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 War. 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. Origins 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. Bard: Bards make their way through life through performance and music, every culture has its storyteller or poet, whether he is called bard, skald, fili, jongleur, or something else. Bards are dabblers and generalists who eventually will pick up certain wizard spells. Bards are usually welcome anywhere arts and entertainment are, and they especially are highly regarded on the Upper Planes since their skills represent art and clarity of mind.

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, Elf, Dwarf, Halfling, or Gnome. The classic fantasy races. Elves are dextrous, dwarves are short and stocky, halflings 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 darkvision, 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 – 200: 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. Githyanki/zerai – 200: 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. – 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 Tiefling 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. Other Outsider (Varies): Sigil’s a big place and all kinds of folk end up inside the City of Doors. Pick a published intelligent creature with the Outsider subtype (http://www.d20srd.org/indexes/monsters.htm is a good start), multiply the CR by 100, and that’s the cost of choosing it in CP. There are no alignment restrictions – in Sigil, you will find as many fallen angels as redeemed fiends. [PLACEHOLDER] 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 General Perks Tabletop Ruleset – Free/100: Maybe you want the setting to feel more like an authentic tabletop game? In that case, you got it. XP, levels, random encounters, the works will all be part of your stay here, with your choice of editions. Additionally, by paying 100 CP, in future settings with a tabletop adaption, you may choose to have your jump run off their own tabletop rules, again with your choice of edition. If a jump lacks a tabletop edition, you can choose to make it follow the rules of your D&D edition of choice.

Origin Perks Fighter Perks Fighter Kit – 100: A fighter, sometimes known as a fighting-man, has a simple but effective kit. Fighters begin trained and capable of using four different types of weapon (your choice) and all forms of armour. Additionally, a fighter can specialise in a weapon, losing some opportunities to acquire knowledge in other weapons, but gaining profound insight into the use of their specialist weapon. 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. Rager – 400: The Rager sect is considered little more than a bunch of violent predatory louts shat out from some hole on Ysgard constantly seeking a fight and causing all kinds of trouble with a legendary temper. 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 may, at will, enter a berserk state, granting nigh-immunity to any attempts to affect your mind or tamper with your emotions. Additionally, it seems time slows slightly for you, allowing you to hit harder, faster, and more often. Land five attacks where you would have made four. Cut through a suit of plate when your blade might normally have bruised him. Finally, you also share their legendary resilience. In effect, you have a secondary “pool” of health that only kicks in during a rage. When you would normally be struck dead or unconscious, you can continue fighting without the slightest penalty. This pool starts off relatively small – enough to survive a couple extra sword strikes maybe – but in time will grow as you gain experience and learn from your battles. Planar Lord – 600: 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. As long as you own a suitable fortification (such as a castle), 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, and the availability will depend on the local population, but you can easily whip up an effective army with a little effort. Additionally, they will resemble the traits of extraplanar beings in each jump. 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. This force will not stay the same between jumps, instead forming up after you meet the criteria in each jump.

Paladin Perks Paladin Kit – 100 (Free Paladin): A paladin has sworn their life to the defence of all that is good and just and is required to uphold the highest tenets of Lawful Good. For this, they gain the following: Cure Diseases: Paladins have total immunity to disease and once a week can cure any disease with a touch. Lay on Hands: All paladins can channel positive energy to heal injuries at a touch. Positive energy also harms the undead. Turn Undead and Fiends: A paladin can channel holy radiance to panic undead and evil outsiders as a cleric turns undead, though this is slightly weaker. Mount: A paladin has a special mount, which may not necessarily be a horse, that they may instantaneously summon to their side at will. Should the mount be slain, you will get another one in a month. Magic: Paladins learn their own holy magic, closely related to good-aligned clerical magic, that focuses on healing, blessing the righteous and empowering them to smite the wicked. Detect Evil: At will, a paladin may detect the presence or absence of evil or evil intent up to sixty feet away. Aura of Protection: Paladins are constantly surrounded by a holy aura that slightly weakens all evil beings within ten feet of the paladin. Alignment Purity – 200: It’s tough being a champion of all that is Lawful and Good on a plane made out of Chaos and Evil. Fortunately, you are so overflowing with Law and Goodness that you can simply ignore the usual penalties of mismatching the local alignment, enabling you to go toe to toe with the hordes of the Abyss with nary a penalty. In future jumps, this will apply to all interplanar travel where the plane would inflict non-fatal negative effects upon you for visiting. In essence, you bring the planar traits of the Prime Material Plane wherever you go, though this only affects yourself. Grey Guard – 400: 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 waiters 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 Spirits – 600: Some paladins forge a bond with an insubstantial divine spirit closely attuned to their god, or perhaps some other principle of Law and Goodness. In any case, once a day you may summon the Spirit of Healing, able to heal twice as much as you could with your Lay on Hands ability, to any injured person you choose. Soon, you may learn to summon the Spirit of Combat once a day, able to bless anyone adjacent with holy might infusing their weapons and strikes. After that comes the Spirit of Heroism once a day, able to bless you with supernatural durability and able to use your healing magic far faster than normal. Finally comes the Spirit of the Fallen once a day, who automatically grants supernaturally fast healing to all nearby allies and revives them should they fall unconscious (but not dead). And should you travel to other settings, who knows? Perhaps you may discover other similar benevolent spirits willing to come to your aid.

