The Great Modron March (Inactive)

Game Master bookrat

In which the heroes must try to save a town from the unswerving march.

Scenes of the March (modern 5e art)
Scenes of the March (original 2e art)
Scenes of the March (deviantart, inside Mechanus)
Heart's Faith Map


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Yes, well, the idea is that Kejak doesn't know much about Sigil, since he spends most of the time outdoors. He knows the basic tennets of the faction that picked him and agrees with them, but is probably too much of a rookie to get initiated into further secrets.


Almost done putting together a dragon born sorcerer. (Draconic ofc).

Gonna flavor it as he is mixed, (scales shimmer two colors)

Sovereign Court

Ah. Important detail point. There is no outdoors in Sigil.

Sigil is literally a city built on the inside of a torus. It has relative directional gravity -- think of it like being inside of a spinning spaceship that gets gravity toward the floor, wherever you are.

If your character is outdoorsy, you probably spend a lot of time in Gate Towns. Gate Towns are towns that are at the edge of various outer planes, often used as a sort of "launching point" for people going from Sigil to a specific plane. Gate towns generally have a readily-accessible portal that you can use to get to Sigil and back. For a character who loves the outdoors, Elysium or the Beastlands is a good choice, and each of those has a gate town:

Ecstasy

Ecstasy holds the gate to Elysium. The town's known as the City of Plinths for the tall stone and iron monuments that dot the burg. Here, bashers sit idly and contemplate the multiverse. Everyone else in town is equally motivated - they do what they want, when they want, and generally enjoy life. This isn't a bad place for a planewalker to take a break, but don't look for much from the local folk - they're busy with their own cares.

Faunel

Although it looks like a ruin, Faunel is actually the gate-town to the Beastlands. This burg's been overgrown by plants and is populated by more beasts than people. Here's a fact some leatherheads can't tumble to: The place is supposed to be wild. Berks trying to fix the place up and establish a real city wind up in the dead-book. The dark is that something here lurks in the shadows, championing the wild side, killing anyone who opposes it.

Cheers!


Thank you! Extra info is always welcome :)


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Finalized version of Soolam (Belac93's submission).

Also, here is an image of Sigil if anyone is interested.


Since backgrounds are so important. Maybe you can help me build a character around it

Here's the crunch I have so far:

Crunch:

Male Githzerai
Faction:Society of Sensation

Str: 8
Dex: 12 +1 Race
Con: 14
Int: 16 +2 race
Wis: 15
Cha: 9

Background:

He is Githzerai, information broker. He migrated to Sigil as a boy, when his father brought him here to join the Xaositect. His father became lost in the hive. Drugs and madness took his father from him. He grew up with only his wits to help him. Pulling himself out of the hellhole that is the hive, he began to trade in secrets. Secrets that he either stole, extorted or traded. He joined the sensates when he came of age. He reveled in their library and the hidden knowledge it afforded.

What class would be best? what skills? etc


WreckTall wrote:

Since backgrounds are so important. Maybe you can help me build a character around it

Here's the crunch I have so far:
** spoiler omitted **

** spoiler omitted **

What class would be best? what skills? etc

What about trickery cleric? Otherwise, I could see a druid, using his magic in charming animals to learn more secrets.

Otherwise, illusionist/enchanter wizard, but Soolam already would kinda have the 'magic intelligence character' covered, although he will be in melee some of the time.


Some background on the planes:

Each of the 16 planes represents an alignment. There's one plane for each of the 8 Alignments (excluding neutral), and then another one for each of the hazy area between two alignments.

Elysium is the plane for NG.
Arborea is the plane for CG.

The beastlands are the plane between those two: CNG or NCG. It's still good aligned, but somewhere between neutral and chaotic.

These are the 16 Outer Planes. None of the planes physically touch each other and all of them are infinite in their own right. The only way to get from one plane to another is through a magic portal (or gate or conduit or even some other special magical travel such as the River Oceanus which spans across several of the good aligned planes).

In the "center" of the planes are the Outlands. The outlands are the neutral plane, and on the outlands is a Gate, one gate for each of the outer planes. Around those gates, towns form, called Gate Towns. The gate towns roughly match the alignment of the plane their gate leads to. As soon as the alignment perfectly matches the plane's alignment, the entire town "shifts" into the plane. That's the power of belief.

