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Planescape: Fantasy Taken to the Edge (5e conversion)
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<blockquote data-quote="Quickleaf" data-source="post: 6608093" data-attributes="member: 20323"><p>So that's my template going forward with the rest of the factions. At Renown 1, you are considered a member who must abide by the faction's restrictions, and you get a passive ability and an active ability. At Renown 10 and 25, you gian new abilities. At Renown 50, you're the Factol. While I have a ton of my own ideas for Factol abilities, there is nothing canonical in Planescape that says the Factol gains unique special abilities, so I'd prefer not to focus on that yet.</p><p></p><p>In regards to the factions Restrictions, I am gauging how likely it seems a given restriction to come up in a "typical" Planescape campaign. If its uncommon or common, then that's enough for the Restriction. However if the condition is rare, then I am inclined to add a little extra hindrance. I also am going with what feels right, given the nature of the faction. For example, The Athar were a borderline case; I interpreted "receiving help from gods or their servants" as uncommon or common, however it seemed apropos that Athar not be popular with priests.</p><p></p><p>In converting the Athar faction abilities, one thing I noticed was that the core Athar faction feature was this odd list of cleric spells they were immune to. I whittled down that list, cutting out all divination spells, since the Athar gains Hidden from the Gods later on. This gave me a list of spells which *mostly* had a curse theme to them, so that's how I ended up with Divine Curse Immunity. It's a bit subjective, but that's perhaps how it should be.</p><p></p><p>Defiant replaces a bonus to saving throws, and I may make it a reaction.</p><p></p><p>Banishment was originally a ceremonial thing that required multiple Athar. Since I'm designing these based on the average adventuring party (which rarely has multiple members of the same faction), I cut out the "multiple Athar" bit.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6608093, member: 20323"] So that's my template going forward with the rest of the factions. At Renown 1, you are considered a member who must abide by the faction's restrictions, and you get a passive ability and an active ability. At Renown 10 and 25, you gian new abilities. At Renown 50, you're the Factol. While I have a ton of my own ideas for Factol abilities, there is nothing canonical in Planescape that says the Factol gains unique special abilities, so I'd prefer not to focus on that yet. In regards to the factions Restrictions, I am gauging how likely it seems a given restriction to come up in a "typical" Planescape campaign. If its uncommon or common, then that's enough for the Restriction. However if the condition is rare, then I am inclined to add a little extra hindrance. I also am going with what feels right, given the nature of the faction. For example, The Athar were a borderline case; I interpreted "receiving help from gods or their servants" as uncommon or common, however it seemed apropos that Athar not be popular with priests. In converting the Athar faction abilities, one thing I noticed was that the core Athar faction feature was this odd list of cleric spells they were immune to. I whittled down that list, cutting out all divination spells, since the Athar gains Hidden from the Gods later on. This gave me a list of spells which *mostly* had a curse theme to them, so that's how I ended up with Divine Curse Immunity. It's a bit subjective, but that's perhaps how it should be. Defiant replaces a bonus to saving throws, and I may make it a reaction. Banishment was originally a ceremonial thing that required multiple Athar. Since I'm designing these based on the average adventuring party (which rarely has multiple members of the same faction), I cut out the "multiple Athar" bit. [/QUOTE]
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