197158-sample
197158-sample
m
pl
e
fil
e
e
fil
e
.
The text of Maze Rats is licensed under the Creative Commons CC BY 4.0 license.
See page 28 for more details.
e
other side. After each round, reroll initiative. This Typical situations for making a morale check in-
may result in a side taking two consecutive turns.
Danger Rolls clude when an NPC loses half of their force (when
Whenever possible, a PC’s actions should be re- On a side’s turn, each of its characters, in any order, in a group), loses half of their health (when alone),
solved by its player simply describing what the may move about 30 feet and take one action. Types loses their leader, or is attacked by magic.
fil
character does. However, if the action is risky and of actions include: attacking a target within range, Most NPCs should not get into fights that they can-
difficult to resolve through description, the GM casting a spell (see the Magic page), drinking a po- not win, and should tactically retreat or sue for
may call for a Danger Roll. The player rolls 2d (two tion, making a second move, etc. peace if it makes sense, even without a morale roll.
Maze Rats is a fantasy adventure game (also known six-sided dice), and adds the proper ability bonus. If If a group ambushes another group or NPC, it auto-
the total is 10 or higher the PC avoids the danger. If Healing
as a roleplaying game, or RPG) of exploration, prob- matically gains initiative, as well as advantage on all
not, the GM describes how things go wrong. Dan- PCs recover 1 point of lost health when the PC eats a
lem-solving, and survival. One player acts as the attack rolls during the first round. The leader of the
ger rolls usually fail, so players should do every- meal and then gets a full night of rest. 24 hours of
Game Master (GM) while the remaining players ambushed group may be permitted a WIL danger
thing they can to make risky situations less so. rest in a safe location restores all health. A dose of
take on the role of Player Characters (PCs). roll to avoid surprise.
medicine restores 1 point of health, once per day.
Although paper, pencils, and dice are involved, the � Add the Strength bonus (STR) when using raw Combat Encumbrance
core of the game is a conversation; the GM tells the power, stamina, or physical resilience. Characters have a base armor rating of 6. Light ar-
e
� Add the Dexterity bonus (DEX) when using All of a PC’s items must have a recorded location:
players what is happening, the players tell the GM mor and shields provide +1 armor each, while heavy
speed, agility or precision. worn, in the backpack, on the belt, or carried in the
what their characters to do in response, and the GM armor provides +2 armor. Shields use one hand and
� Add the Will bonus (WIL) when using force of hands. Belts carry up to two items, and backpacks
describes how their actions in turn affect the world. so cannot be used with two-handed weapons. Char-
personality, perception, or willpower. can carry as much as a backpack could reasonably
The GM is the game’s host and facilitator. This job acters in heavy armor cannot gain advantage on
fit. Belt items can be grabbed in combat at any
If one character takes an action against another, DEX danger rolls or surprise attack rolls.
is the most difficult, but also the most rewarding. A
good GM is someone with a great imagination and
good people skills, who enjoys improvising and
helping others have fun. Their primary duties in-
clude: playing the roles of all of the Non-Player
Characters (NPCs), creating and running the fic-
tional world, establishing concrete situations for
the players to interact with, adapting to the unpre-
dictable choices of the players, making rulings on
Advantage
pl
the GM may decide to call for an Opposed Danger
Roll. In this case, both characters make a danger
roll, with each trying to beat the other’s total in-
stead of trying to roll a 10+. Defenders win ties.
Leveling Up
All PCs begin at level 1, and gain levels over the
course of the campaign. At the end of each session,
the GM awards 1-3 Experience Points (XP) to all
PCs based on how much the party achieved.
� Showed up to the game: 1 XP
� Overcame a difficult challenge: 2 XP
m
may grant Advantage to the roll. In this case, the to the defender equal to the difference between the
how and when to apply rules in a particular situa- player rolls 3d instead of 2d and uses the two high- � Overcame an impressive challenge beyond their
two scores. Heavy weapons add 1 to this damage
tion, and finally inventing, altering or entirely re- est dice. Attack rolls may also have advantage if the expected ability: 3 XP
(but not the initial attack roll), while unarmed at-
moving game rules if it improves the game. situation calls for it. Only one advantage die may be When a PC has enough XP, they gain a level. After
tacks subtract 1 damage (but may not reduce dam-
If this sounds challenging, it is! But don’t worry, added to a roll. If several advantages apply to the reaching level 7, the PC may retire and become an
age to 0). If the attacker rolled double sixes, the roll
Maze Rats offers plenty of tools, advice, and useful PC’s action, the action is usually no longer risky. NPC. The player then makes a new level 1 PC.
is a Critical Hit and the total damage is doubled, or
content for making running the game as smooth NPC Reactions some other effect is applied at the GM’s discretion.
and stress-free as possible. If the PCs come across a monster or NPC whose Subtract the damage from the defender’s Health. LVL XP Level Features
Sa
disposition is unknown, roll 1d on the table below. 2 2 +2 max health, +1 to an ability bonus
In contrast to the GM, the players’ jobs are simple: If the defender has a shield, they may choose to
+2 max health. Pick one: attack bonus +1,
roleplay the personalities and choices of their PCs, 1 2-3 4-5 6 shatter it when they are hit by an attack to ignore all 3 6
gain a new path, or gain a spell slot.
interact with the situations presented by the GM, Hostile Wary Friendly Helpful damage from that attack.
and work together to stay alive and hopefully pros- 4 12 +2 max health, +1 to an ability bonus
Hostile NPCs will attempt to hinder, harass, or at- If a character ever has zero or less health, they are
per. Characters grow in strength the longer they +2 max health. Pick one: attack bonus +1,
tack the PCs. Wary NPCs are unhelpful unless immediately slain. When a PC is slain, its player 5 20
survive, but Maze Rats presumes a world full of gain a new path, or gain a spell slot.
given significant motivation. Friendly NPCs will creates a new first level PC, or takes over a first level
peril, so only the cleverest of players will see their 6 30 +2 max health, +1 to an ability bonus
help as long as it doesn’t inconvenience them. Help- NPC hireling. The GM then has them rejoin the
PC live long enough to retire from the adventuring ful NPCs will help even when it’s inconvenient. +2 max health. Pick one: attack bonus +1,
group as soon as possible. 7 42
life and enjoy their ill-gotten gains. gain a new path, or gain a spell slot.
2 3
2. Record maximum health 6. Roll or create appearance 9. Roll or create clothing
Your PC begins with 4 maximum health and 4 cur-
Aquiline Bullnecked Furrowed Antique Decaying Flamboyant
rent health. PCs add 2 to their maximum health
Athletic Chiseled Gaunt Battle-torn Eccentric Food-stained
(but not current health) each time they gain a level.
e
Barrel-Chested Coltish Gorgeous Bedraggled Elegant Formal
Making a Player Character 3. Choose starting feature Boney Corpulent Grizzled Blood-stained Embroidered Frayed
Create your character at the beginning of a new Brawny Craggy Haggard Ceremonial Exotic Frumpy
Your PC begins with one of the following features:
campaign along with the other players. If your Brutish Delicate Handsome Dated Fashionable Garish
character dies during the game, you should make a � A +1 attack bonus (add 1 to all attack rolls).
Grimy Oversized Sigils
fil
new one right away. The random tables from the � A single spell slot (cast one spell per day, gener- Hideous Sinewy Towering
Characters pages can be used to flesh out your char- ated from the tables on the Magic page). Lanky Slender Trim Haute couture Patched Singed
acter if you want a bit more detail. Drawing a por- � A single path from the four following options Pudgy Slumped Weathered Lacey Patterned Tasteless
trait of your character is highly encouraged, as is (gain advantage on related danger rolls): Ripped Solid Willowy Livery Perfumed Undersized
adopting a mannerism or two when speaking in Rosy Square-Jawed Wiry Mud-stained Practical Wine-stained
Briarborn: Tracking, foraging, survival.
your character’s voice. Scrawny Statuesque Wrinkled Ostentatious Rumpled Worn out
Fingersmith: Tinkering, picking locks or pockets.
Roofrunner: Climbing, leaping, balancing.
