Planescape: Center of All
Race and class don’t make a whole person on the planes. A body’s got to have a philosophy, a vision of the multiverse and what it all means. Sure, a fellow can get along without it, but how’s he ever going to make sense of the whole thing and find his own “center of the multiverse”? How’s he going to know his friends from his enemies in places where what he stands for can mean everything? A body’s got to haev a place to stand in order to see the majesty of the whole thing. On the streets of Sigil, and beyond, philosophies are more than just ideas. They’re groups — factions with leaders, goals, powers, and attitudes. Every faction has its own way of seeing the multiverse and has its own powers to match. Some of them get along, others don’t, and some could care less about the rest of the multiverse.
Factions in this game are treated like like Affiliations (see the Players Handbook II), advancement within the faction can depend on stats, accomplishments, actions, and demonstrating or following one’s beliefs, even to one’s own detriment. Factions provide a basher with a way to understand the planes. It’s not the same as alignment, but it can be close. Factions are organizations with benefits and restrictions. Every faction has a leader, known as the Factol, whose position is purely dependent upon dedication to the philosophy, not upon level or class. Some factions are more organized than others, and at least one — the Indeps — isn’t really a faction at all.
Every planar player character must start with a faction, and once a faction is chosen, the cutter is pretty much stuck with it, so he or she should choose carefully. Those who change from one faction to another inspire about the same confidence as Benedict Arnold – they’re hated by old companions and mistrusted by new ones.
Prime characters don’t automatically start with a faction, the factions aren’t all that well known in the prime-material world, and those who come from that plane will automatically find themselves considered Outsiders.
(Alternate and slang names, not all complimentary.)
Faction philosophy: This gives a quick summary of what the faction believes.
Primary Plane of Influence: This is the plane where the faction has the most power. Generally, this location is the plane with the alignment most similar to the faction’s philosophy. Each faction’s headquarters in Sigil is also noted here.
Allies and Enemies: The factions don’t exist independently of each other. Some find their philosophies mutually favorable, while others hold beliefs at odds with one another. While factions rarely fight each other directly, rivals may not always be cooperative.
Eligibility: Listed here are the game requirements that must be met for a character to join the faction.
How to join: Clues for primes who want to know what they’re getting themselves into in order to fit in.
Namer Benefits/Restrictions: The basic benefits for belonging to the faction that are unique to that faction.
|X or more ranks in SKILL||+#|
|Performed a certain task||+#|
|Each successful mission undertaken for the faction||+#|
Faction organizations differ, but all tend to fall within the basic structure of Namer, Factotum, Factor, Factol. Factions are led by a Factol. Other high-ranking faction members are called Factors, and mid-level faction members are called Factotums. The lowest-ranking members are called Namers because many of them have only a tenuous faith in their faction's philosophy and are thus members in name only.
Characters who advance their rank to Factotum will additionally be able to see the following table, as they have proven themselves trustworthy with the basic darks of the faction.
|Faction Score||Title: Benefits and Duties|
|0-5||Namer: Benefit1, Restriction|