I'm A Banana
Potassium-Rich
So, in gearing up for a potential Planescape 4e game, I went and looked at faction powers. I noticed that, at least in the original 2e, a lot of the basic abilities were very niche and specific -- not really useful for broad adventuring per se, but not exactly nothing.
So I went and statted them up as backgrounds. They're patterned on the Legacy of Acererak backgrounds.
This would be the "everyone gets one" thing for playing a Planescape campaign. People who wanted to go deeper into their factions could perform power-swaps, take feats, and gain special magic items, paragon paths, and epic destinies, but that's not expected of every character.
I thought others might find this useful, so heeeeeeeeeeeeeere they are.
[sblock=Rule of Three, Taken Five Times]
Factions
Factions work as “backgrounds.” All bonuses are racial bonuses.
Factions also teach faction-specific feats, powers, and paragon paths available only to members.
The Athar (“The Lost”) Believe the gods are lies and that true power comes from factual knowledge. Powers revolve around denying others actions through inspiring doubt.
Associated Skills: Religion, Stealth, History
Benefit: You can ignore prerequisites and requirements that specify what you worship.
The Believers of the Source (“Godseekers”): Believe that they can become true deities via reincarnation and continual self-perfection.
Associated Skills: Insight, Diplomacy, History
Benefit: Whenever you are restored to life, you do not take any negative effects from the ability that resurrected you (no penalties to die rolls or lost healing surges, for instance).
The Bleak Cabal (“Bleakers”): Believe that existence is pointless, meaningless, and that there is nothing you can accomplish -- except in yourself.
Associated Skills: Endurance, Heal, Insight
Benefit: +1 bonus to saving throws vs. fear effects.
The Doomguard (“Sinkers”): Believe that the universe is meant to fall apart, and try to help it along by destroying what they can.
Associated Skills: Athletics, Endurance, Intimidate
Benefit: +1 bonus to damage against enemies that have recovered HP.
The Dust (“The Dead”): Believe in purging all emotion, to approach a dispassionate intellect as if dead inside.
Associated Skills: Arcana, History, Religion
Benefit: +2 bonus to Diplomacy and Intimidate checks against Undead.
The Fated (“The Heartless”): Believe that all must be self-sufficient to survive. Don’t believe in helping those who can’t help themselves.
Associated Skills: Any skill not on your class list.
Benefit: +1 to all untrained skill checks.
The Unity of Order (“Guvners”): Believe that the universe has an underlying order, and that finding it and understanding it will give one power over the universe.
Associated Skills: Arcana, History, Insight
Benefit: Learn one additional language.
The Free League (“Indeps”): Believe in independence, in not swearing oaths, in remaining self-determined.
Associated Skills: Bluff, Insight, Streetwise
Benefit: +1 bonus to saving throws vs. charm effects
The Harmonium(“Hardheads”): Believe in teamwork and group-betterment, in working together and in going for the greater good.
Associated Skills: Athletics, Diplomacy, Intimidate
Benefit: +1 to damage rolls against a creature just damaged by an ally.
The Mercykillers (“the Red Death”): Believe in correct and metered punishment (“True Justice”) as a betterment process, and as social perscription.
Associated Skills: Insight, Intimidate, Perception
Benefit: +1 to damage rolls against a creature that just damaged you.
The Revolutionary League (“Anarchists”): Believe that only true freedom from all organization will allow one to be true to oneself.
Associated Skills: Bluff, Stealth, Thievery
Benefit: +1 to damage rolls against Leader-type enemies.
The Sign of One (“Signers”): Believe that they imagine the universe into existence themselves (or at least one of them does).
Associated Skills: Bluff, Insight, Perception
Benefit: +1 bonus to saving throws against Illusion effects.
The Society of Sensation (“Sensates”): Believe that experience creates reality, and that only through direct exposure is something made actual.
Associated Skills: Endurance, Heal, Perception
Benefit: +1 to the first saving throw they make in after an extended rest
The Transcendant Order (“Ciphers”): Believe that thought is pointless and that instinctive action will result in correct action.
Associated Skills: Acrobatics, Athletics, Endurance
Benefit: +2 to initiative checks.
The Xaositects (“Babblers”): Believe that chaos is the natural state of things, and so seek to get as close to random as possible.
Associated Skills: Roll randomly to determine the associated skill.
Benefit: You learn Babblespeak. This language is incomprehensible to everyone, but you can allow up to 5 creatures to understand it, and they do with a successful saving throw, regardless of the languages each speaks.
[/sblock]
So I went and statted them up as backgrounds. They're patterned on the Legacy of Acererak backgrounds.
This would be the "everyone gets one" thing for playing a Planescape campaign. People who wanted to go deeper into their factions could perform power-swaps, take feats, and gain special magic items, paragon paths, and epic destinies, but that's not expected of every character.
I thought others might find this useful, so heeeeeeeeeeeeeere they are.
[sblock=Rule of Three, Taken Five Times]
Factions
Factions work as “backgrounds.” All bonuses are racial bonuses.
Factions also teach faction-specific feats, powers, and paragon paths available only to members.
The Athar (“The Lost”) Believe the gods are lies and that true power comes from factual knowledge. Powers revolve around denying others actions through inspiring doubt.
Associated Skills: Religion, Stealth, History
Benefit: You can ignore prerequisites and requirements that specify what you worship.
The Believers of the Source (“Godseekers”): Believe that they can become true deities via reincarnation and continual self-perfection.
Associated Skills: Insight, Diplomacy, History
Benefit: Whenever you are restored to life, you do not take any negative effects from the ability that resurrected you (no penalties to die rolls or lost healing surges, for instance).
The Bleak Cabal (“Bleakers”): Believe that existence is pointless, meaningless, and that there is nothing you can accomplish -- except in yourself.
Associated Skills: Endurance, Heal, Insight
Benefit: +1 bonus to saving throws vs. fear effects.
The Doomguard (“Sinkers”): Believe that the universe is meant to fall apart, and try to help it along by destroying what they can.
Associated Skills: Athletics, Endurance, Intimidate
Benefit: +1 bonus to damage against enemies that have recovered HP.
The Dust (“The Dead”): Believe in purging all emotion, to approach a dispassionate intellect as if dead inside.
Associated Skills: Arcana, History, Religion
Benefit: +2 bonus to Diplomacy and Intimidate checks against Undead.
The Fated (“The Heartless”): Believe that all must be self-sufficient to survive. Don’t believe in helping those who can’t help themselves.
Associated Skills: Any skill not on your class list.
Benefit: +1 to all untrained skill checks.
The Unity of Order (“Guvners”): Believe that the universe has an underlying order, and that finding it and understanding it will give one power over the universe.
Associated Skills: Arcana, History, Insight
Benefit: Learn one additional language.
The Free League (“Indeps”): Believe in independence, in not swearing oaths, in remaining self-determined.
Associated Skills: Bluff, Insight, Streetwise
Benefit: +1 bonus to saving throws vs. charm effects
The Harmonium(“Hardheads”): Believe in teamwork and group-betterment, in working together and in going for the greater good.
Associated Skills: Athletics, Diplomacy, Intimidate
Benefit: +1 to damage rolls against a creature just damaged by an ally.
The Mercykillers (“the Red Death”): Believe in correct and metered punishment (“True Justice”) as a betterment process, and as social perscription.
Associated Skills: Insight, Intimidate, Perception
Benefit: +1 to damage rolls against a creature that just damaged you.
The Revolutionary League (“Anarchists”): Believe that only true freedom from all organization will allow one to be true to oneself.
Associated Skills: Bluff, Stealth, Thievery
Benefit: +1 to damage rolls against Leader-type enemies.
The Sign of One (“Signers”): Believe that they imagine the universe into existence themselves (or at least one of them does).
Associated Skills: Bluff, Insight, Perception
Benefit: +1 bonus to saving throws against Illusion effects.
The Society of Sensation (“Sensates”): Believe that experience creates reality, and that only through direct exposure is something made actual.
Associated Skills: Endurance, Heal, Perception
Benefit: +1 to the first saving throw they make in after an extended rest
The Transcendant Order (“Ciphers”): Believe that thought is pointless and that instinctive action will result in correct action.
Associated Skills: Acrobatics, Athletics, Endurance
Benefit: +2 to initiative checks.
The Xaositects (“Babblers”): Believe that chaos is the natural state of things, and so seek to get as close to random as possible.
Associated Skills: Roll randomly to determine the associated skill.
Benefit: You learn Babblespeak. This language is incomprehensible to everyone, but you can allow up to 5 creatures to understand it, and they do with a successful saving throw, regardless of the languages each speaks.
[/sblock]
Last edited: