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Knave Barrowmaze 3 Courageous 8 Generous

4 Courteous
13 Idealistic
9 Gregarious 14 Just
18 Serene
19 Stoic
2 Hostile
3-5 Unfriendly
6-8 Unsure
9-11 Talkative
12 Helpful

A rules toolkit created by Ben Milton for running old school fantasy 5 Curious 10 Honest 15 Loyal 20 Tolerant
RPGs without classes. - questingblog.com. Original game licensed under Vice
Saving Throws
Creative Commons Attribution 4.0 International License and has been If a character attempts something where the outcome is uncertain
modified by the creator of this document for formatting purposes to be used 1 Aggressive 6 Deceitful 11 Lazy 16 Suspicious
and failure has consequences, they make a saving throw, or
with Barrowmaze Complete 5e. 2 Arrogant 7 Flippant 12 Nervous 17 Vain
Requirements: At least one set of dice (d4, d6, d8, d10, d12 and d20), 3 Bitter 8 Gluttonous 13 Prejudiced 18 Vengeful “save”.
two or more players (one Game Master and one or more players), pen and 4 Cowardly 9 Greedy 14 Reckless 19 Wasteful To make a save: add the bonus of the relevant ability to a d20
paper.
5 Cruel 10 Irascible 15 Rude 20 Whiny roll. If the total is greater than 15, the character succeeds. If not,
Feet Meter Square on map they fail.
Speech
5 1.5 1 1 Blunt 6 Droning 11 Mumbling 16 Dialect To make an opposed save: If the save is opposed by another
10 3 2 2 Booming 7 Flowery 12 Precise 17 Slow character, then in-stead of aiming to exceed 15, the side doing
25 7.5 5 the rolling must get a total greater than the opposing character’s
3 Breathy 8 Formal 13 Quaint 18 Squeaky
40 12 8 4 Cryptic 9 Gravelly 14 Rambling 19 Stuttering relevant defense score in order to succeed. If they fail, the
50 15 10 5 Drawling 10 Hoarse 15 Rapid-fire 20 Whispery opposing side succeeds. Note that it doesn’t matter which side
does the rolling, since the odds of success remain the same.
Character Creation Background
Advantage and disadvantage: If there are situational factors
Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, 1 Alchemist 6 Cleric 11 Magician 16 Performer
2 Beggar 7 Cook 12 Mariner 17 Pickpocket that make a save significantly easier or harder, the referee may
and Charisma. Each ability has a defense and a bonus value.
3 Butcher 8 Cultist 13 Mercenary 18 Smuggler grant the roll advantage or disadvantage. If a roll has
Roll 3d6 for each ability (in order). Lowest dice of each roll is
4 Burglar 9 Gambler 14 Merchant 19 Student advantage, roll 2d20 and use the better of the two dice. If it has
your Ability’s Bonus. Ability’s defense is ability’s bonus + 10.
5 Charlatan 10 Herbalist 15 Outlaw 20 Tracker disadvantage, roll 2d20 and use the worse of the two dice.
Optionally: After rolling all abilities, swap the values of two
abilities. Misfortunes Combat
Starting Equipment: 2 days of rations, one weapon of choice, 1 Abandoned 6 Defrauded 11 Framed 16 Perused Initiative: At the start of each combat round, determine initiative
starting armor & equipment (Roll on the Starting Gear tables to 2 Addicted 7 Demoted 12 Haunted 17 Rejected by rolling a d6. On a 1-3, all of the enemies will act first. On a
determine starting armor and equipment). 3 Blackmailed 8 Discredited 13 Kidnapped 18 Replaced 4-6 all of the PCs will act first. Reroll initiative each round.
Armor Roll Once 4 Condemned 9 Disowned 14 Mutilated 19 Robbed Actions: On their turn, a character may move their speed
1-3 4-14 15-19 20 5 Cursed 10 Exiled 15 Poor 20 Suspected (usually 40 ft) and take up to one combat action. This action may
No armor Gambeson Brigandine Chain Alignment
be casting a spell, making a second move, making an attack,
Helmets and Shields Roll Once 1-5 Law 6-15 Neutrality 16-20 Chaos
attempting a stunt, or any other action deemed reasonable by
1-13 14-16
15-19 20 Abilities the referee.
Shield Helmet and Strength: Used for melee attacks and saves requiring physical Range: Melee weapons can strike adjacent foes, but ranged
None Helmet
Shield weapons cannot be used if the shooting character is engaged in
power, like lifting gates, bending bars, etc.
Dungeoneering Gear Roll Twice melee combat.
Dexterity: Used for saves requiring poise, speed, and reflexes,
1 Rope, 50ft 6 Crowbar 11 Lantern 16 Pole, 10ft Make an attack: Roll a d20 and add the character’s Strength or
like dodging, climbing, sneaking, balancing, etc.
2 Pulleys 7 Tinderbox 12 Lamp oil 17 Sack Wisdom bonus, depending on whether they are using a melee or
Constitution: Used for saves to resist poison, sick-ness, cold, etc.
3 Candles, 5 8 Grapp. hook 13 Padlock 18 Tent ranged weapon, respectively. If the attack total is greater than
The Constitution bonus is added to healing rolls. A PC’s number of
4 Chain, 10ft 9 Hammer 14 Manackles 19 Spikes, 5 the defender’s Armor Defense, the attack hits. If not, the attack
item slots is always equal to their Constitution defense.
5 Chalk, 10 10 Waterskin 15 Mirror 20 Torches, 5 misses.
Intelligence: Used for saves requiring concentration and
General Gear 1 Roll Once Alternatively, an attack roll can also be resolved by the
precision, such as wielding magic, resisting magical effects,
1 Airbladder 6 Saw 11 Fishing rod 16 Net defender rolling a d20 and adding their armor bonus, hoping to
recalling lore, crafting objects, tinkering with machinery, picking
2 Bear trap 7 Bucket 12 Marbles 17 Tongs
pockets, etc. roll a total greater than the Ability Defense (Strength or Wisdom
3 Shovel 8 Caltrops 13 Glue 18 Lockpicks
Wisdom: Used for ranged attacks and saves requiring +10) the attacker is using. If they succeed, the attack misses. If
4 Bellows 9 Chisel 14 Pick 19 Metal file
perception and intuition, such as tracking, navigating, searching they fail, the attack hits.
5 Grease 10 Drill 15 Hourglass 20 Nails
for secret doors, detecting illusions, etc. Damage: On a hit, the attacker rolls their weapon’s damage die
General Gear 2 Roll One
Charisma: Used for saves to persuade, deceive, interrogate, to determine how many Hit Points (HP) the defender loses + STR
11 Fake
1 Incense 6 Bottle 16 Face paint intimidate, charm, provoke, etc. PCs may employ a number of or WIS depending on ranged or melee. A bonus damage die of
jewels
henchmen equal to their Charisma bonus. the weapon’s type may be added to the roll if the ideal weapon
2 Sponge 7 Soap 12 Blank book 17 Whistle
was used against an enemy type (for example, using a blunt
3 Lens 8 Spyglass 13 Card deck 18 Instrument Weapons & Armor weapon vs. a skeleton).
4 Perfume 9 Tar pot 14 Dice set 19 Quill & ink Cost is in gold coins.
5 Horn 10 Twine 15 Cook pots 20 Small bell Death: When a character reaches 0 HP, they are unconscious.
Weapons When they reach -1 HP or less, they are dead. Players should
Item slots: PCs have a number of item slots equal to their
Items Damage Slots Hands Quality Cost roll up a new level 1 PC when their old one dies, and should
Constitution defense. Items they carry must fit into available slots.
Dagger, cudgel, sickle, rejoin the party as soon as possible.
(See Item Slots section for more.) d6 1 1 3 2
staff… Stunts: Combat maneuvers such as stunning, shoving, disarming,
Write down all your items in your item slots on your character Sword, spear, mace,
sheet. d8 2 1 3 10 tripping, sundering armor, and so on. They are resolved with an
axe, Flail… opposed save. They may not cause damage directly, but may do
Armor: Armor items have a defense and a bonus value. The Halberd, war hammer,
defense value is listed in the rules. Add up all values to find total d10 3 2 3 15 so indirectly (for example, pushing an enemy off a ledge). GM
long sword, battle axe has final say in what stunts can be attempted in a given situation.
Armor Defense. Armor Bonus is Armor Defense – 10. If the PC is Sling d4 1 1 3 1
not wearing any armor, their Armor Defense is 11 and their Advantage: When a character is attacking a target that is
Bow d6 2 2 3 50 unaware, on lower ground, off balance, disarmed, distracted, or
Bonus is +1. Crossbow d8 3 2 3 75
HP: Max HP (and starting HP) is 8+CON. tactically disadvantaged in any significant way (GM has final
Quiver, capacity 20 arrows 1
Speed: Exploration speed :120ft/turn. Combat speed: 40ft/turn. say) they may either A.) Apply advantage to their attack roll or
Arrows, 20 1
Traits: Roll or choose other traits: stunt against that opponent or B.) Make an attack and a stunt
Armor
attempt in the same round against that opponent, without
Physique Items Defense Slots Quality Cost
1 Athletic 6 Hulking 11 Short 16 Stout advantage.
Shield +1 1 1 10
Critical Hits & Quality: If the attacker rolls a natural 20 on their
2 Brawny 7 Lanky 12 Sinewy 17 Tiny Helmet +1 1 1 10
attack roll, or the defender rolls a natural 1, the defender’s
3 Corpulent 8 Ripped 13 Slender 18 Towering Gambeson 12 1 3 50 armor loses 1 point of quality and they take an additional die of
4 Delicate 9 Rugged 14 Flabby 19 Willowy Birgandine 13 2 4 30 damage (of the weapon’s type). If the attacker rolls a natural 1
5 Gaunt 10 Scrawny 15 Statuesque 20 Wiry Chain 14 3 5 75 or the defender rolls a natural 20, the attacker’s weapon loses 1
Face Half plate 15 4 6 200 point of quality. At 0 quality, the item is destroyed. Each point of
1 Bloated 6 Elongated 11 Impish 16 Sharp Full plate 16 5 7 1500 quality costs 10% of the item’s cost to repair.
2 Blunt 7 Patrician 12 Narrow 17 Soft Morale: Monsters and NPCs all have a morale rating. When they
3 Bony 8 Pinched 13 Ratlike 18 Square Item Slots face more danger than they were expecting, the referee will
4 Chiseled 9 Hawkish 14 Round 19 Wide PCs have a number of item slots equal to their Constitution make a morale roll by rolling 2d6 and comparing the result to
5 Delicate 10 Broken 15 Sunken 20 Wolfish Defense. the NPC’s morale rating. If the roll is higher than the rating, the
Skin Most items, including spell books, potions, a day’s rations, light NPC will attempt to flee, retreat, or parley.
1 Battle Scar 6 Oily 11 Reeking 16 Sunburned weapons, tools and so on take up 1 slot. Particularly heavy or Morale rolls can be triggered by defeating half of an enemy
2 Birthmark 7 Pale 12 Tattooed 17 Tanned bulky items like armor or medium to heavy weapons may take up group, defeating a group’s leader, or reducing a lone enemy to
3 Burn Scar 8 Perfect 13 Rosy 18 War Paint more slots. Groups of small, identical items may be bundled into half HP. Other effects may trigger a morale roll at the referee’s
14 Rough 19 the same slot. 100 coins can fit into 1slot. 1 slot can hold around discretion.
4 Dark 9 Pierced 5 pounds. Hirelings also make morale rolls when they aren’t paid, their
Weathered
5 Makeup 10 15 Sallow 20 Whip Scar employer dies, or they face extraordinary danger. Morale may
Pockmarked
Advancement also be improved by paying hirelings more and treating them
Getting XP: Whenever a PC accumulates 1000 XP, they gain a well.
Hair level. As a guideline, PCs receive 50 XP for low-risk
1 Bald 6 Disheveled 11 Limp 16 Ponytail Healing: After a meal and a full night’s rest, PCs regain lost hit
accomplishments, 100 XP for moderate-risk accomplishments, and
2 Braided 7 Deadlocks 12 Long 17 Silky points equal to a d8 plus their Constitution bonus. Resting at a
200 XP for high-risk accomplishments. The referee should freely
3 Bristly 8 Filthy 13 Luxurious 18 Topknot safe haven restores all lost HP.
notify the PCs of how much XP different objectives are worth
4 Cropped 9 Frizzy 14 Mohawk 19 Wavy when asked. Restock Table
5 Curly 10 Greased 15 Oily 20 Wispy Gain a level: When gaining a level add 5+CON to your current For every room the players revisited which they formerly
Clothing HP Maximum.. If the result is less than their previous maximum,
1 Antique 6 Elegant 11 Foreign 16 Patched cleared out roll on the following table.
their maximum HP increases by 1. They also raise the defense
2 Bloody 7 Fashionable 12 Frayed 17 Perfumed Restock Roll 1d6
and bonus scores of 3 different abilities of their choice by 1
3 Ceremonial 8 Filthy 13 Frumpy 18 Rancid 1 Monster
point. Abilities may never be raised higher than 20/+10.
4 Decorated 9 Flamboyant 14 Livery 19 Torn 2 Monster & Treasure
5 Eccentric 10 Stained 15 Oversized 20 Undersized
Reactions 3-6 Empty (1 in 6 chance of a concealed treasure)
When the PCs encounter an NPC whose reaction to the party is
Virtue
not obvious, the referee may roll 2d6 and consult the following
1 Ambitious 6 Disciplined 11 Honorable 16 Merciful
table.
2 Cautious 7 Focused 12 Humble 17 Righteous
Items Spell List
Item Cost Item Cost These 100 spells can be cast at any level. The “L” is a number 52 Mirror Image: L illusory duplicates of yourself appear under
Barrel 2 gp Mastiff 25 gp equal to the caster’s level. Items can be lifted with one hand. your control.
Basket 4 sp Mess ki 2 sp Objects is anything up to human size. Unless noted, all spells with 53 Mirrorwalk: A mirror becomes a gateway to another mirror
Bedroll 1 gp Mirror, steel 5 gp ongoing effects last up to L×10 minutes and have a range of up that you looked into today.
Bell 1 gp Oil (flask) 1 sp to 40 ft. If a spell directly affects another creature, the creature 54 Multiarm: You gain L extra arms.
Blanket 5 sp Paper (one sheet) 2 sp can make a save to reduce or negate the spell’s effect. 55 Night Sphere: An L×40ft wide sphere of darkness displaying
Block and Tackle 1 gp Parchment (one sheet) 1 sp 1 Adhere: Object is covered in extremely sticky slime. the night sky appears.
Book 25 gp Perfume (vial) 5 gp 2 Animate Object: Object obeys your commands as best it can. 56 Objectify: You become any inanimate object between the
Bottle, Glass 2 gp Pick, miner's 2 gp It can walk 15ft per round. size of a grand piano and an apple.
Bucket 5 cp Piton 5 cp 3 Anthropomorphize: A touched animal either gains human 57 Ooze Form: You become a living jelly.
Caltrops (bag of intelligence or human appearance for L days. 58 Pacify: L creatures have an aversion to violence.
1 gp Poison, basic (vial) 100 gp
20) 4 Arcane Eye: You can see through a magical floating eyeball 59 Phantom Coach: A ghostly coach appears until end of spell.
Candle 1 cp Pole (10-foot) 5 cp that flies around at your command. It moves unnaturally fast over any terrain, including water.
Case, Crossbow Bolt 1 gp Pot, iron 2 gp 5 Astral Prison: An object is frozen in time and space within an 60 Phobia: L creatures become terrified of an object of your
Case, Map and invulnerable crystal shell. choice.
1 gp Potion of healing 50 gp
Scroll 6 Attract: L+1 objects are strongly magnetically attracted to 61 Pit: A pit 10ft wide and L×5ft deep opens in the ground.
Chain (10ft) 5 gp Potion of Healing 50 gp each other if they come within 10 feet. 62 Primeval Surge: An object grows to the size of an elephant.
Chalk (1 piece) 1 cp Pouch 5 sp 7 Auditory Illusion: You create illusory sounds that seem to If it is an animal, it is enraged.
Chest 5 gp Quiver 1 gp come from a direction of your choice. 63 Psychometry: The referee answers L yes or no questions
Climber's kit 25 gp Ram, portable 4 gp 8 Babble: A creature must loudly and clearly repeat about a touched object.
Clothes, Common 5 sp Rations (l day) 5 sp everything you think. It is otherwise mute. 64 Pull: An object of any size is pulled directly towards you
Clothes, Costume 5 gp Robes 1 gp 9 Beast Form: You and your possessions transform into a with the strength of L men for one round.
Rope, hempen (50 mundane animal. Push: An object of any size is pushed directly away from you
Clothes, Fine 15 gp 1 gp 65
feet)
10 Befuddle: L creatures of your choice are unable to form new with the strength of L men for one round.
Clothes, Traveler's 2 gp Rope, silk (50 feet) 10 gp
short-term memories for the duration of the spell. 66 Raise Dead: L skeletons rise from the ground to serve you.
Component Pouch 25 gp Sack 1 cp
11 Bend Fate: Roll L+1 d20s. Whenever you must roll a d20 They are incredibly stupid and can only obey simple orders.
Crowbar 2 gp Scale, merchant's 5 gp
after casting the spell, you must choose and then discard one 67 Raise Spirit: The spirit of a dead body manifests and will
Holy water (flask) 25 gp Sealing wax 5 sp
of the rolled results until they are all gone. answer L questions.
Horse, Draft 50 gp Shovel 2 gp
12 Bird Person: Your arms turn into huge bird wings. 68 Read Mind: You can hear the surface thoughts of nearby
Horse, Riding 75 gp Signal whistle 5 cp
13 Body Swap: You switch bodies with a creature you touch. If creatures.
Hourglass 25 gp Signe! ring 5 gp
one body dies, the other dies as well. 69 Repel: L+1 objects are strongly magnetical repelled from
Hunting Trap 5 gp Soap 2 cp
14 Catherine: A woman wearing a blue dress appears until end each other if they come within 10 feet.
Ink (1 ounce bottle) 10 gp Spellbook 50 gp
of spell. She will obey polite, safe requests. 70 Scry: You can see through the eyes of a creature you touched
Ink pen 2 cp Spikes, iron (10) 1 gp
15 Charm: L creatures treat you like a friend. earlier today.
1000
Jug or pitcher 2 cp Spyglass 16 Command: A creature obeys a single, three-word command 71 Sculpt Elements: All inanimate material behaves like clay in
gp
Ladder (10-foot) 1 sp Tent, two-person 2 gp that does not harm it. your hands.
17 Comprehend: You become fluent in all languages. 72 Shroud: L creatures are invisible until they move.
Lamp 5 sp Tinderbox 5 sp
18 Control Plants: Nearby plants and trees obey you and gain 73 Shuffle: L creatures instantly switch places. Determine where
Lantern, Bullseye 10 gp Torch 1 cp
Lantern, hooded 5 gp Vial 1 gp the ability to move at 5 feet per round. they end up randomly.
19 Control Weather: You may alter the type of weather at will, 74 Sleep: L creatures fall into a light sleep.
Lock 10 gp Warhorse 400 gp
100 but you do not otherwise control it. 75 Smoke Form: Your body becomes living smoke.
Magnifying glass Waterskin 2 sp 20 Counterspell: Make an opposed Intelligence save against the 76 Snail Knight: 10 minutes after casting, a knight sitting astride
gp
Manacles 2 gp Whetstone 1 cp Intelligence of the caster of a nearby spell. You may do this a giant snail rides into view. He is able to answer most
out of turn as a reaction, or against an ongoing magical questions related to quests and chivalry, and may aid you if
Magic effect. On a success, you may cancel the spell. he finds you worthy.
Casting spells: PCs may only cast spells of their level or less, so 21 Deafen: All nearby creatures are deafened. 77 Sniff: You can smell even the faintest traces of scents.
a level 3 PC could only cast spells of level 0 to 3. Spells are cast 22 Detect Magic: You hear nearby magical auras singing. 78 Sort: Inanimate items sort themselves according to categories
out of spell books, which must be held in both hands and read Volume and harmony signify the aura’s power and you set. The categories must be visually verifiable.
aloud. Each spell book can only be used once per day. refinement. 79 Spectacle: A clearly unreal but impressive illusion of your
Importantly, each spell book only holds a single spell, and each 23 Disassemble: Any of your body parts may be detached and choice appears, under your control. It may be up to the size
spell book takes up an item slot, so if a PC wants to be able to reattached at will, without causing pain or damage. You can of a palaceand has full motion and sound.
cast a wide variety of spells, they’ll have to fill most of their still control them. 80 Spellseize: Cast this as a reaction to another spell going off
inventory with spell books. 24 Disguise: You may alter the appearance of L characters at to make a temporary copy of it that you can cast at any time
Gaining spells: PCs are unable to create, copy or transcribe will as long as they remain humanoid. Attempts to duplicate before this spell ends.
