directly to the groups of rich, experienced widows who haunt the courts of the Old World nobility, looking for excitement in the form of political or personal entanglements. Some young ladies do not care for any of this, and spend their time reading and dreaming, watching and learning. Just sometimes, they are inspired to break out. Seizing a sword, some cash and a horse, they ride off to forge their own identity. These rare spirits will be the most determined, the most ingenious, the most brilliant, and thus have the greatest chance of survival in the harsh world outside the gates of Daddy's manor.
The Heiress is a young woman who has escaped from a dull life of dreaming. Dressing as a man, they hack of their hair (literally distressing themselves) and try out the lessons they learnt from watching their brothers' fencing class, beginning a career of adventure and glory.

Starting as an Heiress

The Heiress has the following profile

Wounds 1D6+5
Move 4
Weapon Skill 3
Ballistic Skill    6+
Strength 3
Toughness 2 (4)
Initiative 4
Attacks 1
Pinning Roll 5+

Weapon

Rapier
No doubt borrowed from her brothers' room, this has Strength 1. The Heiress also has two daggers at Strength 1, which she can use in hand-to-hand combat, or throw as normal.

Equipment

Healer's Box
The Heiress carries a box full of bandages and potions, some of which actually work. In fending for herself, she has learnt the basics of first aid, and so once per turn she can try to heal herself or an adjacent warrior. Roll 1D6. On a 4+ she succeeds and restores 1D6 wounds to the target. Note that this must pass an additional test of 4+ on 1D6 to restore a warrior on zero wounds. The Heiress can try to heal at any time in her turn.

Hip Flask
This contains 1D3 gulps of Daddy's finest brandy. When drunk, it restores 1D6 wounds, gives +1D3 Strength and -1 WS to the drinker, for one turn. Note that the Strength bonus has no effect on the damage of the Rapier or Daggers.

Armour

Light Armour and Padding
As well as some rather basic, but well made pieces of armour, the Heiress wears enough padding to conceal her womanly curves from over-attentive persons. The combined cushioning effect gives her +2 Toughness.

Skill

Duellist
The young lady has carefully watched and learnt the techniques of her brothers, and may even have received some tutoring. With her Rapier she can continue to make attacks as long as she hits the target, in the same way as the Imperial Noble, with no deathblows.

Rules for Treasure and Equipment

The Heiress can use any weapon usable by the Wizard but will not use axes, hammers or maces. She will have nothing to do with items that cast actual spells, such as the Quake Scroll, but she will use items with a magical power, such as the Lightning Fire Ring. She can wear any armour usable by the elf, as well as Light Armour, but cannot gain more than +3 toughness overall. If she decides to wear a different suit of armour she must pay an extra 1D3x100 gold before she can wear it, to have it adjusted to her size. She may wear a helmet but may not carry a shield. The Heiress can use any ballistic weapon.

Settlements

Recognition!

The Heiress is running away from her old life, but sometimes her old life isn't willing to give her up that easily. She begins the game with 1D6-2 Recognition Points (-1 to +4). These represent a number of things. First and foremost they are the likelihood that a member of her family, will happen to see and recognise her. Secondly, they are the level of protection she can expect to receive from the authorities. Thirdly, they are the extent to which she has forged a new identity for herself. Events that make it likely that she will be spotted add to her Recognition Points. Events that offer her official protection, or increase her skills at disguising herself remove Recognition Points.
To recognise this, at the beginning of each settlement she must roll 2D6 on this table and add her Recognition Points (or subtract them, if appropriate). This roll shows whether or not she can enter the settlement successfully without being found out. In some cases (events) she may need to roll on the table again.