Ranger Perks Ranger Kit – 100: On the Primes, a Ranger is a hunter, tracker, trapper, and woodsman. On the Planes, it’s much the same, ‘cept there’s nothing so mundane as Prime wilderness out here. Rangers gain the following benefits: Ranger Skills: All rangers are trained and capable of tracking animals and people through the wilderness, as well as hiding from prying eyes and taming or communicating with wild animals. Magic: A ranger will eventually pick up low-level divine magic. This magic is focused around the spheres of nature and healing. Two-Weapon Fighting: Rangers have a particular affinity for fighting with two weapons. While not wearing heavy armour, a ranger is as skilled with a weapon in each hand as one, suffering no penalties for it. Animal Companion: A ranger picks up an animal companion in the same way a druid does. This must be a natural animal, such as a wolf or a hawk, that is totally loyal to the ranger. Initially, it is an unexceptional member of the species, however with time and growth of the ranger, becomes supernaturally strong, intelligent and tough. Favoured Enemies: A ranger is able to select a specific type of creature (such as orcs, evil outsiders, undead, but not so general as “humanoids” or “outsiders”). You gain widespread knowledge of the creature’s weaknesses, psychology, and fighting styles, greatly improving your ability to track, fight, or even simply interact with them. With time, rangers can take their favoured enemy to greater heights, or spread out to multiple types of creatures. Voice of the City – 200: In their travels across the planes, a ranger will find all kinds of people, and distressingly many will not speak a single lick of Common. You now are vastly better at communicating with anything that does not speak your language, able to make yourself understood across nearly any language barrier. Portal Intuition – 400: Unfortunately, few planar portals are marked or even show any hint as to their destination. This is, obviously, quite dangerous as you cannot be sure whether a portal may take you to the Blessed Fields of Elysium or dump you in the ass end of the Plane of Fire. Your extensive understanding of planar geography allows you to avoid this pitfall of planar travel, as you now have a general sense of where a portal leads and can narrow it down to a specific plane by focusing on it. Never make a blind jump through the Plain of Infinite Portals again! Planar Tracking – 600: Not even interplanar travel will allow someone to escape a veteran ranger. If any favoured enemy 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.

Wizard Perks Wizard Kit – 100: After spending the better part of their life studying the arts of magic, wizards have little beyond their spells; they have no inherent affinity for melee weapons or armour, and their natural health is abysmal. Yet it is inside their head they carry tremendous power. The mind of a wizard is a dangerous and terrible one. They receive the following features: Spells: Wizards prepare their magic from a spellbook. Like all magic here, it runs off a Vancian system; a spell is prepared after a full night’s rest and lingers in the mind until expended. Out of all the casting classes, wizards have the fewest number of spell slots available, however their versatility and large amount of options is their greatest strength. Specialisation: Wizards may optionally specialise in a single school of magic, gaining an additional spell per day (which must be from that school) and a small boost to the power of their magic from that school. In exchange, they lose access to the opposed school(s). Abjurers (Abjuration school) lose access to the Alteration and Illusion schools, Conjurers (Conjuration school) lose the Divination and Evocation schools, Diviners (Divination) lose the Conjuration school, Enchanters (Enchantment) lose the Evocation and Necromancy schools, Illusionists (Illusion) lose the Necromancy, Evocation and Abjuration schools, Evokers (Evocation) lose the Enchantment and Conjuration schools, Necromancers (Necromancy) lose the Illusion and Enchantment schools, and Transmuters (transmutation) lose the Abjuration and Necromancy school. Wizards who do not specialise are often called Generalists or Mages. 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 once. 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 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. You are effectively unaging, no longer requiring drinking, eating, breathing or sleep, as well as being immune to the negative effects of ordinary 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 20% and can grow all the way to 100%) simply heals you instead, as well as 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. 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 roughly equivalent to your strength or slowly lose your own power until you fade away. 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 unmodified Incantifier perk.

Cleric Perks Cleric Kit – 100: A cleric is a priest of a god, or perhaps a mortal who believes absolutely in a cause enough to power their own magic through faith alone. They receive the following benefits: Weapons and Armour: Clerics begin trained with the use of simple melee weapons (such as the mace), one weapon in particular that greatly reflects their mythos (such as the hammer for Thor) and proficient in the use of heavy armour. Cleric Magic: Clerics have access to divine magic powered by their own faith. Like any other caster, you receive a certain amount of spell slots that you fill every morning after appropriate meditation or prayer. While a wizard derives their spells from endless study and a druid derives theirs from their connection with nature, yours come from faith or your deity of choice. However, if your morals and ethical conduct deviates too far from your deity or ideal, you shall simply lose access to your powers. Same deal for losing faith in them, if you’re wondering. Domains: As a cleric channels power through faith, the nature of that faith shapes the magic they receive. All clerics receive two domains, which give bonus spells or other bonuses related to the contents of their domain. There’s a lot of them. Start by reading here. http://www.d20srd.org/srd/spellLists/clericDomains.htm Positive/Negative Energy Channelling: Any cleric can channel positive or negative energy, and the choice is made at the moment they become a cleric and can not be changed from that point onwards. Channelling positive energy can cause undead to turn and flee your presence, blast them to ashes if they are significantly weaker than you, and allows you to convert any prepared spell into a healing spell (that harms undead) of equal or lesser power. Channelling negative energy gives the opposite, you can bolster undead to make them more resistant to turning, irresistibly force greatly weaker undead to obey, and convert any spell into a harmful spell (that heals undead) of equivalent or weaker power. There are a few restrictions, plenty of gods will demand you channel one kind or the other – typically Good gods want positive energy and the Evil ones want negative. Planar Banishment – 200: Tapping into the same source that powers their spontaneous cure spells, a cleric with the Planar Banishment perk may spontaneously convert an equivalent or higher-level spell to instantly cast banishment on any outsider, likely sending it back wherever it came unless the outsider is stronger than the cleric. Backup Weapon – 400: 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. 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. This does not grant any extra ability to wield weapons you have no skill in, only enhances your ability to fight with them 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. Of course, a power won’t make anyone a proxy. They need to be devoted to them, devoted to such a degree even a cleric would seem like a layman in comparison. Their devotion is so strong, they resemble their patron power so much that where the power ends and where the proxy begins is a question unto itself. The biggest benefit you get is sharing in some of your power’s own portfolio. 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 truly momentous 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, but you should expect quite the questions raised about you since you’re now the first and only proxy of no deity.

Druid Perks Druid Kit – 100: A druid may superficially resemble a cleric with their divine magic and faith, but make no mistake, they are guardians of nature, not of men. They receive the following kit: Druidic Magic: Druids learn nature themed divine magic. They have no access to the domains of a cleric. They may convert any prepared spell into a summon nature’s ally of equivalent or lesser power. Weapons and Armour: Druids are proficient with simple weapons and all light and medium armours, but uniquely may not cast druidic magic while wearing metal armour. Using magically treated wooden armour or dragonhide armour is a classic workaround. Secret Language: All druids are taught a secret druidic language to communicate with one another. You know this language too. You may teach it to non- druids but expect the fiercest retaliation from other druids should they find this out. Natural Spell – 200: It is unfortunate that taking on the form of a wild animal precludes a druid from making the complex somatic gestures and speaking the correct vocal components. With this, you may cast any spell you know even if you lack the ability to make the correct vocalisations, gestures or such. Counter Summoning – 400: Some druids who walk the planes come to believe that excessive summoning of extraplanar creatures constitutes an abuse of the planes themselves, and they learn to deal with this problem at the source. You may now automatically counter any attempt at summoning a creature, as though counterspelling with dispel magic, save that this does not consume any prepared spells. Planar Tolerance – 600: 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.

