[Full] The Bloods of Sigil

Mark Chance

Boingy! Boingy!
The Setup. Stop rattling your bone-box, berk. This here is for bloods only.

The Cage is protected more than just the Lady, more than just the Hardheads pushing the Guvners' line. The Bloods of Sigil call the Cage home, and fighting the good fight is what The Bloods do. When some bubber gets peeled, a Clueless gets put in the dead book, or cross-trading scum give the law the laugh, The Bloods are there to bust heads and see that the music gets paid.

The Real Chant. The Bloods of Sigil is a Mutants & Masterminds game set in the Planescape multiverse. Your hero is one of The Bloods, a confederation of exceptional individuals that fight injustice both in and out Sigil.

What power level? PL 15 but with the max attack and defense bonuses, max skill ranks, and max power rank of a PL 10 hero.

Any prohibited skills, powers, or feats? No, no, and yes. Please, no Minions or Sidekicks. If your hero has powers with Source: Mystical, please distinguish between Arcane Mystical and Divine Mystical.

How many weaknesses can my hero have? No more than two, but notice below that most factions include one weakness.

How many players will you take? No more than five.

Which players will you take? Well, seems like most folks do first come, first served, so we'll give that a try.

Do I need to own Planescape or M&M? No, and yes. If you're not at all familiar with Planescape, don't sweat it. You'll just be one of the Clueless. I do not, however, want to make up your hero for you.

So, what about factions? They exist, and membership in one is required. See the next message for more information.

Does my hero have to belong to a faction? Yes, but keep in mind that I am counting the Outsiders as a faction. And, yes, you have to have the faction's associated benefit and weakness. Watch those stacking limits.

Do you prefer a specific format for character submissions? Yes, I do. Check the third message for sample character.

How will the game begin? Rather simply. Each respective hero has been summoned to Sigil for the reading of a will. Each hero, at some time in the past, met a powerful sorcerer known only as Metatron. Metatron's last wishes bring the heroes into the game.
 
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The Factions

The Factions

The Athar (The Defiers, the Lost)

Philosophy: There are no gods. Gods may be powerful, but they aren't gods. Gods can't die, and the bodies of dead "gods" float in the Astral. You do the math. There might be a true god, a real supreme being, but the jury's still out on that one. If this god does exist, however, then that discovery is a religious goal worth pursuing.

Primary Plane of Influence: The Astral.

Allies: The Believers of the Source. Sometimes.

Enemies: None in particular.

Benefit: All of the Lost have Protection +5 [Flaw: Only versus Divine Mystical powers; Source: Training; Cost: 1 pp] and Precognition Resistance +5 [Special: Adds +5 to the DC to use Precognition regarding the Lost; Source: Training; Cost: 1 pp].

Weakness: The Lost's Protection applies even against beneficial Divine Mystical powers.

Believers in the Source (Godsmen)

Philosophy: All things are godly. All things can ascend to the power of a god. Maybe not in this life, but eventually. Everything everywhere is slowly, irrevocably evolving to godhood. But we'll get there first.

Primary Plane of Influence: The Ethereal.

Allies: The Athar. Sometimes. The Doomguard has its uses as well.

Enemies: The Bleak Cabal and the Dustmen.

Benefit: All Godsmen have Super-Charisma +5 [Source: Training; Cost: 2 pp].

Weakness: A Godsmen cannot be Resurrected. He can be Reincarnated, but the GM gets to reassign power points.

The Bleak Cabal (Bleakers, the Cabal, Madmen)

Philosophy: Nothing has any meaning. No even the claim that the multiverse has no meaning is true, because that's still an answer to the question. There are no answers. None. Everything is true, everything is false, and it's all the same.

Primary Plane of Influence: Pandemonium, of course.

Allies: None, really. The Doomguard, Dustmen, Revolutionary League, and Xaositects are sympathetic.

Enemies: Most especially: the Fraternity of Order, the Harmonium, and the Mercykillers.

Benefit: All Bleakers have Mental Protection +10 [Flaw: Versus emotion effects only; Source: Training; Cost: 1 pp].

Weakness: All Bleakers are subject to fits of melancholy. On any roll of a 1, but no more than once per day, a Bleaker is overcome by the meaninglessness of everything. He refuses to do anything unless philosophically convinced by another that it's worthwhile, or until the fit passes in a few hours. A Hero Point can be spent to temporarily overcome the melancholy.

