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Planescape Jumpchain V0.1

Planescape Jumpchain V0.1

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 . 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, , Dwarf, , or Gnome. The classic fantasy 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 (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. (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 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, 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. 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 , 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 depressive episodes that characterise the Madmen throughout your stay in Sigil. You will have no control over it, and when it strikes it shall be a chore simply to keep yourself fed. Do not succumb. 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 inducement, they can take the madness they suffer into themselves, where it does not affect them. Despair – 400: An enchantment spell known only to Bleakers, Despair forces up to eight targets to suffer the same fits of depression the Bleaker endures. Victims cannot bring themselves to fight, eat, drink or even defend themselves. This lasts only a few minutes, however. 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. 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. The Fated (Takers, the Heartless) The Fraternity of Order (Guv’ners) The Harmonium (The Hardheads) The Mercykillers (The Red Death) The Revolutionary League (Anarchists) The Sign of One (Signers) The Society of Sensation (Sensates) The Transcendent Order (Ciphers) The Xaositects (Chaosmen)

Items Jinx (50 CP, may be purchased multiple times): 1,000 gold pieces each. Safer than silver, more practical than platinum. Portal to the Infinite Staircase Part of The Armoury General Spell Key: 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 (800 CP): 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 so stronger 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. Drawbacks

Death of the Lady +600: