Thursday, 8 June 2023

The Old Vat Monastery

For this version of Guild Dogs: https://lizardmandiaries.blogspot.com/2023/05/guild-dogs-epsilon.html

To be used with these stocking tables: https://lizardmandiaries.blogspot.com/2023/06/universal-stocking-tables-for-nouveau.html

To generate a room, roll on the mapping/stocking tables (linked above). 

Then roll on the Thing/Descriptor/Desire tables until you get a combination of results you feel summons an interesting/unique/coherent/otherwise gameable room within your mind’s eye. 

(See the bottom of the post for an automated generator)

The Old Vat Monastery. 


Exterior: Ancient metal domes laden with pipes and barrels. Door and window frames covered in dark hanging drapery. 

A nutrient mass farm. A sect of vat engineers works the ancient pipes and fungal groweries. They wear dark cloth robes as they stalk the metal halls of the farm, scratching strange symbols into its ancient pipes and barrels. Feasting chambers are open to the general public, where for a coin donation one can eat as much nutrient loaf as they desire. 

 NPC Suggested Statistics: 

  • Level: 1 - 6 / (d6) 
  • HP: 3 x level 
  • AC: 10 - 12 (dark cloth)

Weapons: 

  • Cleaver: d4 + 1 for each STR value above 15, +Level To Hit, can attack twice in a combat turn.
  • Pitchfork: As Spear. 

Powers (For NPCs and Spell Laden Treasures): 

Vat Spell Laden Treasures require WIS and INT of 12 to use. 

  • Healing: Increase a target’s HP by d8 + 1 for each WIS value above 16, level, level times a day.
  • Nutrient Dose: Increase a target’s physical attribute by d6 for the next test of that attribute, level times a day.  
  • Feed: Completely sate a target’s hunger, twice level a day. 
  • Fungal growth: Summon a patch of fungi, the size and type approved by the referee, level times a day.

Thing, d30 

  1. Vat storage
  2. Nutrient brewing vat 
  3. Incubator vat 
  4. Barrel vat storage 
  5. Feastery 
  6. Kitchen 
  7. Tubing junction 
  8. Mushroom farm 
  9. Mold vat 
  10.  Fungi vat
  11. Ambulatory mold 
  12. Ambulatory mushroom 
  13. Ambulatory fungi 
  14. Feaster 
  15. Plump beetle 
  16. Plump moth  
  17. Tubing engineer 
  18. Mold Engineer 
  19. Mushroom farmer 
  20. Vat chef 
  21. Mushroom chef 
  22. Fungi cleaner 
  23. Nutrient engineer 
  24. Pest hunter 
  25. Nutrient barrel 
  26. Spore barrel 
  27. Nutrient loaf 
  28. Fungal flesh loaf 
  29. Cleaver 
  30. Pitchfork 

Descriptor, d60 

  1. Heady 
  2. Warm 
  3. Welcoming 
  4. Hearty 
  5. Delicious 
  6. Mold spores 
  7. Mushroom spores 
  8. Mushroom 
  9. Fungi 
  10. Black slime 
  11. Spore cloud 
  12. Grey mist 
  13. Oozing humidity 
  14. Slime rain 
  15. Puddles 
  16. Black 
  17. Grey 
  18. Pale pink 
  19. Light grey 
  20. Light green 
  21. Plump 
  22. Rotted 
  23. Straining 
  24. Metal pipes 
  25. Metal barrels 
  26. Oozing 
  27. Heaving 
  28. Splitting 
  29. Bursting 
  30. Soiling 
  31. Dark drapery 
  32. Curtains 
  33. Draping cloth 
  34. Pipe 
  35. Cloth mesh 
  36. Flesh 
  37. Fungal 
  38. Metal 
  39. Cloth 
  40. Skin
  41. Round table 
  42. Long table 
  43. Knife 
  44. Fork 
  45. Plate
  46. Multiplying 
  47. Growing 
  48. Night vision 
  49. Dividing 
  50. Slicing  
  51. Gills 
  52. Fins 
  53. Fruiting 
  54. Molding 
  55. Throbbing 
  56. Grasping 
  57. Regurgitation 
  58. Stamping 
  59. Harvesting 
  60. Preparing 

