The Zero In The Wheel Quest (Familiar of Zero/Dungeons The Dragoning)

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PAIN!

You don't know how long it's been before another lance of other-worldly agony surges...
Index
Louise Char Sheet
Character Sheet and Inventory:

Name: Louise Valliere
Age: 16
Size: 3
Race: Human
Exaltation: Paragon
Class/Level: Mercenary 1
Level: 1
Native Language: Human(Tristanian, Germanian, Romalian)
Languages: Trade
Current XP: 0

Power Stats:
Intelligence: OOOOO
Strength: OOO
Charisma: OO

Finesse:
Wisdom: OOO
Dexterity: OO
Fellowship: OO

Resistance:
Willpower: OOO
Constitution: OO
Composure: OO

Exaltation Stats:
Excellence: 1
Action Points: 2
Pressure Points: 4

Secondary Stats:
Size: 3
Static Defence: 17
Hit Points: 13
Mental Defence: 15
Resolve: 5
Speed: 5
Resilience: 4
Hero Points: 5

Skills:
Mental:

Academic Lore(Halkeganian Magic, Halkeganian History): OOO
Arcana: OOO
Common Lore(Tristan, Great Wheel): OOO
Crafts:
Forbidden Lore(Void Magic, Summoning Ritual):O
Medicae:
Perception: OO
Politics: O
Tech-Use:

Physical:
Acrobatics:
Athletics:O
Ballistics:OOO
Brawl: OOO
Drive:
Larceny:
Pilot:
Stealth(Small Stature):O
Weaponry(Whips):OO

Social:
Animal Ken:
Charm:
Command:O
Deceive:
Disguise:
Intimidation:OO
Performer:
Persuasion:O
Scrutiny:O

Backgrounds:
Wealth 1:
You've acquired a large sum of money from handing in a bounty. It should last quite a fair while.

Feats And Assets:
-Able Learner:
Spend XP as if in Free Study at any time.
-Human Perseverance: +1 to Opposed Rolls.
-Education: Free Lore Specialities equal to your Intelligence.
-Driven: Gain a conditional Hero Point to escape great adversity.
-Basic Weapon Proficiency: Your mother made it clear that you would know how to use a sword, pistol and bow.
-Light Armour Proficiency: You no longer take penalties for wearing Light Armour incorrectly.
-Speak Language (Trade): You now know how to speak the universal Trade language used by all beings in the Great Wheel.
-Sound Constitution: You gain +1 Hit Point.
-Action Hero: You recover one spent Action Point when a combat session starts.
-High Pressure: You gain additional Pressure Points equal to your level.
-Medium Armour Proficiency: You have been taught how to wear Medium suits of armour correctly. This allows you to wear them without any hindrance to your movement.
-Peer(Free Swords Alliance): You have gained a Peer in the Free Swords Alliance, a network of independant mercenaries and small mercenary companies.

Hindrances:
Noblisse Oblige: The Noble Obligation prevents you from ignoring a situation you can fix unless you take a Willpower Test.

Inventory:
Good Quality Magic Academy Uniform(Body, Arms, Legs):
The standard girl's uniform for the Tristain Academy of Magic. Offers no protection save for your modesty.

Good Quality Magic Academy Cloak(Body, Arms, Legs): Offers minimal resistance to cold and weather.

Wand(Right Hand): A high-quality Oak wand. Offers no benefits to your spellcasting. Can be used in your off-hand.

Common Quality Hunter's Armour (Body, Arms, Legs) [AP: 3]: This looks likes a set of deep-woods clothing with heavy leather padding sewn into sections of the clothing. Somewhat bulky, but comfortable, clearly made for long days in the woods. It's in pristine condition despite the years. How?

Hunter's Pack: Fitted with straps and deep pockets for carrying just about anything. Should carry about a good 100 kilograms by your reckoning. This pack is spotless, how is that possible?

Common Quality Hunter's Sword [Damage: 3k2R]: A short sword, good for stabbing and cutting. The blade is still sharp, but it's obviously been here for years.

Chainmail Coat: The plate armour was reforged into a well-made coat of Chainmail in your size. While weightier than your leather armour, the increased protection should help. (Body)(AP 4)

Brutal Axe Of Lightning: This large two-handed axe is a magical weapon you took off the corpse Of Stenmum The Giant, aka Stenmum The Brute. Its properties have been unlocked by an Enchanter.
Damage: 4k4+2R
-Power Field: When parrying, on a d10 roll of 4+, the enemy weapon is destroyed.
-Shocking: Struck enemies must make a Constitution test or be stunned.
-Razor Sharp: On two raises in an attack, the weapon doubles its Penetration.
-Reach: You are not considered engaged in melee when attacking an opponent in close combat.

Sack of Gold Coins: A large amount of gold coins marked with an eagle and a stern man's profile. Temporary +1 Wealth bonus that is used when making an Acquisition Test.

Small Pay Chest: A small wooden chest containing a lot of gold coins. You have Wealth 1 as there is a very, very large sum of money in here.

Faithful Hunter (Rare Hand Cannon)
A large pistol, massive really, but you hold it easily and it feels as light as your wand. It is inscribed with some kind of scripture or poem along the barrel. There is a small, strange telescope attached to the top.
Damage: 6k4I
Pen: 5
ROF: S/-
Range: 90m
Clip: 10
Reload: Half
Special:
-Light as feathers:
No Recoil Penalties to fire one-handed.
-Slay Always: Damage Dice explode on 8+
-Hunter's Eye: The weapon has a scope with Preysense, Red-Dot Sight.
-Hunter's Reflexes: Aim as a Reaction in combat.
-Hunter's Draw: Readying the weapon is a Free Action.

Baressi P-29 Slamgun: A monstrous and heavy sniper rifle, longer than you are tall and able to shoot farther than the greatest archer. A fine weapon, in your opinion.
9k5X Damage, Pen 20, ROF S/-, Range 1000m, Magazine 4, Reload Full
Accurate, Toxic, Volatile.

Custom Cestus

This is a pair of extremely high-quality armoured gloves that have been specially made to protect the hands from most damage; from catching a dagger to the hand or caving in someone's face.
1k1+Str I Damage
Special:
Best Quality: +1k0 to attack rolls, +2 Damage
Armoured: +2 Armour to Arms.

Iron Ring: A plain iron band with a sword affixed to it. Marks you as a peer/member of the Free Swords Alliance of independent mercenaries.

Magic Schools:
Fire:
-Fireball: An explosive grenade of flame. 5k4E damage that sets people on fire.
Wind:
-Wind Bolt: A hard-hitting gust of wind. 3k3I damage that knocks people down.
Water:
-Cure: The most common use of Water magic. Heals 2 HP, plus 1 HP per raise on the spellcasting roll.
Earth:
-Barrier: A defensive wall of hard-packed earth and solid rock. Creates a 9 AP wall that can be ducked behind.
Void:
-Explosion: A deadly detonation. 6k5X damage that has Blast(8) and instantly destroys all defensive spells and wards.

Sword Schools:

Gun-Kata:
 
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Allies And Companions
Ilyssia Wind's Song, the Heartbroken
Background:
An elven woman with a broken heart, adventuring for something to heal it.
Age: 98
Size: 4
Race: Elf
Class: Magitek-Gunman 5 (Witch-Sniper)
Native Language: Elven
Languages: Human, Trade, Eldarin, Whisper-Tongue
Alignment: Corellon

Power Stats
Intelligence:
OOO
Strength: OO
Charisma: OOO

Finesse
Wisdom:
OOOO
Dexterity: OOOOO
Fellowship: OOO

Resistance
Willpower:
OOOO
Constitution: OOO
Composure: OOO

Secondary Stats:
Static Defence: 29
Hitpoints: 14
Mental Defence: 20
Resolve: 7
Resilience: 6

Skills:
Acrobatics:
OOO
Arcana: OOOO
Athletics: OOO
Ballistics: OOOO
Academic Lore: OOOOO
Forbidden Lore: OOOOO
Perception: OOO
Drive: OOO

Feats:
Armour Proficiency (Light)
Weapon Proficiency (Basic)
Weapon Proficiency (Throwing)
Gun Blessing: Roll Arcana to unjam a gun or give it a bonus equal to the skill.
Elemental Shot I (Fire)
Elemental Shot I (Bolt)
Minor Magic: Gain a single level in a non-class magic school
Weapon Proficiency (Ranged 2)
Evasion: You move a short distance when dodging.
Obtain Familiar (Cat)
Weapon Proficiency (Ranged 1)
Decadence: You are unaffected by Drugs or Alcohol
Meditation: Mortals can meditate to regain Hit Points. It is different for Exalted.
Elemental Shot II (Geo)
Elemental Shot II (Aero)
Strong Minded
Combat Insight
Double Tap
Spell Bullet: You can put a spell into a bullet. The Spells Damage/Effects are added on top of the bullet.
Sharpshooter
Elemental Shot III (Gravity)

Backgrounds:
Wealth:
OOO
Holdings: OO

Inventory:
Travellers Clothes:
Hard-wearing clothes for travel.
Travelling Cloak: Excellent protection from rain and cold.
Fine Clothing: Fine noble-woman's clothing, perfect for fancy occasions.
Pistol Braces: A pair of leather belts that hold up to twelve pistols.
Heirloom Mesh Armour: A fine suit of excellent quality Mesh Armour. 9 AP to all locations.
Plasma Derringers x12: [3k3E Damage, Ammo 1, Pen 8] Manufactured by the Ryza Plasmawerks on the Forge World of Ryza, these guns are a common and inexpensive way to have the power of a plasma pistol without the risk of catastrophic melt-down. Each gun is a self-contained plasma firing chamber and fuel flask with a very small, short barrel that squeezes the energy, creating a small but powerful bolt. The firing assembly is melted after firing so the gun is immediately discarded.

Gunkata:
Elemental Gearbolt 5
Point Blank 5

Spell Schools:
Evocation 5
Conjuration 5
Abjuration 1
 
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Reclamation and Vision
[X]The memory that you wished to follow in your mother's footsteps as a mage-knight.

You remember now, you didn't just train your mind in your search for answers to your defective magic, you kept up the physical regimen your mother made you undergo, as best as you could. Yes, that was correct, the other fragments of memory are incorrect, wrong somehow, and probably delusions created by your drifting in this maddening void.

A grim, chuckle escapes your lips. To be cast into the void and suffer for all eternity because you, a noble, had no magic...God's judgement is cruel. You'd cry, but you did plenty of crying in the first hour, screaming and calling for help, from God, from Brimir, Mother, anyone. You begged for release, and when that didn't come and the pain started, you begged for death.

But no-one heard you and nothing spoke back in the darkness. Finally, you stopped trying to do anything, trying to say anything. It...it stopped having any meaning.

PAIN!

Again, again and again. You wish there was a way to stop this insanity before your memories faded from you. A little voice in your heart quivers in horror that this may be the last time you can hold onto your memories. That once they fade away again, you truly will be lost.

And then, you blink. Colour, spots of light dancing in front of your eyes. Noise, muffled but noise, sound begins to fill your ears.

You wish you had tears left to weep with as you welcome the coming visions. Perhaps...this is the end.

And so, ready to die, you see...

[]A great Light, battling against endless Dark, shedding pieces of itself like snow that glow with their own radiance. One piece approaches you, wreathed in the shadow of the same Void you drift in.
[]A pantheon of strange beings, thrumming with such power that you can only acknowledge them as gods. And you are drawing closer to them.
[]A cloud of warring, chittering, gibbering things that dance in maddening patterns. You cannot comprehend their nature, but you see one shift as you pass, turning towards you.
[]Your mother, standing proud on a battlefield, untouchable, unbeatable, and you feel that old desire to rise higher than her. Only now, it is a desire filled with confidence.
[]A great forge, and you understand now. You have no body, not any more. A new one must be made for you.
[]A chalice, filled with dark liquid. A voice whispers to you, "Come...drink..."
[]A mighty wolf, proud and savage, standing before even greater monsters, marks of glowing silver across it's body as the moon shines down upon you.
 
Rebirth And Arrival
[X]Your mother, standing proud on a battlefield, untouchable, unbeatable, and you feel that old desire to rise higher than her. Only now, it is a desire filled with confidence.

"Well Louise?" You blink as you hear her voice, strong and clear as it cuts through and hauls back damaged, broken memories of a woman with a stern expression and cold eyes, a woman possessing the magical power to blast armies away in terrible storms and devastating winds. A woman who raised you, and two others if you could only remember more than just snippets of harsh words and a warm embrace. You look up at the woman, standing on the raging battlefield, arrows and spells landing all around her, none touching her, "Well Louise? Are you going to stand up?"

You have always stood in her shadow, wanting, hungering to move beyond her and into the light. You have always failed, always faltered, always fallen, and then you picked yourself up and tried again, striving to match your mother.

And now, that same hunger, that same desire is welling up in you again. You want to match her...no, you want to beat her, you want to prove that you are better than her, that you deserve to be acknowledged! But where that same hunger was dampened by the sense of internal despair that you had no chance of matching her...

Now, you feel a sense of confidence you've never felt before, the confidence to do anything and everything!

You are Louise Valliere, and you vow in the name of God and Founder, that you will leave this Void...

...and become a Paragon of your nobility.

And with that, you realise that you are no longer standing in your mother's shadow. Now, you stand in front of her, the sun shining down on a peaceful battlefield littered with the ruin of the dead.

You turn, and see that she is gone. And the world is rapidly fading.

The fact that you ran out of tears long ago in that Void doesn't stop a single one from running down your face.

And in that moment of lamentation, you fail to see another crystal wall until the moment you plough through it with another thundering crack.

***​

"Uuuu..." It goes without saying that you wake up, but apart from a splitting headache and some scorches on your clothes, you feel fine as you press your hand...to your head.

You have hands! You have a head! You look up at the blue sky with your eyes, breath in the sweet air with your lungs. You are alive!

"Heh...heheh...hehahahahahahahaha!" Your laughter fills the quiet of the grassy field you find yourself lying in as you rise on shaky legs and take a moment to wobblingly take a few unsteady steps before you recover and start dancing around. You don't have a scratch on you, and taking a glance down to see that you somehow made a crater upon arriving only fills you with boundless joy as the aches and pains of your landing tell you that you are alive and whole!

You feel like you could do anything, and as you finally calm down and look around, you take stock of what you have.

You have your clothing, and your wand. Your purse is missing, but then you remember that you left it in your room. Well, the commoner staff back home probably would have spent it by now, but you don't care.

Things have changed, you can feel it inside you, you feel as though you have a new chance at life. You remember your education at the...the Tristain Academy of Magic! In Halkegania! You remember your classes, that cow-breasted bully Kirche, Professor Colbert, Headmaster Osmond, everyone! You remember the study you did into all manner of magical topics, some somewhat more restricted than others, to try and find a solution to your magic, even going as far as to beg permission to research the legendary Void element in restricted tomes in the academy library along with sneaking away copies of the most complete records of the summoning ritual to find out a way you could use that to help you.

"And what it got me was damnation, even if God showed me mercy in the end." You whisper to yourself as you start walking through the grassy fields. Looking up at the sky, you feel your lips quirk in a bemused smile, "And in His mercy, I am given a test."

Up above, in the sky, you see what looks to be the moons of this new world, four in all, along with shining shapes that are too far high to be seen, sky-ships perhaps? Whatever they are, they blink in and out of existence, streaking down towards distant mountains. You have a long walk ahead of you then.

Shrugging, you start walking, feeling a new energy in your step as you march through the long grass, looking around for some signs of human habitation, well, any habitation really. You'd take a goblin hovel if the disgusting creatures could tell you where you are. Even some ruins that you could use to rest in would be nice, God may have placed you in a peaceful field, but you have your pride.

You lower your head, some pride anyway. Your time adrift in that Void has taught you a great deal about humility.

Finally, you spot what looks like a house and your pace quickens through the grass, your excitement propelling you through the long grass and before long you find yourself standing at the sun-bleached and rotted remains of a farmstead's gate, and your expression falls when you see that this farm is abandoned.

But not by choice. The bones of long-dead creatures litter the ground, along with the broken skeletons of humans and other beings. Bandits. Pushing aside the gate, you head for the farm house, ignoring the dry snap of bones as you reach the door. Your hand hovers over a long-dried bloodstain and you shake your head sadly.

You have seen death before. Mother...you shake your head. Now is not the time. You step inside.

The inside of the house is a ruin. Whatever fight happened here long ago, it was brutal and the inhabitants of the ruined farm made the foe pay dearly from the bodies arrayed around the building. You begin searching for anything you can use for your journey to find a village, or most preferably a town or city.

Still, the place hasn't been completely ransacked and you begin searching.

Perception Test: (5d10.takeHighest(3)=23)
Exploding Dice: (1d10=2)
Final Result: 25, Two Raises


You get lucky in your searching and find a hidden cache! One of the farm occupants must have hidden it before the bandits and their beasts got inside. You grab the heavy box and start lifting, pulling it out with some effort before bringing it to the centre of the main room, kicking bones out of the way before you try to open the rusted strong box.

Strength Test: (3d10=16)

With a heave that you put all of your strength into, you manage to force open the strong box and immediately start coughing from the dust inside.

Apart from some long-rotted clothing, you do manage to find some intact items.

Common Quality Hunter's Armour (Body, Arms, Legs) [AP: 3]: This looks likes a set of deep-woods clothing with heavy leather padding sewn into sections of the clothing. Somewhat bulky, but comfortable, clearly made for long days in the woods. It's in pristine condition despite the years. How?

Hunter's Pack: Fitted with straps and deep pockets for carrying just about anything. Should carry about a good 100 kilograms by your reckoning. This pack is spotless, how is that possible?

Common Quality Hunter's Sword [Damage: 3k2R]: A short sword, good for stabbing and cutting. The blade is still sharp, but it's obviously been here for years.

You find some gold coins marked with an unknown ruler's face, and a map of the area. While it may not be the most recent, it should at least give you the lay of the land. But then you see it poking out from under some cloth, the butt of some kind of musket or pistol. You draw aside some black cloth, and stare in wonder at the weapon in front of you.

Faithful Hunter (Rare Hand Cannon)
A large pistol, massive really, but you hold it easily and it feels as light as your wand. It is inscribed with some kind of scripture or poem along the barrel. There is a small, strange telescope attached to the top.
Damage: 6k4I
Pen: 5
ROF: S/-
Range: 90m
Clip: 10
Reload: Half
Special:
-Light as feathers:
No Recoil Penalties to fire one-handed.
-Slay Always: Damage Dice explode on 8+
-Hunter's Eye: The weapon has a scope with Preysense, Red-Dot Sight.
-Hunter's Reflexes: Aim as a Reaction in combat.
-Hunter's Draw: Readying the weapon is a Free Action.

You gently lift out the weapon and the belt it was placed with, unable to resist stroking it's polished-silver barrel before you place it down on the wooden floor and focus your attention on the rest of the acquired equipment and begin putting it on.

Thankfully, you find that the armour is made to go over your clothing and the foot-sections are made to be strapped over your boots and legs. By some miracle, the armour fits your perfectly, and you proudly sheath your sword and the strange, beautiful weapon you found in the strong box.

Unfortunately, you don't find any supplies to use, and it's a sure bet that if there was anything in the larder, it would have rotted a long time ago.

So, you leave the farmhouse, hoping to meet someone on the road that could give you some assistance.

But the broken roads, thick forest and unfamiliar terrain soon take a strain on your body, and the lack of food and water begins to slowly weaken you.

But as you stumble down a forest path, hoping to find a stream, some wild fruit, or even an animal you can hunt, you meet someone on the road...

[]...a passing Scholar finds you and gives you some water and trail rations. You get to talking and finding you have a talent for academia, offers to have travel with him.
[]...a Peasant woman, looking for wild mushrooms, finds you and brings you home. Your sense of noble obligation urges you to repay the debt by helping around her home.
[]...a young man, on his way to a nearby town, finds you and decides to help you in exchange for aiding him in being a Ratcatcher.
[]
...a woman marked with some religious insignia, takes you to her church, where the offer is made to become an Initiate in their faith.
[]...a Mercenary finds you and after noticing your weapons, decides to train you so you don't help the enemy by hurting yourself.
 
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Weapon Colour Quality Guide
GM's Guide To Weapons and Gear:

Just so people don't confused when they start showing up in bulk, I'm going to create weapons and gear based on the Diablo colour system. This means custom stats as well as various qualities that you wouldn't be able to copy with the publicly available rules.

Why? Because I want to throw all sorts of crazy shit at Louise and any friends, and that means you need equally crazy weapons and armour.

So here's the colours.

White gear is vendor-trash, the most basic and mass-produced stuff in the Wheel and are carbon-copy from the rules. Sell them or build up your Crafting skill to break them down into something more useful to give certain people.

Blue gear is Magical. These have 1-6 special qualities and are often built using the rule-book weapon creator. Anyone could make this, with the right tools.

Yellow gear is Rare, the kind of weapons and gear that is nearly one-of-a-kind and requiring skilled crafters and smiths to duplicate. These have 1-8 special qualities are entirely custom-made.

Orange gear is Legendary, the kind of gear that stories are told about. All of them are unique, with no chance of duplication. These have 2-10 special qualities and will not be available until you level out of your starter class. Certain smiths and craftsmen could make this equipment if you find their Blueprints.

Green gear are Legendary Set items. Much like Legendaries, they are told about in stories but always together, never alone. Each item has a number detailing how many are in the set and will also have a list of what the other set items are. Each item will have 2-10 special qualities, plus additional qualities divided between how many items are in the set. A four-item set for example may have 2 additional qualities awarded for finding two parts of the set, and the other two for completing the set. Legendary Set items will not be available until you level out of your first class in a class-track. Certain smiths and craftsmen could make this equipment if you find their Blueprints.

Red gear is Mythic gear. These are the weapons that wound gods and slay creatures from the deepest parts of the Astral Sea. These are the armours that withstand the impact of building-sized artillery. All have 10-20 special qualities, are one of a kind, and are so utterly powerful that I will only give you a chance to acquire one in a quest and even then only after you have completed one class-track in full. These items cannot be made by any mortal craftsmen or smiths, and must be found through adventuring. Expect all manner of over-powered shit to be thrown at you once you get one.
 
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Inezka And The Ambush
[X]...a Mercenary finds you and after noticing your weapons, decides to train you so you don't help the enemy by hurting yourself.

You groan pitifully as you stop for a rest under a tree, clutching your stomach, "Uuuuuuu..." You never had to go hungry, but maybe you understand a little about the plight of peasants that have been abused by greedy or cruel noble land-owners. You look around, trying to listen for a river or stream, maybe an animal you could try and hunt, but you only hear the wind in the trees and music of bird-song. Groaning, you pick yourself up and keep trudging through the forest paths, hoping to find a road before you faint from starvation or thirst.

But after hours of walking, the sun begins to sink and you spot through the gaps in the trees the rising moons and an increase in the strange shining sparks that fly across the sky. Gritting your teeth, you keep walking and picking your way through the forest, whispering a child's prayer to God and Founder for their blessing on your search.

In the end, it finally gets to be too much. Bursting through a bush, you collapse in a clearing and weep bitterly, curling into yourself as you curse your own stupidity and ineptitude as you cry yourself to sleep.

***

"Huh? What's this?" You twitch as you hear a voice, "Huh, young thing aren't you? Are you okay?" You feel a cool, slim hand press against your forehead, "Gods, you're burning up!"

"uuuu..." You moan pitifully as your eyes flutter open to see a blurry face.

"Hey, you'll be fine. Are you hurt? Sick?" The female (Another human! A portion of your mind rejoices.) begins poking and prodding your body, trying to find out what's wrong before manage to dredge up the strength to answer her in a pitiful, kitten-like mewl.

"foooooooddd..."

The woman is silent, just long enough for your stomach to growl.

"...okay, that's a simpler fix."

***​

The meal that was prepared was simple, but filling, amply helped by some meat that the woman had managed to hunt. Another sign of how terrible you were that you couldn't even find a rabbit to kill. But then, you also wouldn't know how to dress or cook a rabbit to taste this good~

You decide to focus on finishing your meal, only your noble etiquette lessons stopping you from simply wolfing it down like an animal, and the lingering memories of Mother's Rule Of Steel in your mind. The woman, a soldier of some sort, has no such compulsions and rapidly downs her food as if someone was going to steal it before refilling her bowl as you finish and refill as she wolfs down another serving.

You take a moment to study the woman, observing the mix of metal plate and some kind of stranger armour that seems more advanced. Some kind of magic armour? You wonder how much gold it would have cost to gain such armour, and her swords look well-used and of very high-quality, along with the musket and brace of pistols that look so similar to yours.

"Ah~ That was good." You blink as you realise the woman has already finished eating and is leaning back to look up at the stars, "So tell me kid, what's a little girl dressed in deep-wood's gear and carrying a sword and a hand cannon doing starving in the middle of a forest full of game?"

You flush as you parse the strange language you somehow understand, looking down as you continue eating the stew made of rabbit and travel rations, before finally managing to mumble, "I don't know how to hunt."

"Uh huh, and I bet you don't know how to use that fancy toy or the blade on your belt, do you?" The soldier asks with a trace of amusement in her voice. You feel your pride rise up, but after all that you've been through, you don't want to alienate this woman who likely saved your life. You shake your head, brushing aside a stray pink lock of hair as the woman looks at you.

"Where are you from girl? You don't look like you come from any of the towns or villages, and I've been in the noble circles of this sphere enough times that I know I'd have seen you in the noble courts before." You glance up at the woman to find her staring at you with slightly narrowed eyes, her hand not on a weapon but she could draw and kill you far faster and easier than you could.

You sigh, "My name is Louise Françoise Le Blanc de La Vallière, and I wasn't born here..."

And so you tell your tale, of Tristain and Halkegania, of the nobility who use magic and the commoners who don't, and of your life as the youngest child in a respected noble household, cursed with defective magic and so desperate to fix it that you did something terrible.

You modified the Summoning Ritual, the one that could have proven you as a mage, and in doing so consigned you to your damnation in the Void. You speak of the Crystal Wall, and the endless agonising pain you endured, before you saw a vision, another Crystal Wall, and finally, tell of your awakening in a shallow crater in a grassy field.

"...after that, I found a ruined farm and searched it, finding the armour and weapons. I've been trying to find a town or village, a city even, by heading towards where I saw the sparks in the sky dip towards the land." You point in the vague direction of where you last saw the mountains, "I probably would have starved, if you hadn't found me."

"You'd probably be savaged, raped and killed before then." The woman snaps, but it's without heat, the admonishment of a concerned older woman, "The Vanagir Forest is a rat's nest of bandits, you're lucky I found you before they did." She looks at you, considering something, "I could...no, I have a job to do, but I can't...hmm...girl."

"Louise." You correct instantly.

"Louise then. I can't protect you, I have a job of my own to do. So here's what I'm going to do. I want to train you." You open your mouth and the woman holds up her hand, "I know, you're some kind of mage, but I don't know a thing about magic. So I'm going to train you how to fight instead, so that you can survive long enough to find someone who can teach you magic. Plus, you'd have to fight eventually. Like I said, these woods are full of bandits, and they're always prowling."

You can't fault her logic and nod, "I suppose you're right. I accept your offer." You hold out your hand and clasps wrists with the woman, who nods.

"Right then. My name is Inezka of Tirrim, and for now I am master. Obey my instructions, learn my lessons, and I'll keep you as safe as I can."

"My name is Louise Valliere," you reply solemnly, "And I swear to learn all that I can from you."

The woman smiles, "Good. Now let's hunt some bandits. You need to be blooded before you can appreciate what I have to teach you."

New Companion: Inezka of Tirrim, Mercenary.

New Class: Mercenary Level 1
Kicking dirt over the fire and instructing you on how to break camp, the two of you head out to find some bandits.

Inezka informs you of her mission, to find and kill a bandit chief that has been raiding a nearby village. The village headman has promised a large sum of Thrones, a common gold currency, for the bandit chief's head and extra Thrones for the heads of his lieutenants.

Bandit hunting. Mother hunted bandits once, when she was younger and starting down the road to becoming a Chevalier, a Mage-Knight of the crown, and commander of the elite Manticore Knights. The thought that you would be starting down her road sends a shiver of excitement through your body.

"Here." Inezka hands you a small bag and you find it stuffed full of large objects, "Hand Cannon shells, for your gun." Your...oh, she must mean your pistol. A Hand Cannon, then this must be the ammunition. Hopefully Inezka will show you how to operate the weapon properly, it would be a shame to let it not be used.

Though you aren't certain of your skill with the sword at your belt either. It has been a long while and your recent trials have made a mess of your memories of proper short sword forms. Still, you can fight, if it comes down to it.

As the two of you head through the forest, you look around, hoping to find something.

Perception Roll: (4d10.takeHighest(2)=14)

Nothing, the forest is quiet.

The forest is...you try to shout a warning, but suddenly four bandits leap out of the bushes and your mind suddenly seems to speed up as you take in the situation.

Louise Initiative Roll: (1d10+4=11)

Inezka is surprised and loses her first turn!

You're the only one who can act, as the ambush has taken Inezka by surprise.

Bandit Initiative rolls: (1d10+3=13, 1d10+3=11, 1d10+3=5, 1d10+3=12)

The bandits, except for two, are going to attack first, and the leader comes straight at you!

"Pretty little brat, you'll be fun to play with."

You don't even realise you've drawn the Hand Cannon and are trying to aim it as the bandit stabs at you with his knife.

Bandit Attack Roll: (3d10.takeHighest(2)=14)
Hit Location: (1d10=3)


The knife strikes the leather armour on your chest and you feel the blade try to punch through your armour to reach your flesh.

Bandit 1 Damage Roll: (7d10.takeHighest(2)=19)
Exploded Die: (1d10=5)
Initial Damage: 24
Heavy Leathers AP: 3
Louise's Resilience: 4
Louise loses 4 hitpoints.


HP: 6/10

The other three bandits hold back, clearly expecting their fellow to be able to finish you as Inezka, instead turning to deal with Inezka. Your eyes narrow even as you gasp from the pain of the blade sliding into your flesh, but your response is clear as you pull the trigger.

Louise Attack Roll: (4d10.takeHighest(2)=10)

But it's not enough, you know you're going to miss. And that is unacceptable.

Pressure Points Spent: 3
Final To-Hit Result: 13, Hit.


Your hand shifts minutely and the gun barrel shifts in line with the bandit as the massive bullet exits the gun with a roar and flash of fire. You don't even feel the recoil.

Hit Location: (1d10=4)

The bullet smashes into the man's un-armoured chest. You see flesh twisting and tearing from the impact.

