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[PS4e] KM's Planescape 4e Development Thread
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<blockquote data-quote="I'm A Banana" data-source="post: 5438590" data-attributes="member: 2067"><p>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.</p><p></p><p>So I went and statted them up as backgrounds. They're patterned on the <em>Legacy of Acererak</em> backgrounds.</p><p></p><p>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. </p><p></p><p>I thought others might find this useful, so heeeeeeeeeeeeeere they are.</p><p>[sblock=Rule of Three, Taken Five Times]</p><p><u>Factions</u></p><p>Factions work as “backgrounds.” All bonuses are racial bonuses. </p><p>Factions also teach faction-specific feats, powers, and paragon paths available only to members.</p><p></p><p><strong>The Athar</strong> (“The Lost”) Believe the gods are lies and that true power comes from factual knowledge. Powers revolve around denying others actions through inspiring doubt.</p><p><em>Associated Skills</em>: Religion, Stealth, History</p><p><em>Benefit</em>: You can ignore prerequisites and requirements that specify what you worship.</p><p> </p><p><strong>The Believers of the Source</strong> (“Godseekers”): Believe that they can become true deities via reincarnation and continual self-perfection.</p><p><em>Associated Skills</em>: Insight, Diplomacy, History</p><p><em>Benefit</em>: 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).</p><p></p><p><strong>The Bleak Cabal</strong> (“Bleakers”): Believe that existence is pointless, meaningless, and that there is nothing you can accomplish -- except in yourself.</p><p><em>Associated Skills</em>: Endurance, Heal, Insight</p><p><em>Benefit</em>: +1 bonus to saving throws vs. fear effects. </p><p></p><p><strong>The Doomguard</strong> (“Sinkers”): Believe that the universe is meant to fall apart, and try to help it along by destroying what they can.</p><p><em>Associated Skills</em>: Athletics, Endurance, Intimidate</p><p><em>Benefit</em>: +1 bonus to damage against enemies that have recovered HP. </p><p></p><p><strong>The Dust</strong> (“The Dead”): Believe in purging all emotion, to approach a dispassionate intellect as if dead inside.</p><p><em>Associated Skills</em>: Arcana, History, Religion</p><p><em>Benefit</em>: +2 bonus to Diplomacy and Intimidate checks against Undead. </p><p></p><p><strong>The Fated</strong> (“The Heartless”): Believe that all must be self-sufficient to survive. Don’t believe in helping those who can’t help themselves.</p><p><em>Associated Skills</em>: Any skill not on your class list.</p><p><em>Benefit</em>: +1 to all untrained skill checks.</p><p></p><p><strong>The Unity of Order</strong> (“Guvners”): Believe that the universe has an underlying order, and that finding it and understanding it will give one power over the universe.</p><p><em>Associated Skills</em>: Arcana, History, Insight</p><p><em>Benefit</em>: Learn one additional language.</p><p></p><p><strong>The Free League</strong> (“Indeps”): Believe in independence, in not swearing oaths, in remaining self-determined.</p><p><em>Associated Skills</em>: Bluff, Insight, Streetwise</p><p><em>Benefit</em>: +1 bonus to saving throws vs. charm effects</p><p></p><p><strong>The Harmonium</strong>(“Hardheads”): Believe in teamwork and group-betterment, in working together and in going for the greater good.</p><p><em>Associated Skills</em>: Athletics, Diplomacy, Intimidate</p><p><em>Benefit</em>: +1 to damage rolls against a creature just damaged by an ally.</p><p></p><p><strong>The Mercykillers</strong> (“the Red Death”): Believe in correct and metered punishment (“True Justice”) as a betterment process, and as social perscription.</p><p><em>Associated Skills</em>: Insight, Intimidate, Perception</p><p><em>Benefit</em>: +1 to damage rolls against a creature that just damaged you.</p><p></p><p><strong>The Revolutionary League</strong> (“Anarchists”): Believe that only true freedom from all organization will allow one to be true to oneself.</p><p><em>Associated Skills</em>: Bluff, Stealth, Thievery</p><p><em>Benefit</em>: +1 to damage rolls against Leader-type enemies.</p><p></p><p><strong>The Sign of One</strong> (“Signers”): Believe that they imagine the universe into existence themselves (or at least one of them does).</p><p><em>Associated Skills</em>: Bluff, Insight, Perception</p><p><em>Benefit</em>: +1 bonus to saving throws against Illusion effects.</p><p></p><p><strong>The Society of Sensation</strong> (“Sensates”): Believe that experience creates reality, and that only through direct exposure is something made actual.</p><p><em>Associated Skills</em>: Endurance, Heal, Perception</p><p><em>Benefit</em>: +1 to the first saving throw they make in after an extended rest</p><p></p><p><strong>The Transcendant Order</strong> (“Ciphers”): Believe that thought is pointless and that instinctive action will result in correct action.