Sigil is a giant floating torus in the middle of the outlands, only reachable by portal. The city itself is on the inside of the torus, so if you're walking laterally aong the long side, t always seems as if you're walking uphill (even though you're not).


WreckTall wrote:

Since backgrounds are so important. Maybe you can help me build a character around it

Here's the crunch I have so far:
** spoiler omitted **

** spoiler omitted **

What class would be best? what skills? etc

Am information broker can really be any class. The question becomes: how does he get his information?

If it's through animals, a forest gnome (any class) or Druid could work well.

If it's through people, maybe a fey warlock for the charm theme or the trickery cleric or a rogue.

An arcane trickster may fit the theme very well.

A fighter (any archetype) could fit the theme of he gets his info through being a bully (or alternatively, gaining the trust of the people by protecting them from bullies). Heck, the Folk Hero background may fit the latter of those two.

A wizard, of course, could always deal in information, or a lore bard or tome warlock or knowledge cleric.


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Jereru wrote:
Yes, well, the idea is that Kejak doesn't know much about Sigil, since he spends most of the time outdoors. He knows the basic tennets of the faction that picked him and agrees with them, but is probably too much of a rookie to get initiated into further secrets.

One thing to be careful of is that picking a faction background means that not only do you believe in the faction's philosophy, but you also know more than the average person about that faction. Many factions have entrance requirements that can be very tough. For example, the Harmonium have what is effectively boot camp. The Athar require you to work the forges. The Xaositect, on the other hand, don't really care how you join - you just declare yourself a member and that's that.

But picking a faction background means you agree with them.

For a lot of these factions, if your philosoph doesn't match theirs, you tend not to be a member anymore. Sometimes they actually kick you out, sometimes they just treat you differently until you decide to leave on your own, and sometimes you just go apart.

I'm not quite sure how to explain it - but at my work place we have a policy of "don't be a jerk," and people who tend to be jerks don't last very long. Not because they get fired or anything, they just don't match the culture and tend to leave on their own rather quickly. Does that make sense?

In terms of what it means for this game - don't pick a faction background because you feel that you have to, pick a faction background because you *want* to for your character. If you'd rather have the Outlander background, go with that instead! You're not required to belong to a faction. It's just an option for you if you want to take it. Many Planescape fans will want to belong to one, but that's probably because many of us have spent years (or decades) reading about them and really want to play a character belonging to a faction. But you're new to the planes, so your character can be new to the planes, too. :)


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If anyone would like, here's a character sheet ou can use, just copy and paste into your character's profile and fill in as necessary.

5e PBP Character Sheet


OK, I had a chance to browse the 5e rules for about an hour this evening. Seems mostly intuitive, though I do have two questions:

1) Under Short Rest, I'm not sure I understand "spending hit dice". How does this work? It seems you can choose how many hit dice to spend, up to your level. I assume there must be some disadvantage to spending hit dice in this way?

2) When does one get a bonus action? Under the Bard description, for example, it says you use a bonus action to use Bardic Inspiration, but I didn't see the method or circumstances when you would have a bonus action

Thanks in advance.

I think Aerin's flavor background actually works better as a bard, and since we have at least two others wishing to play sorcerers I will go that route in his build.


When in doubt, you can always go factionless. Or declare yourself a Free Leaguer. The Indeps claim they aren't even a Faction anyways.

Sovereign Court

Mercurion wrote:

OK, I had a chance to browse the 5e rules for about an hour this evening. Seems mostly intuitive, though I do have two questions:

1) Under Short Rest, I'm not sure I understand "spending hit dice". How does this work? It seems you can choose how many hit dice to spend, up to your level. I assume there must be some disadvantage to spending hit dice in this way?

2) When does one get a bonus action? Under the Bard description, for example, it says you use a bonus action to use Bardic Inspiration, but I didn't see the method or circumstances when you would have a bonus action

Thanks in advance.

I think Aerin's flavor background actually works better as a bard, and since we have at least two others wishing to play sorcerers I will go that route in his build.

1. When you do a short rest (1 hour) you have the option to spend Hit Dice for healing. You have Hit Dice based on your class and level. Say you are a fighter level 2. You have 2d10 Hit Dice. You could, on a short rest, spend one of those, roll 1d10, and heal that. Or you could spend both and heal 2d10.

The drawback is that you only regain your Hit Dice after a long rest (8 hours). And, you only gain half your Hit Dice back with a long rest. So if you spend a lot of Hit Dice you will eventually deplete your reserves for healing on short rests.

2. You get a bonus action every round, but only one, and you can only use it if you have a feature or power that can be used with a bonus action. So, if you multiclass and have features that all require a bonus action, you can only use one of them in a round - for instance, a bard/rogue couldn't use both Cunning Action and Bardic Inspiration in the same round, as they both take a bonus action.


Think of a bonus action like a swift action.

You can only use one per round (there is one single exception: a level 17 rogue, but ony because they get two full rounds in a single turn once per day).

You can use your bonus action (aka swift action) to do one of the following:

Two weapon attack with your off-hand Weapon
Cast a spell with a casting time of a bonus action
Make a special attack or special class feature that allows the use of a bonus action

One of the biggest pieces on confusion for newcomers to 5e is that you get more than one bonus action per round, because it's called "Bonus!" It's perfectly understandable to be confused on it (I was when I started). As a pathfinder player, thinking of it like a swift action helped me understand.


Ok, thanks that makes it clearer.

So as a bard I could cast a spell, move, and use Bardic Inspiration (presuming I haven't used up my allotment) all in one round? And in any order? In other words, can you use your bonus action before moving and attacking/casting?


Mercurion wrote:

Ok, thanks that makes it clearer.

So as a bard I could cast a spell, move, and use Bardic Inspiration all in one round? And in any order? In other words, can you use your bonus action before moving and attacking/casting?

Yep. One limitation is if you are casting spells, no more than 1 of them may be a leveled spell, the others will all have to be cantrips.


Another thing to note is that there's no restriction for moving and attacking. You can move, attack, move again, attack again (if you have a second attack). So long as you have movement left, you can keep moving before and after you take an action or bonus action.


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Ok, here is my stated up version of Aerin, Ysgardian Air Genasi Bard of the Winds. Still need to add equipment.

I would plan on taking the path of lore bard as that matches his interests and makes sense as a member of the Sensates.

I've taken a slightly custom background, though it is primarily Hermit, hope that is Ok. (Another) question though: Are the skills you gain from your background the same type of skills you select for your character class? Am I being duplicative by selecting Perform for both?

If I am missing anything please let me know.


If you end up duplicating a skill, tool, or language proficiency due to your race, class, and background, you can pick a new one of the same type.

So if you get performance from both your class and your background, then pick a new skill proficiency. You can pick another one from your class list if you like, but you're not required to.


GM Bookrat wrote:

One thing to be careful of is that picking a faction background means that not only do you believe in the faction's philosophy, but you also know more than the average person about that faction. Many factions have entrance requirements that can be very tough.

[...]

don't pick a faction background because you feel that you have to, pick a faction background because you *want* to for your character. If you'd rather have the Outlander background, go with that instead! You're not required to belong to a faction. It's just an option for you if you want to take it. Many Planescape fans will want to belong to one, but that's probably because many of us have spent years (or decades) reading about them and really want to play a character belonging to a faction. But you're new to the planes, so your character can be new to the planes, too. :)

Yes, that's why I decided to take the Outlander and be a neophyte in the faction - they employ me because I'm a potential member, and I work nice because I agree with their beliefs and aspire to be a member.

Thanks for all the patience and extra info! I hope it's as useful for everyone as it is for me :)


I actually had an inspiration for a ranger, that said, how would you handle favored terrain?

and would you allow the wizards "offical homebrew" ranger the Deep stalker?


Btw... would you allow changing the 2x Handaxes for an equivalent value weapon like a flail or battleaxe? Or for a shield?


TheOrcnextdoor wrote:

I actually had an inspiration for a ranger, that said, how would you handle favored terrain?

and would you allow the wizards "offical homebrew" ranger the Deep stalker?

Let me look into it and report back.

Jereru wrote:
Btw... would you allow changing the 2x Handaxes for an equivalent value weapon like a flail or battleaxe? Or for a shield?

As long as it is equal or lesser value, yes. If it's greater value, you'll have to switch to the starting money option (found in the equipment chapter) to purchase all your gear.

