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.