Thief Perks Thief Kit – 100: Thieves are masters at theft, subterfuge, sleight of hand tricks, and other criminal actions. Accordingly, they have the following kit. Pick Pockets: Thieves naturally excel at liberating people from their possessions. You have a basic grasp of going through someone’s pockets without them noticing. Open Locks: Sadly, many of the most valuable items are kept behind thick padlocks, combination locks, or similar. You also know how to use basic lockpicks to bypass such locks. Find/Remove Traps: Similarly, exceptionally unfriendly people enjoy trapping their homes and storage areas, but fortunately for you, you have a basic sense of how to find traps and disarm them, so they do not interfere with ransacking their owner’s possessions. Hide/Move Silently: A good thief is never seen nor heard. You know the basics of moving quietly and hiding from the eye. Climb Walls: A thief is far, far better than a normal person at climbing difficult slopes, and you have a good grasp at this. Backstab: When attacking an unsuspecting victim or striking from behind, a thief is a master at finding vital organs and gaps in armour to deliver grievous wounds. Naturally, this does not affect foes without vital organs such as golems and undead. Read Languages: A good thief doesn’t let not knowing a language stop them reading a document. With sufficient time, you stand a good chance at puzzling out the meaning of foreign language documents. Does not apply to ciphers. Cant: Thieves have their own secret language designed to keep prying ears out of their business, which you also know. 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 ethereal for six seconds before the boundary reasserts itself. You may eventually learn to extend this time or even take on a form similar to a blink spell, flicking in and out of the planar barrier fast enough to disorient foes and evade attacks. 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.

Bard Perks Bard Kit – 100: A bard is a performer and entertainer in both Prime and Outer planes. They remain popular amongst adventurers who wish for their heroic deeds to be famed in story. Climb Walls: As thief Pick Pockets: As thief. Read Languages: As thief. Influence: A bard is a consummate performer, whether through song or music, and you know how to turn a crowd to your side. Additionally, you have a particularly inspiring presence when you perform, able to encourage your allies to strive harder, and counter enemy attempts to do likewise. Bardic Knowledge: Versed in lore, bards are a repository general knowledge about specific famous magic items, regions, or even particularly renowned people. Magic: Bards dabble in a small selection of arcane spells. Their spells resemble the bard, revolving around legends, magic, enhancing their own performances, and dabbling in a bit of everything in general. Planar Inspiration – 200: A bard who chooses a particularly inspiring magical performance may cause anyone who hears it to simply ignore the negative effects of mismatching planar alignments. Portal Dissonance – 400: Bards may use their own magical music to cause portals between planes to act haphazardly. Should they focus on the portal, including one created via magic, they may redirect it to any active portal they have travelled through within the past month. Dump your fleeing enemies in the Abyss! Planar Discordance – 600: A bard can use their magically-infused music to drive disharmony among the planes. Through a short performance, you can trigger a planar breach between the plane you are currently on, and any other plane of your choice. Additionally, after a breach is formed, you may continue this magical performance to drive the planes further into discordance and make the breach significantly more severe.

