Planescape Affiliations for Factions

Oryan77

Adventurer
Hi, I found several Affiliations (from the PHB2) online for Planescape Factions. I want to use several of them for my players but some of the stats seem pretty harsh. I'm not a rules guy so I was wondering if anyone wouldn't mind looking these over and tell me how I should tweak them to make them work better. I figure you guys know your stuff!

If you aren't familiar with Planescape Factions, feel free to ask me for more info about the faction so you can make the affiliate fit that concept better. Although it's pretty easy to get a quick rundown about a faction by searching online. Any help would be greatly appreciated, thanks!

I'll start off with 3 Affiliations in the following posts:
 

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The problem I see with this one is the Sanity effects. I'm not big on requring players to roll percentages for every day (unless they really want to). And those effects seem really rough. I don't think anyone would want to be a Bleak Cabal member if he has to deal with those effects....I know my player who belongs to that faction doesn't seem thrilled by it.

Bleak Cabal


Modifier Criterion
+1/2 PC's level Character level
+1 Levels in bleaknik
+1 per 2 Levels in bleaker
+1 Base Will save +6 or greater
+2 Base Will save +12 or greater
+2 Access to the Madness domain or mantle
+1 per Each Bleaker feat
+1 5 or more ranks in Heal
+2 10 or more ranks in Heal
-1 Untrained in Heal
+1 Able to cast crushing despair
+2 Volunteers at the Gatehouse (One day/week and 4 DC 15 Heal checks)
+1 Self-exiled member of another faction
+1 per 5,000 gp Donates to charity
+2 Cured someone of insanity
+2 Survived the Grim Retreat
+1 Successfully resisted a fear effect that would have resulted in death
+1 Visited Pandemonium
+1 per (maximum 1/month) Convinced someone of the pointlessness of life
+2 per Each successful mission undertaken for the Bleakers

Benefits
Rank Title Saves Sanity Special
4 or less Namer - - -
5 - 14 Factotum +2 Wisdom x 6 Potions, Stun to Fatigue
15 - 22 Madman +4 Wisdom x 5 Paralyze to Exhaust
23 - 29 Factor +6 Wisdom x 4 Take Madness
30 Factol +8 Wisdom x 3 Turn Madness

Saves: The Bleaker gains the listed bonus to saving throws against mind-affecting effects. This bonus applies to saves made to recover from the Grim Retreat, below.

Sanity: Beginning at Factotum level, the Bleaker has a Sanity score which is a multiple of his Wisdom score. At the beginning of each day, the Bleaker must roll his Sanity score or less on 1d100. On a failed roll, the Bleaker suffers a random insanity from the list below for 8 hours. On a roll of 1, the Bleaker succumbs to the Grim Retreat. His Intelligence, Wisdom and Charisma scores drop to 0 and he becomes comatose and unresponsive. The only treatment for the Grim Retreat is to be brought to the Gatehouse for reflection. Every 24 hours spent in a Gatehouse cell, the Bleaker may roll a Will save (DC 15 + character level) to recover from the Grim Retreat. On a roll of 1, the Bleaker loses the will to live, and dies.

Potions: At Factotum level the Bleaker may requisition a potion of lesser restoration once per week. At Madman or greater level, he may instead requisition a potion of restoration once per week.

Stun to Fatigue: Any time the Bleaker suffers the stunned condition, he can instead choose to be fatigued for twice the duration of the stun effect.

Paralyze to Exhaust: Any time the Bleaker suffers the paralyzed condition, he can instead choose to be exhausted for twice the duration of the stun effect.

Take Madness: Once per week the Bleaker can remove the effects of a lesser confusion, confusion or insanity spell with a touch.

Turn Madness: Once per day when the Bleaker would be the target of a mind-affecting effect, he can turn the effect back on its source as with spell turning, except that abilities which are not spells are also affected.

Insanity (1d10)

1. Apathetic: The Bleaker withdraws into himself, losing contact with the world. His Charisma and Wisdom are reduced by 2 for the duration.
2. Craven: The Bleaker becomes a lily-livered coward. When casting, he may only cast defensively. When attacking, he must fight defensively.
3. Enthralled: The Bleaker is drawn to and fascinated by death. He no longer has the will to resist it. When engaged in a deadly situation, he suffers a -4 penalty to Armor Class and skill checks.
4. Fatalistic: The Bleaker becomes oppressed by negative, defeatist thinking and believes there's nothing he can do to save himself from a horrible fate. He suffers a -3 penalty on all saving throws.
5. Hubristic: The Bleaker regards himself as superior to all things, even the gods. Divine healing has no effect on him.
6. Murderous: The Bleaker experiences irresistable murderous urges. If an opportunity to deliver a coup de grace is available, he must take this action. He cannot distinguish between an ally and an opponent- if anyone is helpless, he must deliver the coup de grace.
7. Paranoid: The Bleaker grows overly suspicious, even of his closest companions. In combat, he cannot avoid watching for signs of treachery. Whenever one of his allies engaged in combat makes an attack and fails to hit, he becomes suspicious that the ally is secretly a traitor to the party. He takes a -1 penalty to any rolls made during that turn, since some of his attention is focused on monitoring the suspected traitor's activities. If more than one ally fails to hit, the penalty is cumulative.
8. Severely Phobic: The Bleaker gains a severe phobia, which requires him to succeed on a Will save (DC 16 + the CR of the challenge) or become panicked when he encounters the object of his phobia. Roll 1d6 to determine the type of phobia. 1: Cramped quarters; 2: darkness; 3: fire; 4: heights; 5: magic; 6: water.
9. Unbalanced: The Bleaker's unstable mind makes him unpredictable, particularly in combat. He is automatically confused on his first turn in any combat.
10. Unresponsive: The Bleaker's senses are dulled and he loses the ability to discern the truth of the world around him. His Wisdom score is reduced by 4 for the duration.
 
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Free League


Modifier Criterion
+1/2 PC's level Character's level
+1 per 2 Levels in indep
+2 Access to Liberation domain or Freedom mantle
+1 Each Indep feat
+1 per (maximum 1/month) Defeat a known bully
+2 Humiliated a member of a faction
+1/10,000 gp (maximum +1/month) Does 10,000 gp of trade in the Grand Bazaar
+1 Visited the Outlands
-2 Ex-member of a faction
-2 Placed yourself in the contractual service of another
+2 per Each successful mission undertaken for the Indeps

Benefits
Rank Title Saves Skills Special
4 or lower Namer - - -
5 - 14 Factotum +2 +2 Gather Info Sense Faction, Discount
15 Freeman +4 +4 Gather Info, +2 Knowledge (N&R) -
Saves: The Indep gains the listed bonus to saves against compulsions.

Skills: The Indep gains the listed bonus to Gather Information checks made within the Grand Bazaar, and to all Knowledge (nobility & royalty) checks.

Sense Faction: Once per day the Indep Factotum can determine the faction of a creature within 30 feet (Will save DC 10 + 1/2 your character level + your Wisdom modifier negates).

Discount: The Indep Factotum's purchases in the Grand Bazaar are at a 5% discount (15% with the Contacts in the Grand Bazaar feat). At Freeman level, this benefit improves to a 10% discount (20% with the Contacts in the Grand Bazaar feat).
 

Revolutionary League


Modifier Criterion
+1/2 PC's level Character's level
+2 Has an extraordinary or supernatural shapechanging ability
+1 Levels in anarchomancer
+1 per 2 Levels in anarchist
+1 per Each Anarchist feat
+1 5 or more ranks in Disguise or Sleight of Hand
+2 10 or more ranks in Disguise or Sleight of Hand
-1 Untrained in Disguise
+2 Infiltrated an exclusive group
+1 Hindered a government
+6 Overthrew a government
+1 Visited Carceri
-4 Discovered as an Anarch by an organization
+1 per (maximum 1/month) Recruited someone into the Anarchs
+2 per Each successful mission undertaken for the Anarchs

Benefits
Rank Title Skills Special
4 or less Namer - -
5 - 14 Factotum +2 Bluff/Disguise/Forgery Potions
15 - 22 Revolutionary +4 Bluff/Disguise/Forgery nondetection
23 Cell Leader +6 Bluff/Disguise/Forgery Plan B
Skills: The Anarch gains the listed bonus to all Bluff, Disguise and Forgery checks.

Potions: Once per week an Anarch Factotum can requisition a potion of invisibility from her faction.

Nondetection: An Anarch Revolutionary is continually affected by a nondetection spell as though cast by a wizard of her character level.

Plan B: An Anarch Cell Leader has a contingency effect in place which is triggered the first time in a week someone discovers her true identity as a member of the Revolutionary League. The spell triggered may be mislead or any spell the Anarch can cast whose level does not exceed 1/3 her character level (maximum 6th level).
 

This may be exactly what I'm looking for. I'm putting together a 3.5 Planescape campaign and was looking for a way to work out faction abilities. A cursory glance, these look good. Could you post more or point me to the source?

EDIT: Ah, looks like these were posted on an earlier thread here on EN World.

http://www.enworld.org/showthread.php?t=164529
 
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