Louise Damage Roll: (6d10.takeHighest(4)=31)
Exploding Die: (3d10=13)
Exploded Die: (1d10=6)
Initial Damage: 50
Bandit 1 Resilience: 4
Bandit loses 12 Hit Points!


Bandit 1 HP: -7/5

The man doesn't just die. The sheer power of the weapon causes his upper body to simply explode in a shower of gore and blood, raining pieces of flesh, bone and organ down around the forest and onto everyone else. Surprisingly, you remain pristine as you watch the man's head and the thin strips that are holding his arms and shoulders to what remains of his neck land with a wet slapping noise in a nearby tree.

Faithful Hunter Cylinder: 9/10
Spare Ammo: 30


The other bandits can only stare in disbelief at seeing a slip of a girl kill one of their own easily. And then one of them starts screaming before the others join in with their own horrified cries.

Bandit 2 is Panicked! He loses his turn!
Bandit 3 is Panicked! He loses his turn!
Bandit 4 is Panicked! He loses his turn!


Inezka manages to recover and draws her own blade, "You frakkers!"

Inezka Initiative Roll: (1d10+6=8)

You draw the sword and holster the Hand Cannon, feeling strangely calm about the situation, but ignore it in favour of preparing yourself for the rest of the fight.

Pressure Points restored.

Pressure Points: 3
Action Points: 2


[]Let the GM handle the next turn.
[]Write In a Stunt:


GM: Stunts and You
Stunts are descriptive scenes you use to create a better outcome in a combat situation. Stunts can award 1, 2, or 3 extra dice to a single action depending on how well written it is.
1-die stunts have to be more descriptive than 'I punch a guy'. 2-Die Stunts have to use the environment in some way. And 3-die stunts have to do both of those and be well-written enough to impress me, the GM.


GM House Rule: Pressure Points and Action Points.
Pressure points are directly used to modify dice roll results in a more favourable direction. One point spent gives +1 to the result. You gain Pressure Points equal to 3 times your Excellence Stat, and they refresh every turn in this quest. Unspent points are simply wasted, so spend, spend, spend!


Action Points though, are restored at the end of combat.

GM Note: The Faithful Hunter
Imagine what a Legendary weapon could have done. :D
 
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Treefall
[X]Elder Haman's Stunt: Treefall

You want to impress upon Inezka and yourself that you are not as weak as everyone always treats you. Unfortunately you are quite aware that you are not the best at using a sword, and while the gun worked out beautifully, you instinctively want to show off what your magic can do. If only you could cast a powerful wind blade or a fireball. The only thing you're good at with magic is making things explode.

Still... making things explode can be quite useful in combat. There is a large tree to the left of the bandits, targeting it should shower the bandits with deadly wood splinters, damaging all of them and increasing their terror even more. Your lips curl deviously, you will show these commoners what it means to attack a noble.

You draw your wand, brandishing it while speaking, "You dare to attack the scion of the de La Vallière family!?" As you speak, you gather your willpower and point your wand at the large tree next to the bandits before expelling your will through her wand and at the tree, willing it to explode in a hail of splinters. "Fireball!"

Louise Spellcasting Roll: (8d10.takeHighest(3)=27)
Exploded Die: (1d10=8)
Result: 35, 4 Hits!


For two seconds nothing happens and the bandits stare at you before one of them laughs, "What the frak was that supposed to-"

And then the lower half of the nearby tree suddenly is not there any more. Instead, a hail of sword-sized shivers blast outwards from the tree trunk, tearing into the bandits.

Environment Damage Roll: (5d10.takeHighest(3)=23)
Initial Damage: 23
Bandit Resistance: 4
Bandits lose 5 hitpoints!


Bandit 2 Hit Location: (1d10=9) Right Arm!
Bandit 3 Hit Location: (1d10=3) Chest!
Bandit 4 Hit Location: (1d10=5) Chest!


Bandit 2: 0/5
Bandit 3: 0/5
Bandit 4: 0/5


The three men don't stand a chance as pieces of wood tear into their skin and flesh, the impacts knocking them down but they don't rise, instead screaming and wailing in agony from the large chunks of wood that have slammed into their chests and in one case, arm. You stare at the carnage as the tree shivers and wobbles, unsettled by the sudden lack of most of the lower trunk. Looking up at the tree, you realise that it's a massive example of wood.

By some miracle, you and Inezka are unscathed as with an almighty cracking sound, the upper half of the massive tree's trunk, having now lost its supporting base, falls downward, leaning to the right, and collapses directly onto the three bandits, who scream in horror as they see the mass of wood falling their way.

Environmental Damage Roll: (5d10.takeHighest(5)=28)
Initial Damage: 28
Bandit Resistance: 4
Bandits lose 7 Hitpoints!


Bandit 2: -7/5
Bandit 3: -7/5
Bandit 4: -7/5


Their screams don't last long as with an earthshaking crash, the tree lands on top of their bodies and you witness three men being crushed like insects, spraying blood and pulverised organs across the ground.

You and Inezka stare at the ruin that has been wrought, before the woman simply whispers, "Hail Khorne for this victory, may their blood soak your throne." She turns to you, eyes wide with disbelief and...pride, "That was incredible. How did you cast such a powerful spell?"

You allow a proud smile to come across your face, "I am a student of the Tristain Academy of Magic, and the daughter of the Valliere family. These scum are nothing compared to me!" A little much, but you'll take what you can, simply because this woman won't mock you for having defective magic.

You smile, you are Louise Valliere, and tonight you have won your first real battle as a mage.

'Mother, I hope you're watching, where-ever you are.'

Approaching Inezka, the woman sheaths her sword as she looks around, "Powerful magic, but strange. Most mages, when they call upon the Warp, would have created some manner of effect on the world."

You frown slightly, "What is the Warp?"

The woman starts as you both begin to continue your hunt for the bandit camp, "The Warp? The Immaterium? The realm of Magic and Emotion that all mages use to cast spells and vessels use to travel between the Crystal Spheres? That Warp?"

Your frown deepens, "I know not of any Warp. I was taught that all magic is in nobles born with the talent, and that one need only continue casting as long as their own stamina and willpower lasts."

There is a long silence as the two of you trudge through forest, before Inezka speaks up again, voice serious and calm, "Do not reveal this strange magic of yours Louise. There are mages, powerful ones, who would do all in their power to find out your secrets, and if they do, it will mean your death." The seriousness in her tone makes you pause for a moment, before you decide that it makes sense. Who knows what sort of people the mages of this place are? Especially if they use some strange place called the Warp instead of their willpower like sensible people.

"I promise." You reply simply and like that the matter is settled.

Eventually, it comes time to make camp again as Inezka finds a safe cave for the two of you to rest in as a rumble of thunder indicates a coming storm.

As the first drops of rain begin to fall and a fire roars happily, Inezka turns to you, "I think that now we can spare some time for training. What do you say?"

You smile.

Louise has gained 800 Experience Points.

GM: Experience points are the currency on improving your character. As GM, I would offer you some skill focus packages before the option to write in XP spending, but that's boring, so I'm leaving it up to you to build Louise how you all see fit to vote for.

First, here's your current class, the Mercenary.

Characteristics: Strength, Constitution, Wisdom
Skills: Command, Scrutiny, Common Lore, Athletics, Ballistics, Weaponry, Perception, Brawl
Feats:
-Armor Proficiency (Light)
-*Armor Proficiency (Medium)
-Speak Language (Any)
-*Peer (Mercenary Organisation)
-Sound Constitution
-Weapon Proficiency (Basic)
Completion Bonus: +2 Max Hitpoints

Feats marked with stars are optional. Feats without stars are mandatory to level out of the class.

The completion bonus is gained for acquiring all feats in the class.

Spending experience is based on the following guide:

-Improve a Characteristic: 100 x Current Rank
-Improve Devotion: 50 x Current Rank
-New Skill: 100
-Improve a Skill: 50 x Current Rank
-New Sword School or Magic School: 200
-Improve a Sword School: 100 x Current Rank
-Improve a Magic School: 100 x Current Rank
-Improve your Power Stat: 200 x Current Rank
-Buy a Feat: 100 per Feat

Your Power Stat, Magic and Sword Schools are capped at your current character level. Due to your Able Learner Asset, you can learn/improve skills on your skill list and improve characteristics that aren't in your class, but the costs are doubled. These represent the difficulties Louise is going to have in learning things by herself, rather than having Inezka teach her.

[]Spend your experience points now.
 
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Education...And Worry
[X]XP Plan: Auks

Hitpoints Restored!

Inezka is true to her word as she begins training you in the finer points of how to fight, deciding that your sword forms are 'passable for an amateur' that she focuses on helping you with the handling and maintenance of your other weapon, the Hand Cannon. Sitting cross-legged next to you, the woman observes you while quietly and calmly instructing you on how to reload the massive shells, how to check if the barrel is clean ("Look this way, not down the barrel, stupid girl!"), and how to clean it by handing you a small cleaning kit and showing you when to apply the oils and various acrid unguents ("No, you don't need to pray, I do it out of habit.") before you give the weapon's silvered skin a good polishing, enough to make it gleam but not shine.

"You're a fast learner, most pups hardly ever do their first cleaning and maintenance rites so thoroughly," Inezka's praise causes your cheeks to flush as you pack away the cleaning kit and go to hand it back to her but she shakes her head, "Keep it, you'll need it more and I have spares." To prove her point she takes out a larger kit and un-slings her strange musket, humming something as she starts to take it apart. Strangely enough, unlike the mechanical workings of your Hand Cannon, you see strange lenses and arrangements of wires as she removes the casing on one part.

Noticing your curiosity, Inezka shifts to give you a good view, "First time seeing a Lasgun?"

"Lasgun? Is that what this is?" You ask while watching with rapt attention as her hands expertly clean and polish lenses and rub dirt off the pins connecting the various metal wires that do whatever strange art they perform.

"Yep, it's one of the most common weapons in the Wheel, manufactured in all kinds of Crystal Spheres..." She chuckles, "You don't understand half of what I'm saying, do you?" She chuckles again when you shake your head.

"Well then, I guess I can teach you a few more things."

As she finishes cleaning her weapon, you settle back as the woman nods thoughtfully, "The first thing you need to know, is about the Crystal Spheres..."

So the woman tells you about the Crystal Spheres, the barriers that hold anywhere from single worlds to many, and even contain single realms of impossible design. A realm where all the colour is drained out to a grey morass? A realm of infinitely long tunnels hiding all manner of horrors? If the woman didn't look so serious you'd laugh, but you find yourself curious when she speaks about the impenetrable walls of crystal that enclose and protect them in an uncaring sea of astral nothingness.

"So how did you come here? You speak of some of the places in your stories as if you were there?" The question is innocent enough, but you feel it may be important as Inezka nods.

"You're correct. I was born in the Crystal Sphere of Dunheim's Landing, a frontier colony of the Imperium of Man founded by a missionary of Sigmar. Tirrim is a city on that world, and when I was able, I left by working my passage as security on a Spelljammer."

"Spelljammer?" An interesting word, one you file away in your mind.

"Ships. Unlike ones that sail on water, these ones sail the void of the Astral Sea and can enter the Warp to journey between Spheres."

"Wait!" You speak up, "Didn't you say that the Warp is where all magic comes from as well?"

Inezka nods, "Paying attention? Yes, it is, and while I would never cast a spell, Khorne willing, there are those who do, like you. But the Warp is also a realm where a ship can cross the Wheel in days, weeks at most, rather than try to sail through the Astral Sea for months or years at a time. The Warp is dangerous, but it's value is immense."

She pulls out a small book, "Speaking of immense value, I think you need to know how to speak to other people. Your tongue is similar to what is commonly spoke by the Imperium, but most other races have languages that are nearly impossible for us to understand, so I'm going to teach you the Trade Language."

"Trade Language?" You ask.

Inezka nods, "Yes, a common tongue used by all civilised species that can also be understood by many primitive ones as well. Trade Language is the most common tongue in the Great Wheel, so you'll need to know it because many beings don't speak human languages. Opening the book, she motions you closer and begins running through the first, unfamiliar words of a new tongue, but you feel excitement at learning a new language as you haltingly try to pronounce the words.

***​

Looking out at the storm, you watch the rain pour down as more wood is tossed on the fire and the older woman prepares dinner. Field rations and some rabbits caught on the move, a good filling meal that you now know how to make yourself.