</p><p><em>Associated Skills</em>: Acrobatics, Athletics, Endurance</p><p><em>Benefit</em>: +2 to initiative checks.</p><p></p><p><strong>The Xaositects</strong> (“Babblers”): Believe that chaos is the natural state of things, and so seek to get as close to random as possible.</p><p><em>Associated Skills</em>: Roll randomly to determine the associated skill.</p><p><em>Benefit</em>: 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.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5438590, member: 2067"] 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 [I]Legacy of Acererak[/I] 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] [U]Factions[/U] Factions work as “backgrounds.” All bonuses are racial bonuses. Factions also teach faction-specific feats, powers, and paragon paths available only to members. [B]The Athar[/B] (“The Lost”) Believe the gods are lies and that true power comes from factual knowledge. Powers revolve around denying others actions through inspiring doubt. [I]Associated Skills[/I]: Religion, Stealth, History [I]Benefit[/I]: You can ignore prerequisites and requirements that specify what you worship. [B]The Believers of the Source[/B] (“Godseekers”): Believe that they can become true deities via reincarnation and continual self-perfection. [I]Associated Skills[/I]: Insight, Diplomacy, History [I]Benefit[/I]: 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). [B]The Bleak Cabal[/B] (“Bleakers”): Believe that existence is pointless, meaningless, and that there is nothing you can accomplish -- except in yourself. [I]Associated Skills[/I]: Endurance, Heal, Insight [I]Benefit[/I]: +1 bonus to saving throws vs. fear effects. [B]The Doomguard[/B] (“Sinkers”): Believe that the universe is meant to fall apart, and try to help it along by destroying what they can. [I]Associated Skills[/I]: Athletics, Endurance, Intimidate [I]Benefit[/I]: +1 bonus to damage against enemies that have recovered HP. [B]The Dust[/B] (“The Dead”): Believe in purging all emotion, to approach a dispassionate intellect as if dead inside. [I]Associated Skills[/I]: Arcana, History, Religion [I]Benefit[/I]: +2 bonus to Diplomacy and Intimidate checks against Undead. [B]The Fated[/B] (“The Heartless”): Believe that all must be self-sufficient to survive. Don’t believe in helping those who can’t help themselves. [I]Associated Skills[/I]: Any skill not on your class list. [I]Benefit[/I]: +1 to all untrained skill checks. [B]The Unity of Order[/B] (“Guvners”): Believe that the universe has an underlying order, and that finding it and understanding it will give one power over the universe. [I]Associated Skills[/I]: Arcana, History, Insight [I]Benefit[/I]: Learn one additional language. [B]The Free League[/B] (“Indeps”): Believe in independence, in not swearing oaths, in remaining self-determined. [I]Associated Skills[/I]: Bluff, Insight, Streetwise [I]Benefit[/I]: +1 bonus to saving throws vs. charm effects [B]The Harmonium[/B](“Hardheads”): Believe in teamwork and group-betterment, in working together and in going for the greater good. [I]Associated Skills[/I]: Athletics, Diplomacy, Intimidate [I]Benefit[/I]: +1 to damage rolls against a creature just damaged by an ally. [B]The Mercykillers[/B] (“the Red Death”): Believe in correct and metered punishment (“True Justice”) as a betterment process, and as social perscription. [I]Associated Skills[/I]: Insight, Intimidate, Perception [I]Benefit[/I]: +1 to damage rolls against a creature that just damaged you. [B]The Revolutionary League[/B] (“Anarchists”): Believe that only true freedom from all organization will allow one to be true to oneself. [I]Associated Skills[/I]: Bluff, Stealth, Thievery [I]Benefit[/I]: +1 to damage rolls against Leader-type enemies. [B]The Sign of One[/B] (“Signers”): Believe that they imagine the universe into existence themselves (or at least one of them does). [I]Associated Skills[/I]: Bluff, Insight, Perception [I]Benefit[/I]: +1 bonus to saving throws against Illusion effects. [B]The Society of Sensation[/B] (“Sensates”): Believe that experience creates reality, and that only through direct exposure is something made actual. [I]Associated Skills[/I]: Endurance, Heal, Perception [I]Benefit[/I]: +1 to the first saving throw they make in after an extended rest [B]The Transcendant Order[/B] (“Ciphers”): Believe that thought is pointless and that instinctive action will result in correct action. [I]Associated Skills[/I]: Acrobatics, Athletics, Endurance [I]Benefit[/I]: +2 to initiative checks. [B]The Xaositects[/B] (“Babblers”): Believe that chaos is the natural state of things, and so seek to get as close to random as possible. [I]Associated Skills[/I]: Roll randomly to determine the associated skill. [I]Benefit[/I]: 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] [/QUOTE]
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