Faction Perks Out on the planes, reality is shaped by belief. Convince enough people to believe something, and it is true. Naturally, at the centre of the planes, factions battle in the war of ideas for how reality itself 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 unless the caster is greatly stronger than yourself. 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. Godsmen Impartiality – 200: Godsmen are famous for being impartial to the conflicts of the planes, and this reputation seems to precede you. Any extraplanar creatures you encounter in this jump or the next will like you just a little bit more, and you’ll find it just a tad bit easier to befriend them. Divine Ascendance – 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. A bit of this has come along with you; in this or in future jumps, you will find that becoming one of the gods, amassing divine power, or just shaping a plane founded on belief is just a bit easier. 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. Absorption of Insanity – 200: An experienced Bleaker will eventually learn a secret technique; taking between five to sixteen hours in an exhausting ritualised massage of the scalp of an unfortunate victim of supernatural insanity, they can take the madness they suffer into themselves, where it does not affect them. As a side bonus, you’re a decent mundane therapist 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. Doomguard Training – 100 (Free Doomguard): All Sinkers are trained to fight, even the wizards. As a Sinker, you’ll gain an aptitude for a single weapon of your choice. Additionally, your strikes will hit even harder than before. Entropic Blow – 200: 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. History of Destruction – 400: 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. 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. Command of the Dead – 200: Experienced Dustmen in their own time find themselves mimicking the powers of evil and undeath-focused priests, namely, they discover they can command small numbers of mindless undead to obey their whims. Dustmen who are also priests find their own ability to command undead greatly strengthened, able to command larger groups and stronger undead. 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. 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. Do be aware that this ritual grants you no inherent control over them. 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 (Free Fated): 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. Moneymaking – 200: It doesn’t really matter how, the Fated are among the finest in the multiverse when it comes to making money. You will find it easier to haggle for greater discounts, looting will stumble across bigger rewards, and outright thieving will dig out all their valuables. Taking Advantage – 400: The longer-lived Takers figure out sooner or later taking advantage of someone is far safer, and more profitable, than trying to rob them. Much like them, you’re a born salesman, able to easily scout out any target you desire. Wealthy gullible heiress? Wicked tavern serving career criminals? You can convince them to hand over everything they have. 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 dependant on the nature of the loophole – a minor one to throw sparks around may take days, one to raise the dead may take months. Additionally, they can hold only a few at a time and every time a loophole is used, there is a 10% chance it closes off forever, with an even smaller chance of catastrophically closing mid-use. However, it is not a spell and 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. Hardhead Dedication – 100 (free Harmonium): All members of the Harmonium must be utterly dedicated to spreading harmony across the multiverse. Accordingly, you gain resistance to all supernatural distractions and attempts to influence your emotions. Harmonium Charm – 200: One time a day, a Harmonium member may charm (as the spell) one target. Dictate – 400: Similar to the spell Command, but vastly stronger, Dictum allows the Hardhead to give a short instruction (no longer than twelve words) to a small group (no larger than six). The targets feel a near-irresistible compulsion to obey the order, unless the order is obviously self-destructive. The targets must be able to understand the order to obey it. This may be cast one time a day. 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 doom. 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 train a whole public building into secrecy so that the 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. In future jumps, this will apply to any other organisation. 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 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. Master of the Heart – 100: Ciphers are trained to use their very bodies as weapons. Your unarmed attacks will hit with the strength and accuracy of a trained professional martial artist. Additionally, when you make unarmed attacks against inanimate objects, you can observe the natural weaknesses of it to bypass all hardness, shattering steel as easily as paper. Master of the Mind – 200: With meditation, you can unite body and spirit in a harmonious whole. Attempts to control your mind in a trance are increasingly difficult, and you can even magic that ordinarily would allow no resistance. Additionally, your unity of body and soul enhances your reflexes and allows you to dodge with superhuman grace. Master of the Spirit – 400: Your unity of purpose has granted you unnatural clarity of mind. You can see ordinarily invisible, astral and ethereal creatures. When under pressure, you can move as if you had received a haste spell for up to a minute. 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. Random Powers – 400: The final skill picked up by the most dedicated Xaositects is powers as random as the chaos they worship. One day, they might be throwing fireballs around, another day they might be teleporting at a whim. The numbers of powers held is apparently random, though few hold more than a few at any one time. There are a few constants, however. Firstly, the powers they pick up will be relevant to their own personalities and situations, they won’t be getting anything useless. Secondly, the powers almost never last longer than a full week, it just isn’t the way of chaos to hang around. Finally, they do get one permanent power in addition, tapping into the raw force of chaos to radiate confusion (as the spell) for up to two minutes once a day.

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 Jinx – 50 (one free all): 1,000 gold pieces each. Safer than silver, more practical than platinum. Portal to the Infinite Staircase – 200: A Demiplane – 200: General Spell Key – 400: 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. Power Key – 400: 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. The Forge – 400: Coming in attached to your Warehouse or other property you own, is a little copy of the Armory. Just the first floor, not the administrative towers. Anyway, in here teams of Sinkers can produce any weapon you can imagine. They can run production lines churning out 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. 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 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.

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

Drawbacks Portal Curse +100/200:

Petitioner +200:

Torment +200: You awake alone in the Mortuary, having lost your memories and anything from outside the jump. Regrettably, there is no flying, talking wiseass skull here to help guide you either.

Faction War +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.

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. 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 Purchasing more than one kit from the Classes section makes you a multi-class character. 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. 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. Some spells bypass magic resistance entirely.