Tuesday, October 11, 2016

"Random chance seems to have operated in our favor"

Where No Man Has Gone Before http://trek.abillionmonkeys.com/ is a Star Trek RPG by Mike Berkey that is built on the Microlite20 rules. My group has played a couple of games now and we are having a blast. Last session saw our first Starship combat, and we had six players each at a different bridge station console, with the Captains player giving commands. It worked well but I felt that some of the bridge functions were a little unexciting for the player and some were a bit vague. I’m sure some of this is a feature. The game is pretty free wheeling in general and I don't want to counteract the openness of the simple system, but I felt that some additional options might help keep all the players engaged in space combat. (Note: I am no expert at Trek, but I do know that some of these stations are not accurate, I am more interested in making a fun game than adhering to canon.)


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Bridge Actions in Starship Combat


At the beginning of a starship combat encounter everyone rolls physical + dexterity for initiative with the highest roll acting first.


The GM will state the range of the enemy ship.





Each combatant may take one action on their initiative.


Once everyone has acted the combat round is complete.


Some actions refer to initiative segments, this is a count of each individual's “turn” in the initiative order.


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Captain’s Chair
•Give Command: Tell the crew what to do


•Urgent Command: The Captain can swap his place in the initiative order with another crewman


•Tactical Brilliance: The Captain can make a Knowledge + Charisma check, the result can replace another character's roll this round


•Chair Console: The Captain can operate any other station

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Sensor Console
•Short range scanners: Roll Science + Intelligence vs Range DC. Success reveals the ship type (if in Federation Data Banks) and if it has shields up and weapons armed. For every 5 points over DC, pick another piece of data:
-Current Shield Strength
-Shield Rating (SR)
-Weapon numbers and type  
-Weapon Rating (WR)
-Number of Crew
-Current and maximum Impulse Speed
-Current and maximum Warp Speed
-Miscellaneous ship info (If it has a maneuver or ruggedness bonus etc.)


•Electronic Warfare: (If ship is equipped with EWAR modules) Roll Science + Dexterity versus range DC. Success prevents the enemy from scanning the ship. For every 5 points over DC pick one additional effect:
-Jam enemy communications your until next turn
-Scramble enemy targeting sensors until your next turn (Increases range DC for attacks by one tier)


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Shield Console
•Raise / Lower Shields: Make Science + Dexterity roll. Subtract this number from 20 and this is how many initiative segments it takes for the shields to raise or lower.


•Reinforce Shields: Choose forward or aft. Successful attacks against this section do damage one tier lower on the damage chart. The other section of the ship is not protected by shields.

•Cover object with shield projectors: At the expense of shielding the ship, another object up to short range away may be covered by the ship's shields. If the object is moving it requires a Dexterity + Science roll vs Range DC to shield to the object


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Helm
•Adjust Range: The helmsman moves the ship closer or farther away from the target, if the target doesn’t want this to happen they make opposed Piloting rolls (dexterity + physical)


•Maneuver for Position: Attempting to put the ship into a position of advantage, or avoid a position of disadvantage. If against another ship make opposed Piloting Rolls, if against a station object or environmental effect roll vs DC assigned by GM.

•Evasive Maneuvers: The Helmsman rolls dexterity + physical, if the result is higher than the DC to hit the ship, use the results of the roll until the pilots next turn.


•Warp Out: The Helmsman plots a course for warp and engages the warp drive. How long it takes for the ship to warp into subspace depends on the ship's Engineering team. (See Engineering console)


•Flee / Pursue: At Impulse Speeds determine the initial range distance between the ships. When a ship goes one range band past Far Away it has escaped combat. Each round both helmsmen make dexterity + a physical roll modified by comparative ship impulse speeds, the faster ship makes this roll at advantage. Whoever is successful gains a range band of relative distance between the ships. If the result is a tie, there is a 1 in 6 chance for each ship of something terrible happening.


•Ram: Smash your ship into the enemy! Must be a Point Blank Range, make a pilot vs pilot roll, if successful do SR x4 damage to enemy and take the enemies SR x4 damage yourself, plus at least one section damage roll.


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Tactical Console
•Fire Phasers: Calculate a firing solution and shoot the ships phaser banks at one target. Phaser banks will be positioned either fore or aft, and only those banks facing the target can fire. If the ship has multiple banks facing the target, an attack roll is made for each. Roll dexterity + physical versus a DC based on the range plus the target helmsman’s dexterity bonus and any miscellaneous modifiers (such as that gained by a maneuverable ship or lost by a particularly large ship). If the attack is successful compare the phaser banks Weapon Rating (WR) to the targets Shield Rating (SR) and roll damage as indicated on the Weapon Damage Chart.
Unless indicated otherwise in the ship description, phaser banks cannot shoot at Far Away range.
More than one target may be fired at by a ship with multiple phaser banks, but every target past the first requires one Fire Phasers action. (And thus cannot be performed by the same character in one round)


•Fire Torpedoes: Calculate trajectory and execute a photon torpedo attack against a target. Photon torpedo launchers will be positioned either fore or aft, and can fire at any range. Roll dexterity + physical versus a DC based on target range, target helmsman dexterity bonus and miscellaneous modifiers. If successful the torpedo will strike the target in 1d6 + range band initiative segments. (Far Away = 4, Long = 3, Medium = 2, Short = 1.) For every 5 points that the attack roll exceeds the DC, another torpedo hits.
Torpedoes can be used while the ship is in warp.
Ships carry a limited amount of photon torpedoes that must be tracked. Subtract one on a miss, and one for every torpedo that hits.

•Lock on Target: Give the ship's targeting computers additional time to lock onto a target and calculate a firing solution. Every round spent locking on the target grants a +1 to the subsequent attack roll up to a maximum of +5.



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Engineering Console
•Repair: Dispatch engineering teams to repair ship damage. (See Repairs)


•Re-Route power: Move ships power to a particular system to grant it advantage at the expense of other systems.
5 points from Shield Rating (SR) can be added to Weapon Rating (WR)
5 points form WR can be added to SR
5 points from SR or WR can add to impulse drive for advantage on piloting rolls
5 points from SR or WR can add to sensors for advantage on sensor rolls
When power is re-routed, the system receiving the additional power has a 1 in 6 chance of sustaining level 1 damage.
To re-route power, make an Intelligence + Science roll vs DC 15 to adjust the ships power flow. For every 5 points over the DC add an additional +1 to the system. On a critical hit the system that power is coming from is not reduced, on a 1 the system that power is being moved to takes level 2 damage.
Rerouting only last until the engineers next turn


•Emergency Warp: Coax the warp engines to engage faster than typical operations. Roll Dexteriy + Science, subtract this total from 20, it takes this many rounds +1 to engage the warp drive.


•Beam over a boarding party: Only un-shielded ships can beam or receive a transporter payload. The engineer must roll Dexterity + Science versus the range DC to successfully beam a payload. Failure indicates transport does not occur this round as the coordinates are still being calculated.


•The Trouble with Tribbles: If the starships sensors have successfully scanned a target, engineering can evaluate the target for weaknesses and make recommendations to exploit them. Roll Intelligence + Science, before their next turn the engineer can use the result of this roll to replace a roll by another character.  (This pairs well with Technobabble)

Saturday, August 27, 2016

A report on the Pashas former companions

To Your Excellency Belgratore Gladomain Pasha of Sanctuary, Suzerain of Shulim, Boyar of Gladomantia, GRAFT Ritter, Chairman of the Company etc… [abridged]

Pursuant to your commands, I have employed our network of spies to gather intelligence on your former companions. You will note, most wise and omnipotent one, that I, at great risk, personally surveyed the affairs of several targets. Once the data was gathered, I fed it to your robot assassin #23’s logic circuits to analyze the relative power and influence of these individuals, as well as how much of a threat they pose to your Excellency and his most benevolent and wise regime. Furthermore, I have humbly submitted recommendations for action based on #23’s and my own lowly assessments.

Forever your most humble and obedient servant,
-Implacable Autocrator

Azax the Flayed, Vizier and Mage

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Summary
Azax lives a solitary and secretive life in the Bloody Tower which rises from the grounds of your own Palace. He is called “The Flayed” because his body hosts to mites that causes his skin to appear transparent.  He is originally from the city of Jeb Shun and is of uncertain age. The wizard sometimes acts as your advisor and you have conferred upon him the title of Vizier with an annual stipend of five thousand gold pashas. He has a membership with the Company as a Chairman, owning one quarter of all shares. Your Excellency has granted him exclusive rights to all alchemical creation and distribution within Sanctuary and he owns a shop that sells potions and elixirs. He does not hold membership with GRAFT, and instead hoards his wealth somewhere inside the Bloody Tower.  We estimate this wealth to be well over one hundred thousand gold pieces. Azax was instrumental in the rebuilding of Sanctuary after your most glorious ascension to power. The Wizard animated the bodies of those slain in the Battle of Tamtum and used them to clear the rubble, reconstruct streets, and rebuild important structures. Since the aftermath of Jabba, he has proven to be of great benefit to the city. He discovered that the local climate would support sugarcane and built the first of the plantations enriching himself and, of course, your Excellency.
It is widely known that the Mistress Jangaiva, proprietor of the Jade House and a powerful wizard herself, has a standing offer of marriage to the Flayed Wizard. Azax has repeatedly rejected this offer.
Our spies have been unable to gain access to the interior of Bloody Tower (those that have tried have suffered terrible deaths from traps and wards). However, we can make assumptions from high probability calculations based on careful surveillance and examination of supplies being brought into the tower by the Wizards undead servants. The Wizard possesses a flying Yeti Roton ship, modified with laser rifles. He employs intelligent spell casting familiars that bear his own bloody face.  It is likely that within the tower are magical portals to other parts of Abbith. The Wizards agents oft times purchase Shulimites when they are available on the slave block and are known to make special request for specifically colored Shulimites. Once these slaves are brought into the tower, none are ever seen again.

#23 Assessment: Azax is a Wizard Evoker of 10th level. He has created several magical spells and possesses potent magic items. He commands at least a dozen thralls of minor power and is capable of summoning much more powerful allies. He most certainly knows the secrets to several Yiggian Rituals. Threat Level: Very High

Implacable Autocrator’s Recommendation: Azax has proven to be valuable to his Excellency and makes a potent ally. He is however a wizard and likely capable of usurping the Pasha’s exalted position. Direct assassination is unlikely to succeed. I suggest we lay a trap that involves a far flung mission taking him far away from the city. Alternately, the Mistress Jangaiva may be the key to destroying the wizard. The Thunderbots could then reduce the tower and capture the wizard’s wealth for his Excellency.

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Mephisto, Guild Doctor, Llama of Magnitude
Summary
Mephisto is a human priest of Shagor of at least fifty years of age. He traveled with Azax into space, but our reports of that time indicate that he suffered a coma while there and may not recall the experience. He raised a temple to Shagor within the Company compound that is now an observatory and fashionable salon for the wealthy to receive phrenological prognostications. He was a member of the Company, but sold his shares retaining only the title Llama of Magnitude within the temple of Shagor. He receives a tithe from the temple “for research purposes” that we estimate to be around two thousand gold per annum. While still a companion of your Excellency he was initiated into the Vat Guild with the application of a synthetic rubber skin to his feet. Since that time, Mephisto has become fully encased in the rubbery armor of a Vat Guildsman.
During the reign of Jabba, the Vat Guild bunker outside Sanctuary was repeatedly assaulted by deep ones. The Guildsmen’s ancient laser weaponry held off the assault, but through the long siege several Guildsmen were slain. After your Excellency defeated Jabba, Mephisto quickly rose through the depleted ranks of the local Vat Guild and is now the “Chief Research Officer” with the title of Doctor. Unfortunately, we know very little about Mephisto’s own agenda, but we calculate with a high probability that the local Guild acts in accordance with the known principles of the worldwide organization.  Spies have observed that Doctor Mephisto’s Guild sometimes takes in Shulimite test subjects. Additionally they are known to have several robots, as well as a giant flying manta creature for transport.
As I am sure you recall, shortly after the start of your Excellency’s reign you were burdened with hundreds of war orphans and the regrettable spawn of the deep ones and their unfortunate victims. At the request of Doctor Mephisto, many of them were turned over to the Vat Guild in a program you helped to fund. The Guildsmen turned the sea blood spawn into drem to feed your people during those lean years of famine at the start of your illustrious reign. The war orphans were placed in a program to create a cadre of loyal agents for your Excellency. We have not yet seen the fruits of this investment, although our informants tell us that some of these orphans have in fact been released back into the streets of your grand city.

#23’s Assessment: Mephisto is a 9th level Priest of Shagor and leader of the local Vat Guild. He is encased in armor that protects him from normal weapons. He has access to ancient technology and powerful laser weapons, as well as robots and efficient computers. The local Vat Guild is known to have a bio-pool and the capability to produce custom biological lifeforms. This is balanced by the fact that they are known to separate themselves from the affairs of state. Threat Level: Medium

Implacable Autocrator’s Recommendation: Your Excellency should demand to know what has become of his investment in the Orphanage for Special Children. If the Vat Guild failed to produce the promised agents or mislead you, then recompense should be made. I humbly suggest you request a conditioned clone as compensation.

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Ibash the Lame, self proclaimed Khan of the Purple Waste
Summary
A longtime companion of your Excellency, Ibash is a warrior of Samarajan decent. His light blue skin indicates he is of the ruling Rajanya caste, but it is known that he was orphaned and raised in a Yeti monastery. After the victory over Jabba, you granted him leave to construct a fortress on the bluffs west of the city and there he dwelt with his wife and son, a bulwark against threats from the interior. As your Excellency remembers, at a feast hosted by the Company on the one year anniversary of the defeat of Jabba, the Yellow Wraith appeared in your midst. During the fray, Ibash’s wife, a Shulimite woman, was slain. After your most August Personage defeated the wraith, Ibash was stricken insane by grief and, despite your wise council, he took the body of his slain wife into the wilds of Shulim in the hopes of finding an Elf Witch to revive her. Seven years passed and all assumed he had died in the waste. Recent intelligence indicates this was not the case.
In your benevolent greatness, your Excellency opened the city to the natives of Shulim and in the past year more and more refugees have sought the shelter of your mighty arms. These Shulimite wretches brought rumors of a human warlord rampaging across Shulim. Protected by fearsome Bone-Zombie Death Commandos and riding a giant flame spitting tank this despot put native villages to the sword, forcing allegiance or delivering death. Naturally, you commanded your humble servants to investigate these rumors. As a native yellow Shulimite myself, I undertook this mission.  It was no great task to find the horde ravaging the lands. Once I located the forces, I bravely and adroitly posed as a member of the host and confirmed that this human despot was in fact Ibash, now styled the Khan of the Purple Waste.  I can attest that Ibash has clearly lost his mind; he carries the skull of his wife as a banner and seeks only its council. He raises the host and ravages the lands purportedly to crush the Elf Witches who have called their own tribes together at K’n-yan, the great gold temple that once housed Shub N.
Another interesting note for consideration, last Night of the Screaming Eels, another Samrajan Rajanya appeared at the fete of Sahibi Chand. After defeating the Sahibis’ prize Pehlwani warrior, he subsequently showed up at your Red Alcazar demanding an audience with Bashar Marmat and claiming to be son of Ibash. By our calculations, Ibash’s son (who is missing) should be about twelve years old, so it is unlikely this man’s claims are true. He does bear an uncanny resemblance to Ibash, however…

#23’s Assessment: Ibash is a 9th level Fighting Man-Captain, as well as a 4th Level Psionic. He carries a space weapon that changes shape. He commands the unquestionable loyalty of 100 intelligent Bone Man Zombies known as the Death Commandos. He is considered the Khan of twelve tribes of Shulimites, who can field nearly one thousand warriors. Ibash has an ancient Yeti Flame Tank that is used as a mobile command post and shock weapon. Threat Level: High

Implacable Autocrator’s Recommendation: I believe your Excellency’s forces could defeat Ibash’s horde, but it might be at the unacceptable cost of at least one Thunderbot. It is likely that they will crush themselves against the dark powers of the Elf Witches. I believe we should endeavor to make sure this does not happen. The Shulimites, if properly organized and trained, could be a powerful tool in your skilled hands, and the “Khan” has started this process. Your Excellency is the true Suzerain of Shulim, and we must find a way to bind Ibash into your service; if he can be made to bend a knee to the Pasha the world will be your oyster. If he cannot, then he should be assassinated.  

