CitrineTheCat

Maudlin: The Witch

Jan 7th, 2020
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  1. [collapse=The Town of Maudlin Character Sheet][hr][hr][big][b]Name:[/b] ___ [b]Level:[/b] 1 [b]XP:[/b] 0 [b]Coin:[/b] 0[/big]
  2. [big][b]Armor:[/b] 0 [b]Hit Points:[/b] ___ [b]Damage:[/b] 1d4 [b]Carry Weight:[/b] ___[/big]
  3.  
  4. [b]STR:[/b] ___ [b]DEX:[/b] ___ [b]CON:[/b] ___
  5. [b]INT:[/b] ___ [b]WIS:[/b] ___ [b]CHA:[/b] ___[hr][hr]
  6. [center][big][b]Special Moves[/b][/big][/center][hr][hr][eicon]The_Quickening[/eicon] [big][b]Evil Eye[/b][/big]
  7. When you [b]point and stare at a target[/b], roll+CHA.
  8. On a 10+, choose one effect from the list below. The curse lasts as long as you like until it's dismissed.
  9. • Omen: The bearer is besieged by visions of their death both real and imagined, freezing them with fear if they're capable of it.
  10. • Plague: The bearer gets unpleasantly ill. They take the [b]Sick[/b] debility.
  11. • Withering: The bearer deals -2 damage ongoing.
  12. • Unease: The bearer can't focus, and takes disadvantage on their next damage roll.
  13. • Carnal: The bearer is stricken with lust and acts on sensual instinct alone.
  14. On a 7-9, the effect is fleeting or less-than-effective.
  15.  
  16. [eicon]Expose[/eicon] [big][b]Scrying[/b][/big]
  17. When you have a personal belonging of someone else's, roll+WIS.
  18. On a 10+, you can see the world from their eyes.
  19. On a 7-9, you can still see them, but choose one of the following:
  20. • They know they're being watched.
  21. • A terrible secret of yours is revealed to someone around you.
  22. • Your visions are fleeting and won't last for long.
  23.  
  24. [eicon]Every_rose_has_its_thorn[/eicon] [big][b]Secret Life[/b][/big]
  25. When someone tries to detect something about your magical nature, you can tell them whatever you like.
  26.  
  27. [eicon]Curious_Incantation[/eicon] [big][b]The Craft[/b][/big]
  28. Your spells are a part of you, just as they're a part of the world around you, rather than some boon of a God or mantra from a tome. You start out with two first level spells as well as the cantrips. Whenever you gain a level, you learn a new spell from either the Wizard or Cleric spell lists. When you have a short rest to attune yourself with reality, you:
  29. • Lose any spells you already have prepared
  30. • Prepare new spells of your choice from your spellbook whose total levels don’t exceed your own level+2.
  31. • Prepare your cantrips which never count against your limit.
  32.  
  33. [eicon]Weakening_Curse[/eicon] [big][b]Cast a Spell[/b][/big]
  34. When you [b]weave a spell into existence[/b], roll+CHA.
  35. ✴ On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again.
  36. ✴ On a 7–9, the spell is cast, but choose one:
  37. • You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
  38. • Your communion with the voice of the world is temporarily severed; you cannot cast spells for 1d4 rolls.
  39. • Your magic spirals out of control, taking on a life of its own. The GM will tell you how.
  40. Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.[hr][hr]
  41. [center][big][b]Advanced Moves[/b][/big][/center][hr][hr]
  42.  
  43. [hr][hr]
  44.  
  45. [center][big][b]Spells[/b][/big][/center][hr][hr]
  46. _____
  47. _____
  48. _____
  49. _____
  50. _____
  51.  
  52. [hr][hr]
  53.  
  54. [center][big][b]Inventory[/b][/big][/center][hr][hr]
  55. _____
  56. _____
  57. _____
  58. _____
  59. _____
  60.  
  61. [hr][hr][/collapse]
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