“No time for a history lesson, fotystos! Infinigrad is the only city, and the world is nothing but this city! I need those Rhadamantian Holders killed yesterday! I would do it myself, but that would be a sin against the curse, and to sin against the curse means I’ll be removed from the city, and being removed from the city means being removed from existence itself! Get me a Guild Dog law-dammit! Get me as many as you can find!” - Aurt Chaingrower, Exalted Conspiracy Weaver of The Guild, Ojan of Fates.
- The entire world is a corrupted magical city called Infinigrad.
- Widespread and destructive conflict between guilds has led to the “Curse of the Law” being instated.
- If a guild member commits a violent act against another guild, they will be annihilated by Cursite monks and their guild will face severe repercussions.
- Guild Dogs, an under class not associated with any guild, take dangerous jobs to overcome the curse of the law. They are considered infinitely expendable.
The referee presents a shared imaginary world to the players. In this case, the neverending fantasy city of Infinigrad. The referee is a player who, generally, controls and presents all other aspects of the shared imaginary game world that are not a player character (PC). PCs in this case are known as Guild Dogs.
The players tell the referee what they want their Guild Dog to do (perhaps explaining why they may be successful in such an endeavor). The referee will resolve that action, then tell the player what happens!
Methods for resolving what happens:
Actions: For non-combat actions that are not guaranteed success, and have a risk associated with their failure, the player rolls a d20. A roll under (not equal to) the value of the Attribute (deemed appropriate to be tested for the action by the referee), equals success (this is sometimes called an Attribute Test)! A roll equal to or above the Attribute equals foul and deadly failure! Failure of an action can result in loss of Health Points (HP).
Combat: When things in the game world are fighting one another, the referee determines the order in which each combatant will get a turn. On a turn a combatant can move a distance deemed appropriate by the Referee and take an action or attack. To attack, the combatant rolls a d20 and adds any appropriate bonuses to their roll (To Hit - normally determined by the weapon used). If the roll is above or equals their target’s Armour Class (AC) the attack is a success. If successful, the combatant rolls for damage (the specific die determined by the weapon used) and the result is deducted from the target’s HP.
The referee resolves actions and combat for non-player character/the environment/etc (using the methods above). Non Player Characters (NPCs) have Levels, Attributes, HP, AC, Skills, Spells and Possessions determined by the referee.
Simple NPC combat: NPCs get + Level To Hit and Damage, regardless of weapon. Their AC should reflect the armour they are wearing and their ability to avoid attacks.
Notes to the referee:
- Attribute Tests can be used to gauge the success of actions taken by the non-player character/the environment/etc. Give an appropriate value and roll a d20!
- “A day” is a period of time between rests (it could also be an entire PC level or a gaming session). Finding a safe place to rest is an important goal for a Guild Dog - doing otherwise may result in the encountering of something dangerous!
- You are the ultimate arbiter and demiurge of this world, resolve and rule as thy see fit!
- Roll 3d6 for each Attribute:
- Strength, Dexterity, Constitution, Wisdom, Charisma and Intelligence.
- You have 8HP, it goes up by d8 + 1 for each CON value above 16, each time you Level Up.
- Pick a weapon and an armour (and/or shield). You have those.
- Pick a number of skills deemed appropriate by your referee. You have those. You may get more as you Level Up.
- You have 3d6 x 10 coins.
Refer to the player appendixes below for details regarding weapons, armour and skills.
Leveling Up:
- Level 0, To get to next level, do something mildly interesting
- Level 1, To get to next level, do something interesting
- Level 2, To get to next level, do something that changes a small group
- Level 3, To get to next level, do something that changes a large group
- Level 4, To get to next level, do something that changes a whole building/structure
- Level 5, To get to next level, do something that changes a guild
- Level 6, To get to next level, do something that changes a suburb
- Level 7, To get to next level, do something that changes a number of suburbs
- Level 8, To get to next level, do something that changes the whole city
- Level 9, To get to next level, do something that changes reality
Appendixes for the player:
- Fists: d4 + 1 for each DEX AND STR value above 16, +Level To Hit, can attack twice in a combat turn. Successfully attacking a target in Heavy armour causes you d4 damage.
