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Part One: Sigil By Cutter

Welcome to Sigil, the City of Doors! The centre of the Planes and the local multiverse too. Sitting on the inside of a giant torus that itself floats above an infinitely tall mountain at the centre of the very plane of neutrality itself – the Concordant Domains of the Outlands. Here neutrality is enforced. Gods are barred from the city, and the Lady of Pain takes very aggressive steps to make sure nobody drags Sigil into the troubles outside. It is even a haven from the Blood . Unfortunately, this means many, many criminals and troublemakers from outside land come here as a last resort. ‘Course, not everyone’s here of their own free choice. Sigil’s ridded in doors to other planes, and sometimes a local from outside falls in. What got them in Sigil rarely is what gets them out of Sigil, and they’re stuck here until they find a door back home. These planar doors all throughout Sigil would make it the most valuable place in the multiverse to hold. Master Sigil, you can master the Planes. But the Lady won’t let that happen. Piss her off and the best thing you can hope for is being locked in an extradimensional maze unable to die of age, hunger, or thirst. The unlucky ones get flayed alive in an instant. But on the bright side, you’ll see all kinds of things in Sigil. A devil and a demon (don’t call ‘em that, trust me) having friendly drinks in a bar. Angels in disguise buying weapons for god-knows-what purposes from a giant frog made of pure Chaos. And remember: When you see two things, look for the third. Here’s 1,000 Cage Points. You’ll be needing it. Class These origins should be considered a guideline and not your final “class”. Feel free to wank that you are whatever class/subclass. One thing you should know about life out here on the planes is that magic isn’t quite as reliable as it in in one of the Primes. See, the magical nature of the planes themselves will wreak havoc upon magical spells, sometimes they fire off supercharged, sometimes they don’t work at all, and on some planes your fireball might just throw a large frog at your target. Worse, when a priest casts spells from his power, the spell is diminished based on how distant his current plane is from which plane his power resides on. Don’t go expecting caster supremacy to always hold true out here.

Fighter: The fighter is a warrior, an expert in weapons and, if he is clever, tactics and strategy. Out on the Planes, most fighters are professional warriors. There’s no room for half-assing your fighting skills out where the fiends are just a short trip away. Out on the planes, you might have been a mercenary or a hired guard.

Paladin: The paladin is a noble and heroic warrior, the symbol of all that is right and true in the world. As such, he has high ideals that he must maintain at all times. Paladins are an odd sight out here. The relentless cynicism of the Outer Planes typically ends in them being seen as holier-than-thou stick in the muds, when you aren’t bumping into some fiend who takes special exception with their vows.

Ranger: The ranger is a hunter and woodsman who lives by not only his sword, but also his wits. Of course, here you get all kinds of strange and wild environments like nothing you’d expect on the Material Plane, and a good ranger learns familiarity with them or dies.

Wizard: The wizard group encompasses all spellcasters working in the various fields of magic – both those who specialize in specific schools of magic and those who study a broad range of magical theories. Spending their lives in pursuit of arcane wisdom, wizards have little time for physical endeavours. They tend to be poor fighters with little knowledge of weaponry. However, they command powerful and dangerous energies with a few simple gestures, rare components, and mystical words. Unfortunately, when wizards from one of the Primes come to Sigil, they're often disappointed to find that out on the planes, a wizard's just another berk. No special treatment, no particular status - just another magic using cutter. On the Great Ring, even a nupperibo has magical powers, and more folk have magic resistance than not (or so it seems), so prime wizards can pike their haughty attitudes.

Cleric: Your true faith in one of the powers, or possibly an idea you totally subscribe to, has been rewarded with divine spellcasting, and decent basic martial training to go spread that faith around. Of course, out on the planes that earns you lots of cautious tiptoeing – and even more potential enemies. For instance, fiends love to give a good-aligned cleric all kinds of grief. Travelling into the realms of an enemy power is just asking for trouble, and lots of it.

Druid: The druid is a priest of nature and guardian of the wilderness, be it forest, plains, or jungle. They gain shapeshifting abilities and a deep connection to nature. They’re less common out on the planes, but see, the planes themselves are connected to everything in a deeper, more fundamental way than nature on one of the Primes. Planar druids can be a terrifying force of balance, preventing planar catastrophes from erupting and typically pick up powers and spells different from their Prime counterpart.

Thief: Thieves are relentless criminals living off the fat of the land, yet they are not necessarily wicked. They pick up a very broad variety of skills out of necessity, making them a very versatile class. Being sneaky – knowing how to hide. and how to slip into the shadows – is never a useless skill when a body’s stomping grounds include the homes of creatures such as pit fiends, planetars, and slaadi. In fact, thieves are probably the most universally adaptable folk who make their way around the planes. Factions in Sigil are more important than anything else. Of course, you can’t really be a member of a faction until you believe in the faction ideals hard enough to warp reality for yourself; for these reasons all factions other than the neutral Free League come with an inherent drawback for the duration of the jump. More details of each faction come under the faction headings later. Races You know the drill. Pay 50 CP to change gender or leave it as before for free. Any race bought here becomes an altform post-jump.

Humanoid – Free: Human, , Dwarf, , or Gnome. The classic races. Elves are dextrous, dwarves are short and stocky, are short and nimble, gnomes are short and skilled with illusions, and humans are vanilla.

Aasimar – 100: The blood of celestials flows in the veins of the Aasimar. Aasimar have a mild magic resistance, a strong resistance to any form of magical compulsion, heat and cold, keen senses, 60 ft of , and are naturally slightly stronger and wiser than a normal human.

Bauriar – 100: Natives of the Upper Planes, a Bauriar is like a centaur, but instead of horse they have the body of a goat and the horns of a ram. The species is strongly sexually dimorphic, with females lacking horns but gaining intelligence, while males are slightly tougher, stronger and faster than a normal man, able to land a devastating charge with their horns. Both sexes possess a keen sense of smell and hearing.

Genasi – 100: Somewhere up your family tree is the blood of a denizen of the Elemental Planes. Just try not to think how a creature made of earth, water, air, or fire can sleep with a mortal. All Genasi get Darkvision (the ability to see even without any light at all, without colour, does not replace regular vision) out to 60 feet. If you’re an Air Genasi, you become faster, resistant to electrical attacks and air-based magic, can summon up strong gusts of wind, and no longer need to breathe. If you’re an Earth Genasi, you become tougher, resistant to acid and earth-based magic, can soften earth and stone, and have an intuitive grasp of masonry and stonework. If you’re a Fire Genasi, you become smarter, have resistance to fire and fire magic, can summon flames, and can heat yourself up enough to cause injury at a touch. Finally, if you’re a Water Genasi, you become tougher, resistant to cold and water magic, swim as fast as you can move on land, breathe water like you can air, and summon up thick clouds of fog.

Tiefling – 100: Part human, part Fiend, appear like normal humans, but with some obvious tell as to their fiendish heritage. Might be horns growing out of their heads, slit pupils like a snake, a mouth full of jagged razor teeth, the smell of ash and brimstone following them around, or even a long, sinuous tail. The fiend- touched body of a grants them strong resistance to cold, a weaker resistance to poisons, fire and electricity, a natural charm and toughness, 60 feet of darkvision and the ability to conjure spheres of magical darkness. Githyanki/zerai – 150: Former slaves of the Mind Flayers, both Githyanki and Githzerai are of the same species, yet radically different beliefs originating from an ancient split emerging just after a successful slave rebellion, between the followers of Gith (Githyanki) who desired an Eternal Crusade against the Mind Flayers, and the followers of Zerthimon (Githzerai) who saw Gith as a tyrant and chose to reject warfare so they may know wisdom. The Githyanki live in fortresses hollowed out of the bodies of floating in the Astral Plane, while the Githzerai choose to live in the Ever-Changing Chaos of Limbo, where through sheer discipline and willpower form stable cities monasteries amidst the whirling elemental chaos. Both Githyanki and Githzerai are taller, yet thinner than an average human, have 60 feet of darkvision, possess the ability to cast plane shift at-will and are naturally mildly psychic. Additionally, as Gith grow stronger, they become increasingly resistant to magic.

Quesar – 300: Quesar are a race of effectively sun-powered sapient golems crafted by the Aasimar in the Blessed Fields of Elysium (Neutral Good) to fight their wars, who eventually turned upon their creators and refused to follow their orders. As a Quesar, you are noticeably tougher than a true flesh and blood creature, immune to non-magical weapons (and mildly resistant to magic), you slowly regenerate while in sunlight, can weaponise stored sunlight from merely surrounding themselves in brilliant sunlight to firing off a powerful incinerating beam from their halos (which is not a spell for purposes of magic resistance and similar anti-magic), have no need to eat, sleep, drink, or rest. However, in Quesar form, you will not be able to use any magic items at all and are affected by any magic that will affect golems and require sunlight to live.

Other Outsider – Varies: You may pick any non-unique Outsider for a price listed as follows. Do note that outsiders typically can be promoted into greater forms. How this is achieved varies depending on the outsider race, for instance evil outsiders must typically consume or torture souls until they amass enough divine energy to perform a ritual where their new form tears free from their old body like a grotesque parody of a reptile shedding its skin. Location Sigil herself’s a bit of a Dickensian paradise, the nice places are pretty nice, but the bad places are smog-choked, sprawling slums inhabited by crowds of the destitute and unfortunate. Roll 1d8 or pay 50 CP to see just which district – or Ward as it’s called here – you emerge in.

1. The Hive Ward: Ignored by the Dabus whose duty it is to maintain Sigil, the Hive is a crumbling slum of decrepit buildings and shanty towns. Nobody lives here who can avoid it. Life is cheap, and here it’s cheaper than anywhere you can imagine. 2. The Lower Ward: The beating industrial heart of Sigil, the Lower Ward is a filthy, smog-choked pile of hovels inhabited by the poorer folk. 3. The Clerk’s Ward: Home to the lucky educated citizens of Sigil, it is also the centre of bureaucracy in the Cage. Stroll down the pristine streets and enjoy nonstop, round the clock public services that keep Sigil civilised. 4. The Market Ward: Sandwiched between The Lady’s Ward and the Clerk‘s Ward, this is Sigil’s most cosmopolitan area – if it walks, crawls, or flies, and has jink to spend, it’s welcome here. 5. The Guildhall Ward: The Guildhall Ward is a specialised part of the Market Ward where the craftsmen gather, take on apprentices and are trained. If anything can be bought in the Market Ward, anything can be commissioned from here. 6. The Lady’s Ward: The home of Sigil’s upper crust. Nothing happens here without a purpose. Everywhere you look, everywhere you go, rich folk with more time than they need wring constant plots against their neighbours. More to the point, the City Barracks, the Court, the Prison and the Armoury are all kept here. At once, it is the safest region of Sigil, and also one of the most dangerous. Watch your step, lest you fall into oblivion. 7. Free Choice: Your pick of any on the list. 8. Also Free Choice: Take it and get out. Perks Perks are discounted to their origins and 100 CP perks are free. General Perks

The Art of the Planes – Free: The art style of the Planescape is pretty unique. If you really like it, you can take it with you too. Spend your chain viewing the world like the fantastic, occasionally bizarre and disturbing art of Planescape.

Classes – Free/100: You receive one free class from 2e AD&D based on your origin. You start off fairly skilled and experienced in the ins and outs of that class. In game-terms you may consider yourself roughly equivalent to a 5th level character. Further classes may be purchased, and in that case, you will be a multi-class character, improving your abilities in both classes simultaneously but as slowly as both combined.

Tabletop – Free/100: If you wish, you may take this jump in a manner oddly similar to 2e Dungeons and Dragons. Going on adventures will see random monsters inexplicably pop up, dropping gold appropriate to your strength and (very rarely, this isn’t 3e) magic items. Not only that but fighting anything gains you a little bit of “experience” that slowly improves your “level” which improves your “class” skills and abilities. Free for the jump, 100 CP to continue benefiting from it post-jump. Do be aware that AD&D is notoriously lethal, especially compared to later editions.

Friendly Fiends – 100: Sigil’s the safest spot in the multiverse for someone who wants to run from authority; the really big guys rarely come here, and anybody can easily get lost in the twisting mazes of the city streets. What this means is that Sigil holds the largest population of benevolent, or at least non-malevolent, fiends. Folk who decided they didn’t want to be cannon fodder for the Blood War, folk who found redemption going against every fibre of their being, and just folk who haven’t got the spite to really cause anyone harm flock to the Cage. It’s a big part of the reason you shouldn’t go assuming any Outsider is going to act along its normal alignment. And like Sigil itself, you seem to be a magnet for beings who deviate from alignment categories who are oddly drawn to hanging around you for whatever reason. Yes, this does include Good Succubi.

Rule of Three – 200: The Rule of Three is the cosmic principle that everything comes in three; three cosmic truths, three transitive planes, three levels of existence, three perspectives to morality and ethics, and so on. Find two things and look for the third. You can carry a little bit of this with you; when you find two treasure chests, a third won’t be far. If you refresh two spell slots, you’ll manage to wrangle a third one out. Minor benefits like that will continue to follow you in your travels.

Portal Mastery – 200: It’s an open question how much of the City of Doors’ portals occur naturally and how much are deliberately opened by the Lady of Pain. What is indisputable is her absolute control over the portals and where they lead. You now share in a similar gift. Whenever you are residing within a domain or property you purchased with CP or created yourself, you can open a portal within that domain to anywhere within the local multiverse unless anti-planar travel magic would explicitly block it. When outside your property or domain, you may open a portal to anywhere within your property, again unless local anti-planar travel magic would explicitly block it. These portals can be any kind, whether a visible glowing gateway to another realm that transports anyone who passes through, or a hidden portal that can only be accessed by extremely specific circumstances (such as leaping through the third story window of a specific tavern carrying a coin minted on Nessus). On its own, this would be nothing to write home about, but you have a secondary bonus: You are now completely aware of any attempts at interplanar travel within your domain or property, able to reflexively block any attempts to move in or out or simply redirect the destination should you choose. Finally, any creature that is not native to your domain or property may be banished, as per the spell, by focusing on sending it home.

The Power of Belief – 400: The big reason almost all the big players in the Outer Planes are so dedicated to proselytising is that out here, belief shapes reality. What enough people believe is true. You carry around a bit of that metaphysical trickery with you too. Now, if you convince enough sapient creatures about some fundamental truth of reality – perhaps how the laws of physics work, what the afterlife is like, or even the core tenets and nature of a deity – you can make it true. The more widespread, fundamental changes to the local laws or divinities, the more widespread the belief will have to be. Beliefs you attempt to make true opposed by a significant portion of your local multiverse’s mortal beliefs will require a noticeably larger following to override the way things work locally. You can also kill a person by convincing them they don’t exist, causing them to wink out of existence, although this will be quite the struggle.

A Maze-ing – 400: With a glance, you can banish anyone weaker than yourself to a special maze, an extradimensional space that you may design at your will, whether you want it to be a confusingly labyrinthine labyrinth or a corridor stretching a thousand kilometres full of demons with pointy sticks. You can fill it with monsters and magic items as you desire (though they may not bring anything extra out of the maze and nothing inside the maze may be greater than yourself and your possessions). Additionally, the maze must be possible to escape by finding an “exit”. Aside from these limitations, you are free to design the maze however you wish. Makes for a surprisingly good training zone.

Dancing in the Lady’s Shadow – 600: If any creature so much as touches your shadow, you are aware of it and may choose to instantaneously (but not painlessly) flay them alive and may project your shadow anywhere you can perceive. For a normal person, shock and blood loss nearly guarantees death. Note that this is not instantaneously fatal, and many creatures out here have potent enough regeneration and healing to get back up angry about it. But if you want to terrorise people with the threat of a slow, painful, and most of all, gruesome death, this is your perk. Or if you want a quick way to get raw materials for human leather. In time, you may even project your shadow away from your body to terrorise people far away too. Power of the Serpent – 800: What did you do? You managed to obtain a tiny sliver of the power of the Serpent, just like will in due time. What this means is that beings normally able to effortlessly kill you are no longer able to direct affect you. They cannot strike you down with , any attempt to hinder your travel will fail spectacularly, causing reality itself to be briefly rewritten to allow your travel. They can aid and empower other people to affect you for them but that is the limit of how much they can do; should they empower someone vastly above your own abilities, this perk will protect you from them too. Taking this perk requires you to take the drawback “Die Jumper Die” for no CP. Origin Perks Fighter Perks

Proficiencies – 100: Any Fighter worth his salt knows every single weapon he’s likely to ever get his hands on. You share this. You now know how to use every single common weapon in every setting you visit, with the practiced skills of a trained soldier or professional mercenary. Suitably rare and exotic weapons do not fall under this perk, be warned.

Magical Weapon Efficiency – 200: Any good fighter out on the planes has got plenty experience getting close and personal with all kinds of supernatural resistances. In your case, when using any magical weapon, it seems increasingly effective at bypassing supernatural resistances. A minor magical weapon will cut almost as well as a rarer, more expensive one in your hands. This does not remove the need for magical weapons to bypass some natural defences, only makes any magical weapon more effective at doing so. Additionally, you instinctively know how to use any magical weapon or armour you get your hands on.

Planar Lord – 400: A suitably famous and experienced fighter will inevitably attract men-at-arms who have heard of the fighter’s talents and wish to follow him for glory and wealth. Now, you share that benefit. Perhaps you cut your teeth on the Blood War or the eternal battles in Acheron, regardless you are an excellent military commander yourself. As long as you own a suitable base (such as a castle or other fortification), you will always attract a stream of loyal warriors to your side, lured in by the promise of taking part in the glory of fighting besides you. This army will never exceed half your total strength, but you can easily whip up an effective army with a little effort. Starting out, you will attract a small honour guard of Tieflings, Aasimar, or other minor planetouched races depending on your alignment and actions, with the growth of your own personal power resulting in stronger races or more experienced soldiers finding their way to your side, perhaps eventually forming a demonic horde or army of angels. Additionally, in other jumps that possess other planes similar to the relationship between the Primes and the other planes, you may choose to attract extradimensional beings local to the jump instead of creatures from Planescape. This force may be considered followers if you so choose, otherwise you will attract a new force each jump.

Rager – 600: There’s a sect for every single belief out on the Planes, so it should come as no surprise that “I’m too angry to die” is one of ‘em. They’re the ragers, typically nothing more than a band of violent louts searching the planes for a good fight. Despite public opinion to the contrary, ragers generally prefer an honourable, worthy opponent to fight over some random tavern brawl. You share their talents now; you cannot be killed by ordinary means as long as you’re angry enough. Only the most gruesome of injuries, such as being totally disintegrated, decapitated, or having your brain pulped into complete uselessness, will be fatal as long as you’re angry. You will retain full functionality of any organ or limb until it is completely lost or destroyed. Additionally, you become very slightly stronger than normal when you’re angry and vastly better at shrugging off magical attempts to influence your mind. Paladin Perks

Inquisitor – 100 (Free Paladin): In wars for the souls of mortals, some Paladins choose to focus on nullifying the threat of evil magics. Clerics worshipping dark powers, wizards consorting with fiends, all are a terrible, insidious threat. You share some of their abilities; you can always sense evil magic and magic cast by evil beings, as well as reflexively dispel weak evil magic and magic cast by evil beings. As a side-effect, you are immune to all attempts at possession and all but the most potent illusions.

Grey Guard – 200: Look, the Planescape setting is not a nice place to be. Evil dominates the multiverse, the forces of Good are impotent to do any more than keep the forces of Evil fighting each other, the cagers of Sigil are largely a bunch of cynical self-centred sods, and so on. It’s not an easy place to be a shining paragon of righteousness, and so you’re given a bit more leeway with your interpretation of the Code. For as long as you don’t commit any unambiguously evil deeds, you won’t fall. You can lie, cheat, rub shoulders with the fiends, and be rude to stranger without fear of losing your paladin powers. And if you do? As long as it’s for a good cause, and you do not regularly and flagrantly violate your code, you’ll find the powers that be willing to accommodate your indiscretions. Post-jump, this will apply to any other alignment or code-restricted powers.

Divine Reward – 400: The gods watch your deeds. As they claim to watch us all, but they definitely watch you. Any time you do a great deed of goodness, you’ll find that somehow you get rewarded for it. Now it might not be as obvious as your deity popping down from the heavens to wish you a good job, but you’ll get something back out of it. Maybe a magic item might just improve, maybe you’ll gain a sudden resistance to the magic of an evil creature... All of your gifts will in some way facilitate you going out and doing more great good deeds. Great good deeds include but are not limited to: slaying powerful evil monsters, undoing similar great works of evil, and actions on a similarly large scale.

Paladin in Hell – 600: As long as you have something to protect, you will not truly die. Your body may die broken and bloody, but your spirit will rise again to continue. In essence, if you fall fighting for or besides someone you deeply care about (such as your followers/companions, beloved congregation), your spirit will linger on past death to continue the fight until they are safe. As a spirit, you are immune to mundane weaponry, physical, any spell slots or similar limitations on magic are totally refreshed, as well as carried limited-use items being effectively duplicated on your spirit form and refreshed (they vanish when you do, so you are advised to use them). In this state, you have the willpower and determination in this state to fight against the entire legions of Hell for all time. Unfortunately, you are still dead, and barring timely resurrection magic or perks, you can only linger until the ones you care about are delivered to safety. You may also return as a spirit while waiting for a 1-up or other regeneration if something you deeply care about is threatened. Ranger Perks

Ambidexterity – 100: One of the big reasons Rangers are famous is because many of them choose to fight with a weapon in either hand. You too share this ability. Not only are you familiar with the basics of dual-weapon fighting, you can wield a weapon in either hand at once without any loss in effectiveness. There is no challenge for you in trying to focus on two hands at once, for you do this with ease (and probably style too).

Planar Tracking – 200: Not even interplanar travel will allow someone to escape a veteran ranger. In addition to being able to track perfectly across any plane, even if you’re tracking through the inferno that is the Plane of Fire, if any person you are tracking tries to travel across planar boundaries, you can freely cast a special plane shift at the point they left the plane. This plane shift takes you directly to their exact destination, with no chance of failure or ending up anywhere else.

Dreamlink – 400: You have the rather odd ability to contact anyone in their sleep; you will be able to wander into anyone’s dream, even ignoring planar boundaries, and make them see whatever you desire when they dream. Note you do not need to actually enter their dream to send them a message, though it sure makes it easier, and you do need to be asleep to do it. You may also contact concepts through the dreamscape, such as the very essence of the planes, though your ability to influence those are more limited; it would take months of nonstop dreaming at least to truly poison a plane until its nature shifted, but it can be done and will likely trigger retaliation from any locals. If you wished, you could even plunge all of Sigil into a state of chronic nightmare-induced wakefulness.To say nothing of how much you can torment your enemies this way (and protect your friends from nightmares).

Perk – 600: Learn/master multiple styles of fighting simultaneously? Wizard Perks

Magic Item Creation – 100: Investing in the creation of magical items is a common way for wizards to either turn a bit of cash on the side or else prepare themselves ever greater for the

Enhanced Magic – 200: Some wizards grow so attuned to the fabric of the planes they learn to carry a little bit of it with them. Up to three times per day, you may choose to channel the essence of any plane into any spell you cast, for instance enhancing a fireball as if it were cast within the Plane of Fire. This only applies to planar enhancements, not impeding the spell should you for some reason choose to channel a spell through a plane hostile to its type or any other native effects of the plane such as wild magic.