Random Tables Shadowjack: Moving silently, hiding in shadows. 7. Roll or create physical detail 10. Roll or create personality
The tables that have 36 results are organized into 6 Acid scars Bronze skinned Exotic accent Bitter Cunning Honor-bound
groups of 6 results each. To randomly pick an item
from one of these tables, roll 2d separately. The first
4. Roll or choose six items Battle scars Burn scars Flogging scars Brave Driven Hotheaded
Birthmark Bushy eyebrows Freckles Cautious Entitled Inquisitive
e
Record the location of all items, armor, and
die points to a group, while the second die points to Braided hair Curly hair Gold tooth Chipper Gregarious Irascible
weapons: hands, worn, belt, or backpack. Belts
an item within that group. For example, rolling “4, Brand mark Dark skinned Hoarse voice Contrary Grumpy Jolly
carry up to two items, and backpacks can carry as
2” on the appearance table means group 4, item 2: Broken nose Dreadlocks Huge beard Cowardly Heartless Know-it-all
much as a backpack could reasonably fit.
Lanky. Bolded items refer you to another random
table where you should roll again. Animal Scent Chisel Grease Long hair Nine fingers Sallow skin Lazy Righteous Spacey
Iron tongs
Lantern and Oil
Large Sack
pl
Crowbar
Fishing Net
Glass Marbles
Glue
Grappling Hook
Metal file
Rations (3)
Rope (50 ft.)
Hacksaw
Hammer
Hand drill
Horn
Iron spikes
Interrupts
m
mechanical effects. The GM may take it into ac- Breathy Enunciates Laconic
1d Strength Dexterity Will Lockpicks (3) Steel wire Vial of Acid
count, however, when deciding what the PC knows Chuckles Flowery speech Laughs
1 +2 +1 +0 Manacles Shovel Vial of Poison
or who their contacts are. Clipped Gravelly voice Long pauses
2 +2 +0 +1 Medicine (3) Steel mirror Waterskin
Alchemist Contortionist Fence Cryptic Highly formal Melodious
3 +1 +2 +0
Beggar-prince Counterfeiter Fortuneteller Deep voice Hypnotic Monotone
4 +0 +2 +1 5. Choose combat gear
Blackmailer Cultist Galley slave
5 +1 +0 +2 PCs start with: light armor (+1 armor), a shield (+1 Mumbles Rapid-fire Street slang
Bounty-hunter Cutpurse Gambler
6 +0 +1 +2 armor, 1 hand), and two weapons: Narrates Rhyming Stutters
Chimney sweep Debt-collector Gravedigger
Sa
� Light weapons (1 hand): Axes, daggers, maces, Overly casual Robotic Talks to self
If you want your abilities to be more randomized Coin-clipper Deserter Headsman
short swords, flails, one-handed spears, etc. Quaint sayings Slow speech Trails off
(and possibly unbalanced), the GM may also allow Rambles Speechifies Very loud
� Heavy weapons (+1 damage, 2 hands): Spears, Hedge knight Peddler Slave
you to roll 1d for each ability separately. Random facts Squeaky Whispers
halberds, long swords, warhammers, etc. Highwayman Pit-fighter Smuggler
1d Ability Score � Ranged weapons (2 hands): Bows, crossbows, Housebreaker Poisoner Street performer
1-2 +0 slings etc. Kidnapper Rat-catcher Tattooist
3-5 +1 Mad prophet Scrivener Urchin 12. Record name, level, and XP
Characters have a base armor rating of 6. Wearing Keep your name short and memorable. You begin at
Mountebank Sellsword Usurer
6 +2 light armor increases it to 7, and holding a shield in level 1 and with zero XP.
one hand increases it to 8.
4 5
Physical Effects Ethereal Effects Mutations
Animating Crushing Fusing Avenging Compelling Dispelling Use these results for magical curses, or spells that have
Attracting Diminishing Grasping Banishing Concealing Emboldening gone wrong somehow.