- Dagger: d4 + 1 for each DEX value above 15, +Level To Hit, can attack twice in a combat turn.
- Sword: d6 + 1 for each DEX AND STR value above 15, +Level To Hit, +Level damage to targets in armour lighter than medium.
- Mace: d6 + 1 for each DEX AND STR value above 15, +Level To Hit, +Level damage to targets in medium armour or heavier.
- Spear: d6 + 1 for each DEX AND STR value above 15, +Level To Hit, can attack targets from a distance deemed appropriate by the Referee
- Axe: d8 + 2 for each STR value above 15, +Level To Hit, 1 snail
- Flail: d6 + 2 for each DEX value above 15, +Level To Hit, +Level damage to targets in medium armour or heavier.
- Rapier: d6 + 2 for each DEX value above 15, +Level To Hit, +Level damage to targets in armour lighter than medium.
- Great Sword/Mace/Spear/Axe/Flail: Same as above but + 2 to damage, both hands used, 2 snails
- Bow: d6 + 1 for each DEX value above 16, +Half Level To Hit, can attack targets from a distance deemed appropriate by the Referee, Reloading requires a successful DEX action.
- Crossbow: d8 + 1 for each DEX value above 16, +Half Level To Hit, can attack targets from a distance deemed appropriate by the Referee, Reloading requires a successful STR action.
Armour:
An alert and unarmoured humanoid has a base AC of 10.
Snails: Generally the less armour worn, the further and faster something can move. Referees will need to consider this (and the attributes of the wearer) when determining in what order combatants act, and how far they can travel in a combat turn. To simplify this, a snail rating is provided for some weapons and armour. Those wearing the most snails will have their turns last in combat, and be able to travel the least distance.
Armour levels:
- None Whatsoever: No impact on speed or movement. May take an additional action or attack in a combat turn. +1 AC for each DEX value above 16.
- Shield: +1 AC. Requires a free hand. No impact on speed or movement. +1 AC for each WIS value above 16.
- Great Shield: + 2 AC. Requires a free hand. 2 snails. +1 AC for each WIS value above 16.
- Light: +2 AC. No impact on actions. +1 AC for each DEX value above 16. 1 snail.
- Medium: +4 AC. Will have a moderate negative impact (determined by the referee) on DEX/STR tested actions . 3 snails
- Heavy: +5 AC. Will have a severe negative impact (determined by the referee) on DEX/STR tested actions. +1 AC for each STR value above 16. 5 snails.
For combat purposes using a skill is an action but its success is guaranteed.
- Dodge: Avoid an instance of physical damage, level times a day.
- Venom Immunity: Neutralize a poison within your own body, level times a day.
- Solid Aura: Resist a magical spell/effect, level times a day.
- Insight: Find something hidden, level times a day.
- Swift: Have your combat turn first, level times a day.
- Resourceful: Rummage up a specific, mundane item, level times a day.
- Bland: Cause a sentient being to forget they interacted with you today, level times a day.
- Double Jointed: Escape from confinement, level times a day.
- Terrify: Scare someone equal or + 1 your level, level times a day.
- Second Wind: Regain d8 HP, level times a day.
- Banish: Remove d6 magical beings less than your level, level times a day.
- Unlock: Unlock a lock, level times a day.
- Creep: Move silently and unseen, a distance approved by the referee, level times a day.
- Insight: Work something out intuitively, level times a day.
- Pickpocket: Take something from someone else's person, level times a day.
- Disappear: Disappear from view of all nearby equal or + 2 your level, level times a day.
- Impossible Climb: Climb sheer surface a distance approved by the referee, level times a day.
- Face Hedgic: Change your face to a new one, level times a day.
- Kinesis Hedgic: Move an item, size approved by the referee, with mind, level times a day.
- Crack Shot: Automatically hit and do full damage with a ranged weapon, level times a day.
- Crack Swing: Automatically hit and do full damage with a melee weapon, level times a day.
- Foulness: Fill room with gas, choking those less than your level, level times a day.
- Astral Hedgic: Your spirit leaves your body for about a minute, level times a day.
- Prediction: Know a sentient being’s next action, level times a day.
- Shadow: Fill a room with shadows, level times a day.
- Aural Hedgic: Summon a specific (and non deafening) noise, level times a day.
- Smell Hedgic: Summon a room filling, non harmful, smell, level times a day.
- Dead Whisperer: Talk to the spirit of a corpse within the same roomish, level times a day.
- Plant whisperer: Talk a plant within the same roomish, level times a day.
- Beast whisperer: Talk to a beast, within the same roomish, level times a day.
- Vibe Hedgic: Fill a room with a non deadly emotion, affecting those equal/under your level, level time a day.
- Charm: Give a sentient being (equal/under your level) a simple, non deadly command, level times a day.
- Centering: Regain total composure and self control, level times a day.
- Luck: Reroll an attribute test/attack roll, level times a day.
- Elemental Hedgic: Imbue your weapon with a certain element, for a minuteish, level times a day.
- Lethal: Kill a target, half your level or less, with a single, automatically successful attack, level times a day.
- Impossible Leap: Jump an impressive distance, approved by the referee, level times a day.
- Sprint: Swiftly run impressive distance, approved by the referee, level times a day.
- Play Dead: Appear medically dead, for up to an hour, level time a day.
- Berserk: Gain +d6 To Hit and Damage, for d6 turns, then take 2d6 HP damage, level time a day.
- Haste: Gain two turns in a combat turn, level times a day.
- Beast Empath: Give a beast (equal/under your level) a simple command, level times a day.
- Curse: Visible target has minus d6 To Hit/Damage/Test, for d6+level turns, level time a day.
- Bless: Visible target gains + d6 To Hit/Damage/Test, for d6+level turns, level time a day.
- Sunder: Wreck armour in melee range, causing it to drop a level of protection, level times a day.
- Plant Hedgic: Grow a plant in size approved by the referee, level times a day.
- Shape Wood: Warp the shape of wood in a way approved by the referee, level times a day.
- Shape Stone: Warp the shape of stone in a way approved by the referee, level times a day.
- Shape Metal: Warp the shape of metal in a way approved by the referee, level times a day.
- Summon Wind: Summon a wind, approved by the referee, level times a day.
- Summon Door: Summon a door, approved by the referee, level times a day.
- Heal: Increase a target’s HP by d6 + level, level times a day.
- Hush: Remove all noise in a room, level times a day.
- Light: Fill a room with light, level times a day.
- Poison: Produce a small vial of deadly poison, level times a day.
- Stabilise: Restore a target with negative HP to 1 HP, if approved by the referee, half level times a day.
- Stun: Cause a target, equal or below your level, to lose consciousness for d6+level combat turns, or a length of time approved by the referee, level times a day.
- Vision: Transfer your vision to something else that sees, and back, level times a day.
- Know Secret: Learn a secret about a target, level times a day.
- Entertain: Be enthrallingly entertaining for about half an hour, level times a day.
Economy:
Infinigrad is a big place and it would be impossible to document all of the items available for purchase there, nor provide each with an accurate price. Here is a method for generating prices for items as they are needed.
Each d10 represents a digit in the final price (i.e. 3d10 means rolling 3 d10’s and using the three results to get a 3 digit number). Example: a result of 3, 9 and 6 is 396 coins.
- Mundane and everyday items: d10 coins
- Tools and speciality equipment: 2d10 coins
- Mundane services: 3d10 coins per day
- Basic weapons: 2d10 coins
- Basic armour: 3d10 coins
- Small trained beasts: 3d10
- Magical tools and speciality equipment: 4d10 coins
- Magical services: 4d10 coins per ritual
- Magical weapons and armour: 5d10 coins
- Beasts of burden and travel: 5d10 coins
- Carts, carriages and the like: 5d10 coins
- Spell laden items: 5d10 coins
- Magical augmentation purchase and installation: 6d10 coins
- Apartment: 5d10 coins
- Sailcraft: 6d10 coins
- House: 6d10 coins
Spells:
Spell laden Items allow spells to be cast level times a day. Spell laden items will generally require a minimum INT, WIS or CHA to be used. Spells are very similar to skills, but break reality even more so.
An example:
- Ring of Magic Dart: If INT above 14 allows wearer to launch a ball of plasma at a target, causing d8 + 1 for each INT value above 16 damage, level times a day.
(Art by the demon Bing)