Warhammer Quest

Prophetess

By Thecustodian


    Every now and then a child is born who has more than the usual number of portents and omens. Such children show early promise, and as a result are often sent to a religious or educational institution to ensure that the talent doesn’t mature into anything dangerous to the ruling classes. Sometimes these children have magical powers, and if they survive to adulthood enrol in a College of Magic. Sometimes they are imaginative and ingenious, and if this virtue is not crushed out of them, they can become great engineers, philosophers, generals or theologists.
    Sometimes a child is born to be a prophet. Prophetesses are rare, running the risk of being shut away or burnt at the stake, or just leading an unhappy, repressed life. Yet some become known, with their gift maturing away from persecution often sheltered in a nunnery. As adults, they hear the words of the divine, and often receive vital warnings or portents. The great prophetess Cassandora spoke words that resounded across the Old World. Likewise, Jeanette l’arc was destined to lead a Sigmarite rebellion against a nobility corrupted by foul Slaanesh cult, saving the area at the cost of her own life.
    A Prophetess will travel, compelled by visions and visitations, and may well take matters into her own hands, choosing companions and taking up a weapon to stop the horrors ever lurking in the shadows…

 

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

Weapon

Prophet’s Staff
Does normal damage, and counts as a magical weapon. When used as a weapon, it does not cause deathblows. The staff carries 1D6+1 Power Points, which the Prophetess may use to supplement her Blessings. Roll at the start of each adventure to see the total.

Armour

Nothing but her Prophet’s Mantle, giving her +1 Toughness.

Equipment

Holy Symbol
The prophetess can choose to spend her turn praying with the Holy Symbol. When she does so, at the end of the warrior phase she may choose one of two effects. Either every adjacent warrior regains +1D3 wounds (including herself) or every adjacent monster loses 1D3 unmodified wounds.

Book of Prophesies
The book contains both her prophecies and those of certain other luminaries of the past. It contains a single Blessing, rolled from the Warrior Priest’s table. She may try to use this once per turn, using the same rules as normal, as long as she is not using her Holy Symbol on the same turn, or doing anything else that would stop her. If her attempt is insufficient, she may give up Power Tokens from her Prophet’s Staff to supply the deficit.

Rules for Treasure and Equipment

The Prophetess will never use another weapon than her Staff, and any knives and daggers. She will never wear any armour excepting her Mantle and any shield that doesn’t restrict her. She will happily wear magical boots, gloves, cloaks, rings, and so on. Generally speaking, she may carry and use anything that a normal human can (i.e. can be used by both Barbarian and Wizard). She will use spellcasting treasure to increase her chance of succeeding at a blessing, in the same way as a Warrior Priest (including the limitations). Because of the small range of treasure she can use, she has the same ability to swap treasure as the Priest, making a Willpower test of 7+.

 

Advanced Rules

Starting Equipment

The Prophet’s Staff contains 1D6+BL Power Points at the start of each adventure.
The Holy Symbol becomes more powerful at higher levels. At levels 5-8 it causes/heals 2D3 wounds and at level 9-10 it is 3D6.

 

Settlements

The Prophetess is an odd companion at the best of times, but in Settlements she becomes practically weird. She will spend her days making strange proclamations, usually of doom, and will stop at nothing until people pay attention to her. When she enters a settlement, roll 1D6 on the following table, +1 for a village, to see how she is treated.

1 Shunned
The Prophetess is looked down upon, and distrusted by the majority of citizens. She will not be admitted to any Trader or Location unless she can roll a 4+ on 1D6. In addition, she doesn’t have Uneventful Days (see below for table)
2-3      Laughed at
The Prophetess is scorned and laughed at, and she doesn’t have Uneventful Days (see below for table)
4-5 Ignored
The Prophetess is generally ignored, and may go about her business as usual.
6+ Heeded!
The people actually listen to her, and offer her support in her quest. She need not pay Living Expenses in this Settlement, and all stock rolls are at +2 for her.

The Prophetess may enter all of the Traders, as well as the Temple and Alchemist’s Laboratory. She may choose to spend the day Prophesying or Fasting.

 

Prophesying

The Prophetess can wander the streets, giving vent to the words that she hears all around her, trying to warn the people against complacency and foolishness. This action is not usually appreciated by merchants and lawkeepers, who like people to be calm and willing to buy. Nevertheless, sometimes the prophecy won’t stay quiet for a reason, and it will strike a chord in someone’s mind. If the Prophetess chooses to Prophesy, she may not visit a location, doesn’t pay Living Expenses, and must roll on the following table instead of rolling for an Event.
She subtracts –1 from her roll if she is ‘Shunned’ and adds +1 to her roll if she is ‘Heeded’.
 

Village

0 The Prophetess has upset some important folk, and is chased out of town by a mob shouting ‘Burn the witch’. The other warriors must also leave.
1 The Prophetess is spat on and generally reviled, and she decides that the civilians have had fair warning. She leaves the settlement and waits outside for the other warriors, or fire and brimstone, whichever comes first.
2-3    The Prophetess is ignored, as she takes to the streets in all her wailing glory.
4-5     The prophecy today tells the villagers to live good lives, and not accept evil in any form. Some of them even listen to it, and the Priestess now counts as being Heeded if she isn’t already.
6 Some of the people listen to the message, which is as much as a Prophetess can ever expect. She gains +1 point of Luck in the next adventure.
7 The Prophetess gives an uncharacteristically cheerful message, saying that one day a champion will arise from this village. She is thanked and given 1D6x20 gold to help her on her way. She also gains +1 Luck in the next adventure.

Town

0-1   The people do not like her stories of doom and gloom, and the Prophetess is thrown out, as are her companions.
2 She is ignored and laughed at the entire day. Finally, towards noon, she attracts the attention of a nobleman. Unfortunately, he orders her thrown out. Shame, really.
3 The Prophetess is ignored, no matter what she does to try and alert the locals to the dangers of evil living.
4-5      A nobleman riding through is horrified to her a tale of his villa being sacked by angry peasants. Realising that there must be something in what she says, he resolves to lower taxes a bit. The Prophetess has done a little bit of good here, and gains +1 Luck in the next adventure.
6 One of the local merchants hears what she says and realises that it applies to him. He offers her a gift of 1D6x50 gold to try and appease the divine and avoid retribution.
7 The Prophetess is invited for an audience with an important priest, who questions her and concludes that she is speaking the truth. She gains +1 Luck in the next adventure, and is given a piece of treasure to aid her.

City

0-1    The local witch-hunters swiftly chase her out of town.
2-3    The message is one of oncoming doom towards this city, and the people don’t like it. For the rest of her visit, the Prophetess counts as being ‘Shunned’, if she isn’t already.
4 Although she is mostly ignored, some seem to hear her message, and take note. The Prophetess has had at least some impact here. She gains +1 Luck in the next adventure.
5 Someone listens to her proclamations, and actually heeds them. The Prophetess is given a donation of 1D6x50 gold to support her on her mission.
6+ The Prophetess comes to the attention of the city burgomaster. She is given an audience, and her words cause a great stir. A witch-hunter thanks her for alerting the people to the schemes of Chaos, and offers her a piece of treasure.

Note that when rolling for treasure; continue to roll until she has something that she can use.
 

Fasting

The Prophetess can spend 1D6 days outside of the settlement, fasting and writing in her Book of Prophesies. During this time she doesn’t generate events and doesn’t pay Living Expenses. At the end, roll 2D6 on the following table.

2-4 You receive no special insight or power.
5 In the next adventure you have +1 point of Power stored in your staff.
6 You receive an insight, roll 2D6 on the Consultation Table (Wizard’s Guild)
7 Your staff gains +2 points of Power in the next adventure
8 You gain +1D6 Power in the next adventure
9 You receive special insight. Roll for a blessing. You may use this once in the next adventure automatically.
10 Roll three times on the Consultation Table (Wizard’s Guild), rerolling duplicate results.
11-12 It seems you have been selected for a mighty reward. Roll on the table below.

 

Reward Table

Roll 1D6 to see what special power you have received.

