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View Full Version : DM Help Planescape Factions as Backgrounds



Goober4473
2016-08-15, 07:42 PM
In planning my next campaign, I came up with the idea of using the Planescape factions in place of backgrounds. Here's what I've come up with so far, but there are some sections blank, such as all of the equipment lines. I'd love any suggestions there.

Factions

In place of a background, choose one of the following factions. Each includes suggested skill and other proficiencies. You can from choose these, or select others if you’d like. Select equipment from an appropriate background or from the faction you choose.

Rather than a background feature, each faction provides its members with a number of benefits, such as employment, discounted or free healing, legal representation, etc. If you are an Outsider, you can either choose a feature from an appropriate background, or you can be an Indept with a similar non-faction support network.

Athar
("Defiers", "The Lost"), who deny not only the gods' right to pass judgment over mortals, but their very divinity. They claim that the gods (whom they call "powers") are powerful but have limits and do not deserve worship. Instead, Athar priests channel divine power from what they call the "Great Unknown", or what they believe to be the true divine force behind everything. Their headquarters in Sigil is the Shattered Temple, the former temple of the dead god Aoskar.

Philosophy: The Athar are broadly derived from real-world atheists, agnostics, and Deists.

Role: Spies and rumor-spreaders.

Suggested Skill Proficiencies: Deception and Stealth
Suggested Other Proficiencies: Forgery kits and any one language
Equipment:

Believers of the Source
("Godsmen"), who believe that each life is a test, and that every person has the potential to become a god. Their headquarters is the Great Foundry, symbolizing their belief that the multiverse constantly forges and refines all beings through reincarnation.

Philosophy: Shares many parallels with Hindu and Buddhism. However, the ultimate goal is not Nirvana but apotheosis.

Role: Running the forge. Non-violent (mostly) peacekeepers and mediators.

Suggested Skill Proficiencies: Religion and Persuasion
Suggested Other Proficiencies: Blacksmith’s tools and any one language
Equipment:

Bleak Cabal
("Bleakers", "Madmen"), who deny that any belief system has any merit; as they see it, the universe has physical rules, but no metaphysical or philosophical ones, therefore any meaning in life must come from within. Their headquarters is the insane asylum of Sigil, called the Gatehouse.

Philosophy: They are derived from real-life existentialists and nihilists.

Role: Running almshouses, hospitals, and asylums.

Suggested Skill Proficiencies: Insight and Survival
Suggested Other Proficiencies: Any one type of artisan’s tools and any one language
Equipment:

Doomguard
("Sinkers"), who believe in the sanctity and inevitability of entropy, particularly the inevitable destruction of all things. The core of their belief is that everything ends. Their headquarters is Sigil's Armory, where they forge weapons as tools of destruction.

Philosophy:

Role: Running the city armory. Manufacture and distribution of weapons/armor.

Suggested Skill Proficiencies: Intimidation and Stealth
Suggested Other Proficiencies: Blacksmith’s tools and any one language
Equipment:

Dustmen
("The Dead") believe that both life and death are false states of existence, that there is a state of True Death which can only be accomplished by denying one's emotions and physical wants and needs (a conception similar to eternal oblivion, but also conceivably to Nirvana). Their headquarters is the Mortuary, where Sigil's dead are interred or cremated.

Philosophy: Their philosophy is closely related to acosmism, with a more death-geared ideal, along with some shared similarities with Buddhism and Stoicism.

Role: Running the Mortuary. Handling the city’s dead.

Suggested Skill Proficiencies: Investigation and Medicine
Suggested Other Proficiencies: Embalmer’s tools and vehicles (land)
Equipment:

Fated
("Takers", "The Heartless") believe that those with power and ability have the right to own what they control and to take what they can from those who are unable to keep it, and that it is their right to exploit any situation to their advantage, regardless of how it affects anyone else (a position akin to "might makes right"). Their headquarters is the Hall of Records, where they serve as the tax collectors of Sigil.

Philosophy: They are derived from real-life Social Darwinists and the philosophies of Max Stirner and Ayn Rand.

Role: Running the Hall of Records. Tax collectors.

Suggested Skill Proficiencies: Intimidation and Perception
Suggested Other Proficiencies: One type of gaming set and any one language
Equipment:

Fraternity of Order
("Guvners"), who believe that knowledge is power; they learn and exploit both the natural laws of the universe and the laws of society. Their headquarters is the City Court, where they serve as judges and legal advocates.

Philosophy: They recall the Sophists of Classical Athens.

Role: Judges and advocates.