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Refulgent Perfection, Abbot of the Wind, Master of the Bone Temple
Summary
The Bone Man monk known as Refulgent Perfection joined forces with your Excellency after you miraculously fell back to Abbith from an exploding spacecraft. He assisted you in your noble march back to Sanctuary and proved his skill in the battle against Jabba. Claiming that he was ordained to take the Bone Man “Sutra of the Wind” to the people of Sanctuary, he established a monastery in the ruins of the old temple of Dagon. The monastery became a haven for Shulimite refugees that your benevolent rule allowed into the city. Refulgent took the title Master of the Temple and requested that, in order to feed his clergy and the refugees, your Excellency grant the temple ownership of the lands around the monastery for the growing of boonchi (a native bean rich in nutrients). In your most gracious wisdom, you agreed to the Monk’s request, on the condition that any profit made from the boonchi crop would be transferred to your own coffers. You now net around two thousand gold yearly from this crop.
The first class of monks were the brood of your former pet, the Blarka known as Skreek, as well as the sons of Ibash and your Bashar, Marmat. The pups have since passed away, but many of their own brood still study the Way of the Wind. Ibash’s son mysteriously disappeared from the monastery after a year. Marmat’s child, who now styles himself as Shimmering Wisdom, has attained a position of power within the monastic hierarchy, second only to Abbot Skrackle, a grandson of Skreek. Today, there are twenty full fledge monks, a dozen of whom are blarka, and around fifty lay clergy and novices. The temple is still a gathering place for disposed Shulimites, who come to receive aid from the monks.
Your Excellency will be pleased to know that we have long had an agent inside the Bone Temple, none other than the son of your loyal Bashar. Through this agent, we have been able to gain intelligence on the particular teachings of the “Sutra of the Wind”, the training regime of the monks, and their capabilities. I will not bore your exalted mind with the primitive religious ramblings of the Bone Men’s sutra, suffice it to know that they recognize no gods and seek violent confrontation in order to “waken the sleeper within”. They do not seem to practice violence without principle however, mostly fighting each other or undertaking pilgrimages to seek “teachers of worth” to fight. Their training is intense, consisting of extreme physical and meditative exercise. This has kept their numbers low, as only a very few can withstand the rigor.  Their capabilities as fighters are impressive; they shun armor and seem to be able to move with preternatural quickness. These Bone Monks train with weaponry, particularly the bow, but they prefer to use their own bodies as weapons. We have reliable reports of Refulgent himself killing stout warriors with a single unarmed blow.
Recently Refulgent Perfection departed the temple for the interior of Shulim. Shimmering Wisdom reports that he purportedly left to seek out and fight a semi-mythical “Bohdi of the Wind” as the final step in his own enlightenment. Abbot Skrackle is now in charge of the daily affairs of the monastery.

#23 Assessments: Refulgent Perfection is a 9th Level Yin Monk. He can command a dozen 4th level monks and as many as twenty 1st level monks. He is extremely capable at infiltration and evasion. He is also in a position of considerable influence over the Shulimite population of Sanctuary, although it is unlikely that he will use this influence against the Pasha. Threat Level: Low


Implacable Autocrator’s Recommendation: We do not know if Refulgent will return from his religious quest in the wilds. In his absence, we should arrange the assassination of Abbot Skrackle so that our agent will assume control of the Bone Temple. Having a direct line of “spiritual” influence on the superstitious Shulimites could prove useful to his Excellency. If Refulgent returns, we must be extremely cautious of his intentions, but if it proves necessary, our agent has the ideal access to eliminate the Bone Man.

Tuesday, August 23, 2016

The Vat Guild

The Lasers & Loincloths rules are intentionally light on setting details. I wrote it in a general tone to make it easier to adapt to different worlds and as a response to the baked in setting that is found in some flavors of D&D. It is still D&D though, so some setting assumptions are unavoidable, (class archetypes, spells list, domain play and others) but I omitted specific backgrounds, skill, alignment, and equipment list. These were the first things that had to go or be modified at my table, and I expect other DM’s want to adopt or define these things themselves in their own games.


My personal game is set on the planet Abbith, a quasi-post-apocalyptic-eastern-medieval-Lovecraftian-pulp-sci-fi-fantasy. Abbith is one part my own delirium, one part Hyborian Age, two parts Geoffrey McKinney’s Carcosa and at the least one part Planet Algol. I had almost forgotten that I just sort of wholeheartedly lifted bits of Planet Algol for the history of Abbith, and in the two years we have been playing the game some of these bits have mutated into their own Abbithian flavored creatures.  One of the factions that I stole was Algol’s Vat Guild, in my game it was originally sort of a throw away mysterious organization that conveniently provided healing services and the occasional mission. It has since become more important to the story because one of our original characters joined the ranks. So, with apologies (or not) to Blair @Planet Algol here’s the skinny on Abbith’s own Vat Guild.