1      Holy Symbol
When she uses her Holy Symbol, it is at +1 to its effect (either causing or healing +1 extra Wound)
2 Prophet’s Mantle
It now conveys the power of Magic Resistance 6+
3 Prophet’s Mantle
This receives +1 Toughness to its bonus. It also counts as magical.
4 Prophet’s Staff
This now does an extra 1D6 wounds on a to hit roll of 6.
5 Prophet’s Staff
The Prophet’s Staff contains an extra 1D6 Power at the beginning of each adventure.
6 Prophet’s Staff
The Prophetess may now make +1 Attack each turn.

 

Settlement Events

The following events are resolved differently.

Event No   . Difference
24 She counts this as an Uneventful Day (but must still roll on the Uneventful Days table if she is ‘Shunned’ or ‘Laughed At’.
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.
26 For various reasons, the Prophetess is immune to this event. Roll for another event.
43 The Prophetess is not the sort of person who the Watch want to have… Roll for another event.
64 Any result on this table counts as 1-3 unless she rolls a 6.

 

Uneventful Days

If the Prophetess is ‘Shunned’ or ‘Laughed At’, she is far less likely to have time to herself, without the bother of ignorant peasants. 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 Prophetess is thrown out of town, annoyingly.
2 While busy prophesying doom on a noble’s home, she is confronted by a local priest who… (roll 1D6)
1-3    Condemns her. The crowd listens to him and throws the Prophetess out of town.
4-6 Rewards her. She gains 1D6x50 gold for preaching against a corrupt and wicked nobleman.
3 The Prophetess feels that she has a message of vital importance to deliver to the town council. Roll 1D6+Willpower. If she scores 7+ she succeeds, and gains +1 point of Luck in the next adventure.
4 The Prophetess gives out a powerful message of vital importance to the locals, and they listen to her. She counts as being ‘Heeded’ for the rest of this settlement. In addition, she is given donations valuing 1D6x50 gold.
5-6 It really is an Uneventful Day!

 

Training

The Prophetess trains in the same way as normal, spending her money and taking a week to train. When she receives a new skill, roll a D66 on the following table.

11-12      Hypnosis
See Elf
13-14 Endure
See Dwarf
15-16 Reaction Strike
See Barbarian
21-22 Leap
See Elf
23-24 Retort
See Imperial Noble
25-26 Hell Hath No Fury
The Prophetess can declare that she Hates any one group of Monsters in each combat. She suffers this Psychology until the end of the combat.
31-32 Dodge
Dodge 6+ at Novice and Champion levels. Dodge 5+ at Hero and Lord.
33-34 The Calling of Fate
Once in each adventure, the Prophetess can roll twice for each action she undertakes in one turn, choosing the better of the two. She may not use Luck or any other additional method of changing a result in this round.
35-36 Dirty Blow
See Witch Hunter
41-66 The Prophetess gains a new Blessing. Roll it as normal.

 

Roleplay

The Prophetess is driven by a vision, and probably counts as an ascetic. She may well have been raised or sheltered by an association like the Sisters of Sigmar, and you could probably use these rules to play an Augur character. A player could emphasise her weirdness, and have her constantly spouting odd phrases and predicting the demise of everyone she comes across, but it is more likely that the Prophetess would be, most of the time, the same as everyone else. If she acts oddly, it is only because she knows something that others don’t, and is acting on other instructions.
There is plenty of scope for development, even in how a ‘Prophetess’ is interpreted. You could downplay the religious element and have her as someone tormented by visions of the future, or make her some type of megalomaniac who has a plan and intends to see it through.
The Prophetess is a good way for GM’s to introduce hints into the game, but with the added worry of whether the heroes are interpreting these visions properly. She can also be a bit handy when it comes to healing with her Holy Symbol!

THE PROPHETESS BATTLE-LEVEL TABLE

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

*At levels 4 and 8 the Prophetess gains the ability to use an extra Blessing in the turn. This means that at 1-3 she may use 1 per turn, at 4-7 she may use 2 per turn, and at 8-10 she may use three.

Thecustodian
21st December 2003
“Bigger Tables! Better Choices! More Rules!”