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Silva
2019-03-27, 08:30 AM
Is there a setting slang to these occupations, similar to what there is for rogues (Knight of the Post/Cross Trade)? I'm prepping for a little game and would like to use the setting own slang for everything as much as possible.

- Rogue: Knight of the Post / Cross-Trade
- Fighter: ?
- Mage: ?
- Cleric: ?
- Bard: ?
- Monk: ?

Thanks in advance!

CE DM
2019-03-27, 09:57 AM
not exactly

Basher is close
Blood can apply
but they are not so class specific, just leaning
BTW a Knight of the Post could have a class other than thief, too.

https://cold-blood.obsidianportal.com/wiki_pages/guide-to-planescape-cant
http://www.rilmani.org/timaresh/Cant

here is an expansion you might like
https://www.mimir.net/cant/cant2.html

Silva
2019-03-28, 10:28 AM
not exactly

Basher is close
Blood can apply
but they are not so class specific, just leaning
BTW a Knight of the Post could have a class other than thief, too.

https://cold-blood.obsidianportal.com/wiki_pages/guide-to-planescape-cant
http://www.rilmani.org/timaresh/Cant

here is an expansion you might like
https://www.mimir.net/cant/cant2.html
That mimir source is amazing. Thanks a lot!

CE DM
2019-03-28, 10:36 AM
no problem

mimir used to have tons of stuff indeed

Silva
2019-03-31, 11:47 AM
If you wanted to play a Sigil-centric game based on the city culture main archetypes, what would those archetypes be?

I'm trying to make a campaign based in that idea and I've been reading my corebox and supplements like I'm the Cage and Uncaged, and more and more I feel archetypes like Cony-catchers and swindlers, Ratcatchers, factioneers/radical faction proselitisers and operators, chant-brokers and traffickers, gangers, etc. would be more apripriated than "fighters, cleric, bard, monk, mage" etc.

CE DM
2019-04-01, 12:49 AM
I'm not really clear on what you are asking...

are you looking for class designs, kits, or simply concepts to make race/class combos suit those archetypes?

how tightly to 2e core rules do you hew?

Silva
2019-04-01, 07:41 AM
I'm not really clear on what you are asking...

are you looking for class designs, kits, or simply concepts to make race/class combos suit those archetypes?

how tightly to 2e core rules do you hew?
I'm actually trying a PbtA hack (Powered by the Apocalypse - have you heard of Dungeon World?), and found that ditching part of D&D legacy and instead focusing on the setting own fluff would be a better move. For example, from that Mimir link you provided, I came up with the following occupations/classes (+potential abilities ):

The Knight-of-the-Post (a rogue or swindler) +Robbing, +Conning, +Infiltrating
The Jester (a spy and performer) +Spying, +Acting, +Disguise
The Basher (a thug from Sigil streets) +Street smarts, +fighting prowess, +Gang help?
The Fiend (a demon) +extreme violence, +hellish powers, +soul contracts for blood war?
The Blood Halo (a dangerous celestial) +blesses & boons, +divine powers
The Bloodcrow (a scavenger and veteran of the Blood Wars) , +hells pathfinding, +demonology, +demon contract?
The Tout (an courier kid from the streets of Sigil) +Street Smarts, +Survivor, +Stealth
The Planewalker (a seasoned traveller, or member of the guild of same name) +Pathfinding, +Safe camps, +Planar Knowledge
The Gestalt (a gestalt of cranium rats that turned self-conscious) +Mind Control, +Puppeteers, +Parasite
The Ratcatcher (an specialist in hunting cranium rats and other pests in Sigil) +Traps, +Poisons, +Pests knowledge, +Mind protection
The Box (a rogue Modron or artificial construct, that turned self-conscious) +Childlike curiosity, +Computational skills, +Directives
The Boxer (a craftsman of modron/clockwork/planar tech)
The Fallen Dabus (a forsaken servant of the Lady) +Image projection, +Kotodama/give power to words & symbols, +UnderSigil knowledge
The Gate-Seeker (an expert at finding portals and it's keys) +Portals & Keys knowledge, +Sigil fast shortcuts through portals
The Proxy (a god's chosen; received a shard of a god's power) +Divine powers, +Divine taboos
The Chant-Broker (an expert at acquiring and selling info) +Fixer, +Informants network, +Gigs, +Crews on demand
The Jinker (a planar peddler/merchant) +Jink making, +Planar Contacts, +Sigil stablishment
The Factotum (a very dedicated member of a faction) +clerk work, +Faction secrets, +Faction Contacts, +Diplomacy
The Spellslinger (a dedicated user of magical arts) +Spells, +Magical Lore,
The Faithful (a priest or devout of a Power) +Divine Blessings, +Guidance, +Faith taboos
The Ghostwalker (a shaman/pionicist or other dedicated traveller of the ethereal/astral/insubstantial realms)
The Mindhacker (a psionicist expert at mind tricks)
The Clueless (???) +???

