Planescape Faction Belief System

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Revision as of 10:44, 9 January 2024 by Manath (Talk | contribs) (Society of Sensation (Sensates) Abilities)

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Introduction

Players may join Planescape factions and, as they move up in their ranks, gain access to faction-specific abilities.

Belief Points

Players will earn Belief Points whenever they take an action that demonstrates their belief in the faction's philosophy.

Once enough points have been earned for a rank promotion, they will be able to undergo a story event in the campaign to move up accordingly.

Faction Membership Levels

Seeker

  • 0 Belief Points
  • The initial stage for those showing interest in the faction's philosophy, beginning to learn about it but not yet fully committed.

Namer

  • 1-3 Belief Points
  • Entry-level members who have formally joined the faction and are recognized as part of it, but are still relatively new and learning the faction's ways.

Factotum

  • 4-8 Belief Points
  • Experienced members who have a deeper understanding of the faction's beliefs and have taken on more responsibilities within the faction.

Emissary

  • 9-10 Belief Points
  • Advanced members who represent the faction in diplomatic or special missions, demonstrating a high level of dedication and understanding of the faction's philosophy.

Factol

  • The highest rank within the faction, representing the leader or head of the faction, responsible for guiding its direction and making significant decisions.

Planescape Factions

  • The Athar (Defiers/The Lost): Skeptics who deny the divinity of the gods and seek to find the truth behind the divine facade.
  • The Believers of the Source (Godsmen): Believe that all beings can ascend to godhood by continuous self-improvement and reincarnation.
  • Bleak Cabal (Bleakers/Madmen): Nihilists who reject all belief in meaning or purpose in the universe.
  • Doomguard (Sinkers): Fatalists who believe in entropy and the eventual decay and destruction of all things.
  • Dustmen (The Dead): See life as an illusion and believe true existence begins after death.
  • Fated (Takers/Fatemen): Believers in self-reliance and that one makes their own destiny; they take what they can and keep what they hold.
  • Fraternity of Order (Guvners): Seekers of knowledge and universal laws, believing that understanding these laws allows one to manipulate reality.
  • Free League (Indeps): A loose group of individualists, anarchists, and free thinkers, opposed to the control of the other factions.
  • Harmonium (Hardheads): Seekers of peace and order, believing in harmony through a unified, orderly universe.
  • Mercykillers (Red Death): Relentless advocates of justice and retribution, enforcing laws and punishing the guilty.
  • Revolutionary League (Anarchists): Secretive agents of chaos, working to overthrow the existing order and factions.
  • Sign of One (Signers): Believers in the power of the individual mind, asserting that each person creates their own reality.
  • Society of Sensation (Sensates): Seekers of experiences, believing that understanding comes through the senses.
  • Transcendent Order (Ciphers): Followers of the natural flow of the multiverse, acting on instinct without overthinking.
  • Xaositects (Chaosmen): Agents of chaos, embracing randomness and unpredictability as the fundamental truths of existence.

Society of Sensation (Sensates) Abilities

Seeker

  • Skill Bonus: Receives a +1 bonus to Perception, Insight, and Performance skill checks, reflecting the Sensate's initial training in sensory acuity and understanding.

Namer

  • Heightened Senses (Long Rest):
    • Once per long rest, the Namer can activate this ability to gain advantage on Perception, Insight, or Performance checks for 10 minutes, enhancing their engagement with the environment.
  • Sensory Strike (Long Rest):
    • Once per long rest, when the Namer hits a creature with a melee, ranged, or spell attack, they can declare it a Sensory Strike. The attack deals an extra 1d6 psychic damage, scaling to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level. The target must succeed on a Wisdom saving throw or suffer disadvantage on the next attack roll it makes before the end of its next turn.

Factotum

  • Sensory Overload (Long Rest):
    • Once per long rest, as an action, the Factotum can target one creature within range to unleash a wave of intense sensory input, causing the target to make a Constitution saving throw or be blinded and deafened for 1 round.
  • Detect Emotions (Long Rest):
    • Once per long rest, for 10 minutes, the Factotum adds their proficiency bonus to Perception, Insight, and Performance checks, allowing them to attune to the emotional states of others more effectively. While in this state, they can read the emotions of any beings as if it were a detect thoughts spell.

Emissary

  • Empathic Nova (Long Rest): Once per long rest, the Sensate can unleash a blast of emotions and sensations for one of the following effects:
    • Harmony of Hearts: Charms all creatures in a 30-foot radius who fail a Wisdom saving throw for 1 minute.
    • Sensory Tempest: Stuns creatures in a 30-foot radius who fail a Constitution saving throw for 1 round.
    • Echoes of Inspiration: Allies in a 30-foot radius gain the benefits of a Bless spell for 1 minute, without requiring concentration.