Thing Desire, d10 

  1. Multiply 
  2. Eat 
  3. Feast 
  4. Serve food 
  5. Regulate temperature 
  6. Regulate growing conditions 
  7. Pray to fungi/mold 
  8. Cleanse growing nutrients 
  9. Regulate the nutrients 
  10.  Find new strains of fungi/mold 

Automated Generator: 







Tuesday, 6 June 2023

Guild Dogs Epsilon Edition: Automated Random Guild Dog Maker!

Want to make a Guild Dog for Guild Dogs Epsilon Edition but cant be bothered THINKING and ROLLING DICE?! Well, just go ahead and click the buttons below to make yourself one! 


Guild Dog Automated Generator: 















Sunday, 4 June 2023

Universal Stocking Tables for Nouveau Infinigrad

To accompany this: http://lizardmandiaries.blogspot.com/2023/05/guild-dogs-epsilon.html some new universal street and place stocking tables! Automated versions down the bottom! Pairs very nice with: https://www.drivethrurpg.com/product/365147/Infinigrad-The-Weird-City-Toolkit


Street stocking, d20: 

  1. Neutral npc 
  2. Aggressive npc 
  3. Group of neutral npc’s 
  4. Group of aggressive npc’s
  5. Neutral beast 
  6. Aggressive beast 
  7. Group of neutral beasts 
  8. Group of aggressive beasts 
  9. Resource - guarded, roll a d8 to determine who by 
  10. Resource - unguarded 
  11. A fight! Roll a d8 twice to determine who between 
  12. Empty 
  13. Empty 
  14. Device 
  15. Treasure 
  16. Strangeness 
  17. Vegetation 
  18. Public art 
  19. Public utility 
  20. Roll twice and combine 


Simple Interior Mapper: 

Room Size, d6 

  1. Tiny
  2. Small
  3. Medium
  4. Big 
  5. Oddly big (roll two shapes and combine) 
  6. Huge 

Room Shape, d6

  1. Square 
  2. Rectangle 
  3. Triangle 
  4. Circle 
  5. Half Circle 
  6. Cross  

Number of Doors, roll a d6 but only Huge rooms have more than four doors. 

Door Type, d6

  1. Open
  2. Open
  3. Open - Leads to stairwell 
  4. Locked 
  5. Open and trapped
  6. Locked and trapped 

Safe location room stocking, d12: 

  1. Empty 
  2. Neutral npc 
  3. Aggressive npc 
  4. Group of neutral npc’s 
  5. Group of aggressive npc’s
  6. Unexpected beast 
  7. Small supply of a resource 
  8. Abundance of a resource 
  9. Device 
  10. Treasure 
  11. Strangeness 
  12. Roll twice and combine 

Dangerous place room stocking, d12: 

  1. Empty 
  2. Neutral npc/beast  
  3. Aggressive npc/beast 
  4. Group of neutral npc’s/beasts 
  5. Group of aggressive npc’s/beasts 
  6. Aggressive great beast 
  7. Small supply of a resource 
  8. Abundance of a resource 
  9. Device 
  10. Treasure 
  11. Strangeness 
  12. Roll twice and combine 


Automated Versions: 







Friday, 2 June 2023

Protectors of the Effigies (Beetlemen Broodhouse Generator)

For this version of Guild Dogs: https://lizardmandiaries.blogspot.com/2023/05/guild-dogs-epsilon.html

Building on this method of room generation: https://lizardmandiaries.blogspot.com/2023/04/the-old-imperial-factory-star-dogs.html

Suburb map/Broodhouse location 

Protectors of the Effigies: 

A brood of beetlemen warriors, their thick carapace just hiding an interior of translucent jelly. They wear the chitinous remains of their fallen siblings as talismans. They hunt with organic, grown spears, often poisoned and have a supernatural ability to locate prey (conjecture assumes this ability comes from thrumming interior jellies). They protect and guard the ancient statues of snailbeasts across the suburb. They also have contracts of defence and security with several buildings in the suburb. Non beetlemen are strictly forbidden from entering their broodhouse - home of their birthing jelly hives. Nondescript flesh feeds and grows their hives. 


