Warhammer Quest: Warrior Princess by Mario Curro The following is a character design for the Games Workshop game Warhammer Quest based on the character Xena: Warrior Princess. * Introduction * Within the lands of the Old World, many communities of Amazons dwell. Along with learning the fine art of combat, Amazons learn to live with the land and how to survive in any environment much like Wood Elves. For most of her young life the Warrior Princess belonged to such a community, but has recently decided to leave. She is now following a deep desire to travel the world, seeking adventure, and battling evil wherever it may be. * Background * Somewhere in the Warrior Princess's past an event forced her to travel the world and declare war against evil.. Roll 1D6 to see what happened in her past: 1 Massacre! Her village was plundered in a late-night attack. Everyone in her community was killed except her because she was away during the attack and feels she must now avenge what happened. Roll 1D6 on the Enemy Table below to see who is responsible for her loss. 2 Family Death. A close relative of the Warrior Princess (and an important figure in the village) suddenly fell ill and died soon after. After it was discovered that poison was the cause, the Warrior Princess set out to avenge her (Roll 1D6 on the Relative Table). Roll 1D6 on the Enemy Table to see who the assassins are. Relative Table 1 Father 2 Mother 3 Brother 4 Sister 5 Cousin 6 Love 3 Tactical Error. In a fierce battle, the Warrior Princess and her army stood against a horde of (Roll 1D6 on Enemy Table). The battle was not going well for her and instead of retreating, the Warrior Princess pressed on. Her enemies were ready, however, and her entire army was slaughtered before her eyes. The horde then left her to grieve over the remains of her once great army. 4 Lost Child. During a fun-filled expedition with the village's children, a band of (Roll 1D6 on Enemy Table) attacked the group. The Warrior Princess did her best to fight them off and allow the children to escape, but one little girl was cornered and killed before the Warrior Princess could save her. To this day the Warrior Princess remembers the terror and the tears in the young girl's face as she experienced her last few moments of life. 5 Enough! The Warrior Princess has seen much evil in her life. From thieves ransacking her village...to powerful tyrants taking her land...she has seen more evil than any person should in a lifetime. One day she was just pushed over the edge and took matters into her own hands. All who conspire with evil will eventually cross her path...and she will take them down. Each time monsters are encountered, roll 1D6 on the Temper Table. Temper Table 1 The Warrior Princess is unable to control her rage as she strikes out at all who are evil. For this entire battle, she gains +1 attack, but all her attacks (including her Chakram attack) are at -1 to strike. 2 - 5 The Warrior Princess keeps a level head during the fight. Her fighting style is unchanged for the battle. 6 The Warrior Princess becomes motivated by the righteousness in her soul during this fight. She gains +1 attack for this battle and all her attacks (including her Chakram attack) are +1 to strike. 6 Tradition. Her family history is filled with countless stories of Warrior Princesses. When she reached the proper age, the Warrior Princess was taught the skills needed to carry on this tradition which she happily accepted. Her Chakram is an ancient family heirloom and causes an extra +2 wounds every time it hits (1D6+5). Enemy Table 1 Orcs, Goblins, and Snotlings 2 Skaven and Giant Rats 3 Minotaurs and Monsters 4 Creatures of Chaos 5 Undead and Giant Bats 6 Lizardmen If the Warrior Princess has to roll on the Enemy Table she Hates that race(s). She will always attack them first in battle, ignoring other monsters trying to get to them. She gains +1 attack while fighting the race she hates, but all of her attacks (including her Chakram attack) are -1 to strike due to her bloodlust. However, she can try to keep calm during a battle with enemies she Hates by rolling a 6 or more on 1D6+ her Battle Level. If sucessful, she may continue with the battle normally. Once the battle begins, however, she cannot try to calm down. A natural roll of 1 always fails. * Starting Statistics * Wounds: 1D6+9 Move: 4 Weapon Skill: 4 Ballistic Skill: 4+ Strength: 3 Toughness: 3 (4) Initiative: 5 Attacks: 1 (+1) (+1?) Luck 1 Willpower 3 Damage Dice 1 (1D6) Weapon: Sword, causing 1D6+3 Wounds Armour: Leather armor giving the Warrior Princess +1 toughness. Pinning: The Warrior Princess escapes from pinning on a roll of 4+. ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 TO HIT FOE 2 3 3 4 4 4 4 4 5 5 Equipment: Chakram, a razor sharp ring-shaped weapon giving the Warrior Princess an extra missle attack each turn. The Chakram causes 1D6+3 wounds with normal deductions when thrown. In addition, if the Chakram hits AND damages its target it may then be directed toward another target, and another, and so on until it misses or hits, but does no damage. It then returns to the Warrior Princess's hand. Roll to strike for each target. If the Warrior Princess rolls a natural 1 to strike, however, the Chakram does NOT return to her hand. Instead, it lands in the space of the target it was heading towards. The Warrior Princess must then retrieve it by stopping in that space. If the space is occupied by a monster, however, she must first defeat it or hope it moves off the space. The number of targets the Chakram can be thrown at per turn is as follows: Battle Level # of Targets 1 - 2 2 3 - 4 4 5 - 6 6 7 - 8 8 9 - 10 10 The Warrior Princess does NOT have to have an unobstructed line of sight to throw the Chakram. It can be bounced off a wall section and towards the target, BUT she must roll to strike the wall section, (anything but a 1 on ID6), which counts as a target also. The Chakram can hit the same target more than once in the same turn, but it must bounce off another target or wall between hits. The Warrior Princess cannot throw her Chakram if she is pinned. Special Rules/Skills: Amazon Leap: Once each turn, the Warrior Princess may leap over two spaces in any direction and land in the third space from where she started, and may ignore any obstacles in the between spaces. Roll 1D6 to see if the Warrior Princess lands properly. Anything but a natural 1 means the Warrior Princess lands safely and may continue with her turn. A natural 1 means the Warrior Princess falls while landing and is prone for the remainder of the turn. The leap only counts as 2 spaces of movement though she is actually moving 3 spaces. If she is pinned, she must escape before leaping. Pressure Points: The Warrior Princess may try to incapacitate an attacker instead of killing them by using pressure points. She rolls 1D6, adds her Battle Level modifier, then consults the chart below: Battle Level Modifier 1 - 3 +1 4 - 7 +2 8 - 10 +3 Pressure Point Effect 2 Reversal!! The monster knows your tactics and reverses it, putting pressure on you! Take 1D3 wounds with no deductions. 3 - 4 No Effect!! The pressure points are applied correctly (you hope!) and you accomplish nothing...except angering the monster more than he was before. 5 - 6 Your attack connects with a vital point on one of the monster's limbs. Decide what damage the monster takes: 1D3 wounds with no deductions OR Lose 1 attack and placed prone for this turn. Either way, the monster also is at -1 to strike for the next two turns as he waits for the blood to flow back to his limb. 7 The monster collapses on the floor from your critical strike. He pleads with the Warrior Princess and promises not to give you any more trouble if you release him. If you decide to release the monster roll 1D6 and consult the Release Table below. 8 Your strike puts the monster in indescribable pain as well as immobilizing it. Your attack takes half of its remaining wounds away from it (rounding up). As blood trickles out of the monster's nostrils, eyes, and ears he begs you to please allow him to live. If you do, roll on the Release Table with a +1 modifier. 9 Being the ultimate master of pressure points that you are you hit the most crucial point on the monster's body. You may now either force the monster to lose consciousness or listen to it's pleas and release it. Unconscious monsters are taken off the board and are permanently out of the battle, but no gold is gained for defeating them. If you release the monster roll on the Release Table with a +2 modifier. Any monsters that are not released take 1D6 wounds with no deductions as the oxygen is slowly cut off from its brain. The monster takes this damage each turn until the Warrior Princess releases him. Keep track of how many turns the monster takes damage. When the monster IS finally released, add +1 to the Release Table roll for each turn he took damage. Release Table 1 - 2 The monster lied!! He makes an attack against you immediately and remains for the battle. 3 - 4 The monster keeps his word and quickly flees the room. So quickly, in fact, that you get no gold from it. 5 After releasing your hold and allowing the monster to breathe again, it is so grateful for spaing its life that it gives you it's gold value in gold before fleeing. 6 The monster is extremely thankful and hands you a piece of treasure in addition to it's gold value in gold before leaving the battle. 7 As the monster grovels at your feet it offers you 2 pieces of treasure before slowly crawling away from the battle scene. (No gold.) 8+ The monster keeps its promise and feels indebted to you for not taking his life and will help you fight this battle before he leaves. Any monsters killed using pressure points are only worth 1/5 of their gold value (round down). This is because the Warrior Princess considers a death from pressure points to be not honorable and she will never choose to kill this way. Each time the Warrior Princess uses pressure points to kill, she loses 1 permanent wound as her conscience reminds her that what she did was wrong. * Warrior Princesses and Armor * The Warrior Princess can wear and use any armor, shields, and helmets that can be worn and used by Barbarians though she will prefer light armor. Magic armor and armor with special powers can be worn also. Any armor which has movement penalties negates the Warrior Princess's Amazon Leap ability which she doesn't like too much. * Warrior Princesses and Treasure * The Warrior Princess cannot use any treasure dealing with spell casting. Any such treasure can only be kept towards the gold total for training. Magical treasure can be sold in settlements or to other players if the Warrior Princess wishes. Any other kind of treasure can be used by the Warrior Princess, though she prefers to use swords, knives, and other bladed weapons. * Advanced Rules * Battle Level Table Level 1 Wounds: 1D6+9 Move: 4 Weapon Skill: 4 Ballistic Skill: 4+ Strength: 3 Toughness: 3 (4) Initiative: 5 Attacks: 1 (+1) (+1?) Luck 0 Willpower 3 Damage Dice 1 (1D6) Pinning 4+ Skills 0 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 TO HIT FOE 2 3 3 4 4 4 4 4 5 5 Level 2 Wounds: 2D6+9 Move: 4 Weapon Skill: 4 Ballistic Skill: 4+ Strength: 3 Toughness: 3 Initiative: 5 Attacks: 1 (+1) (+1?) Luck 1 Willpower 3 Damage Dice 1 Pinning 4+ Skills 1 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 TO HIT FOE 2 3 3 4 4 4 4 4 5 5 Level 3 Wounds: 3D6+9 Move: 4 Weapon Skill: 5 Ballistic Skill: 4+ Strength: 3 Toughness: 4 Initiative: 6 Attacks: 2 (+1) (+1?) Luck 1 Willpower 3 Damage Dice 1 Pinning 4+ Skills 2 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 TO HIT FOE 2 3 3 3 4 4 4 4 4 4 Level 4 Wounds: 4D6+9 Move: 4 Weapon Skill: 5 Ballistic Skill: 3+ Strength: 3 Toughness: 4 Initiative: 6 Attacks: 2 (+1) (+1?) Luck 2 Willpower 3 Damage Dice 1 Pinning 4+ Skills 3 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 TO HIT FOE 2 3 3 3 4 4 4 4 4 4 Level 5 Wounds: 5D6+9 Move: 4 Weapon Skill: 6 Ballistic Skill: 3+ Strength: 4 Toughness: 4 Initiative: 7 Attacks: 2 (+1) (+1?) Luck 2 Willpower 3 Damage Dice 2 Pinning 4+ Skills 4 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 TO HIT FOE 2 3 3 3 3 4 4 4 4 4 Level 6 Wounds: 6D6+9 Move: 4 Weapon Skill: 6 Ballistic Skill: 3+ Strength: 4 Toughness: 4 Initiative: 7 Attacks: 3 (+1) (+1?) Luck 2 Willpower 4 Damage Dice 2 Pinning 3+ Skills 5 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 TO HIT FOE 2 3 3 3 3 4 4 4 4 4 Level 7 Wounds: 7D6+9 Move: 4 Weapon Skill: 7 Ballistic Skill: 2+ Strength: 4 Toughness: 4 Initiative: 8 Attacks: 3 (+1) (+1?) Luck 3 Willpower 4 Damage Dice 2 Pinning 3+ Skills 6 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 TO HIT FOE 2 3 3 3 3 3 4 4 4 4 Level 8 Wounds: 8D6+9 Move: 4 Weapon Skill: 7 Ballistic Skill: 2+ Strength: 5 Toughness: 4 Initiative: 8 Attacks: 3 (+1) (+1?) Luck 3 Willpower 4 Damage Dice 2 Pinning 3+ Skills 7 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 TO HIT FOE 2 3 3 3 3 3 4 4 4 4 Level 9 Wounds: 9D6+9 Move: 4 Weapon Skill: 8 Ballistic Skill: 2+ Strength: 5 Toughness: 4 Initiative: 9 Attacks: 4 (+1) (+1?) Luck 3 Willpower 4 Damage Dice 3 Pinning 3+ Skills 8 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 TO HIT FOE 2 2 3 3 3 3 3 4 4 4 Level 10 Wounds: 10D6+9 Move: 4 Weapon Skill: 8 Ballistic Skill: 1+ Strength: 5 Toughness: 4 Initiative: 9 Attacks: 4 (+1) (+1?) Luck 4 Willpower 4 Damage Dice 3 Pinning 3+ Skills 9 ENEMY'S WS 1 2 3 4 5 6 7 8 9 10 TO HIT FOE 2 2 3 3 3 3 3 4 4 4 * Warrior Princesses in Settlements * A Warrior Princess may visit any of the following Special Locations while in a settlement: Alchemist's Laboratory Alehouse (Roll 2D6) Amazon Nation (NEW!) Animal Trader Armorer Fighting School (Pit Fighter) Fletcher Gambling House General Store Sailors' Wares (Harbour Location from WD) Temple Trading Post (Harbour Location from WD) Waterfront Tavern (Roll 2D6) (Harbour Location from WD) Weaponsmith * Amazon Nation * Amazon Nation settlements can usually be found in the surrounding areas of any settlement. Amazons prefer to live in their own communities rather than with the general public. The Amazon Nation is a new Special Location available only to the Warrior Princess and can be searched for just like any other Special Location. This