Truenamer – 400: See, long ago, everything in the planes was given a true name. A name that wasn't just what each thing was called, but that truly defined what that thing was. Naturally, there’s tremendous power in knowing the true name of things. Knowing an outsider’s true name gives power over it; when employed during a binding ritual, speaking the outsider’s true name compels the creature to absolutely obey any agreement – even a verbal agreement. Against a mortal, knowing its true name allows the casting of spells to spiritually wrack it or force obedience. Regrettably, the mere act of researching a true name requires months of effort (typically twelve, rarely longer than twenty-four), and for this reason it is rare for wizards to know more than half a dozen. Fortunately, you are well-inducted into these arcane secrets, and know exactly where and how to look. Perhaps in time, you may even discover the true names of creatures who originated outside this setting.

Incantifer – 600: Centuries ago, the ancient Incanterium faction once attempted to merge with the very nature of magic itself, believing that controlling magic was the key to controlling the very multiverse itself. They came within a hair’s breadth of controlling Sigil itself before their faction mysteriously vanished, but in truth they achieved their goal – after a fashion. As an Incantifer, you are now an immortal creature of magic, with all the skills of a centuries-old wizard. You carry the blank, glowing silver eyes that mark you as a being of pure magic. You are effectively unaging, no longer needing to drink, eat, breathe or sleep, as well as being immune to the negative effects of non-magical temperature extremes. Additionally, you have the rather unique ability of absorbing hostile magic cast upon you; any spell that fails to penetrate your magic resistance (which starts out at 40% and can grow all the way to 100%) simply heals you instead or allows you to cast a single spell up to equivalent level that was cast upon you without losing a spell slot or prepared spell. This does not affect magical weapons or anti-magic fields but does affect other anti-magical spells. You can only “store” one free spell at a time initially, but this may grow with time and your own powers. Should you require it, you may drain magical items, whether by touching them or having them used on you (with the sole exception of magic weapons), irrevocably disenchanting them and healing you or giving bonus spells as if you had absorbed an equivalent spell cast on you. However, for the duration of the jump, you will be affected by the flip side of being an Incantifer; as a creature of magic, you now require magic to feed. Every month, you must absorb spells, including ones consumed from magical items, roughly equivalent to your strength or slowly lose your own power until you fade away. Oddly enough, casting magic on yourself and absorbing it is a valid way to bypass this restriction. Finally, you get the ability to induct anyone you choose into the arduous process of shedding their mortality and becoming a creature of magic, in effect giving them the Incantifer perk. Cleric Perks

Planar Turning – 100: All clerics can either turn or rebuke undead, depending on whether they channel energy from the Positive or Negative Energy Planes. You now also know how to channel the cosmic forces of Goodness (or Evil) to turn or rebuke Outsiders too, as long as it is in step with the chosen force alignment. Those Outsiders close to your chosen force will be rebuked for a minute or more, cowering in awe of you, and the weak will be briefly stripped of their free will and forced to obey yourself. Those of diametrically opposed alignments, however, shall be forced to flee in terror from you, or even destroyed if they are greatly weaker than yourself.

Martial Backup – 200: It is a sad truth of the planes that the further a cleric gets from their patron source of power, the weaker their magic becomes. Go far enough away, and they may utterly lose all access to magic. Yet, a cleric may find themselves called to adventure in distant planes on behalf of their patron. For you, the weaker your magic becomes, the stronger your martial skills become also; the harder you hit, the easier you dodge. Should you be totally cut off from your source of magic, you may become almost as effective in melee as a dedicated fighter, with it scaling from how greatly your spells are weakened.

Prayers – 400: Much like the gods themselves, you can hear prayers across the planar boundaries. At any time, on any plane except for those totally cut off from the one you are currently on, if someone prays to you specifically, you may hear the prayer if you desire it. In the immediate minute after the prayer, you may even reply with a single spell that you may cast as if you were standing right next to them, perhaps working divine miracles in their favour.

Proxy – 600: Clerics are important to a power, but proxies are the real deal upstairs. A cleric is like a peasant, they bring in the worship the power needs to survive, but they’re not as important as their knights and secret agents, the proxy. A proxy is a mortal infused with a noticeable part of a deity’s power – more than a mere cleric, less than creating a true avatar – which means even the lowliest demigod can create at least one. Unlike deities, they’re allowed inside Sigil, which gives the deities the ability to influence the City of Doors. The biggest benefit you get is sharing in some of your power’s own portfolio and channel their own domains in a limited fashion. If they’re a god of healing, you can heal better than any mere cleric. If they’ve got a portfolio including warfare, you’re a master of strategy and tactics beyond a normal mortal. Additionally, any extremely significant moment in your life will affect your powers as well. Lose your loved ones to a horrific fire and summon up divine flames in battle. And if you’re a cleric of no specific power? You still get all the above and your portfolio will reflect your source of power, whether it be Good, Evil, your unshakeable belief in your own divinity, or something more esoteric, but you should expect quite the questions raised about you since you’re now the first and only proxy of no deity. Finally, as you’re something of an in-between of the realms of the divine and mortals, you find it easy to communicate with deities, who will similarly treat you with more respect than they would a mortal. By your unusual status, you may choose whether to be considered mortal or divine or even both at once at any time it is relevant, such as when attacked with powerful magic that fails against deities or, like the Lady of Pain’s prohibition, going where the divine may not. Druid Perks – 100: Verdant Conversation – 200: Most druids can effectively empathise and communicate with animals. Rarer still are the ones that can hold true conversations with them. You are one of their number, able to speak with animals like you would a person (though their responses will be limited by their intelligence). You can even talk to animals that completely lack any ability to vocalise, and you may decide yourself how this ability manifests.

Heirophant – 400: The planes are a fundamental of nature and who is more in tune with nature than the druid? As druids from one of the Prime Material Planes may live unharmed by nature, so too are you able to simply ignore harmful effects naturally occurring in the planes, whether this is the deadly negative energy of the Negative Energy Plane, the deafening howls of Pandemonium, or the airless nature of the Quasielemental Plane of Vacuum. This does not affect injuries sustained from unnatural means in those planes, such as intentionally throwing oneself down the bottomless chasm of the Grand Abyss.

Perk – 600: Become in tune with nature (like The One in the Beastlands?), shape the natural environment and wildlife according to your subconscious needs? Thief Perks – 100: Breach Sense – 200: Planar breaches – akin to a temporary geographic overlap between planes – can be frighteningly destructive affairs even when they don’t involve a tide of angry demons pouring loose. You have a sixth sense for such planar breaches, able to automatically know any time one happens within thirty feet of yourself, near guaranteeing you’ll never be surprised by one. Additionally, this also tells you when someone is crossing through the planes, such as opening a gate or casting plane shift.

Slip the Bonds – 400: A thief highly attuned to the nature of the planes can use the peculiar metaphysics to partially slip through the boundaries between the planes. In effect, they become briefly ethereal before the boundary reasserts itself. You are a master at this, able to sneak your way into the ethereal indefinitely which, among other things, allows you to become invisible to mundane sight, avoid mundane attacks, interact with ethereal beings like ghosts, and pass through walls and floors not thicker than yourself.

Prolonger – 600: Ever wanted to cheat Death himself? Well, some thieves have had that exact idea. How they figured it out is a mystery, but now, you share the energy drain some undead can use. With a single touch, you can deliberately drain away their very life, recovering a year of age for every six seconds you spend draining someone, which itself is an incredibly potent, potentially fatal debuff that can strip the spells away from a caster and render a warrior as helpless as a babe. Unfortunately, death’s scales must always be balanced. For your stay here, you’ll be aging at ten times the rate of a normal person. Unless you can live more than a full century, you might need to drain a few people. Additionally, your affinity to death has marked you with cold, dead eyes. Those unfortunate few who know how to spot a Cheater will know you by your soulless gaze. Faction Perks At the centre of the planes, factions battle in the war of ideas. The winner gets to define how every single plane in the whole multiverse works. Naturally, picking a faction here will require you to share their utter conviction for the duration of the jump, otherwise it just won’t work. You get to pick one, and only one, faction to be part of. This gives you a discount on the faction perks. The Athar (The Defiers, The Lost) The Athar don’t like the gods. According to them, the gods aren’t so much divine as they are overly powerful, fallible creatures who do not deserve worship. To the Athar, the gods are nothing more than frauds and liars swindling mortals, fighting their own petty squabbles over nonsense. Everyone knows a right dedicated cleric can draw on the same divine magic without worshipping any of the gods, and the Athar see this as proof there’s something more out there, something bigger and greater than the “gods”. Unfortunately, this denial of the gods comes with one major drawback; for the duration of the jump, you cannot receive any benefits from divine magic cast by a believer in one of the gods, as the powers forbid the use of their miracles on the Defiers. Divine magic from other sources are unaffected. Obviously, clerics of the gods cannot join the Athar.

Divine Immunities – 100 (Free Athar): The power of denial is a strong one when it comes up against the work of false gods. All hostile divine enchantments simply fail when used against you. Additionally, you gain a mild resistance to all other hostile divine spells.

Athar Banishment – 200: By gathering four similarly-minded disbelievers, you can force the servant of any god back to its home plane through an act of pure will. If it is successful, the servant is forced back home for a minimum of a month. Even the avatars of the gods themselves are not immune, although it would take a mighty powerful gathering of Athar to pull that one off.

Obscurement - 400: Devoted and strong Athar are obscured against hostile scrying. All divine attempts to magically divine information about you, discern your location, read your mind, detect your alignment, scry your location, and more simply fail. The Believers of the Source (Godsmen) The Believers of the Source hold that all living beings are sacred, all have the potential to become gods and more – if not in this life then the next. All life is a test, to pass the test is to ascend to a higher state until they leave all reality itself behind and reality gets to close up shop. Only thing is, none of them even know what the test is. Unfortunately, should you choose to be a Godsmen, your devotion to the concept of reincarnation has some… unusual effects. Should you enjoy a 1-up or related resurrection, your race is instead randomised (as per the reincarnate spell). This restriction goes away post-jump.

The Great Forge of Life – 100 (Free Believer of the Source): To a Godsman, all life is a forge to shape a man. All suffering is earned every bit as much as pleasure. Because of this, potential members are put through hellish toil to prove their devotion. Accordingly, you have gained their ability to endure any amount of suffering without breaking your will or faith.

Figments of Your Imagination – 200: You have a strange cloak of shadows around you; the shadows of your own mind. With a thought, you can cause small creatures whose designs spring from your subconscious to spring forth from the shadows to attack your enemies. They are inherently bizarre, one might be a pixie with a shark’s head, another might be a goblin made out of tentacles. They are just illusions though; they aren’t actually real and can’t hurt those who realise this and refuse to believe in them.

Divine Ascension – 400: What the Believers of the Source don’t wholly understand is just how much belief shapes reality on the Outer Planes. See, since they’re so faithful to the idea that anyone can ascend to godhood, they themselves find it easier to ascend. Though you’re not a true god yet, you are a quasi-deity. You cannot yet grant spells to worshippers and you do not have a portfolio or related divine abilities, but you are agelessly immortal, lack the need to eat, sleep, drink, or breathe, and share in the immunities and resistances common to all quasi-deities. You are on the edge of ascension into a true deity. Should amass two hundred devout worshippers, you will fully ascend to godhood. Be secure in the knowledge that if you do fully ascend, you may consider your divine “rank” fiat-backed; you will not lose ranks for lack of worship or divine power. The Bleak Cabal (Bleakers, the Cabal, Madmen) The Bleak Cabal reject any notion that there’s any meaning to the multiverse. Every faction running around yelling about the purpose to all life are delusional. The multiverse doesn’t make sense. There’s no purpose to life. Everything is meaningless. Life isn’t even a cruel joke. You’d think with an attitude like that they’d attract some nihilistic jackasses, but the Bleakers run the soup kitchens and madhouses of Sigil. See, they hold if life has no meaning, there’s no reason not to treat everyone else as best as you can in the short, miserable life they’re stuck with. ‘Course, a lot of them end up in their own madhouses when they finally can’t stop fighting a lifetime of despair. Unfortunately, as a member of the Bleak Cabal, you too will suffer the periodic manic-depressive episodes that characterise the Madmen throughout your stay in Sigil.

Bleaker Madness – 100 (Free Bleak Cabal): If there’s one thing every Bleaker knows, it’s madness. From the long episodes of depression to the struggle to survive in a meaningless world, it is the one great unifier of the Madmen. On the bright side, however, your constant brushes with insanity have left you immune to any supernatural insanity-inducement and strongly resistant to any other attacks targeted at the mind. Secondly, it is rather… unwise to peer into the minds of the mad; anyone who does try to read your mind or hijack your body in general is quite likely to suffer some sort of madness-induced backwash from trying, unless of course they have some sort of resistance to insanity. You may disable this as you wish, but it remains a useful passive defence against having your mind influenced supernaturally.

Healing Touch – 200: Bleakers have a secret in their ranks; they are incredibly good at healing madness suffered from other people. Firstly, you’re an excellent mundane therapist – many Bleakers will pick up skills in therapy just from keeping their own brethren away from the madness that afflicts their faction – but more importantly, with a touch you can absorb any insanity someone suffers and take it into yourself, removing it from the other person. For a normal person, this would be unwise as they would immediately suffer the same insanity that was afflicting their ally, but not a Bleaker. Your own daily struggle against the terrors of the mind has steeled your soul against such madness, making it effectively impossible for mundane mental illness to get its hooks into you, and makes you very likely to shake off supernatural insanity too.

Aura of Beneficence – 400: Some Bleakers join up simply because their own conscience has become unbearable. A fighter grows tired of constant bloodshed. A thief’s life on the run grows wearisome. The weight of a lifetime of sins bears down on them. In the philosophy of the Bleak Cabal, their souls find some measure of relief. You share this enlightened blessing now. Any truly selfless deeds you perform will always wash away any guilt and despair you feel. Additionally, the blessings you spread will be writ upon your very body. You will grow more beautiful and charismatic, even superhumanly so with time, and a beneficent aura will hang around you, convincing people you are a true hero. With enough good deeds, it may even grow strong enough that it alone could calm down a hated enemy and leave him convinced of your benevolence. The Doomguard (The Sinkers) The Doomguard love entropy. To them, the natural decay of the cosmos into nothing is natural and great, it’ll release everything from the endless suffering of toil. They run Sigil’s armouries and see each new blade forged as another step towards the end of all things. It’s not all burn and destroy with the Sinkers though. Some of them figure they should slow down entropy and decay, to stop everything plunging into chaos during the natural decline of the cosmos. Some members hold that the best way to advance entropy is through helping civilisation along – after all, you can cut down a dozen trees, dig up a great pile of earth and rock to build a grand building that’ll come screaming down in only a few hundred years. Unfortunately, as a devoted servant of entropy and oblivion, you are barred from utilising any healing magic or creation magic. It’s just a total slap to the face of everything the Doomguard stand for. Additionally, for the same reasons, you unconsciously resist magical healing and any healing spell must overcome your defences to work on you.

Entropic Blow – 100: Once a week, when confronted by an enemy who totally violates his personal beliefs, a Doomguard may focus their total opposition to all creation into the Entropic Blow, a strike that, if successful, brings their opponent halfway to death no matter how healthy they were beforehand. This ability will not heal anyone who is already more than halfway to death already.

History of Destruction – 200: So attuned to the annihilation of all things, Doomguards can meditate among the wreckage of any destroyed object to view the moment of destruction as if they were there. For now, you can see backwards a mere ten years, but older and experienced Doomguards can reach back more than a thousand years at a time. In time, you may even use your connection to travel back to the very moment. As a bonus, you can touch any corpse to see how it died, including who slew it.

Forging the End – 400: For some Doomguards, their love of entropy and annihilation manifests in forging terrible artifacts of death and destruction. For this reason, the Doomguard own a near-monopoly on the construction of weaponry inside Sigil. Should you possess the tools to produce a weapon, no weapon you ever forge will be less than a masterwork unless you consciously produce something of lesser quality, and magical enchantments will be vastly cheaper to produce, quicker to work into your design, and much easier for you to figure out how to apply them. You can even craft the dreaded entropy weapons like a Ship of Chaos, flying interplanar vessels that cause madness by its mere presence. The Dustmen (The Dead, Dusties) You are already dead, according to the Dusties. Stripped of your memories of back when you were alive, you’re stuck in the False Life. Life was something great, something fun, and now you’re stuck in a land of misery and endless toil, doomed to reincarnate again and again until you can pass beyond. Only by truly understanding life and death, purifying yourself from attachments to the False Life can you reach True Death, the release from the endless suffering of reincarnation. Unfortunately, you will struggle with the Apathy, or False Death, that strikes the Dustmen for your time in the jump. As you live by the Dustie creed, you must constantly struggle to retain your own passions, your own beliefs, your own anything, or else you will end up as empty as the zombies that shuffle around the Mortuary.

The Dead Truce – 100 (Free Dustmen): It seems the undead do not even recognise living Dusties as anything but other undead. Even intelligent undead will mistake you for one of their own now, unless you give your living status away. You have no need to fear attack from mindless undead, as they simply will not target you unless attacked first.

Coldfire – 200: Like the Factol himself, you’ve learnt to project flames from the Negative Energy Plane itself. These manifest as a jet of icy-cold, bluish-green flames that suck the heat out of everything they touch. Even regular immunity to cold offers no protection against Coldfire, although immunity to negative energy does. You can project these at range at will as far as you can throw a dagger and store it inside a hollow object for up to 30 days, and even mix it into your magic, replacing the normal energies of your spells with Coldfire.

The Rite of Undeath – 400: Formerly known only to the lich-Factol Skall, you now also know his secret rite to transform a living being into a special kind of free- willed undead and may choose to have it already applied to yourself. The type of undead they become is dependent on their own strength and personality beforehand, and unusually, the undead find it easy to continue gaining experience and growing stronger – highly odd for the normally stagnant undead. Additionally, they can pass flawlessly for one of the living, though magical means of detecting undeath will still ruin it. Do be aware that this ritual does not grant any inherent control over them. As a final gift, you share in the ability to raise any corpse as an uncontrolled zombie with a touch. The Fated (Takers, the Heartless) Take what you can and screw everyone else. That’s the Heartless’ philosophy in a nutshell. Anything you can take is yours, anything you can’t protect, you don’t deserve. They’re also the record keepers and tax collectors of Sigil, in case they weren’t hated enough already. If it exists, they’ll figure out a way to tax it and charge you for being taxed too. Frankly, nine out of ten Cagers would rather entertain a fiend than a Heartless. Unsurprisingly, they also make good adventurers, of the “kill everyone and take their stuff” kind. That’s not to say they’re all backstabbing evil bastards – some of them aren’t – but they sure did earn that reputation. As a Taker, your biggest disadvantage will be the company you must endure – there’s not a whit of honour among thieves in the Heartless, and you’re as much a mark as a man on the street.

Taker Survival – 100: Takers are used to complete self-sufficiency, and now you share some of the benefits too. Like a true Heartless, you have an almost instinctive grasp of safely navigating hostile environments, from the mundane to the fantastical. This does not grant any resistance to hostile planes, only an understanding of how to avoid them.

Digger – 200: The Diggers are Duke Rowan Darkwood’s private investigators, dedicated to uncovering all the tales of his wrongdoings and silencing anyone who speaks them. They are among the most charismatic and inquisitive members of the Fated, and like a certain Ziporath, your charisma is nearly divine, able to wriggle out information (or seduce) nearly anyone you speak to. Your charisma and social skills are so great, even if you should cultivate a well-known reputation as a Digger, you’ll find you can still weasel out information from people who should know better than to tell you.

Lucky Aura – 400: You an aura of good and bad luck that radiates fifteen feet from you. Within this field, you are blessed with unnaturally good luck; die rolls always seem to go your way and random chance always seems to work out in your favour. Those hostile to you, however, are cursed with terrible luck within the field; they always seem to trip over their own feet or drop spell components at a critical point. Lucky for you, not for everyone else. The Fraternity of Order (Guv’ners) Laws govern everything. Laws govern behaviour. Laws govern the very universe itself. To know the laws of a thing is to hold power over it. Therefore, to study the laws of the universe is to hold power over the universe itself. As you can tell, the Fraternity of Order studies the laws. All the laws. The ultimate goal, to them, is to find all the loopholes to control everything itself. They keep the most meticulous records of any faction, studying every phenomenon from weather patterns to draconic biology. Every known discovery is recorded and kept within their halls, all in the hope of discovering the Great Axioms that they believe will allow them to rewrite the very universe itself. In the triumvirate of the Harmonium, the Guv’ners, and the Mercykillers, the Guv’ners are the judges. Unfortunately, the rigid rules-focused philosophy of the Guv’ners prevents any member from knowingly breaking a law they are aware of and which applies to them. This includes the laws of the Fraternity of Order, who have one for everything. It is simply unthinkable. This will apply to you for the duration of the jump only.

Pattern Comprehension – 100 (Free Fraternity of Order): Even the newest Guv’ner is so used to studying and understanding patterns in everything, that once every day, they may completely understand and speak any new language they are aware of, and completely comprehend the function and operation one item not larger than themselves.

Probability Manipulation – 200: Veteran Guv’ners have a supernatural ability to influence luck. For any target the Guv’ner is personally aware of, they may curse them with brief bad luck for a single action or bless them with good luck on a single action. The target may include the Guv’ner himself. The strength of the blessing or curse varies based on the personal strength of the Guv’ner.

Loopholes in Reality – 400: An experienced member of the Fraternity of Order can, with study, discover a loophole in the laws of reality that allows them to duplicate any spell an equivalent spellcaster could cast. The time it takes to research is highly dependent on the nature of the loophole – a minor one to throw sparks around may take days, one to raise the dead may take months. You can only learn a few as it is now, though you can likely learn more and more loopholes with time and effort. However, being a loophole in reality itself, it is not a spell and is unaffected by anything that would otherwise interfere with magic. The Harmonium (The Hardheads) The Harmonium believe in bringing peace and harmony to everything – at the point of the sword. They committed a few genocides of the more chaotic races back on their homeworld and are unapologetic about the sacrifices made for the greater harmony. Some folk see them as noble idealists willing to do the hard things for the greater good, some folk see them as arrogant bullies keen on forcing their ideas down everyone’s throats. Just don’t mention how they caused a whole layer of a plane to slip a step closer to evil once, or how they utterly botched their attempt at fixing it in Fortitude. They really don’t like that. In the triumvirate of the Harmonium, the Guv’ners, and the Mercykillers, the Harmonium are the lawmen who arrest the criminals. The only disadvantage you’ll have by picking the Harmonium is you’ll be expected to work in perfect harmony with everyone in the faction – here, everyone is expected to shut up and do their part. Disobeying the faction, bringing disharmony into its halls, will cause you to temporarily forfeit the benefits of this perk until you make suitable atonement.

Hardhead Dedication – 100 (free Harmonium): All members of the Harmonium must be utterly dedicated to spreading harmony across the multiverse. Accordingly, you gain immunity to mundane fear, strong resistance to all supernatural distractions and attempts to influence your emotions. Even a rampaging dragon will not shake your emotions now.

Harmonious Order – 200: One of the reasons the Harmonium is such a large, powerful faction is because their members are like clockwork. According to the Hardheads, anyway. Like the Harmonium’s leadership, you can transform any organisation you lead into a model of professionalism and efficiency, where all members work together for the mutual advancement of the organisation. Individual needs may be stamped out, until your organisation resembles more the workings of Mechanus than a gathering of people. It should go without saying that this perk is particularly useful among a military organisation.

Dictate – 400: When words fail, the Harmonium must rely on more supernatural tricks to bring about multiversal harmony. All your abilities (including perks) relating to forcing someone else to obey your orders, such as the spell command, are greatly empowered. Ordinarily single-target spells may force up to groups of six nearby beings to obey. Spells that only last a brief few second can now last minutes, minutes to hours and so on. Even those who do not know any qualifying magic may cast the special spell dictate once per day, which functions as a command spell empowered by this perk. The Mercykillers (The Red Death) Mercy is a weakness. Mercy gets in the way of justice. So say the Mercykillers, who believe in the absolute primacy of justice. Mercykillers are forbidden from passing judgement on good or evil, only on crime. Their… zeal for hunting down and dealing out harsh, merciless justice has given them their other name, The Red Death. In the triumvirate of the Harmonium, the Guv’ners, and the Mercykillers, the Mercykillers dole out the punishments handed down by the Guv’ners. Regrettably, for your duration as a Mercykiller in Sigil, you will find your own strength, skills and powers slashed in half as for long as your actions go against your strong sense of justice or harms the internal harmony of the faction, for instance by refusing the accept a just compromise to end a dispute.

Just Strike – 100: A Mercykiller’s dedication to justice allows them to emulate something similar to the smite ability of a paladin. Twice a day, you can declare your attack, whether it’s casting a spell, swinging a sword or even throwing a rock, to be performed in the name of justice. This doubles all damage it inflicts when it hits. Unfortunately, such an attack has a price, and half of all inflicted damage is also applied to yourself. Mercykillers generally don’t mind though, any personal sacrifice for the cause of justice is acceptable.

Legal Immunity – 200: Some people expect the Red Death to pursue its members as vigorously as it pursues any other criminals. Those people are naïve to the extreme. Just like a Mercykiller, you too share their limited legal immunity. As long as you can convincingly argue that any crimes you commit are performed for the greater justice, such as pursuing a criminal or enforcing a law, you will find no lawman or divinity willing to punish you. Innocent in this life and the next.

Justiciar – 400: The Justiciars are an elite group within the Mercykillers dedicated to hunting down and capturing the most skilled enemies of justice. You have access to the Justiciar ritual which allows you to mark any one person, no matter who or where they are, and swear yourself to pursuing them to the ends of existence if need be as long as you possess at least one piece of evidence from the scene of a crime they have committed or one of their personal possessions that identifies them without a doubt. This grants you a supernatural sense of their whereabouts, ignoring distance, planes, and any attempts at magically obfuscating their location. The target of the ritual is made aware of this, but only as a vague sense of impending . This only works as long as you possess the item used in the ritual. Additionally, by signing a warrant in blood during the ritual, you are able to use the warrant cast a free enhanced hold person spell against the target of the ritual when you encounter them and read aloud the contents of the warrant, as if by a magical scroll that may be read even if the Justiciar is not a casting class. The warrant will even affect people normally immune or magically warded against the spell and lasts for up to 120 seconds. The Revolutionary League (Anarchists) The Revolutionary League doesn’t fight for anything. The Anarchists fight against everything. No man deserves power over another man. No faction really wants the best for everyone out here. As long as there’s authority, there’ll be an Anarchist around to oppose it. It’s the principle of the thing see. Of course, this isn’t the most popular position to take in Sigil and the Revolutionary League is well-used to having to fight against the Mercykillers, the Harmonium, the Guv’ners, and just about everyone else too. But with their cell structure, rooting out the Anarchists has been a centuries-long exercise in futility so far. If every Anarchist cell could stop fighting every other Anarchist cell, they might even overthrow the other factions too. Being a member of the Revolutionary League is its own drawback – every other faction (except the possibly Xaositects) hates your glorified terror group and for good reason. Even Anarchists hate other Anarchists ‘cause all the other cells are tearing down authority wrong. Either hide your membership really well or expect some fierce cross-plane manhunts.

Anarchist Skills – 100: All Anarchists pick up a few skills from their thieving brethren. If you don’t already possess the rogue group skills, you do now. If you already did, they’ve been honed and are much more effective in your hands than someone of equal experience.

The Refuge – 200: The Revolutionary League has mastered the art of creating ordinary-seeming hideouts a cell can plot and prepare in. Like them, you share this skill. You know how to disguise secret passwords in the decoration so only dedicated members can notice them. You know how to create a whole public building and train every member into secrecy so that an entire front operation can run earning hard cash for your organisation while remaining totally beneath notice.

Anarchist Posing – 400: Anarchists love stealth, it’s how they continue exist despite everything arrayed against them. But if they all pretended to be Indeps the whole thing would come crashing down around them. That’s why every Anarchist has a skill in feigning membership in every other Faction in Sigil. As long as you don’t do anything directly opposing the goals of the faction, you can flawlessly convince anyone that you are part of the faction too and entitled to the support network that entails. It is an entertaining irony that Anarchists are so skilled in feigning being a loyal member of another faction that Anarchists in trouble often end up aided by that faction faster than a legitimate member. Even more entertainingly (for the Anarchists), they’ve even been promoted into positions of power within the infiltrated factions and started faction wars to drive more refugees into the arms of the Revolutionary League. You too possess a skill in manipulation and subterfuge to allow you to jump straight up to trusted leadership positions in any organisation to wreak whatever havoc you desire without raising a single iota of suspicion. In future jumps, this will apply to any other organisation you wish to infiltrate. The Sign of One (Signers) Each individual is unique. Each individual holds the power to shape the cosmos around them through their own belief. If you believe hard enough, you can make reality bend to accommodate your wishes. That’s the Signer belief in a nutshell, anyway. Imagine something, it becomes real. Convince your enemy he’s doomed, and his own belief will shape it into reality. But of course, there’s only room for one person at the very centre of reality itself, and every member believes that to be he. Of course, the extreme self-centredness of the Signers is pretty grating, and they suffer some difficulty relating to other people beyond just as idle creations of your imagination. It’ll be harder for you to go making any friends for your stay here.

Illusion Resistance – 100: Signers need no special magic to resist illusion. The knowledge that reality itself is shaped by their whims is enough. Accordingly, all Signers automatically attempt to disbelieve all illusions they observe, even if they have not interacted with it.

The Power of Belief – 200: A Signer thief does not simply pick a pocket – he imagines himself remaining undetected the whole time. Accordingly, you can very slightly nudge probability through believing any action you take will succeed, making it slightly more likely you will achieve it.

Imagination Magic – 400: Senior Signers often know how to bend the fabric of reality by thinking hard enough about it. With the power of pure applied imagination, they can attempt mimic any priest or wizard spell they could cast if they were a priest or wizard of appropriate experience. However, this is quite difficult, and every attempt a week grows increasingly so. Should they fail to imagine it into existence, they find themselves unable to try again for a full week. Additionally, a catastrophic failure instead convinces the Signer he himself is imaginary, turning him into a shadow creature with only a fifth of his ordinary strength and powers if he was attempting to cast a spell of up to 4th level, or completely erasing him from existence if he was attempting to cast a higher-level spell. This secondary effect is removed post-jump, so you no longer need to fear an accidental chain failure. The Society of Sensation (Sensates) The Sensates believe in the power of sensation. The very multiverse itself only exists to you as much as you can experience it. Every Sensate has a drive to experience thoughts, moments, everything possible. To experience everything is to understand everything. True Sensates, however, do treat Sensates who joined up for mindless hedonism with contempt. All sensations must be experienced, not just the pleasurable ones. Naturally, every entertainment house in Sigil is run by Sensates. As a Sensate, you’ll suffer the same constant drive to experience new sensations and be expected to explore the planes to record them all for collection in the Sensorium. Failure to perform this task may end with permanent banishment to the Gilded Hall of Arborea, where few failed Sensates ever leave.

Sensate Senses – 100: Sensates pick up an odd grab-bag of abilities from their constant attempts to experience everything. For one, they’re mildly resistant to poison (helps you try them all, see), slightly better reflexes (and are slightly more difficult to surprise), and possess 60ft of darkvision. Finally, they have an inherent knack for reading body language, and find it much easier to pick up on lies and insincerity, especially for members of the same race.

Sensate Knowledge – 200: The long experiences in the Sensorium gives a Sensate broad knowledge of… pretty much everything. Sensates have a chance of knowing local history and identifying items like a starting bard (existing bards get significantly better at it). Additionally, the Sensate gains 30ft of blindsight and the ability to track by scent alone.

Share Senses – 400: The Sensate now knows even more ways to share sensation between people. For one, the Sensate may know, with a touch, transfer the wounds of another on to themselves, suffering the injury in exchange for healing them. Additionally, they may “overload” the senses of anyone they attack, making any attack feel like one three times as severe, although obviously this extra damage may only render them unconscious instead of striking them down. The Transcendent Order (Ciphers) The Transcendent Order believes in the instinct of the self. Understand yourself, and you'll be in touch with the multiverse. Then you can transcend the mundane to become one with all there is. Instinct is all that matters. Make your mind and body a harmonious whole. Know. Act. Be. Because of this harmonious attitude to the self, the Ciphers often end up balancing the extremes of the other factions, and naturally become mediators in any faction-based dispute. The power of the Ciphers rests on balance, and thus neutrality. For the duration of the jump, being drawn into any extreme alignment or philosophical view disturbs this harmony and will make you lose access to these powers here.

Trance – 100: Meditation is key to Cipher disciplines. Aside from being a helpful calming and centring exercise, it is central to the disciplines of the Transcendent Order. You may, with a brief few seconds of focus, key yourself into a meditative stance where you may take any normal action, but no longer need to take any time to think about doing before you act. You may only enter this state for a few seconds initially, but in time, may someday spend your entire life in a trance. Additionally, like any Cipher, you are physically fit and health. There no ill or weak people remain so within the faction’s headquarters in the Great Gymnasium.

Master of the Heart, Mind, and Spirit – 200: You have gained great insight into unifying your mind and body into one harmonious whole. You move inhumanly fast, your natural attacks are strengthened, simply ignoring all hardness and tearing steel as well as paper. Additionally, through focusing on purifying your body, you can simply ignore the effects of poisons and supernatural debilitations, though this does not inherently remove them from your body.

The Cadence of the Planes – 400: As mortal hearts beat, so too do the planes move. Those who instinctively know their place in the planes become one with all. Your reflexes are truly instantaneous. You cannot ever truly be surprised and can react so fast that others may believe you have some form of precognition. In fact, you are so in tune with reality you can respond to any event you could perceive, six seconds before it even happens, seeing the warning signs all around you and automatically reacting to it. The Xaositects (Chaosmen) The Chaosmen love chaos. The Xaositects worship chaos. The cosmos are chaos, and the Xaositects live to roll with it. Chaosmen are generally considered a bunch of loons, mostly from their new members trying to be chaos instead of being part of chaos. Unfortunately, you too will suffer the urge to be part of chaos. From painting beautiful murals on the Sensates’ halls on a whim, to letting your Scramblespeak dip into your regular vocabulary at random, to acting perfectly normal for a while week (because why not?). Try not to dip too much into Chaotic Stupid.

Scramblespeak – 100: All Chaosmen can speak and understand the bizarre Scramblespeak language, a random jumble of words that when rearranged makes a functional sentence. Outsiders just can’t grasp it, and it makes a useful secret language for the Chaosmen. You are fluent in this bizarre language.

Lost and Found – 200: An odd trait a Chaosman can pick up is a general knowledge of where anything lost is, much like a man who lives amidst a giant mess knows where every single item in his heaps are. They have to know what the lost item is, and it doesn’t work on items that aren’t really lost, like the deliberately stolen. Additionally, the knowledge is seemingly random. One lost item might get the vague “behind the washbasin”, another might give painstakingly accurate directions to its exact location. The closer in touch you are with the primal force of chaos, the more effective this becomes and the more often you receive more detailed information.

Many-Faces – 400: This enviable ability allows you to perfectly mimic another character. You gain everything from them; their powers, their health, their memories spell slots, their natural abilities, and can turn any item you wield or wear into a copy of their items. Regretfully, you cannot manifest the absorbed power for more than 36 seconds, though you can switch back and forth between beings to mimic. This falls under petrification magic and does not affect beings immune to it. The Free League (Indeps) Plenty in the Cage feel like the factions are borderline-crazy jackasses, and with good reason. Unfortunately, everyone in Sigil is supposed to be part of a Faction. The Free League exists to facilitate this, a faction of people who don’t want to be part of a faction. For joining, you get nothing. No perks, no drawbacks, no social support network, no obligations, no constantly rubbing shoulders with a society of crazy people or being murdered because another armed philosophy club disagrees with your armed philosophy club. Some people find that reward enough. Items and Properties You get an additional 200 CP to spend here. You may import any items into your purchases here as long as it logically fits. Lost/used/stolen items replenish weekly.

Jinx – 50 (one purchase free to all): 1,000 gold pieces each. Safer than silver, more practical than platinum. Alternatively, you may use the jinx to buy any non- artifact items published for AD&D. Cubic Gate:

Portal to the Infinite Staircase – 200: You have a strange infinity symbol carved in stone, that when pressed into a door will turn the door into a temporary portal to the Infinite Staircase, the most reliable way to travel across the planes, if a somewhat tedious. It takes the form of a, well, infinitely tall staircase leading from platforms to platforms forever on upwards (it does have a bottom, so do try not to fall). Each platform has a door on it that leads somewhere to the planes, this portal is fixed and generally quite well known, with towns or at least inns springing up around doorways from the Infinite Staircases. Most of these have been mapped and well- documented, and each door has some obvious tell where it generally leads (such as being extremely sinister if it leads to the Lower Planes, or bright and warm for ones that lead to the Upper Plane). It is surprisingly densely populated too, by lillendi (a type of winged lamia-angel) who generally disguise themselves as vines or symbols instead of dealing with travellers, rousing only to deal with people who seek to damage the Infinite Staircase. There is one thing you should be warned about, before you take this purchase. You see, any lone traveller – and it is only lone travellers, never more than one – exploring the stairs will eventually find a single platform with a humble door. The traveller will instinctively know that whatever is on the other side of that door is the truest desire of their heart. What they find on the other side is unknown, for nobody who travels through the door is ever seen again. After refusing it once, the Infinite Staircase never offers someone their heart’s desire again. Please do note that it is impossible to teleport or fly away from the stairs within the Infinite Staircase. Attempts tend to dump the unfortunate traveller in a random layer of a random plane.

Sphere of Annihilation – price: Ah, the most infamous artifact in existence. The World Serpent Inn – 400: Ah, the prototype of Sigil herself, ‘course this was back before Sigil was an idea in the heads of the devs. The World Serpent Inn is a massive demiplane shaped like the common rooms of a tavern, crewed by one bartender and a small army (always enough to serve every customer) of tavern wenches the size of gnomes wearing dresses patterned after the stars. In truth, all these beings are projections of the wishes of the mysterious owner of the World Serpent Inn, and by purchasing this you become its owner and may customise the internal layout and staff at your leisure. Its curious traits are manyfold. First, no matter how long anyone stays here, they will not age a single day, though they will grow hungry and thirsty (food is on the house, drinks are not). Secondly, any creature within the World Serpent Inn heals unnaturally fast – enough to bring a peasant from the brink of death to perfect health in two hours. They are also unnaturally resistant to damage and can shrug off minor injuries, stabbings, chairs shattered over heads, Thirdly, the World Serpent Inn is a place of neutrality. Magic is strongly hampered here and extremely difficult to merely cast. All people within the Inn can see invisible creatures and items at all times. The Inn has a brawling pit in the centre of the common room for resolving such disputes, fighting outside being strongly disapproved of. Fourthly, the Inn somehow stores every single manner of drink found anywhere across the planes, the cellars themselves being a labyrinth all to themselves, yet any bartender can navigate with ease to quickly produce any drink the customers request. Do note that rarer and more expensive brews will come with a commensurate price. Fifthly, and the most curious, is that the World Serpent Inn has a maze of backrooms that has defied all attempts to map. These backrooms contain, in addition to many bedrooms for any weary traveller, innumerable portals to every plane, and every layer of every plane, to ever exist, bypassing any and all defences against interplanar travel, such as the mists of Athas or even the whims of the Dark Powers of . Of course, finding the portal you want is a small adventure of its own, as the backrooms shift passages from time to time, and there is no guarantee a traveller can return to the World Serpent Inn after travelling through a portal, as they are known to change from time to time or require additional rituals to enter the Inn through. By purchasing this you become the new owner of the World Serpent Inn and may call one of its doors to wherever you are right now, or you may simply let it wander the planes and profit off interplanar travellers. Legend says that a fragment of the Serpent, a primeval being equal to the Lady of Pain, exists here somewhere, though nobody can say where. Perhaps the Inn is a fragment of the World Serpent.

Codex of the Infinite Planes – 600: The Codex of Infinite Planes is the size of a bookcase and even heavier than it suggests. Two full-grown men can barely lift it. Its cover is made of flawless black obsidian and is pages, infinite in number, are made of lead hammered so fine it can flex like paper. Embossed within these pages is writing in languages both beautiful and horrific that few people can even comprehend, but those who study it learn it is full of inscrutable secrets about the Planes, secret ways to travel the local multiverse, powers to easily conjure all but the most potent of fiends and compel them to obey, and enhancements to all magical abilities possessed by the one who touches it. If one only knows where to look; it will likely take some serious study to master its powers as it entirely lacks any table of contents or index either. Most who browse it for long are destroyed under its many curses, for so potent is this tome that merely opening it puts one’s life in mortal peril, to say nothing of actively drawing upon its power that can drive entire continents to ruin and sink the vastest of empires beneath the waves. You need not fear insanity or supernatural doom befalling you from using the Codex, though all others should.

Ship of Chaos – 600: This is the pride of the Doomguard’s entropy weapons. It looks like a flying demonic ship, at least three hundred feet long, and at least a hundred feet wide and high. It has two glassy-eyed demonic skulls, one on the prow facing forwards, one on the stern facing backwards whose skull forms a third head staring down aboard the ship. Both fore and aft mouths carry eight arcane electrical ballistae each, as well as magical projectors that can fire disintegrating force. The ship itself is made out of supernaturally tough rope-like fibres, which hold the souls of the damned and consumes them to power the ship, lined with internal wormholes for easy movement aboard. A demon (specifically a vrock) has been twisted into forming the intelligence and guiding force of the ship, which may be telepathically commanded by the owner (and will recognise you as its owner). The ship is telepathic, can see omnidirectionally inside and outside itself better than a human (with darkvision out of 60ft). It also can fly at 50 miles an hour, can completely turn on a dime, and hovers easily at any height. Additionally, the ship carries a potent entropy field. Teleportation aboard the ship always lands in the ship’s brig, instead of any intended location. Attempting to view the ship with true sight or similar magics will likely result in insanity. The ship can weaponize this entropy field, turning weak enemies within a mile against each other, and inflicting magical confusion on stronger ones. Using the entropy field in an urban area or against an army is likely to cause a widespread riot. Finally, while the ship has no inherent ability to travel the planes, it can travel through any portal or planar gate. Should a portal or gate be too small for the ship, it can activate its own entropy field to rage across the ship, simultaneously being small enough to travel while not changing in size. This is extremely uncomfortable for all aboard, though you and your companions will be spared the permanent insanity side effect as if you were a natural denizen of the Abyss, and all magical effects are disjoined (as the spell, artifacts and chaotic spells are not affected). It should go without saying that all kinds of nasty folk will want to kill to get their hands on this weapon.

Plane – 100: You’ve got your own plane now, isn’t that fancy. Ahem. Buying this option grants you something the size of a medium-sized demiplane no larger than Sigil. While finite in size, you are allowed to come up with creative means to give the impression of an infinite plane, such as how Sigil’s topography is looped into a torus. Alignment – free: Good or Evil, Law or Chaos. This comes in two forms: Mild and Major. Affects the environment and locals (if any); Good planes tend to be relatively benign, Evil ones tend to be sinister and full of monsters, Axiomatic (Lawful) tend to be rigidly ordered and incorporate clockwork aesthetics, Chaotic ones tend to be bizarre places where the laws of reality take a hike. Elemental Dominance – free: Four elements (Fire, Water, Earth, Air). Again, comes in Mild and Major. As Alignment, determines the terrain and locals (if any). Fire planes tend to be hot with lava flows and flames burning endlessly without fuel, Water planes tend to be wet, Earth planes tend to be largely subterranean, Air planes tend to be empty with floating islands breaking up the scenery. Unlike Alignment, even a mild elemental dominance can lead to entirely inhospitable conditions – think carefully! Energy Dominance – free: Positive and Negative Energy. Comes in Minor and Major. Positive Energy dominant planes tend to be brilliantly-lit, riotous planes where colours are brighter, fires are hotter, noises are louder, and every sensation is more intense. Travellers find that their wounds heal before their very eyes (and in a major Positive dominant plane, they can outright explode being overcharged with life). Negative Energy dominant planes are the opposite; they tend to be cold, empty reaches that suck the life out of travellers who cross them. They tend to be lonely, haunted planes, drained of colour and filled with winds bearing the soft moans of those who crumbled to dust from the life being sucked out from them. They also heal the undead as Positive Energy heals the living. Combination – 50: Do you already have your own demiplane? Perhaps multiple? With this option you can import one or more of your planes into this section and apply any upgrades you buy here to them, including combining two or more other planes into one singular plane. Imports – 50: You may import any exotic species you have previously encountered to make up your plane, whether they are living beings or otherwise. As a general rule, mindless and/or non-sapient creatures will likely be scattered around as flora and fauna otherwise obeying the rules here while intelligent creatures must obey the People purchase. More Layers – 100: Your plane gains an additional layer. Any upgrades you purchase in this section may apply to any other layers you gain if you wish, with the sole exception of Realm which may only apply to a single layer one a single plane. You may choose how your layers are connected which may be as disparate as through simple portals scattered around the plane, or perhaps you may only reach different layers through climbing an impossibly tall mountain where the distance one travels depends on their virtuous deeds along the way. Alternatively, this may become another plane which will allow you to repick its alignments. Perhaps you may even recreate the Great Wheel on your own. People – 100/200/400: This determines the population of intelligent creatures within your demiplane. Scattered villages like the ones on the portals on Outlands or Bytopia to the various planes. City like the capitals of the important planes? Great big metropolis rivalling Sigil or Mechanus or Graz’zt’s realm? Purchase to increase the number of powerful outsiders too? Demiplane of Doors – 100: Your plane opens out into the multiverse. Where? Everywhere. Your plane is absolutely covered in invisible portals that lead anywhere and everywhere. Unfortunately, this does not come with any guide to actually triggering these portals. Perhaps you may make a Sigil of your own. Infinite – 200: Some planes are more infinite than others. Your plane, like the Inner Planes and certain layers of the Outer Planes, is truly infinite in every direction. Up, down, north, south, east, west. As usual, you can customise the aesthetic, perhaps you want a flat but infinite plane, perhaps you want something more like a series of planets and stars. Try not to get lost, you’ll be walking a long way. And try not to think too hard about how infinite layers stacked on top of each other works; plenty of folk go barmy trying to comprehend it. Afterlife – 300: The souls of those who worshipped you in life will arrive in the plane after death, bypassing any normal afterlife for them, and become petitioners. Though you retain the right to expel anyone who does not fit your standards; gods typically refuse to take in people who committed gross violations of their faith in life. In time, petitioners will slowly merge with yourself, empowering you with divine energy in the process, unless you choose to prevent them from doing so for some reason. Such as infusing them with divine energy to create Outsiders. Realm – 400: Your plane functions as the realm of a power whether you’re actually a god or not. For one, you may constantly shape your realm to your will, creating terrain and structures with a thought. For another, while on your home realm, your powers are significantly empowered. One of the reasons the powers rarely fight each other is because, all other things equal, the power on his home plane is always going to trounce an invader. This may merely be a small portion of the plane set aside for yourself. Additionally, since this is your home plane, spells that force extraplanar creatures back home will simply send you here instead. Fighter Items

Item – 100: Masterwork weapon and armour of your choice. Item – 600: Great big ol’ fortress with a small garrison, can serve as military headquarters. Paladin Items

Mount – 100: A knight of the heavens is hardly a knight without a proper steed. Heaven has seen fit to gift you a steed befitting your own strength to ride to war on, that you may summon and dismiss at will. Initially you will only be able to call down a celestial war horse from the Upper Planes, perhaps in time you may manage to call down a silver dragon to serve as your mount.