Suggested Skill Proficiencies: Arcana and History
Suggested Other Proficiencies: Any two languages
Equipment:

Harmonium
("Hardheads"), who believe that peace and stability can only be established under one rule — theirs. The planar faction known as the Harmonium is actually just a small part of a much larger political entity which rules over the entirety of the Prime Material world of Ortho. In Sigil, they serve as the city's police force, and their headquarters is the City Barracks.

Philosophy: They are related to present day authoritarianism, particularly religious evangelicalism and fundamentalism. It is strongly advised that visitors to Sigil never, under any circumstances, use the term 'Hardhead' in front of Harmonium members.

Role: City watch/police force.

Suggested Skill Proficiencies: Investigation and Perception
Suggested Other Proficiencies: Any two languages
Equipment:

Mercykillers
("The Red Death"), who believe in justice and retribution at the expense of all else. Their name does not come from "killing out of mercy," but rather "killing mercy." Their credo that mercy is for the weak, and the merciful should be punished. Appropriately, their headquarters is Sigil's Prison, where they carry out the sentences of convicted criminals.

Philosophy:

Role: Running prisons. Carrying out sentences.

Suggested Skill Proficiencies: Insight and Intimidation
Suggested Other Proficiencies: One type of gaming set, vehicles (land)
Equipment:

Revolutionary League
("Anarchists"), who believe that social order and man-made laws are inherently corrupt and must be destroyed—though none of their members can agree on what, if anything, should replace them. Like the Indeps, they don't have a factol or a headquarters, though they have many safe houses and secret meeting places.

Philosophy: They believe in individual freedom as the highest good and could be considered similar to libertarianism.or anarchism.

Role: Keeping trade fair. Rooting out price-fixers, monopolies, and other unfair business practices like hiring bashers to rough up the competition. Unofficially, keeping the government on its toes.

Suggested Skill Proficiencies: Sleight of Hand and Stealth
Suggested Other Proficiencies: Thieves’ Tools and any one language
Equipment:

Sign of One
("Signers"), who believe that everyone is the center of their own reality and that reality can be reshaped by the power of imagination. Their headquarters is the Hall of Speakers, which houses Sigil's legislature.

Philosophy: Some of them are solipsists, though most are not so extreme.

Role: Lawmaking, settling feuds, handling treaties, and other legislative duties.

Suggested Skill Proficiencies: Lore and Perception
Suggested Other Proficiencies: Any one language and reading and writing any three others.
Equipment:

Society of Sensation
("Sensates"), who believe that accumulating experiential knowledge through the senses is the only way to achieve enlightenment. Their headquarters is the Civic Festhall, which features an endless series of entertainments and a library of magically stored experiences.

Philosophy: They are reminiscent of ancient Epicurianism (if not hedonism more generally), as well as the more modern empiricism.

Role: Entertainers.

Suggested Skill Proficiencies: Acrobatics and Deception
Suggested Other Proficiencies: Disguise kits and one type of musical instrument
Equipment:

Transcendent Order
("Ciphers"), who believe that by tapping into the 'cadence' of the planes and acting through pure instinct they can achieve a higher state of being. Their headquarters is the Great Gymnasium, where members can train to improve their bodies and minds.

Philosophy: Their philosophy could be considered similar to Taoism and Zen Buddhism.

Role: Advisors, assistants, trainers, therapists, and social workers.

Suggested Skill Proficiencies: Animal Handling and Athletics
Suggested Other Proficiencies: One type of gaming set and any one language
Equipment:

Xaositects
("Chaosmen"), who believe that the only truth is revealed in chaos. The Xaositects have been quite accurately described as being "totally off their rockers, every one of 'em." Their headquarters is the Hive, which is the most disorganized part of the Sigil ward of the same name.

Philosophy: Some may consider their philosophy a slight twist to accidentalism, but a far more relevant parallel is the Cynics of antiquity. Compare with real life discordianism.

Role: Officially, sanitation, a job they perform grudgingly, if at all. Unofficially, they keep crime a little more honest, antagonize factions that get too uppity, and provide safe-havens when the law is unfair. A necessary balance against what could otherwise become too rigid.

Suggested Skill Proficiencies: Stealth and Survival
Suggested Other Proficiencies: One type of gaming set and thieves’ tools
Equipment:

Outsiders
(“Clueless”, “Indepts”), who either don’t want to or can’t join a faction, or are new arrivals from the Prime Material.

Philosophy: Probably some backwards idea about morality that has no right being included in this list.

Role: None.

Suggested Skill Proficiencies: Any two
Suggested Other Proficiencies: Any two tools/languages
Equipment: