Planescape Jumpchain V0.1
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Planescape Jumpchain V0.1 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 CP. You’ll be needing it. Origins Drop-In: Or Clueless, as the locals call you, you stumbled into Sigil somehow, probably accidentally triggered one of the portals, and you’re stuck in the Cage like the rest of us. Cager: You had the privilege of being born inside the greatest metropolis of the planes. You’ll have an easier time navigating the sprawling, labyrinthine streets, and avoiding suffering one of the many entirely avoidable deaths lurking in the dark alleys. 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. 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. 4. The Market Ward: 5. The Guildhall Ward: 6. The Lady’s Ward: 7. Free Choice 8. Also Free Choice 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 dead gods 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, and are naturally mildly psychic. Additionally, as Gith grow stronger, they become increasingly resistant to all kinds of magic. Tiefling (100): Part human, part Fiend, Tieflings 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 50, and that’s the cost of choosing it in CP. Perks General Perks Classes – 100 (One free for all): You get your free pick out of: Fighter, Paladin, Ranger, Mage, Illusionist, Thief, and Bard. Additional purchases make you a multi-class character, gaining experience as slow as both (or more) classes combined. Drop In Perks Cager Perks Class Perks 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. You get to pick one, and only one, faction to be part of for free. This gives you a discount on the faction perks. If you don’t pick a faction, you’ll be an Independent; without any obligations to the faction but lacking the same support network as a member. 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. 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.