I probably won't have enough time to do all these so I'll focus on the most coherent for "planar adventures centered around Sigil" ones. 7 is a good starting number I think. Maybe Basher, Knight o' the Post, Spellslinger, Planewalker, Box, Fiend and Proxy ? Hmmm...

CE DM
2019-04-01, 06:25 PM
So it is adapting it to another system then? I could help with a bunch, but not Powered by the Apocalypse. I've heard of Dungeon World...heard of it; I know nought.

I'll suggest you are focusing a bit on archetypes that tend to be NPC sorts, to a degree. That might be fine, it might not, I dunno what your group is like.

"clueless" is just anyone new to the planes...A Japanese Samurai from 1600 AD earth, an Ancient Spartan Hoplite, a Waterdeep born warrior, an Athasian Mul Gladiator, a Kender handler from Krynn, Wizard from Greyhawk city, Druid from Celtic Ireland, Elf from Mystraa/Galantri, Hobbit from the Shrine, etc.

they are a fish out of water, stranger in a strange land, etc: they do not really understand or know how things work where they are; though they might be powerful or capable back home or even overall. Even a powerful. wise wizard is generally considered one of the clueless on their first forays into other planes.

Anyway, all the best with it, it's a fun, cool setting/potentially all settings

Silva
2019-04-01, 06:52 PM
"clueless" is just anyone new to the planes...A Japanese Samurai from 1600 AD earth, an Ancient Spartan Hoplite, a Waterdeep born warrior, an Athasian Mul Gladiator, a Kender handler from Krynn, Wizard from Greyhawk city, Druid from Celtic Ireland, Elf from Mystraa/Galantri, Hobbit from the Shrine, etc.

they are a fish out of water, stranger in a strange land, etc: they do not really understand or know how things work where they are; though they might be powerful or capable back home or even overall. Even a powerful. wise wizard is generally considered one of the clueless on their first forays into other planes.
Thanks for clarifying! I'll think on some way to make it an archetype...


Oh by the way, CE DM, have you seen this?

https://drive.google.com/open?id=0B0Z7ZsrO9VLBc25QX1pUTEZ3NTQ

https://drive.google.com/open?id=0B0Z7ZsrO9VLBU3FkblkyQTh4R0U

It's a Planescape players' guide for D&D 5e by Chris Perkins. Looks neat, though I didn't test it yet. I like how the author used Inspiration to enable factions abilities based on belief. :smallsmile:

CE DM
2019-04-01, 09:16 PM
I had not seen that, though I have a chunk of 3rd party planescape for 5e stuff from various folks. Thanks!

edit: hmm, no idea why the bariaur are horned vs no horns instead of male vs female now...some transgender notion applied to ram people from other universes?:smallamused:

inspiration for faction powers sounds like a good idea, although thus far, all my 5e play basically has ignored inspiration. nobody remembers it, it's just one extra thing too much, it seems.

Looks pretty cool otherwise, though!