Holy Sword – 600: One of the rarest treasures a paladin can own, a Holy Sword is more than just a magic item. It’s a Holy Avenger that, the hands of a paladin (and you), creates a circle of power; within this ten-foot circle (centred upon your hand as long as you hold it), evil spellcasters cannot cast anything at all (this naturally includes all evil creatures who also cast spells). Hostile magic cast against you from outside the circle fail to penetrate (if cast by a spellcaster weaker than yourself) or have a flat 50/50 chance of managing to penetrating the field otherwise. This also shuts off evil magic items and other supernatural abilities. Ranger Items

Item – 100: Wizard Items

Bag of Endless Spell Components – 100: This bag cannot produce spell components or focuses that have a noticeable value, anything above a single copper coin really, but will provide all spell components up until that point.

General Spell Key – 200: An unfortunate reality of magic on the Outer Planes is that casting the same spell on two different planes won’t always give the same results. Trying to summon an elemental in the Abyss might create a pseudo- elemental out of the chaos and evil infusing the plane – planar alteration. Trying to cast an interplanar transport spell in Sigil will just fail – planar null. Throwing a mere fireball around on Gehenna will turn into a terrifying conflagration – planar enhancement. That’s where this key comes in. One blank Spell Key that may be attuned to any plane the bearer is currently on after a minute of focus. When attuned to a plane, the Spell Key ensures all magic cast by the bearer of the key does not suffer any unusual effects from local conditions. The Spell Key will function for a month after attunement before it must be re-attuned or may be attuned to a different plane.

Infinite Pages – 400: Robe and Staff of the Magi – 600: The staff will not explode. Cleric Items

Item – 100: Power Key – 600: All spells cast by a possessor of a Power Key are greatly enhanced. A fireball burns hotter, buffs offer greater improvements and last longer. Any spell that is cast with variable effects always has the most potent result possible. Unlike a spell key, however, a Power Key does not offer any protection against planar traits, however spells are enhanced such that they can usually simply ignore planar diminishment, though this does grant any ability to cast magic where the plane would simply forbid it. It would be unwise to let people know you have such a vanishingly rare and powerful artifact ordinarily given only to the most favoured servants of the gods. Druid Items

Item – 100: Exotic Companion – 200: Thief Items

Item – 100: Faction Items Athar

Whispering Rune – 200: You have a nearly inexhaustible supply of whispering runes. These papers bearing a small rune, coming in any size you wish, can be impregnated with any information you wish, and when someone looks at them, they will recite the whole thing in any voice you wish to give them. Defiers use these runes to hand out pamphlets that even the illiterate can listen to, as well as being an all-important distraction the minute a believer in a false god tries cornering them.

A Shattered Temple – 400: A lesser copy of the headquarters of the Athar, the Shattered Temple is a broken, ruined monument to a forgotten god of portals who made the fatal mistake of entering Sigil and trying to claim authority over the Lady of Pain. Perhaps some relic of the terror the dead god felt as he was unmade still lingers in the air, or perhaps the temple is just plain creepy, but all the same, few non-Athar dare visit the temple without good reason. Within the supernaturally reinforced, yet listing buttresses, cracked walls and razorvine curtains lies an incredibly comprehensive library on the nature of the divine, including a wealth of divine magical scrolls for every spell level you can cast, but the true benefit is a simple tree within. One which can absorb the magic behind magical items sacrificed to it to power divine magic in the absence of any deity or cleric; this is how the Athar get divine magic despite being near-universally despised among the powers. Comes with an attached tavern and a bartender follower. Believers of the Source

The Palace – 200: You didn’t think the boss would really live in a factory, did you? You crack me up. No, the factol lives in a rather odd palace, combining the architecture of perpendicular gothic and made out of solid steel. It has grandiose vaults, gilded furniture, stained glass windows, marble terraces, its own gardens, rare artworks from across the planes, and of course its own pools. It’s the perfect place to hold meetings in the lap of luxury. Normally floats on an island in the Deep Ethereal Plane.

The Great Foundry – 400: The Great Foundry is big. Biiiig. It towers over every other nearby bit of Sigil with its ten massive chimneys, forging day and night (the workers sleep in shifts in dorms in the relatively quiet and cool parts) enough metalwork to supply the largest city in the multiverse. Its insides resemble some gigantic Industrial Revolution-era factory, with row upon row of crucibles wider than an ogre is tall, every pulley larger than the men working them. Even the very doors are giant, ten-foot wide slabs of wrought iron. The innumerable throngs of metalworkers (and frantic assistants delivering water amidst the hellish heat) can mass-produce nearly anything in the planes; no factory on any Prime or Plane is larger than the Great Foundry itself. The only things they don’t make are weapons and armour; that requires specialised craftsmen and production lines they don’t have (they’re happy enough to let the Doomguard handle that), though of course it is possible to retrofit it if you really wish to produce weapons. Bleak Cabal Almshouse – 200: You’ve got a little almshouse. It serves soup, and only soup, freely to anyone who needs a meal and a place to sleep. The head chef is a manic sort, gleefully whipping up the best soups he can with his admittedly limited ingredients. It won’t run out of soup either, no matter how many people crowd it. There’s always cots open for you and your companions. It’s a remarkably safe safehouse, as only the desperate seem to want to spend any time here, and with enough bunks to hold hundreds of people you could easily lose someone among the inevitable crowds.

The Gatehouse – 400: The Gatehouse is the largest building the Bleak Cabal has, and the most well-staffed too, located in the Hive as the best place for the needy to seek a home, orphans to be raised in safety, and the ill to receive healing. The Gatehouse is walled off and has a massive gate at the entrance; a normal human can easily walk between the fifteen-foot-wide gaps in the iron bars, and nobody knows just what this giant structure was designed to keep out or in. Despite the huge size of the place, on any given day the line usually takes a week to walk through; there’s only so many rooms to cram all the needy in to after all (you and your companions are welcome to just walk on in, as are any members of the Bleak Cabal). This building, however, will cure any injury, disability or mental illness for anyone taken inside, though the exact details are a secret known only to the Bleakers who staff the Gatehouse. Additionally, the throngs of needy and desperate people make an excellent recruiting ground; many people will do anything for enough coin to buy another meal. Doomguard

Entropy Blade – 200: An Entropy Blade is a specially-forged weapon for the champions of the Doomguard, specially-made for killing a specific target, which may be as specific as a single person or broad as “Every modron on the Great March”, which crumbles to dust immediately after killing every one of its target(s). Every week, you get a new Entropy Blade aimed at your choice of target. Notably, it does not suffer any power loss no matter where you are – entropy is everywhere after all – though being magical, anti-magic effects still work on them. Every time the Entropy Blade crumbles to dust, you receive a new one with your choice of specific target. An Entropy Blade is normally a +2 sword but jumps up to +4 against its designated target and gains special abilities based on the plane they were forged; the wielder of an Ash Blade gains resistance to fire and the ability to freeze with a touch, the wielder of a Dust Blade gains immunity to stone or earth based attacks and the ability to disintegrate stone or earth with a touch, the wielder of a Salt Blade grants resistance to water based attacks and can produce or destroy water with a touch, the wielder of a Vacuum Blade gains immunity to all gas-based attacks and can enfeeble with a touch.

The Forge – 400: Coming in attached to your Warehouse or other property you own, is a little copy of the Armory, a large, elegant yet subtly disturbing structure with four square towers jutting out towards the sky. In here teams of Sinkers can produce any weapon you can imagine. They can run production lines churning out exceptional quality yet basic swords by the dozen, or you can put them to more imaginative uses, forging arcane siege engines, entropic weapons able to bypass the normal problem with magic on the planes, magic-absorbing weapons, any weapon you can imagine can be forged here, as long as you can afford the price, which is three times that of weapons found elsewhere (to compensate for their exceptional quality; the Forge makes no cuts for quantity). Every single weapon forged here is masterwork at least, often simply magical, and despite their philosophy of optimising quality, the facilities are so large it can easily run production lines for entire armies’ worth of masterwork or magical weaponry. Dustmen

Tomb of the Jumping One – 200: This is a crypt. Within the crypt is a slab recording each and every time you died on your chain. A monument to all your failures.

The Mortuary – 400: The eventual resting place for most people here in Sigil. It smells like a mixture of antisceptics (from mindless undead labouring to keep the Mortuary spotless) and decay (from the mindless undead themselves). All bodies in Sigil seem to end up here sooner or later (it’s the only place really equipped to handle all the dead). This will continue in future jumps, for a wide area around you at least as large as Sigil itself, will dumped all their dead in the Mortuary. You could always turn the cadavers into undead, though depending where you are you probably shouldn’t advertise that you’re doing this; the undead are rarely popular creatures. As for dealing with the dead, it’s extremely well equipped for all funerary rites from mummification, embalming, burials (if you can find space for it – a premium in Sigil), and there’s a permanent portal to the Plane of Fire here for cremation too. Fated

Item – 200: The Hall of Records – 400: The Hall of Records is the headquarters of the Takers, taking the form of a large tower that was once a university before it fell into debt. What does it record? Everything related to coin, such as major business transactions, moneylending records, debtor’s defaults, bills of credit, property ownership, tax rolls, and census numbers. There’s so many shady dealings hidden in mundane records here you could set thousands of people to combing through it all and still not find the whole thing. Fortunately, this comes with four thousand staffers whose job is exactly that, picking up the most exploitable financial dealings to pass on to you, that could easily make you the wealthiest man around if you were to exploit this knowledge. It has innumerable secret vaults beneath it which are perfect for storing anything you would rather leave buried – and even ignoring the difficulty of finding an individual vault, prospective explorers are likely to be buried in years of detailed records of all the financial transactions and taxes that are stored here. Rather like finding a in a haystack. Finally, the Hall of Records is the storing place of the Secret History of Sigil, a series of many, many volumes of every secret and piece of secret information dug up by the Fated across their history. This grants the Fated a rather terrifying amount of leverage across the wealthy and powerful of Sigil. Fraternity of Order

Item – 200: The Court – 400: Ah, the centre of justice in Sigil, and also the headquarters of the Guv’ners. The main building of the Court is only two stories tall, but the central tower rises another three stories above it. Within the Court is a series of different rooms designed to handle cases of varying severity, split between the Lesser Courts (for minor offenses) to the singular Grand Court (for the most heinous offences against Sigil and her people). Within its halls are many priceless artworks depicting the triumph of justice, as well as storage for records on all local laws and the results of cases. It contains a variety of justices, prosecutors, and advocates who are intimately familiar with the local laws and will remain being recognised as a place central to justice in future jumps. Finally, it contains the Vault of Knowledge, a storing place for everything the Guv’ners discover pertaining to the laws of reality and any loopholes they discover. Did you expect anything else from the Guv’ners? Harmonium

Armour of Command – 200: This full plate armour made of and spiked in the likeness of the Lady of Pain radiates authority. While wearing it, you’ll find anyone nearby yourself will be more inclined to follow your orders, as the magic in the armour drives people to submit to your whims. Those who already follow your lead will become braver and fight harder as long as you are nearby. A curious effect of the material used in the construction of the armour is that it weighs less than half a full plate harness should.