The Doomguard

Philosophy: Entropy is inevitable. The multiverse isn't meaningless...yet. It certainly isn't evolving or improving. Decay is the natural state of everything. We seek to neither postpone or hasten the natural decay of all things, and those that do are asking for trouble. Entropy will neither be compelled nor denied.

Primary Plane of Influence: The quasiplanes of Ash, Vacuum, Salt, and Dust.

Allies: The Bleak Cabal and the Dustmen, to an extent.

Enemies: The Believers in the Source, the Fraternity of Order, and the Harmonium are not likely to be friendly.

Benefit: All members have a Doomsword [Weapon +8L; Source: Device; Cost: 1 pp] and the Attack Focus feat with armed combat.

Weakness: The Doomguard are naturally resistant to healing and cures. The DC for medical treatment performed on a Doomguard is +5 normal. Treat the Doomguard as if he has Protection +5 against the Healing power.

The Dustmen (The Dead)

Philosophy: There is no such thing as life. We're all already dead, but some of us are less dead than others. We all walk the path toward True Death, and it is a journey of discovery leading to final release from trials and pains.

Primary Plane of Influence: The Negative Energy Plane.

Allies: The Bleak Cabal and the Doomguard, to an extent. The Fated aren't too bad.

Enemies: The Sign of One and the Society of Sensation.

Benefit: All Dustmen have Super-Charisma +10 [Flaw: Only vs. the undead; Source: Training; Cost: 1 pp].

Weakness: Dustmen can neither be Resurrected nor Reincarnated.

The Fated (Takers, the Heartless)

Philosophy: TANSTAAFL. You want something. Work for it. Earn it. Steal it. But don't just sit there like someone owes you something, anything. But be careful. Somethings you want can't be earned except by certain ways. You want respect or love? Good luck forcing it from others. Tough love, or just tough. That's the Takers.

Primary Plane of Influence: Ysgard.

Allies: The Free League. Sometimes the Mercykillers can be counted on.

Enemies: The Harmonium.

Benefits: A Taker gets +10 pp to spend on whatever he wants to spend it on.

Weakness: No Taker can accept or perform any act of charity in any capacity. Everything is quid pro quid.

The Fraternity of Order (Guvners)

Philosophy: Everything has meaning. There are laws governing everything. Want to succeed? Find out what those laws are, and obey them. Knowledge is literally power. Figure out the laws, and you figure out the loopholes, the ways to get things to do what you want without stepping on any toes. At least not any toes that matter. This is the fundamental paradox: The law does not confine; it frees. The law is freedom without consequences.

Primary Plane of Influence: Mechanus.

Allies: The Mercykillers and the Harmonium.

Enemies: Above all, the Xaositects and the Revolutionary League. The Doomguard bears watching.

Benefit: All Guvners can either Comprehend +10 [Flaw: Heroic Effort; Source: Training; Cost 1 pp] or Postcognition +10 [Flaw: Heroic Effort, Psychometry; Source: Training; Cost: 1 pp].

Weakness: A Guvner can never knowingly break a law unless the can find a legalistic loophole to avoid the penalty for doing so.

The Free League (Indeps)

Philosophy: This is not a faction. No one tells us what to do. There are answers, but no one's got a monopoloy on either them or claims to authority. Keep your options open. Commit to beings, not causes. Be a free thinker, but make sure you're really thinking. Stay free and honest (at least to yourself), and everything will work out all right.

Primary Plane of Influence: The Outlands.

Allies: No one really.

Enemies: No one really.

Benefit: All Indeps have Amazing Save (Will) +5 (Source: Training; Cost: 1 pp) and Mental Protection +5 (Flaw: Versus mental control only; Source: Training; Cost: 1 pp).

Weakness: No formal faction services exist for Indeps. Often, Indeps have few protected rights.

The Harmonium (The Hardheads)

Philosophy: Here's the real secret of the multiverse: The Harmonium is always right. To avoid conflict, to succeed, you must live in harmony. But whose harmony? Ours, that's whose. So toe the line, get with the program, shut up and follow orders. The sooner everyone recognizes that the Hardheads are right, the sooner everything will run nice and smooth.

Primary Plane of Influence: Arcadia.

Allies: The Guvners and the Mercykillers.

Enemies: The Indeps, the Revolutionary League, and the Xaositects.

Benefit: All Hardheads can Mind Control +10 [Flaw: Heroic Effort; Source: Training; Cost: 1 pp].

Weakness: Disobeying the orders of a Hardhead superior is a Bad Idea. Death is usually considered a fitting punishment.

The Mercykillers (Red Death)

Philosophy: Forget the law. Justice is what matters. Everyone everywhere eventually gets what's coming to them. Of course, justice needs help, and the Mercykillers are helpful. Mercy is for the weak, not the guilty. Every crime must be avenged, and every criminal must be punished. Disagree? Then prepare to be judged as well.

Primary Plane of Influence: Acheron.

Allies: The Harmonium and the Guvners, first of all. The Doomguard aren't too bad.

Enemies: Signers, Sensates, and Anarchists cannot be trusted. The Indeps know better than to cause trouble.

Benefit: Mercykillers have Super-Skill (Sense Motive) +10 [Source: Training; Cost: 1 pp].

Weakness: Mercykillers cannot break the law except as necessary to punish a criminal. Justice must be served.

The Revolutionary League (Anarchists)

Philosophy: Power corrupts. Always and everywhere. Fight the power! The only absolute law is that everyone is free. The factions, the powers: These are chains on the spirit of freedom, and the chains must be broken. To find the truth, even if it's just a truth, start by throwing off the yokes of oppression.

Primary Plane of Influence: Carceri.

Allies: The Doomguard and Xaositects might be trustworthy.

Enemies: Watch the Hardheads and the Guvners, and their Mercykiller lapdogs.

Benefit: All Anarchists have Super-Skill (Bluff) +10 [Source: Training; Cost: 1 pp].

Weakness: Anarchists can never involve themselves in any venture that would tie them to the power structure of the plains, including holding public office, noble title, or owning a business.

The Sign of One (Signer)

Philosophy: Every individual being is unique. Every individual being is supremely special. The multiverse doesn't have a center. It has an infinite number of centers, and each of those centers is an individual being. "I am the center of the multiverse" is not egotism. It is Truth. But here's the big question: What happens when centers conflict? Simple. Each center, while unique, is also just part of the imagination of One. Some Signer is the source of all that is, and everything that is exists only in his or her mind.

Primary Plane of Influence: The Beastlands.

Allies: The Sensates.

Enemies: The Harmonium and, most of all, the Bleak Cabal.

Benefit: All Signers have Mental Protection +10 [Flaw: Versus illusions only; Source: Training; Cost: 1 pp].

Weakness: Amazingly egotistic, Signers tend to rub everyone the wrong way, suffering a -2 penalty to all Charisma checks and Charisma-based skill checks.

The Society of Sensation (Sensates)

Philosophy: How do you know anything? Through the senses, of course. Without sensation, there is no experience. Without experience, there is no knowledge. Denial of the senses is ignorance. Look at it this way: Which is better: A rose, or a painting of a rose? Only a fool would say the painting. The rose itself has real color, real texture, real scent, real pain in its thorns, real sorrow at its passing away. Strive to feel, to sense, to experience.

Primary Plane of Influence: Arborea.

Allies: The Signers aren't too bad. Neither are the Guvners and the Indeps.

Enemies: The Doomguard. Entropy is the antithesis of experience.

Benefit: All Sensates have Darkvision and Immunity (poison). They also have +6 pp to spend as seen fit.

Weakness: A Sensate cannot turn down an offer to partake in new experiences. Offers that are obviously dangerous do not compel.

The Transcendent Order (Ciphers)

Philosophy: Thought is the enemy of truth. Truth is found not through intellectuation, but through pure physical action, unencumbered by intention. Quit thinking, and act. Instinct is all that is needed. Through proper training, the mind and the body become one, and acts of the mind disappear within the acts of the body. When absolute harmony between mind and body is achieved, a blood can just do what is necessary.

Primary Plane of Influence: Elysium.

Allies: None especially.

Enemies: None especially, but the Hardheads can be bothersome.

Benefit: All Ciphers have Improved Initiative and Super-Dexterity +2 [Source: Training; Cost: 4 pp].

Weakness: A Cipher can never use any special initiative action (delay, ready, or refocus).

The Xaositects (Chaosmen)

Philosophy: No order. No patterns. Chaos is the only real rule. Nature rejects order, rejoices in chaos. Chaos is creativity, vitality, whereas law is unnatural and stifles creativity and life itself. Forget meaning and order. Just revel in the mess that everything really is.

Primary Plane of Influence: Limbo.

Allies: The Doomguard and the Bleak Cabal.

Enemies: The Hardheads and the Guvners.

Benefit: A Chaosman can create a babble zone, an area in which spoken and written language is confused. This acts as Obscure (Confound Language) +10 [Extra: Selective; Flaw: Heroic Effort; Source: Training; Cost: 1 pp].

Weakness: Chaosmen can never found businesses, build strongholds, raise, armies, or undertake any other action that long-term organization and discipline.

The Outsiders (The Clueless)

Philosophy: None to speak of.

Primary Plane of Influence: None really.

Allies: None.

Enemies: None. Or everyone. It's hard to tell.

Benefits: None.

Restrictions: None.
 
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A Sample Character

Name: Geomancer
Civilian ID: Ethan Monroe

Power Level: 10
Power Points Earned: 0
Power Points Spent: 0

Sex: Male
Age: 32
Height: 5' 11", or 6' 1" in Alternate Form
Weight: 175 lbs., or 350 lbs. in Alternate Form
Eyes: Blue, or yellow in Alternate Form
Hair: Black, or none in Alternate Form
Costume: See picture below
Identity: Public

Abilities:
STR: 10 (+0)
DEX: 16 (+3)
CON: 14 (+2)
INT: 12 (+1)
WIS: 20 (+5)
CHR: 12 (+1)

(Total ability pp = 24)

Saves:
Damage: +2
Fort: +2
Reflex: +3
Will: +15

Attacks:
Base: +6 (18 pp)
Melee: +6
Ranged: +9, +10 with Elemental Blast

Defense:
Base: +7 (14 pp)
Defense: 20
Flat Footed: 17
Initiative: +3

Hero Points: 5
Speed: 30 ft., fly 50 ft., tunnel 50 ft.

Skills (Ranks): Bluff +6 (5), Diplomacy +5 (0), Intimidate +3 (0), Knowledge (occult) +6 (5), Medicine +15 (8), Profession (doctor) +10 (5), Sense Motive +10 (5), Sleight of Hand +3 (0), Taunt +3 (0).

(Total pp spent in skill = 28)

Feats: Attack Focus (Elemental Blast), Indomitable Will, Move-By Attack, Point Blank Shot, Precise Shot.

(Total pp spent in feats = 10)

Super Powers:

Amazing Save (Will) +10 [Source: Training; Cost: 1 pp]

Geomancy +10 [Extras: Alternate Form - Solid, Area (Elemental Blast), Elemental Control - Earth, Flight, Shape Element, Selective (Elemental Blast); Power Stunts: Elemental Blast, Elemental Snare, Tunneling; Flaws: Restricted: Must be able to gesture and speak freely, Restricted: Flight requires riding on elemental platform, Restricted: Tunneling is through elemental earth only and tunnels automatically close behind Geomancer, Slow: Alternate Form requires a half action; Source: Mystical; Cost: 6 pp]

Notes: In Alternate Form, acquires Immunities (Aging, Cold, Critical Hits, Disease, Exhaustion, Fire, Poison, Pressure, Starvation, Suffocation), Protection, and Super-Strength. Intimidate modifier increases to +12.

(Total pp spent in powers = 76)

Weaknesses: Quirk: Speaks in rhyme; Unlucky

Background: Ethan Monroe has never been a lucky man. Throughout his life, it seems as if Fate conspires against him time and time again. Like the time in his childhood when stumbled out in front of the oncoming truck, and Ethan's father pushed him out of harm's way, dying under the vehicles wheels to save his son. Or how about the time his doctoral thesis, including the back-up computer files, were destroyed in the fire? That accident cost Ethan another six months of work.

Then there was another incident just about a year ago. Ethan's wife Emily was diagnosed with a rare form of leukemia. Terminal, of course. He personally undertook his wife's treatment, pushing the field of medical treatment into bold new territory. Ethan may very well have saved his wife and developed a revolutionary leukemia treatment. His work was in scientific journals world-wide, and the fame brought much-needed donor-dollars into the Freedom City medical community.

And then everything came crashing down around Ethan.

The villain Caliban was in the maximum security wing of the hospital being treated for injuries sustained while being apprehended during the commission of his latest crime. His partner, Ariel, a dangerous woman with mystical command over the weather, attacked the hospital to free her accomplice. In the ensuing violence, the chemotherapy facilities in which Ethan was treating Emily caved in. A fire resulted, complicated by the presence of radioactive materials and mystically-charged weather phenomena. Emily died. To top everything off with a heaping dose of irony, the same accident that killed Emily also unlocked a metaphysical door in Ethan's brain. As a result, he developed mystical control over elemental earth.
 

This sounds like a really cool set-up, Mark L. Chance. I'm thinking of roguish, sometimes immoral, sometimes not Assimar character. That okay? I should have my character done tomorrow.

For my faction, I'm thinking of either Godsman, Indep, or Sensate. Also, will we be using any variant skill point rules?
 

Planescape, I like the setting, and I find the M&M rules better than the D&D, as it allow to do anything... I will think of something, but I reserve a spot.

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I have an idea, but I have a question, can super-dexterity be added to Super-Speed as an extra at 1pp/lvl. To be a bit more clear:

Super-Dexterity 4pp/lvl.
Flaw: No reflexe saves -1pp/lvl
Flaw: No defence bonus -1pp/lvl
Extra to Super-Speed: -1pp/lvl

Total: 1pp/lvl
 
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Hammerhead said:
Also, will we be using any variant skill point rules?

Nope. 1:1.

Velmont said:
Super-Dexterity 4pp/lvl.
Flaw: No reflexe saves -1pp/lvl
Flaw: No defence bonus -1pp/lvl
Extra to Super-Speed: -1pp/lvl

I don't see any reason why that wouldn't work.

WhatKu said:
I would love love love to play. Please?

Sure. Just need a character.
 

This game sounds way cool. Do you have a spot left? It says 2 spots left, but your looking for 5, and I'm the 3rd person to respond...so if that makes me an alternate that's cool... If I'm in then I'll make a character but it will probably take a good day to do it with all the options you have proposed.
 

List of Players

Active Players
Hammerhead as Tendak Lightbringer
Velmont as Randir Urtang
WhatKu as Thanatos
bkmanis as The Reaper
Keia as Cassius the Quick

Reserve Players
Corinthi
 
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Name:Thanatos
Real Name: Gustav LeGard
Faction: The Taken

Abilites: [26pp]
STR 18 (+4,)
DEX 18 (+4, +7 Super Dex)
CON 14 (+2)
INT 14 (+2)
WIS 14 (+2)
CHA 8 (-1)

Landspeed: 30ft
Airspeed: 80ft

Feats:
Immunity [Darkness], Immunity [Age], Suseptible [Jade], Aerial Combat, Dodge, Rapid Strike, Accurate Attack, Darkvision, Iron Will, Great Fortitude, Toughness, Attack Focus [La Mort]
Skills: Acrobatics +12 (1 rank), Balance +11, Escape Artist +11, Hide +11, Move Silently +11, Knowledge [History] +5 (3 ranks)

Powers: Super Dexterity 7 Ranks [Flaw: No Reflex Bonus], Weapon [La Mort] 10 ranks [Extra Energey Feild (Darkness)], Flight [10 ranks], Protection 10 ranks [Extras: Will, Fort, Reflex 10 ranks each], Regeneration 10 ranks [Extra: Back From The Brink, Regrowth]. All From Magical Mutation: Arcane.

Attack: Bab+10 [+14 Melle, +14 Ranged]
Attacks: +15 with La mort, 24L Damage.
Defense: Base +6 [+11 Dex, +1 dodge]= 28
Flat Footed: 17
Saving Throws: Will 14, Fort 14, Ref 14, Damage 14.


Gustav was just a normal guard. Until the power mad wizard with the staff of black jade decided it would be fun to destroy the town he was guarding. After being nearly melted by a viscous blast of darkness from the Wizard, Gustav went unconsicous. He woke up to find half his body missing, aparently melted away. Concentrating on the stump that used to be his arm, he saw a rough outline of it form out of solid darkness, soon giving way to his old arm. He discovered he could do this to any wound he recived, anywhere on his body. Also he discovered that his dodging and acrobatics were much improved. Many strikes that would have broken bones, or poisons that should have melted his insides, just didnt effect him anymore. Once someone tried to control his mind, and he brushed them aside as if it were nothing. Never wanting to forget what happend to him, he had a sword forged with the armor he was wearing at the time. Aparently, this was infused with the magical power too, since he can channel darkness up through the sword, seeming to enhance the stopping power of La Mort.
 
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