e
Binding Dividing Hastening Bewildering Deafening Encoding Ages Animal eyes Cyclops
Generating Spells Blossoming Duplicating Hindering Blinding Deceiving Energizing Attracts birds Animal head Extra arms
If a PC has spell slots, its player must generate Consuming Enveloping Illuminating Charming Deciphering Enlightening Child-form Animal legs Extra eyes
spells to fill them. This is done during character cre- Creeping Expanding Imprisoning Communicating Disguising Enraging Corpulence Animal mouth Extra legs
ation and every morning in-game after the PC gets Covered in hair Animal skin Forked tongue
Levitating Reflecting Sealing Excruciating Nullifying Soothing
fil
a full night of rest. Spells in spell slots cannot be re- Animal arms Animal-form Gender swap
moved except by casting them. Opening Regenerating Shapeshifting Foreseeing Paralyzing Summoning
Petrifying Rending Shielding Intoxicating Revealing Terrifying Hunchback Monster Trait Shrinks
To generate a spell, the player first rolls 2d on the Phasing Repelling Spawning Maddening Revolting Warding Item-form No eyes Shrivels
table below to find the spell formula. One die indi- Piercing Resurrecting Transmuting Mesmerizing Scrying Wearying Long arms No mouth Skin boils
cates the row, the other indicates the column. Pursuing Screaming Transporting Mindreading Silencing Withering Lose all hair P. Element-skin Slime trail
1-3 4-6 Loses teeth Second face Translucent skin
Physical Effect + Ethereal Element + Physical Elements Ethereal Elements Monster Feature Sheds skin Weeps blood
1
Physical Form Physical Form Acid Clay Glass Ash Ectoplasm Light
Physical Effect + Ethereal Element + Amber Crow Honey Chaos Fire Lightning Insanities
2 Results in quotation marks are things that are believed to
Ethereal Form Ethereal Form Bark Crystal Ice Distortion Fog Memory
e
Ethereal Effect + Physical Effect + Blood Ember Insect Dream Ghost Mind be true by the insane character.
3
Physical Form Physical Element Bone Flesh Wood Dust Harmony Mutation Always lies Fears birds Fears horses
Ethereal Effect + Physical Effect + Brine Fungus Lava Echo Heat Negation Always polite Fears blood Fears iron
4
Ethereal Form Ethereal Element “Animal-form” Fears books Fears music
Moss Sand Thorn Plague Smoke Thunder
Physical Element + Ethereal Effect + Cannot count Fears darkness Fears own hand
5
6
Physical Form
Physical Element +
Ethereal Form
Physical Element
Ethereal Effect +
Ethereal Element
pl
Sap
Serpent
Slime
Stone
Tar
Physical Forms
Altar Chain
Vine
Water
Wine
Wood
Worm
Elemental
Plasma
Probability
Rain
Rot
Shadow
Ethereal Forms
Aura
Snow
Soul
Star
Stasis
Steam
Bubble
Time
Void
Warp
Whisper
Wind
Cone
Cannot lie
Faceblind
Fears rivers
Fears silence
Fears sleep
Fears sunlight
Fears the moon
Fears fire
Fears gold
“Genius”
“Gorgeous”
Hates violence
“Invisible”
“Invulnerable”
Fears PC
Fears rain
“Mon. Feature”
“Monster Trait”
Must sing
New Personality
Says thoughts
m
typically allow their targets a danger roll to resist or Armor Chariot Eye Beacon Call Cube Fears trees “Mon. Ability” Sees dead people
avoid the effects. If the spell includes damage, the Arrow Claw Fountain Beam Cascade Dance
GM can either set a flat damage rating, or rate the Beast Cloak Gate Blast Circle Disk Omens/Magical Catastrophes
damage as a number of dice from 1 to 6. Blade Colossus Golem Blob Cloud Field All iron rusts Dream plague Fae return
Players may also suggest uses for the spell outside Cauldron Crown Hammer Bolt Coil Form Animals die Endless night Forest appears
of the GM’s description. If the suggested effect Animals mutate Endless rain Forgetfulness
Horn Sentinel Tentacle Gaze Pyramid Swarm
matches the spells name and the situation very Birds attack Endless storm Graves open
Key Servant Throne Loop Ray Torrent
closely, the GM should usually allow it. City appears Endless twilight Lamentations
Sa
e
Antlers Fangs Legless Capture Demand duel Go berserk
Aerial Animals Beak Fins Long tongue Charge Disorient Harry
Creating Monsters Albatross Crane Flamingo Carapace Fur Many-eyed Climb foes Encircle Hurl foes
Maze Rats assumes a world where most of the NPCs Bat Crow Fly Claws Gills Many-limbed Compel worship Evade Immobilize
are human or humanoid. Otherworldly, unnatural, Beetle Dragonfly Flying Squirrel Compound eyes Hooves Mucus
Manipulate Scatter foes Target nearest
fil
or aberrant creatures should be kept to a minimum Bird of Paradise Eagle Goose Eye Stalks Horns Pincers
Mock Stalk Target richest
to increase their impact on the players and game- Butterfly Falcon Gull
Plates Shell Tail Monologue Steal from Target strongest
play. They lurk in the dark, deserted places of the Condor Firefly Hummingbird
Plumage Spikes Talons Order minion Swarm Target weakest
world, hiding from the light of civilization.
Kingfisher Moth Rooster Proboscis Spinnerets Tentacles Protect leader Target insolent Toy with
Monsters should also be surprising, unique, and Locust Owl Sparrow Scales Spines Trunk Protect self Target leader Use terrain
present players with an interesting problem to Magpie Parrot Swan Segments Stinger Tusks
solve: overcoming a foe whose true nature is un- Mantis Peacock Vulture Shaggy hair Suction cups Wings Monster Personality
known. As a result, monsters should be custom de- Mockingbird Pelican Wasp Roll on this table or on the Personality table from the
signed by the GM. Mosquito Pteranodon Woodpecker Monster Traits Characters page.
Creating a monster can be as simple as combining Amphibious Crystalline Fearless Alien Devious Fanatical
e
an animal with an effect, element, or form from Terrestrial Animals Bloated Decaying Fluffy Aloof Distractible Forgetful
the magic tables. However, if the GM desires addi- Ant Caterpillar Ferret Brittle Ether. Element Fungal Bored Educated Generous
tional detail, the monster tables to the right can be Ape Centipede Fox Cannibal Ethereal Gelatinous Cautious Embittered Hateful
used to combine random animals, traits, abilities, Armadillo Chameleon Giraffe Clay-like Ever-young Geometric Cowardly Envious Honorable
features, tactics, weaknesses and personalities. Badger Cockroach Goat Colossal Eyeless Hardened Curious Erudite Humble
Monster and NPC Stats
Health. Weak: 1d. Typical: 2d. Tough: 3d. Hulking: 4d.
Colossal: 6d.
Armor. Unarmored: 6 armor. Light protection: 7 ar-
mor. Moderate protection: 8 armor. Heavy protection: 9
armor. Nigh impervious: 10 armor. Note that armor
can also be used to represent a monster’s resistance
Bear
Boar
Mole
Ostrich
Ox
Porcupine
Rabbit
pl
Deer
Elephant
Rat
Rhinoceros
Scorpion
Sheep
Slug
Horse
Human
Snake
Spider
Squirrel
Tiger
Wolf
Illusory
Intelligent
Iridescent
Luminous
Many-headed
Mechanical
Phys. Element
Planar
Reflective
Rubbery
Shadowy
Sharp
Skeletal
Slimy
Sticky
Stinking
Tiny
Translucent
Jaded
Jovial
Legalistic
Manipulative
Megalomaniac
Melancholy
Monster Weakness
Meticulous
Mystical
Obsessive
Out of Touch
Paranoid
Polite
Psychopathic
Sophisticated
Touchy
Unimpressed
Vain
Xenophobic
m
to mundane weapons, or other factors that would Raccoon Snail Wolverine Monster Abilities
make it difficult to harm. The GM should give the players clues about a monster’s Monsters do not have to have specific weaknesses, but it
Attack Bonus. Untrained: +0 AB. Trained: +1 AB. Aquatic Animals abilities to get them thinking about how to deal with it. can be a good way to reward research and preparation.
Alligator Dolphin Lobster Absorbing Duplicating Gaze weapon Bells Conversation Heat
Dangerous: +2 AB. Masterful: +3 AB. Lethal: +4 AB.
Amoeba Eel Manatee Acid blood Electric Hypnotizing Birdsong Deformity Holy Icon
STR Bonus. Weak: +0 STR. Average: +1 STR. Children Flattery Holy Water
Anglerfish Frog Manta Ray Anti-magic Entangling Impervious
Strong: +2 STR. Powerful: +3 STR. Monstrous: +4 STR. Cold Flowers Home Cooking
Beaver Hippopotamus Muskrat Blinding Ethereal Effect Invisible
DEX Bonus. Slow: +0 DEX. Average: +1 DEX. Nimble: Clam Jellyfish Narwhal Breath weapon Exploding Life-draining Cold Iron Gifts Insanities
Sa
+2 DEX. Swift: +3 DEX. Blurred: +4 DEX. Crab Leech Newt Camouflaging Flying Magnetic Competition Gold Mirrors
WIL Bonus. Dimwitted: +0 WIL. Average: +1 WIL. Octopus Sea Anemone Squid Mimicking Radioactive Strangling Mistletoe Puzzles True Name
Clever: +2 WIL. Brilliant: +3 WIL. Genius: +4 WIL. Otter Sea Urchin Swordfish Mind-Reading Reflective Super-strength Moonlight Riddles Val. Materials
Penguin Seahorse Tadpole Paralyzing Regenerating Telekinetic Music Rituals Weak Spot
Magic. While some monsters may have spells and
Platypus Seal Turtle Phasing Shapeshifting Teleporting Methods Silver Weapon Items
spell slots like a human, most are innately magical.
Pufferfish Shark Walrus Physical Effect Spell-casting Vampiric Phylactery Sunlight Wine
These monsters do not follow the normal spellcast-
Salamander Shrimp Whale Poisonous Stealthy Wall-Crawling Phys. Elements Tears Wormwood
ing rules, and may have abilities that are always ac-
tive or that can simply be used at will.
8 9
Female Names Lower Class Surnames NPC Goals
Adelaide Clover Esme Barrow Coffin Gimble A better life Enlightenment Infamy
Civilized NPCs Alma Constance Fern Beetleman Crumpling Graveworm Acceptance Fame Infiltrate faction
e
Acolyte Brewer Courtier Barsaba Damaris Hester Berrycloth Culpepper Greelish Acquire item Found faction Justice
Actor Bureaucrat Diplomat Beatrix Daphne Hippolyta Birdwhistle Dankworth Hardwick Craft item Freedom Kidnap NPC
Apothecary Butcher Fishmonger Bianca Demona Jessamine Bobich Digworthy Hatman Destroy faction Glory Lead faction
Baker Carpenter Guard Cleopha Elsbeth Jilly Chips Dreggs Hovel Destroy item Impress NPC Learning
Barber Clockmaker Haberdasher Morgot Pepper Trillby Knibbs Rumbold Slee Locate NPC Resolve dispute Serve evil
fil
Blacksmith Courier Innkeeper Minerva Phoebe Tuesday Midnighter Rummage Slitherly Love Restore faction Serve faction
Item-seller Musician Sculptor Nerissa Piety Ursula Needle Sallow Stoker Mastery Reveal a secret Serve ideology
Jeweler Noble Shipwright Odette Poppy Vivian Nethercoat Saltmarsh Tarwater Power Revenge Serve leader
Knight Painter Soldier Olga Silence Wendy Pestle Silverless Tumbler Reach location Sabotage faction Serve the needy
Locksmith Priest Tailor Orchid Sybil Zora Relish Skitter Villin Rescue NPC Serve a deity Wealth
Mason Scholar Taxidermist
Miller Scribe Wigmaker Male Names Assets Misfortunes
Balthazar Destrian Florian These are an NPC’s strong points, attributes that make Abandoned Condemned Discredited
Underworld NPCs Basil Ellis Fox them a valuable ally. Addicted Crippled Dismissed
Bertram Erasmus Godwin Authority Excellent liar Gorgeous Arrested Cursed Disowned
e
Alchemist Contortionist Fence
Beggar-prince Counterfeiter Fortuneteller Blaxton Faustus Hannibal Avoids detection Extremely rich Hears rumors Blackmailed Defrauded Exiled
Blackmailer Cultist Galley slave Chadwick Finn Jasper Calls in favors Faction-leader Huge family Burgled Demoted Famished
Bounty-hunter Cutpurse Gambler Clovis Fitzhugh Jiles Charming Faction-member Huge library Challenged Depressed Forgotten
Chimney sweep Debt-collector Gravedigger Cooks the books Feared Impersonator
Jules Oswald Silas Framed Mobbed Replaced
Erases evidence Fortified base Interrogator
Coin-clipper
Hedge knight
Highwayman
Housebreaker
Kidnapper
Mad prophet
Mountebank
Deserter
Peddler
Pit-fighter
Poisoner
Rat-catcher
Scrivener
Sellsword
Headsman
Slave
Smuggler
Street performer
Tattooist
Urchin
Usurer
Leopold
Merrick
Mortimer
Ogden
Orion
Missions
Mutilated
Overworked
Poisoned
Pursued
Rejected
Robbed
Sick
Sued
Suspected
Transformed
10 11