NPC Suggested Statistics: 

  • Level: 1 - 6 / (d6) 
  • HP: 5 x level 
  • AC: 8 (Jelly) - 18 (Heavy chitin) / (d8+10) 

Weapons: 

  • Thrumming Chitin Spear: d6 + 1 for each DEX AND STR value above 15, + double Level To Hit, can attack targets from a distance deemed appropriate by the Referee, 50% chance of breaking after a combat if not used by a beetleman  
  • Thrumming Chitin Stinger: d6 + 2 for each DEX value above 15, + double Level To Hit, +Level damage to targets in armour lighter than medium,  50% chance of breaking after a combat if not used by a beetleman  
  • Thrumming Chitin Great Sword: d10 + 1 for each DEX AND STR value above 15, +double Level To Hit, +Level damage to targets in armour lighter than medium,  50% chance of breaking after a combat if not used by a beetleman  
  • Thrumming Chitin Stinger Bow: d6 + 1 for each DEX value above 16, + Level To Hit, can attack targets from a distance deemed appropriate by the Referee, Reloading requires a successful DEX action,  50% chance of breaking after a combat if not used by a beetleman  

Powers (For NPCs and Spell Laden Treasures): 

Beetleman Spell Lade Treasures require WIS 14 to use. 

  • Healing: Increase a target’s HP by d8 + 1 for each WIS value above 16, level, level times a day.
  • Regeneration: Grow back a target’s limb, each WIS value above 16 times a day.
  • Hivemind: Hearing a visual target’s thoughts, level times a day.
  • Battle Poison: Apply poison to your next successful attack, causing d8 + 1 for each WIS value above 16 damage for d6 combat turns, level times a day.
  • Bug Empathy: Give a single/group of insects (equal/under your level) a simple command, level times a day.
  • Sensor: Know where a target is you have smelt the pheromones of, level times a day. 

Exploring the Broodhouse: 

To generate a room, roll on the mapping/stocking tables. Then roll on the Thing/Descriptor/Desire tables until you get a combination of results you feel summons an interesting/unique/coherent/otherwise gameable room within your mind’s eye. 

(See the bottom of the post for an automated generator)

Room Size, d6 

  1. Tiny
  2. Small
  3. Medium
  4. Big 
  5. Oddly big (roll two shapes and combine) 
  6. Huge 

Room Shape, d6

  1. Square 
  2. Rectangle 
  3. Triangle 
  4. Circle 
  5. Half Circle 
  6. Cross  

Number of Doors, roll a d6 but only Huge rooms have more than four doors. 

Door Type, d6

  1. Open
  2. Open
  3. Open - Leads to stairwell 
  4. Locked 
  5. Open and trapped
  6. Locked and trapped 

Room stocking, d12

  1. Empty 
  2. Neutral npc/beast  
  3. Aggressive npc/beast 
  4. Group of neutral npc’s/beasts 
  5. Group of aggressive npc’s/beasts 
  6. Aggressive great beast 
  7. Small supply of a resource 
  8. Abundance of a resource 
  9. Device 
  10. Treasure 
  11. Strangeness 
  12. Roll twice and combine. 

Thing, d30

  1. Hive 
  2. Hatchery 
  3. Training cell 
  4. Feeding vat 
  5. Meat storage 
  6. Sacrifice pool 
  7. Jelly shrine 
  8. Jelly womb
  9. Rejuvenation pool  
  10. Memory jelly 
  11. Egg 
  12. Grub 
  13. Larva 
  14. Beetle 
  15. Chitin Husk 
  16. Blade brutebeetle  
  17. Mandible brutebeetle  
  18. Spear hunterbeetle  
  19. Barbsting hunterbeetle 
  20. Winged spearbeetle 
  21. Priestbeetle 
  22. Snailbeast idol 
  23. Chitin plates 
  24. Jelly flesh 
  25. Chitin horn 
  26. Chitin talisman 
  27. Jelly cluster 
  28. Jelly tube 
  29. Slime puddle 
  30. Flesh column

Descriptor, d60 

  1. Claw 
  2. Mandible 
  3. Shell 
  4. Insect wings 
  5. Jelly 
  6. Eggs 
  7. Slime 
  8. Antennae
  9. Husk fossils 
  10. Pink mist 
  11. Red mist 
  12. Blood rain 
  13. Slime shadows 
  14. Holy 
  15. Ancient 
  16. Huge 
  17. Enveloping 
  18. Sacrificial
  19. Priestly 
  20.  Vomiting 
  21. Compound eye 
  22. Fur 
  23. Blood 
  24. Meat 
  25. Flesh 
  26. Bone 
  27. Chitin 
  28. Claw 
  29. Hivemind 
  30. Regeneration 
  31. Regrowth 
  32. Poisoning 
  33. Talismanic 
  34. Enruned 
  35. Graven 
  36. Hungry 
  37. Pink 
  38. Black 
  39. Purple 
  40. Iridescent 
  41. Red 
  42. Maggot ridden 
  43. Rotten 
  44. Organic 
  45. Curved 
  46. Sharp 
  47. Hard 
  48. Flowing 
  49. Dripping 
  50. Scuttling 
  51. Stabbing 
  52. Impaling 
  53. Burrowing 
  54. Chittering 
  55. Blood sucking 
  56. Crawling 
  57. Flying 
  58. Heavily armoured 
  59. Far sensing 
  60. Precise sensing 

Thing Desire, d10

  1. Meat 
  2. Worship of snailbeast 
  3. Protect the jelly memory 
  4. Protect the larva 
  5. Find new genetic memory for the jelly hive 
  6. Venerate the ancients husks 
  7. Prove self in combat to brood 
  8. Prove self in hunting to brood 
  9. Grow own jelly fat 
  10. Rest in slime bath 

Automated Stocker/Generator: 













Monday, 29 May 2023

Guild Dogs: Epsilon


“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. 

Guidelines for play:

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! 

Guild Dogs Player Character Class: 
  • 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: 


Weapons:
  • 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. 

Skills: 

For combat purposes using a skill is an action but its success is guaranteed. 
  1. Dodge: Avoid an instance of physical damage, level times a day. 
  2. Venom Immunity: Neutralize a poison within your own body, level times a day. 
  3. Solid Aura: Resist a magical spell/effect, level times a day. 
  4. Insight: Find something hidden, level times a day. 
  5. Swift: Have your combat turn first, level times a day. 
  6. Resourceful: Rummage up a specific, mundane item, level times a day. 
  7. Bland: Cause a sentient being to forget they interacted with you today, level times a day. 
  8. Double Jointed: Escape from confinement, level times a day. 
  9. Terrify:  Scare someone equal or + 1 your level, level times a day. 
  10.  Second Wind: Regain d8 HP, level times a day. 
  11.  Banish: Remove d6 magical beings less than your level, level times a day. 
  12.  Unlock: Unlock a lock, level times a day. 
  13.  Creep: Move silently and unseen, a distance approved by the referee, level times a day. 
  14.  Insight: Work something out intuitively, level times a day. 
  15.  Pickpocket: Take something from someone else's person, level times a day. 
  16.  Disappear: Disappear from view of all nearby equal or + 2 your level, level times a day. 
  17.  Impossible Climb: Climb sheer surface a distance approved by the referee, level times a day. 
  18.  Face Hedgic: Change your face to a new one, level times a day. 
  19.  Kinesis Hedgic: Move an item, size approved by the referee, with mind, level times a day.    
  20.  Crack Shot: Automatically hit and do full damage with a ranged weapon, level times a day.  
  21.  Crack Swing: Automatically hit and do full damage with a melee weapon, level times a day. 
  22.  Foulness: Fill room with gas, choking those less than your level, level times a day.  
  23.  Astral Hedgic: Your spirit leaves your body for about a minute, level times a day. 
  24.  Prediction: Know a sentient being’s next action, level times a day. 
  25.  Shadow: Fill a room with shadows, level times a day. 
  26.  Aural Hedgic: Summon a specific (and non deafening) noise, level times a day. 
  27.  Smell Hedgic: Summon a room filling, non harmful, smell, level times a day. 
  28.  Dead Whisperer: Talk to the spirit of a corpse within the same roomish, level times a day. 
  29. Plant whisperer:  Talk a plant within the same roomish, level times a day.
  30. Beast whisperer: Talk to a beast, within the same roomish, level times a day. 
  31.  Vibe Hedgic: Fill a room with a non deadly emotion, affecting those equal/under your level, level time a day. 
  32.  Charm: Give a sentient being (equal/under your level) a simple, non deadly command, level times a day. 
  33.  Centering: Regain total composure and self control, level times a day. 
  34.  Luck: Reroll an attribute test/attack roll, level times a day. 
  35.  Elemental Hedgic: Imbue your weapon with a certain element, for a minuteish, level times a day. 
  36.  Lethal: Kill a target, half your level or less, with a single, automatically successful attack, level times a day. 
  37.  Impossible Leap: Jump an impressive distance, approved by the referee, level times a day. 
  38.  Sprint: Swiftly run impressive distance, approved by the referee, level times a day. 
  39.  Play Dead: Appear medically dead, for up to an hour, level time a day. 
  40.  Berserk: Gain +d6 To Hit and Damage, for d6 turns, then take 2d6 HP damage, level time a day. 
  41.  Haste: Gain two turns in a combat turn, level times a day. 
  42. Beast Empath: Give a beast (equal/under your level) a simple command, level times a day. 
  43.  Curse: Visible target has minus d6 To Hit/Damage/Test, for d6+level turns, level time a day. 
  44.  Bless: Visible target gains + d6 To Hit/Damage/Test, for d6+level turns, level time a day. 
  45.  Sunder: Wreck armour in melee range, causing it to drop a level of protection, level times a day. 
  46.  Plant Hedgic: Grow a plant in size approved by the referee, level times a day.  
  47.  Shape Wood: Warp the shape of wood in a way approved by the referee, level times a day. 
  48.  Shape Stone: Warp the shape of stone in a way approved by the referee, level times a day. 
  49.  Shape Metal: Warp the shape of metal in a way approved by the referee, level times a day. 
  50.  Summon Wind: Summon a wind, approved by the referee, level times a day.  
  51.  Summon Door: Summon a door, approved by the referee, level times a day.  
  52.  Heal: Increase a target’s HP by d6 + level, level times a day. 
  53.  Hush: Remove all noise in a room, level times a day. 
  54.  Light: Fill a room with light, level times a day.  
  55.  Poison: Produce a small vial of deadly poison, level times a day.  
  56.  Stabilise: Restore a target with negative HP to 1 HP, if approved by the referee, half level times  a day. 
  57.  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. 
  58.  Vision: Transfer your vision to something else that sees, and back, level times a day.  
  59.  Know Secret: Learn a secret about a target, level times a day.   
  60.  Entertain: Be enthrallingly entertaining for about half an hour, level times a day. 

Appendixes for the referee: 

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)