-8 or less    Word reaches you that a tragedy has befallen your family. You risk all in meeting an old servant, your nurse, who tells of the ambush on your parent's carriage. You mother was killed, as was one of your brothers, while your father was severely injured, and is not expected to recover. Roll a D66 on the current Monster Table. You permanently Hate this race of Monster. In addition, you are asked to visit your dying father, who forgives you, and with his dying words commends you for your righteous and glorious war against evil, word of which has reached him. He begs your forgiveness for his misdeeds, and you accept him. Knowing that you will not leave your new life, with his dying words he calls off his bounty and presses an ancient heirloom into your hand. Roll on the appropriate table to see what Monsters fear the bearer of the token, up to your current Battle Level. You need never roll on this table or the Uneventful Day table. You are free of his shadow, and reconciled with your family.
-6 to -7 You avoid all official scrutiny, primarily by bribes costing 50 gold per Battle Level or per Recognition Points, depending on which is higher. This action takes the threat away, removing 1D3 Recognition Points.
-4 to -5 You meet one of your brothers, but he is sympathetic to you! He offers you some hope and contacts. You lose 1 Recognition Point, and may reroll one roll on the Uneventful Day table in this settlement, accepting the second result.
-2 to -3 You manage to persuade one of the officials to overlook your presence. You may enter the settlement without incident, but you must spend an extra 10 gold per day in bribes. At the end of your stay, you lose 1 Recognition Point.
-1 The locals seem friendly enough, and you tell one of them of your flight. Roll an Initiative test, rolling 7+ to succeed. If you do succeed, they offer to help you. Lose 1 Recognition Point. If you fail they let you pass. If you roll a 1 on the test (critical failure) then they inform the authorities. Gain +1 Recognition Point.
0 You are allowed to enter the settlement unmolested.
1-5 The locals don't seem to care about you, but you have to spend 1D6x20 gold in bribes to get in.
6-8 You must pay a total of 1D6x50 gold to avoid official interest.
9 One of your father's flunkies sees you. You have 1D6 days left before his report gets back. You must leave in this time. If you take more than 1 day, you gain +1 Recognition Point.
10 A large bag is put over your head, and you are dragged before a local noble, one of your father's cronies. He demands to know what you can offer him. You must give him 1D6 pieces of treasure, chosen randomly. He releases you, and you may now spend your time in the Settlement as usual.
11-12 One of your brothers catches up with you, and manages to trap you. He begs you to return, and you refuse, threatening to kill him if he does not leave you alone. He regretfully fights you, but you escape. You must leave this settlement after 1D3 days, taking the other warriors. You also gain +1 Recognition Point.
13-14 The tyrant himself, your father, confronts you and proceeds to denounce you as a traitor and a rebel. You are held securely by two of your brothers. After a time your father leaves, spitting hate at you, and threatening to marry you to the first rich merchant he meets. You are left in the cell with little hope of escape, until you see that one of your brothers has left his knife… an accident? You get out and retrieve your things, but you must hide outside the Settlement immediately. You gain +1D3 Recognition Points.
15-16 You are arrested on a trumped-up charge and imprisoned. Your family arrive, and prepare to escort you home to force you to marry some odious prince. However, the other warriors are not blind to your plight. Plotting with one of your brothers sympathetic to your flight, they arrange your breakout. You may take no more than 2D6 items of your own choosing, as well as 1D3 for each warrior who wishes to help. Any warriors helping must wait outside the settlement with you until the others are done. You gain +1D3 Recognition Points.
17+ A bunch of mercenaries surprises you when you are asleep, and kidnap you. The next sight you see is the face of your proposed husband, a few years older and fatter, grinning broadly as he shakes the hand of your father. It is all over for you… this is the end of your adventuring career (unless the GM says otherwise).

For each dungeon you complete, you lose a Recognition Point on a roll of 4+ on 1D6. This represents you getting further away from the scrutiny of your parents.
For each Settlement you enter and leave without gaining any Recognition Points by any method, roll 1D6. On a 1-3 you gain a Recognition Point, as you have been sighted and reported.

The Heiress has the same rules for the Settlement as the Imperial Noble. In other words, she always pays 10 gold living expenses, and must visit L&S if she is in a town or city to buy something. The following list represents additions or changes to the L&S list.
Note that the Heiress must still roll to see if L&S put their prices up… She is actually in danger of being spotted when in such a high-class establishment, and if she is exposed as a runaway she will be in trouble. Naturally this makes her somewhat nervous, and she is even less likely to quibble over the price. If she has Recognition Points equal or over 6, the effect is as follows; on a roll of 2-4 the price is too high, and on 10-11 they add an extra 1D6x50 gold.

Name Price Description
Fine Robes 100 The Heiress is not immune to the fashions, and she must roll a Willpower test (7+) to stop herself going on a shopping-spree.
Hip Flask 300 Contains 1D6 draughts of finest brandy, as used by all the best gentleman (and Heiress) explorers. When drunk, it restores 1D6 wounds, gives +1D3 Strength and -1 WS to the drinker, for one turn.
Healer's Box 500 Originally intended to be used by one's second in a duel, the Healer's Box is full of handy things to keep a warrior fighting. See the description above.
Sabre 400 Does normal damage. When used from horseback, it has +1 to hit and +1 Attack. When used on foot with the Sabre skill, the wielder is at -1 to be hit.
Healing Supplies 150 These are the bandages, sticking plasters and bottles of alcohol 'for medicinal purposes only' that are found in the Healer's Box. The Heiress must buy supplies after each adventure to use the HB in the next dungeon.
False Beard and Wig 300 Usually bought by balding nobles, the False Beard and Wig can be used by a young lady. This cunning disguise allows the Heiress to make a marginally more successful attempt to keep hidden. She gains -1 to her Recognition Points as long as she has a False Beard and Wig set.
Necklet of Purest Silver 250 Once per adventure the Heiress may ignore one blow Roll a dice- on a roll of 1 the necklet is broken. The Heiress may wear only one of these. It does not count as a point of armour for her.
Gem-Encrusted Bracelets   250 Roll a dice when the Heiress is hit. On a roll of 6 the blow is deflected. The Heiress may wear up to two of these, one on each arm. Having two counts as one armour point for her.

If the Heiress cannot afford something and is thrown out, she gains +1 Recognition Point.

Settlement Events

The following events are resolved differently.

Event No. Difference
11 She immediately gains +1 Recognition Point
21 Make a Willpower test (7+). If she succeeds, the Heiress can choose to ignore this event, losing 1D6x50 gold to the trader but not confronting him. If she fails, resolve the event as normal.
25 If the roll is a 1 or 6, the Heiress gains +1 Recognition Point in addition to the normal effects.
26 For various reasons, the Heiress is immune to this event. Roll for another event.
35 The Heiress gains +1 due to her Duellist Skill, but a natural 1 is still a 1…
51 The Heiress must pay double the bail money herself once she is released, or she gains +1 Recognition Point
54 The Heiress gives double the amount of gold. Unlike most arrogant nobles, she knows, however secretly, the pain of having no home, and the value of charity.
55 Instead of taking this event, roll on the Recognition Table, with the normal modifiers, to see who has caught up with you.
64 If the Heiress rolls a 6, she can refuse the money to gain the gratitude of the peasants. She loses -1 Recognition Point.

Uneventful Days

The Heiress tries to keep a low profile, but in many cases she doesn't manage it. The very fact that she is masquerading as a man will attract interest from the shrewdest of the Old World's population, but her furtiveness will also attract attention. In the worst case, the life she is running away from may catch up with her. When the Roleplay Book table claims that she has an Uneventful Day, she must roll on the following table to see what has happened to her.
Roll 1D6

1 The Heiress is spotted by a distant cousin, who recognises her and hurries off. She gains +1 Recognition point, and must make an immediate roll on the Recognition Table.
2 The Heiress sees one her brother's old friends. She must go into hiding for 1D6 days, only paying her Living Costs, or roll on the Recognition Table.
3 One of the local lords hears of you and visits you, seeing through your disguise immediately. He offers you some measure of sanctuary, and agrees to lay a false trail for your pursuers. You lose -1 Recognition Point.
4 You manage to find one of your father's enemies, a powerful noble who shelters you happily, laughing at his old foe as he does so. For the rest of your stay you no longer have to roll on this table, and lose -1 Recognition Point.
5-6    It really is an Uneventful Day!

Training

The Heiress trains as normal, paying the requisite gold and spending a week. She gains Sword Skills in exactly the same way as the Imperial Noble
In addition, when her profile indicates that she has gained a new skill, roll a D66 on the following table.

11-13   Retort
See Imperial Noble
14-16 Reaction Strike
See Barbarian
21-23 Leap
See Elf
24-26 Hell Hath No Fury
The Heiress can declare that she Hates any one group of Monsters in each combat. She suffers this Psychology until the end of the combat.
31-33 Feint
See Imperial Noble
34-36 Killing Blow
See Witch Hunter
41-43 Charismatic
See Imperial Noble
44-46 Dirty Blow
See Witch Hunter
51-53 Ambidextrous
The Heiress may use two swords of any type, gaining +1 Attack, or +2 at Maverick and Heiress Levels. She must designate which attacks are made by which weapon.
54-56 Death Lunge
See Imperial Noble
61-63 Fickle
The Heiress always keeps her options open. Whenever she uses a Luck point, she rolls two dice and picks her favourite.
64-66 Find Weakness
See Imperial Noble

Roleplay

The Heiress is a woman, but she will attempt to adopt the mannerisms of a man to allow herself to get along in the world. This has a good deal of potential for comedy (see Shakespeare's Twelfth Night, for example) but might cause a bit of friction when she falls in love with the barbarian… It is likely that her secret will be discovered when she is among people for a long time, but the Heiress will try to keep the deception going generally. There are plenty of good stories to be spun out of this, from being sought by her father to marry some odious trader, to having to resist the advances of a local, recently widowed countess. The Heiresses' attitude to the rest of the world and the other warriors can be varied. Although she is generally more circumspect than an Imperial Noble, she can still believe in her right to command. He may see her toil in the dungeons as a terribly exciting lark, or an insufferable degradation, or just her chosen duty and path. She will probably not have the giddy constitution and lazy mind of many court ladies, but she will still like the finer things in life, and probably spent many happy hours listening to legends and adventurous stories, so might have high expectations of a career in adventuring. It all depends on the attitude of the player. However, whatever the case, she will have an inner core of steel that comes right from the heart. She will resist utterly any attempt to coerce or threaten her, and she will expect the others to follow her.

BATTLE-LEVEL TABLE

BL Gold Title M WS BS S DD T W I A L WP Pin Skills
1 0 Runaway 4 3 6+ 3 1 2 1D6+5 4 1 0 3 5+ 0
2 2000 Escapee 4 4 6+ 3 1 2 2D6+5 4 2 0 3 5+ 1
3 4000 Escapee 4 4 5+ 3 1 3 2D6+5 4 2 1 3 5+ 1
4 8000 Escapee 4 5 5+ 3 1 3 3D6+5 5 2 1 4 5+ 2
5 12000 Maverick 4 5 5+ 3 2 3 3D6+6 5 3 1 4 4+ 2
6 18000 Maverick 4 5 4+ 3 2 3 4D6+6 5 3 2 4 4+ 3
7 24000 Maverick 4 6 4+ 3 2 3 4D6+7 6 3 2 4 4+ 4
8 32000 Maverick 4 6 4+ 3 2 3 5D6+7 6 4 3 5 4+ 5
9 45000 Heiress 4 6 4+ 3 3 4 5D6+7 7 4 3 5 4+ 5
10 50000 Heiress 4 7 4+ 3 3 4 6D6+7 7 4 3 5 4+ 6

 

Peter Haresnape 15th November 2003
"Bigger Tables! Better Choices! More Rules!"