Alternatively, you could just wait until you get some gold and then buy new weapons.


Thank you!


TheOrcnextdoor wrote:

I actually had an inspiration for a ranger, that said, how would you handle favored terrain?

and would you allow the wizards "offical homebrew" ranger the Deep stalker?

The planes are full of natural terrain features, so there's a decent chance you'd be able to utilize your favored terrain. Anytime you're in an environment that we could agree on is "close enough," I would allow your favored terrain bonuses to kick in. Do note, though, that this campaign involved a lot of travel and a lot of varied locations. More often than not it wouldn't apply - especially in the latter half of the adventure. And there's no Underdark portion in this adventure, so Inwould strongly recommend against picking that terrain.

Looking at the Deep Stalker, the archetype seems fine. I would be ok with it.


underdark wouldn't fit the character anyway thankfully. I was mostly just asking if you were changing it be like favored "planes" or something of the sort. Its honestly not that huge a deal/bonus. I suppose it'll be fine to take "urban" as I had intended though.


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Zethaya the Heretic is done. Threeshades's submission.

Backstory (you can also read it in the alias):
Introduced to the transcendent order at a young age Zethaya knew little else than the order's philosophy of action without thought. She spent much of her time honing her body in the grand gymnasium while the brilliant mind that lay undiscovered within her head went to waste. She struggled but repeatedly failed to bring her body and spirit to the kind of harmony that was expected of a Cipher, her thoughts trailing off easily, trailing off into contemplation and pondering about her place among the Ciphers and the viability of their philosphy.

She found that she did not fit with the order nor their way of seeing the world. Zethaya found too much enjoyment in the exercise of her mind, stealing away to libraries to absorb knowledge and find more to think about. She found fascinating tomes about the creatures of the outer planes, especially the lower planes. Before coming of age she had decided to abandon the Order, using what fighting ability she had aquired along with a few jobs as a librarian to earn her keep at various libraries and other places of learning, where she studied the fiends of the lower planes and the magic used to contact them. Before long she was obsessed with devils, not because she felt a personal connection with them, but more in the way a scholar becomes obsessed with a particular type of creature, like dragons.

She learned more about the magic of communing with these fiends and started becoming convinced that their power, while inherently evil could be coaxed and manipulated to serve a good purpose, in the hands of soeone who understands how they work. Zethaya, now known both by the Order whom she abandoned and by many peers in her studies who had seen her work as the Heretic, set to work contacting a fiend of the inferno and making a fateful request. The devil granted her power and knowledge, in exchange for the most valuable commodity a mortal can offer a fiend. A price she is determined to reclaim one day when she dives Once more into the Abyss. Or Baator to be precise.


Submissions to Date:
Soolam - Human Awakened Mystic, Free League (Balec93)
Kejak - Human Barbarian, Outlander (Jereru)
Zetheya - Human Fiend Warlock, Sage (Threeshades)
Aerin - Air Genasi Bard, Modified Hermit (Mercurian)

Partial Submissions:
Urban Ranger (TheOrcnextdoor)
Githzerai - Information Broker (WreckTall)
Sorc or Palidan (Steve Geddes)

Sovereign Court

Still planning to make a paladin. Though with the list here, it might be better to do a... hmm. Looks like maybe a cleric or multiclass.


My submission is done on paper - I just have to type it in. (Wild magic, human sorceror - recently arrived in Sigil and unaligned faction-wise).


I'll be gone all day today. Going white water rafting.

Any questions I should be able to respond to tomorrow or Sunday.


GM Bookrat wrote:

I'll be gone all day today. Going white water rafting.

Any questions I should be able to respond to tomorrow or Sunday.

That sounds awesome! I'm jelly, even though i'm not much of an outdoorsperson. Have fun!


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Kertack is done - wild magic sorceror (I'll enter the wild magic table if I'm accepted - don't really want to type it all out otherwise!)

I've reused an alias, so there's a few posts in existence that should be ignored.

Background:
“This isn’t right! Fetch me Orlen’s treatise on Fiends: ‘Once More Into The Abyss’. The gate should be stabilising,” called Kertack’s master from his laboratory.