spell books. PCs can only get spells by recovering them from other characters will seem uncanny. 81 Spider Climb: You can climb surfaces like a spider.
dungeons or looting them from other magicians. The higher the 25 Displace: An object appears to be up to L×10ft from its 82 Summon Cube: Once per second, (6 times per round) you
level of the spell book, the rarer and more valuable it is. PCs actual position. may summon or banish a 3-foot-wide cube of earth. New
openly carrying high level spell books are likely to be hounded 26 Earthquake: The ground begins shaking violently. Structures cubes must be affixed to the earth or to other cubes.
by bandits and wizards looking to “acquire” them. may be damaged or collapse. 83 Swarm: You become a swarm of crows, rats, or piranhas.
Saves: When a spell allows for a save, make an opposed 27 Elasticity: Your body can stretch up to L×10ft. You only take damage from area effects.
Intelligence save against the defender’s relevant ability, usually 28 Elemental Wall: A straight wall of ice or fire L×40ft long 84 Telekinesis: You may mentally move L items.
Dexterity for ranged attack spells, Constitution for life-draining and 10ft high rises from the ground. 85 Telepathy: L+1 creatures can hear each other’s thoughts, no
spells, Intelligence for mind-altering spells, or Wisdom for 29 Filch: L visible items teleport to your hands. matter how far apart they move.
Illusions. 30 Fog Cloud: Dense fog spreads out from you. 86 Teleport: An object disappears and reappears on the ground
31 Frenzy: L creatures erupt in a frenzy of violence. in a visible, clear area up to L×40ft away.
32 Gate: A portal to a random plane opens. 87 Thaumaturgic Anchor: Object becomes the target of every
33 Gravity Shift: You can change the direction of gravity (for spell cast near it.
yourself only) up to once per round. 88 Thicket: A thicket of trees and dense brush up to L×40ft wide
34 Greed: L creatures develop an overwhelming urge to possess suddenly sprouts up.
a visible item of your choice. 89 Time Jump: An object disappears as it jumps L×10 minutes
35 Haste: Your movement speed is tripled. into the future. When it returns, it appears in the unoccupied
36 Hatred: L creatures develop a deep hatred of another area nearest to where it left.
creature or group of creatures and wish to destroy it. 90 Summon Idol: A carved stone statue the size of a four poster
37 Hear Whispers: You can hear faint sounds clearly. bed rises from the ground.
38 Hover: An object hovers, frictionless, 2ft above the ground. It 91 Time Rush: Time in a 40ft bubble starts moving 10 times
can hold up to L humanoids. faster.
39 Hypnotize: A creature enters a trance and will truthfully 92 Time Slow: Time in a 40ft bubble slows to 10%.
answer L yes or no questions you ask it. 93 True Sight: You see through all nearby illusions.
40 Icy Touch: A thick ice layer spreads across a touched 94 Upwell: A spring of seawater appears.
surface, up to L×10ft in radius. 95 Vision: You completely control what a creature sees.
41 Illuminate: A floating light moves as you command. 96 Visual Illusion: A silent, immobile, illusion of your choice
42 Increase Gravity: The gravity in an area triples. appears, up to the size of a bedroom.
43 Invisible Tether: Two objects within 10ft of each other cannot 97 Ward: A silver circle 40ft across appears on the ground.
be moved more than 10ft apart. Choose one thing that cannot cross it: Living creatures, dead
44 Knock: L nearby mundane or magical locks unlock. creatures, projectiles or metal.
45 Leap: You can jump up to L×10ft in the air. 98 Web: Your wrists can shoot thick webbing.
46 Liquid Air: The air around you becomes swimmable. 99 Wizard Mark: Your finger can shoot a stream of ulfire-
47 Magic Dampener: All nearby magical effects have their colored paint. This paint is only visible to you, and can be
effectiveness halved. seen at any distance, even through solid objects.
48 Manse: A sturdy, furnished cottage appears for L×12 hours. 100 X-Ray Vision: You gain X-Ray vision.
You can permit and forbid entry to it at will.
49 Marble Madness: Your pockets are full of marbles, and will
refill every round.
50 Masquerade: L characters’ appearances and voices become
identical to a touched character.
51 Miniaturize: You and L other touched creatures are reduced
to the size of a mouse.

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