Planescape Campaign Guide
Start by reading the Players Guide to the Planes
Information on the Planes is found in Planewalker's Handbook
The Factol's Manifesto has more in-depth descriptions of the factions, ONLY read the chapter of the Faction you have chosen!
In the Cage: A Guide to Sigil is and in-depth description of the City of Doors, this combined with the table below should give you a good idea what life in Sigil could be like for your character.
The power of Belief
On the planes the power of Belief is a real tangible thing. If enough like-minded Bloods are in a place, the place itself can move from one plane to another to adjust for the alignment of its inhabitants
The Player Characters will Receive Inspiration if they adhere to their Specific Beliefs (Mostly associated with their factions or their ideals) when faced with adversity .
| Inspiration points | Requirement |
|---|---|
| 1 point | PC adhered to a Belief |
| 2 points | PC adhered to a Belief at a cost |
| 3 points | PC adhered to a Belief at a Great cost |
Every Faction has Specific abilities which allow Players to spent their Inspiration.
In addition to those here are some General uses for Inspiration points:
| Point Cost | Effect |
|---|---|
| 1 point | Gain advantage on any roll |
| 2 points | Automatically succeed any roll |
| 3 points | Ask DM any one Question about the plane they're on |
| 5 points | Shift a gate-town on the verge of slipping from the Outlands to a neighboring plane (or vice versa). Or shift a realm in upheavel within a plane to another location within the same plane (provided no god contests you). |
The DM might allow other uses for inspiration points like: Stabilize a shifting conduit/portal leading to a plane with an ideal/alignment similar to your own, or masking your Alignment from any detection spells. So be creative and ask your DM if you can use your inspiration in interesting ways!
Some sample beliefs include:
- All individuals have the freedom of choice and the right to do whatever they want;
- Those in power are always in the right;
- The strong should always help the weak;
- Intentionally inflicting pain is wrong;
- The past should be ignored, because only the present is important;
- Knowledge is free, and should never be withheld from anyone;
- Taking risks is foolish and wrong;
- Every individual has to improve the lives of others at every available opportunity;
- All individuals are responsible for their own wellbeing, and reliance upon others is wrong;
- Lying is always wrong;
- Mercy should be given to all beings, even when unrequested;
- The powers are evil, and priests should not be tolerated.
Character Creation
Extra cleric option for athar members: http://daedaluswing.wikidot.com/the-unknown-domain
Lifestyle costs by Ward
| Hive | Lower | Market | Guildhall | Clerk's | Lady's | |
|---|---|---|---|---|---|---|
| Wretched | 0 | |||||
| Squalid | 1sp | |||||
| Poor | 2sp | 4sp | 6sp | |||
| Modest | 1gp | 1.5gp | 2gp | |||
| Comfortable | 3gp | 4gp | 6gp | |||
| Wealthy | 15gp | 25gp | ||||
| Aristocratic | 50gp |