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http://andimayer.deviantart.com/art/Priest-190533406


The Vat Guild
A small and reclusive group of Priestly Bio-Engineers, the Vat Guild has harbored what remains of the knowledge and technology of the first men through the tumultuous epochs of humanities history on Abbith. Isolated in advanced bunker labs with their faces hidden behind rubbery skin suits, to the world at large they administer medical aid to those who can afford it and freely distribute foodstuffs to those who ask. Within the sterile walls of their compounds and underneath their fleshy armor the Vat Guild follows an agenda that dates to the first fall of man.


First dictum – We shall not govern


In order to not contaminate the object of their study, The Vat Guild excludes themselves from the everyday affairs of humanity and expressly avoids intercession in government. In an effort to ensure acceptance within human societies they offer the elite and ruling classes advanced medical services. To the masses they provide a protein rich foodstuff called drem made from reclaimed biological material. The only institution the Vat Guild openly associates with is the clergy of Shagor Master of Size. The religion of Shagor originates from seeds of text scattered by the Primordial Ones as their civilization collapsed. They planted the esoteric teachings so that future cults would rise around the basics of the scientific method. Today, when followers of Shagor reach a certain level of understanding, they are recruited to become Vat Guildsmen.


Second Dictum – Humanity is exalted above all, we shall preserve and improve the species


Since the fall of the Primordial Ones and through the chaos of history, the Vat Guild’s main goal has been the location, preservation, and improvement of pure human genetic strains. Over the millennia “humanity” on Abbith has been exposed to mutagens, non-human breeding, and powerful magics that have altered the original genetics of man. A few “pure” lines of ancient ancestry are still maintained and some are still to be discovered. The Vat Guild works to identify and preserve these original human genetics. Over the ages they have manipulated these preserved strains in an attempt to produce individuals of superlative physical and mental skill, working towards a day when they can resurrect the god like humanity of the Primordial Ones.


Third Dictum – We shall recover and understand the knowledge of the ancients


Starting with a bio-pool (the proverbial “vat”) and a complex of organic data servers, the Vat Guild has carefully preserved what little remains of the technology and knowledge of the Primordial Ones. Through the millennia they have always sought to acquire additional technological artifacts and knowledge. Careful study and experimentation with this technology has led to the Vat Guild having the capability to produce their own high tech equipment and advanced medical techniques. Among their capabilities are bio vats that can grow flesh, hybrid creatures that are used as servants, and the ability to create and condition clones.


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http://www.deviantart.com/art/Squid-Priest-294628251


The Vat Guild in L&L
A typical Guildsman is a level 5 cleric. They wear a fleshy green Vat Suit that encapsulates their body, It acts as medium armor +1 (+5 AC) and provides resistance to elemental damage. It is also capable of regenerating 1 HP per round.  They will carry ancient tech weapons including grenades.


A Vat Bunker is made of high grade white plasteel and its walls have 1000 HP per 10 ft section. It will be guarded by advanced sensors and at least four automated defense turrets. (AC 16, 30 HP, +6 to hit for 3d6 plasma damage.) Doors will have impossible locks. There will be 2d6+2 Guildsmen plus 1d6 attendant robots and 1d6 custom bio-forms in a bunker.


A bunker will provide drem if the local population request it. A bunker may also sell medical services. Sometimes Guildsmen will offer to trade services for particularly interesting specimens or if the subject consents to experimentation. Vat Guildsmen sometimes employ adventurers and mercenaries to recover known artifacts or assist with particular experiments.


Vat Guild Services Table
Service
Cost
Availability (roll 1d6)
Cure Disease
3000 gp
1-5
Neutralize Poison
4000 gp
1-4
Cure Blindness / Deafness
2000 gp
1-5
Restore Limb
5000 gp
1-5
Create Custom Lifeforms
5000 - 50000 gp
1-4
Create Clone
10000 gp
1-3
Condition Clone
10000 gp per level
1-2
Vat Tonic (healing potion)
200 gp
1-5