CitrineTheCat

Maudlin: The Witch Hunter

Jan 21st, 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] 1d8 [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]Tracking[/eicon] [big][b]Hunt and Track (Wis)[/b][/big]
  7. When you [b]follow a trail of clues left behind by passing creatures[/b], roll+WIS.
  8. ✴ On a 7+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel.
  9. ✴ On a 10+, you also choose 1:
  10. • Gain a useful bit of information about your quarry, the GM will tell you what
  11. • Determine what caused the trail to end
  12.  
  13. [eicon]DD_Caltrops[/eicon] [big][b]The Trap Maker's Art[/b][/big]
  14. When you have time and resources and you can build a trap, roll+INT.
  15. On a 10+, hold 4. On a 7-9, hold 2. As you build the trap spend your hold one for one to add these features:
  16. • It does 1d6 damage
  17. • It doesn’t go off unexpectedly
  18. • It is hard to disarm
  19. • It is hard to detect
  20. • It affects more than one creature
  21. • It drops, pushes or throws a creature.
  22.  
  23. [eicon]Away_From_Me[/eicon] [big][b]Turn Undead[/b][/big]
  24. When you [b]assert your presence against the foul and unnatural necromatic forces[/b], roll+WIS.
  25. ✴ On a 7+, so long as you show no fear, no undead may come within reach of you.
  26. ✴ On a 10+, you also momentarily daze intelligent undead and cause mindless undead to flee. Aggression breaks the effects and they are able to act as normal. Intelligent undead may still find ways to harry you from afar. They’re clever like that.
  27.  
  28. [eicon]Flock_Of_Bats[/eicon] [big][b]Superstitious[/b][/big]
  29. You have guarded yourself against the make of nightmares and fairy tales alike, and you have no intention on stopping now. Choose a school of magic at the beginning of each session:
  30. ✴ Conjuration
  31. ✴ Divination
  32. ✴ Enchantment
  33. ✴ Evocation
  34. ✴ Illusion
  35. ✴ Necromancy
  36. ✴ Transmutation
  37. When encountering, deciphering, resisting, or undoing an effect brought about by your chosen school of magic, take advantage on the roll. You always know when something's amiss should the chosen school of magic be used, though the effects might not be entirely clear unless you investigate further.[hr][hr]
  38. [center][big][b]Advanced Moves[/b][/big][/center][hr][hr]
  39.  
  40. [hr][hr]
  41.  
  42. [center][big][b]Inventory[/b][/big][/center][hr][hr]
  43. _____
  44. _____
  45. _____
  46. _____
  47. _____
  48.  
  49. [hr][hr][/collapse]
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