The City Barracks – 400: The headquarters of the Harmonium, and a place to lodge a small army. Mercykillers

Item – 200: Item – 400: Revolutionary League

Item – 200: Item – 400: Sign of One

Item – 200: Item – 400: Society of Sensation

Item – 200: Item – 400: Transcendent Order

Item – 200: Item – 400: Xaositects

Item – 200: Item – 400: Companions Import – 50+: For every 50 CP you spend here, you may import or create up to two companions. They receive an origin, faction choice, racial choice, and any freebies they qualify for. For every additional 50 CP, all your imported companions get 200 CP to spend throughout the jump, including on races. They may not pick drawbacks or import other companions.

Canon Companion – free/100: If you convince any character less powerful than the Lady of Pain to come with you of their own free will, you may freely make them a companion. If you spend 100 CP, you will be guaranteed to make a positive first impression and easily become friends, or perhaps lovers, with one person not on the Lady of Pain’s level, making the process largely assured.

Redeemed Succ – 100: If the virtuous succubus character didn’t start in Planescape it certainly got a lot more popular here, not the least because of a certain video game using that archetype. She’s a succubus who’s tired of all that chaos and evil and whatnot, and chosen to live a more virtuous life. Which among her kind effectively guaranteed death, so being in full possession of reason she chose to flee the Abyss and sit up in Sigil. Unfortunately, she’s still a succubus, so her touch carries a withering curse and being drawn into a “moment of passion” is probably guaranteed death. She can’t really change that on her own, see, she’s quite literally made of raw elemental Chaos and Evil and no amount of trying to be nice to people stops her fundamental nature. You may even make her a succubus cleric or paladin if you want.

Nuisance Mephit – FREE: You have obtained a little… creature. A mephit, to be precise. Mephitis are four-foot-tall, imp-like Neutral aspects of the Elemental, Quasi-Elemental and Para-elemental Planes; there are Air, Ash, Dust, Earth, Fire, Ice, Lightning, Magma, Mineral, Mist, Ooze, Radiant, Salt, Smoke, Steam, and Water mephits. Every one of them are incredibly annoying, mischievous pests, largely useless, and usually only end up in someone’s possession as a “gift” (read: insult/death threat) by someone else. You have one for free; it’s not a companion, more of a talking pet considering their average intelligence, and doesn’t take up a slot, but it still respawns within a week if it dies. It is no more loyal than any other example of its kind. It may be your familiar if you are a class that gets one. You may take this one time for every kind of Mephit, you crazy bastard. Yes, they can be female, and they do have above-average charisma. It’s still a bad idea to pick up these little shits. Drawbacks Fanfiction/3rd Party Content +0: Have a particular Planescape fanfic you want to visit? Like something that appeared in 3rd party content? Really like mimir.net and their takes on the Planescape setting? Taking this option will allow you to incorporate content not originally published by TSR into your time here. Note that choosing this option to grab something deliberately broken will result in it rebalanced to fit the setting as a whole. You munchkin.

Clueless +100: Oh dear, this is a bit embarrassing. You’ve lost all your memories and knowledge about the Planescape setting. Not D&D as a whole, just everything related to the Planes. You’ll stick out like a sore thumb anywhere out here, and the Clueless are everyone’s favourite marks for a scam/robbery/murder.

Distrusted +100: Like a certain Friendly Fiend, people just can’t trust you. Sure, trust is a rarity here, but you can’t ever catch a break. Everyone you meet will be certain you’re up to something. Maybe you are, maybe you aren’t. You won’t be able to convince anyone you’re just a humble shopkeeper.

Flaggoes +100: You’ve picked up a very loud, very obvious verbal tick. No matter what disguise or deception you attempt, you cannot prevent it from working its way back into your speech. This will out you to anyone even vaguely familiar with your mannerisms.

Portal Curse +100/200: Some people are just born unlucky. For you, this manifests as an unfortunate habit of triggering any portals you come across. Somehow, you’ll always accidentally have a portal key on your person and will regularly find yourself dumped far away into the unknown. Should you choose the +200 option, this gets far worse. Not only do you regularly end up wandering into other planes, the portals all seem to be one-way affairs. Expect long treks just to get back on course, assuming you don’t accidentally trip another portal on the way back…

Petitioner +Varies: Regrettably, Jumper, you are already dead. Your soul, and the soul of any companions you have brought along, is stuck on the Outer Planes as a petitioner. Exactly how many points you get depends on where you ended up. For +100, you’ve ended up in the Blessed Fields of Elysium. There, you retain most of your memories (unlike most petitioners) from your past life. Elysium is a borderline paradise, and the only problem is you can’t leave it. For +200, you’re stuck in one of the other Upper to Middle Planes, while you have lost your memories and are unlikely to be able to use any abilities or perks you’ve picked up before. For +300, you’ve been condemned to the Lower Planes, where not only have you lost all your memories, your miserable soul-shell is the primary form of currency. It is highly unlikely you will survive the regular fiendish sweeps for stray souls to torment. Being turned into a fiend involves personality death and will be considered dying for the purposes of your chain.

Torment +200: You awake alone in the Mortuary, having lost your memories and anything from outside the jump. Regrettably, there is no flying, talking skull here to help guide you either. +300: It would appear you picked a most unfortunate time to arrive. Within a year of your arrival, Duke Rowanwood will acquire his artifact and provoke the factions of Sigil into open war with each other. With people getting mazed, flayed, and just plain murdered all around this whole city’s getting turned on its head. Don’t think you can avoid it by being an Independent either, you’ll just get caught in the crossfire.

Die Jumper Die +0/+600: Like a certain mutilated lich god, you have done something to convince the Lady that you’re a threat to Sigil itself. If she knows you’re in Sigil, she will come for you, and she will know if you use any magic or portal to enter the plane. Fortunately, while the Lady is nigh-omniscient within Sigil, she rarely hurries anywhere, and you will have enough time to search for a portal out. Or just leap through the first one you find, that’s also an option. This gives you no points if you have the Power of the Serpent perk.

Death of the Lady +600: Who is the Lady of Pain? Who knows! But she is one of the most infamous unkillable NPCs that’s for sure. Anyway, someone managed the holy grail; the Lady is dead. This is a pretty bad thing, as turns out she was the big thing stopping every faction trying to kill each other, the Blood War breaking out in the streets, and worse, now everyone important in the Planes knows the most valuable strategic location out here is missing its guardian. Buckle up, you absolute madman. Note: If picked with Die Jumper Die, everyone will believe you did it and you’re going to be the hottest commodity on the Outer Planes. This is not a good thing. The End Your stay in the Outer Planes is drawing to a close.

Do you stay here? Do you return home? Do you continue onwards into a new multiverse? Notes Properties always have enough supplies to run and feed everyone unless they’re stated otherwise. Also, they may optionally connect to any other property you have through portals (they’re really common in Sigil, you might have noticed). The dark of the Lady: She’s strongly implied to one of the Ancient Bretheren, omnipotent beings who created the multiverse at the dawn of time. The only other known Ancient Bretheren are (maybe) is Asmodeus/Ahriman (he’s vastly diminished, stuck in a big hole at the bottom of Hell after fighting his equally-powerful-but-good brother Jazirian, and needs to eat souls to heal his wounds, long story), Jazirian himself (who got dropped all the way down to Greater Deity status from his fight with Asmodeus and doesn’t seem capable of recovering his full strength ever again), and the Serpent (who may be broken into innumerable divine fragments and impersonated by Asmodeus), as when Vecna pinched some of the Serpent’s power in a gambit to control Sigil (basically by rewriting the laws of reality across the multiverse, royally fucking it up in the process, and then Lady also patching over his changes is the justification for 3e’s rule changes), the Lady was unable to do anything to him. Despite that, she was still able to slay any other being working with him with a look and she’s killed other gods just by thinking about it. She was never statted up and was supposed to be so strong nothing from the rest of the multiverse could grab Sigil from her if they tried, especially PCs and gods, so Sigil could stay in its strictly-enforced neutrality. Interpret this how you will. Going out on the planes will mess with your magic, this is an inherent part of 2e magic, you can choose how it affects your magic from other jumps. Casters get to play a fun game of “which of my spells work where I am right now”. Divine magic has a specific point of origin from the power granting them spells; the further out you go (planes-wise), the lower spell levels you can cast until you can’t cast anything at all. Magic that relies on connecting planar pathways might fail altogether (like Raise Dead in the Astral Plane) or give you a local version (such as summoning a local monster instead of the extraplanar monster you were looking for). Additionally, planar traits tend to block, alter, diminish or empower certain spells and spell schools; generally you can’t cast a spell antithetical to the nature of the plane (no healing in the Plane of Negative Energy for instance), get much stronger spells if they resonate with the nature of the plane (though even a boosted fireball won’t hurt a fire elemental), with varying levels of “difficult to cast/weaker effects” -> “easier to cast/stronger effects” based on how closely it goes with/opposes the plane. Magic items tend to follow all the above rules with the additional caveat that it’s deeply connected to the plane it was made on and tends to lose power on other planes, again depending on the distance between the home plane and the plane you’re on. Except for artifacts; they’re too powerful to obey mundane planar rules. TSR really liked unnecessarily complex rules. The Lady of Pain won’t automatically know you are a god if you were already one before the jump. Just don’t go throwing divine miracles around and you’ll be fine. Nor will someone with Divine Ascension be treated as a divinity unless they start gathering worshippers, building temples, or fully ascend to godhood in some other manner. And finally, you won’t suffer the agonising pain that’s a curse on all powers that enter Sigil, unless you become a god in-jump and are affected by the laws of Planescape as normal. Threats on the Outer Planes are generally a lot bigger than ones you’d commonly find on one of the Primes and starting at 1st will make for a real short jump when you can’t walk down the street without bumping into a fiend. On magic resistance: Magic resistance is a flat chance to nullify any magic cast upon you. 20% magic resistance means a one-in-five chance to completely nullify it, and so on. 100% magic resistance is extremely rare and almost always meant for horribly dangerous boss monsters. If you see one, you’re kinda fucked. Because of the major cosmological changes between editions and big leaps in the timeline, this jump is largely incompatible with any edition after 2e. If someone wants to make a jump for the setting under those cosmologies, go right ahead. On the Incantifer perk: You won’t die unless you’re trapped somewhere you can’t cast for a long period of time. Here’s how it works in the rules: Absorb as many spell levels as your character level each month or lose a single level. If it hits 0, you die. Even if you can only absorb an average of one spell level a day (you can absorb far more than that just casting spells on yourself all day, you’re a much higher level- equivalent wizard just with that perk, but let’s run with this example), you still average out at a 30th level character every month, which is not only far from dying, but stronger than most things in the setting alone. The bigger drawback is that you might be short on spell slots compared to an equivalent adventurer if you can’t find another source of magic to drain. Or the fact you’re basically a magic-hungry parasite and that might make some casters real antsy. And no, despite being basically made of magic, you don’t vanish in an anti-magic field or anything. Only summoned creatures do that. The Power of the Serpent perk does not mean you can kill those beings affected by the perk. To put it in D&D terms, even if they can’t directly hurt you, they probably have resistances out the ass and you won’t realistically hurt them. This is doubly true in D&D where beings too far below another cannot penetrate their immunities or resistances at all. Nor are they prevented from creating beings who are almost certain to be able to kill you but just fall shy of being guaranteed to kill you. Use your head.