is where the Warrior Princess trains to progress through the Battle Levels. Cost of Battle Levels Level 1 0 Level 2 2,000 Level 3 4,000 Level 4 8,000 Level 5 12,000 Level 6 18,000 Level 7 24,000 Level 8 32,000 Level 9 45,000 Level 10 50,000 After paying the gold amount to advance to the next Battle Level the Warrior Princess gains bonuses to her statistics as shown above on the Battle Level Table. She also gains a new skill with each Battle Level. Roll 2D6 on the Skills Table to see which skill she learns. While in the Amazon Nation the Warrior Princess does not have to pay living expenses. However, if the Warrior Princess wishes to visit any Special Locations in the settlement she must pay living expenses for that day. The Amazons welcome her into their homes as one of their own. The Warrior Princess DOES have to roll for settlement events whether she is in the Amazon Nation or the Settlement. If for some reason, the Warrior Princess has lost her Chakram the Amazons will replace it for her for free. However, it's quality is uncertain. Roll 1D6: Chakram Table 1 Sorry. The tribe doesn't have any spare Chakrams lying around. You'll have to go without for a while. 2 Well, you have a new Chakram...new to YOU that is. It looks to be ancient and it probably is. It only does 1D6 damage with normal deductions and the first time you roll a 1 to strike with it, it shatters into thousands of small pieces...never to be used again. 3 Your new Chakram is a bit smaller than your old one. Not as heavy either. It only does 1D6 damage with normal deductions. 4 The Chakram you've been given is definitely heavier than you recall your last one being. Any attacks made with it are -2 to strike, but on the good side it does 1D6+5 damage. 5 You've been given a near copy of your old Chakram. It just seems a little different. Roll 1D6 to see what's different about it: 1 - 2 Not as aerodynamic. -1 target. 3 - 4 Not as heavy. -1 to damage. 5 - 6+ Not as round. -1 to strike. 6 A perfect duplicate of your old Chakram. Consider yourself lucky to have been given such a finely crafted weapon. Now try a little harder to take care of it!!! (Note: If your old Chakram was a family heirloom, this new Chakram does NOT do extra damage. Only 1D6+3.) Of course, for every 100 gold coins the Warrior Princess donates she can add +1 to her roll on the Chakram Table. All donations must be made before rolling. The Warrior Princess only gets one roll on the Chakram Table. * SKILLS * Skills Table 2 Paired Weapons. Drawing your other sword, you are now even more deadly than ever. This skill gives the Warrior Princess an extra hand-to-hand attack each turn when using two weapons. The Warrior Princess cannot use a shield or her Chakram in the same turn in which she uses paired weapons. If this skill is rolled again, re-roll for a different skill. 3 Phenomenal Endurance. Though exhausted, you continue to fight where other Warriors would be on their way to the Heavens. When the Warrior Princess is reduced to 0 wounds or less, she is not unconcious or dead. Her unmodified Toughness x her Battle Level is then treated like wounds. She only has one attack per turn and cannot use her Chakram. She can remain on her feet and fight as long as she still has Toughness Wounds left. Once the battle is over, the Warrior Princess will only remain conscious for a number of turns equal to the remaining Toughness Wounds. Example: A Level 3 Warrior Princess is hit and taken to 0 wounds. Her Toughness is 4 (without armor) which means she has 12 Toughness Wounds. If, at the end of the battle, the Warrior Princess still has 3 Toughness Wounds left she will remain conscious for 3 turns before dying. One way or another, when the Toughness Wounds are all gone, the Warrior Princess is dead and can't be healed...only brought back from the dead. While she is still conscious, however, she can be healed above 0 wounds normally. If this skill is rolled again, re-roll for a different skill. 4 Wayfinder. Being brought up in Nature's watchful embrace has it's advantages. The Warrior Princess is able to find shortcuts while travelling to and from settlements. Roll 1D6 + Battle Level. If a 5 or more is rolled she finds a shortcut, taking one week off the journey. In addition, the Warrior Princess may avoid any one event rolled during each journey, making it an "Uneventful Week". If a natural 1 is rolled the shortcut is actually a detour from the Warriors' destination and adds +1 week to their journey. If this skill is rolled again, the Warrior Princess may avoid +1 event during each journey. 5 Parry. Your opponent's sword comes down on you...but your own weapon deflects the strike at the last second. This skill allows the Warrior Princess to deflect any one hit made on her once per turn. Roll 1D6 and add her Battle Level. On a roll of 6 or more the blow is parried and does no damage. If this skill is rolled again, re-roll for a different skill. 