"That's the thing about this sphere," Inezka speaks up as your mind drifts to memories of studying in your room while a raging storm howled outside, "The days are bright and sunny, but the storms here are incredibly fierce. I've seen visibility drop so sharply that you're fighting blind if you do manage to know where the enemy is." The woman laughs, "If he's smart, our quarry will be hunkered down somewhere he can wait out the storm as well, somewhere defensible."

You look out at the pouring rain, trying to see if you really can spot something out there.

Action Point Spent: 1
Louise Perception Roll: (6d10.takeHighest(3)=21)
TN 20: Success!


There! You can barely see anything in that wall of water and even then not clearly enough to make out details, but you spot what looks like a torch in the forest. You quickly wave to Inezka, who draws closer as you point, "There! A light!"

The woman squints, trying to look through the downpour to see what you spotted.

Inezka Perception Roll: (4d10.takeHighest(2)=10)
TN 15: Fail!


She shakes her head, "I can't see anything in that mess. You're certain?" You nod, you know what you saw! Even now you can still pick out the orange-red light moving slowly through the forest.

Inezka looks thoughtful, "It could a scout, if they find us we could be in trouble, especially if they go back for their friends." She picks up her Lasgun and checks the power-pack, "I'm going to go check it out. Stay here and watch the camp."

"But-"

Inezka turns and smiles at you, "I'll be fine, if there's too many I'll come back to get you and we'll move on." With that, she vanishes into the driving rain and you uneasily settle down to keep an eye on dinner.

***
It's been three hours...Inezka should have been back by now. You worriedly look out at the storm, trying to spot some sign of her, but can't see anything this time.

You pace, worry gnawing at you. What if she's been captured? What if she's injured? Unable to come back?

You want to search for her, but you also know that leaving puts the camp at risk of discovery.

Should you go search for Inezka?
[]Yes
[]No
 
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Trailsign And Bandit Camp
[X]Yes
-[X] Pack up the camp before you go. Put the most valuable items in your pack, and conceal those items that you can't take with you. Maybe you can put them beneath a bush and cover them with leaves or something.


Inezka's pack is full of ammunition, rations and various maps along with some kind of black box with what looks like a Hospitalier's cross on it. Shrugging, you stuff it into your pack along with another small pack stuffed full of Hand Cannon ammunition, just in case, along with some rations and ammunition for Inezka's weaponry.

Looking around, you find a thick bush that should act as suitable cover for the pack since the bush is growing out of a natural depression that conceals the pack from sight perfectly. Nodding to yourself, you turn and gather your cloak around you before shifting the leather hood of your armour to stop the rain before dashing into the rain.

Finding Inezka's trail is impossible in the driving rain and you don't have much training in tracking anyway. But you find that the woman has carved markers into the trees, likely to help find her way back from her investigations. Following them, you quickly trace a path over a small river that was swollen to overflowing with rainwater using a nearby stone pillar that had been carved by enterprising hands into a bridge of sorts.

But the trail stops at a small clearing. Frowning, you take a closer look at your surroundings.

Louise Perception Roll: (5d10.takeHighest(3)=26)
TN20. Success! One Raise!


You find it easily enough, the scarring by some kind of projectile weapon left on trees and thick bushes, cuts in trees and furrows in grass left by blades, and somehow untouched by the rain in a few spots, you find blood. There was a fight here, and that means that Inezka has been captured. You can't let her be killed, you won't allow it to happen, and that means you need to find her. You quickly begin searching for some kind of trail-sign.

Louise Perception Roll: (5d10.takeHighest(3)=24)
TN20. Success!


There! You quickly run over and find depressions in the thick grass and undergrowth that indicate the passage of many human feet, and someone...perhaps something larger than a human. Still, you have a clue and quickly run after the trail into the deep woods, where the canopy begins to thicken to the point that the rain is unable to penetrate for the most part and instead pools and breaks through in miniature waterfalls as you continue following the trail.

***

You follow the trail for hours, your strangely perceptive eyes (you've got keen eyes, but this is ridiculous, praise God) finally leading you to a small bluff inside the forest, where you are able to see your destination. Your lips curl into a contemptuous sneer as you look at the bandit camp.

This clearly what Inezka had been hunting for, but where was she? Your eyes sweep across the camp.

Louise Perception Roll: (5d10.takeHighest(3)=25)
Exploded Die: (1d10=2)
Result: 27
TN15. Success! Two Raises!


You spot her easily, inside a cage with a bunch of other captives. Other humans, a large brutish creature with green skin that reminds you of the Orcs of home and perhaps this is what an Orc is in the 'Great Wheel', some people in strange concealing suits and...your blood freezes and you suck in a shuddering, fearful breath as you see it.

An elf? These cut-purses have an elf captive? Did they not know what kind of monster they held? Elves were the Anathema! Spirit-users able to slay armies! And they had one in a cage? You remember Inezka telling you that the elves here are supposedly weaker and shouldn't be feared, but they look so much like the legends that you have a very hard time believing that.

Still, you need to rescue them. Noblisse Oblige, the Noble Obligation, drilled into you by Mother alongside the Rule Of Steel, compels you to rescue them as any dutiful, good and God-fearing noble should.

And the only real way is to find a way to clear out the bandit camp, free Inezka and anyone who can fight, and then kill the bandit leader.

Speaking of which...

Louise Perception Roll: (5d10.takeHighest(3)=25)
Exploded Die: (1d10=2)
Result: 27
TN20. Success! One Raise!


Oh...oh my. You watch as a huge giant of a man walks into view from the largest tent, long blonde hair styled into braids and you even spot small braids capped with tiny ivory skulls in his beard. Founder and God, the man must be at least eight feet tall. No wonder this bandit group had such a large bounty on their heads, with the giant as a leader, it's clear that he would truly cause problems for any towns and villages. The massive axe on his back also lends credence to his power.

As does the heavy plate that covers his body. A simple sword isn't going to penetrate that.

Bringing him down will require more than just your magic, sword and Hand Cannon. You need Inezka and perhaps the other prisoners to bring him down.

You need to strike, and quickly.

[]Go now, hit them while they are unaware.
-[]Stunt It!


[]Wait until they sleep. If they are asleep, they'll be more vulnerable.
-[]Stunt It!


[]You need discretion, try to sneak in.
-[]Stunt It!


[]Stunt a plan!
 
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