6 Roundhouse. With a powerful swing, your foot connects with the monsters jaw, sending it flying. An extremely powerful kick giving the Warrior Princess an extra Kick attack each turn. Roll 1D6 + the Warrior Princess's Battle Level. If the total is greater than the monster's Toughness + Armor the monster is kicked and flies into the wall behind him and takes (Battle Level) D6 wounds with no modifiers. (Note: the monster flies back in a straight line. Use the Warrior Princess and the monster as a directional guide.) The monster is also prone for the rest of the turn. Any monsters or Warriors between the kicked monster and the wall may also be hit as the monster flies toward the wall. Roll 1D6 for each monster in the way. Any monsters or Warriors that roll over their Toughness take 1D6 + Battle Level wounds each with normal deductions. If this skill is rolled again, re-roll for a different skill. 7 Wall Flip. Grabbing your opponent's shoulders, you push off the wall, flip over him, and land perfectly for a strike. This skill allows the Warrior Princess to escape pinning on a roll of 2+, but only if she is between a monster and a wall. After escaping she lands behind her opponent and may make 1 attack immediately with +2 to strike. If this skill is rolled again, re-roll for a different skill. 8 Chakram Continuum. Adding extra reserves of strength to the throw, your Chakram flies toward one monster after another. A Warrior Princess with this skill can trade in any number of her attacks to add targets to her Chakram attack. Each attack given up adds +2 targets to her total for the turn. If this skill is rolled again, re-roll for a different skill. 9 360. Spinning like a cyclone, you lash out at every opponent within reach. This skill allows the Warrior Princess to attack all monsters currently adjacent to her once per turn, though it takes the place of all her attacks that turn. Make an attack roll to hit against any monster pinning the Warrior Princess with +1 to hit. If sucessful roll 1D6+Battle Level to see what damage each monster takes with normal modifiers. Continue the circular movement and roll to strike the next monster adjacent to her with +1 to hit. Continue this attack until it misses. Remember that a hit roll of 1 is always a failure. It is possible for the Warrior Princess to make several circles and even kill all adjacent monsters before missing. This skill cannot be used if another Warrior is adjacent to the Warrior Princess. If the Warrior Princess is fighting with any kind of staff she may add +1 to all her hit rolls. If this skill is rolled again, re-roll for a different skill. 10 Run. Moving quicker than the others, you are the first to maneuver into position. This skill allows the Warrior Princess to roll 1D6+2 each turn instead of using her movement attribute if she wishes. If she rolls a natural 6 she cannot be pinned this turn. If a natural 1 is rolled she trips over a loose stone in the floor, takes 1 wound with no deductions, and is prone for the rest of the turn. This skill also adds +1 space to her Amazon Leap skill... meaning she can now leap over 3 spaces and land in the fourth. If this skill is rolled again, re-roll for a different skill. 11 Ricochet. After you threw it, you knew your Chakram would miss that monster...the first time. This skill allows the Warrior Princess to re-roll the strike roll for her Chakram once per turn. If this skill is rolled again, she may re-roll +1 Chakram strike roll per turn. 12 Beauty and Charm. You may be a battle-hardened warrior, but you're also a woman...and a damn pretty one at that! Whenever the Warrior Princess first enters any location to buy something roll 1D6. On a roll of 6 anything she buys there is half price. In addition, in any locations which require her to roll for outcomes, (such as the Alehouse) she can add +1 or -1 to her roll... whichever she prefers. Add modifier after rolling. If this skill is rolled again, re-roll for a different skill. * Disclaimers * "Games Workshop", the "Old World", "WarhammerQuest", and "Wood Elves" are trademarks of Games Workshop, Ltd. "Xena: Warrior Princess", "Gabrielle", "Hercules", "Iolaus", and "Chakram" are trademarks of Renaissance Pictures, Universal Pictures, and MCA. Their use here does not constitute a legal challenge to trademark status. This article is copyright 1997 by Mario Curro, though it may be distributed in unaltered form, as long as proper credit is given and no fees are charged for distributing or using it. It may be distributed in unaltered form, as long as proper credit is given and no fees are charged for it.