Kertack sighed, making his way through the wizard’s tower that had come to be home in the last few years. He’d begun to doubt he’d ever learn anything truly wizardly. His master had agreed to take him on as an apprentice, but the initial excitement had been gradually eroded as he spent his days polishing implements, fetching tomes and buying supplies for his master’s ever more adventurous research. Kertack had unrestricted access to the library, so had spent his days reading and learning what he could. But whenever he broached the idea of instruction in actual spellcasting his master deflected his enquiry.

Retrieving the requested book, Kertack was hurrying back to the laboratory when he felt a sudden shudder rock the tower: a muted detonation, as if from miles away. Reaching the doorway, he saw his master reaching both hands out towards a violent, swirling portal that had formed above the mystic symbols Kertack had spent hours marking out on the floor. As he looked on, he saw his master’s eyes suddenly widen in shock as the portal collapsed in on itself, suddenly shrinking to a point in the blink of an eye.

As the portal closed, everything in the room was sucked into the vortex, Kertack watched first as implements, books, spell components and his master all tumbled headlong into the impossibly small portal. Suddenly swept off his feet, he felt himself tumbling through the air, hurtling into the swirling, nebulous cloud of magical force as a powerful blast of magic overwhelmed him...

---------------------------------------------------------

That was six months ago and Kertack had found his life changed forever. He’d come too in a back alley of the strange city Sigil. There was no sign of his master, nor any way back to the tower he’d come from. Armed with a little knowledge from his researches, he’d managed to find a place for himself working as a freelance scribe, researcher and assistant.

He had also found himself gifted with unpredictable magical talents. Although still unable to control them very well, when confronted with highly stressful situations, he often finds an inner power welling up inside him, manifesting as odd, unpredictable bursts of elemental energy.

Theorising that his magical awakening is a side effect of the magical explosion which brought him here, Kertack has spent the last few months struggling to learn to control his newfound abilities. The glee and excitement at finally achieving some magical affinity tempered by his realisation that none of his training and learning seems to have any relation to the way magic works for him.


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Oh, 5th edition. Played it once, enjoyed it, would like to try again.

Here's Dorn, Neutral Good fighter.

Crunch:

AC: 18
HP: 12
Proficiency Bonus: +2
Initiative: +0
Passive Perception: 13
Speed (ft): 30 ft.
Languages: Comon, Dwarvish, Elvish

Offense:
Warpick: +5, 1d8+5(P)
Handaxe: +5, 1d6+3(S), light, thrown (20/60)

Defense:
AC: 18
Saves: Str +5, Dex +0, Con +4, Int +1, Wil +1, Cha +0

Aility Scores:
Str 16 (+3)
Dex 10 (+0)
Con 14 (+2)
Int 12 (+1)
Wis 13 (+1)
Cha 10 (+0)

Race: Human (Variant)
+1 Str, +1 Con
Extra Feat (Shield Master)
Extra Skill (Investigation)

Class: Fighter
Fighting Style: Dueling
Second Wind (1d10+1)

Feats:
Shield Master

Faction: Athar "Defier"
The gods are frauds! The unknowable truth lies beyond the veil.

Feature: One of the Lost. One of the Lost. Your reputation as an Athar member allows you to request shelter of any other member, and they are obliged to give it (though you must give in return when asked). You also are welcome at the Shattered Temple in the Lower Ward, have access to its library, and are free to earn some coin by working in the Scriptorium (about 1 gp per day, enough for a Modest lifestyle) copying books and printing tracts. You are also welcome at the Athar Citadel on the Astral Plane, where much of the advanced faction training goes on. You know of a portal that goes to the Citadel, along with the portal key. You also know of a portal (and its key) to one safe-house in a ruined temple somewhere in the planes.

Inspiration: Lost. If you gain a point of Inspiration for adhering to your faction philosophy, you may use it to become undetectable by divinations until the end of your next long rest. Examples of things that might give you Inspiration may include:
-Refusing healing or enhancement from a follower of a specific deity or pantheon.
-Speaking open blasphemy in the church or realm of a deity.
-Destroying or defacing a god's holy symbol.

Restriction: Accepting aid from a servant of the gods is considered beneath an Athar, and prevents you from gaining Inspiration until you atone or otherwise prove yourself to your faction's cause.

Proficiencies:
Armour: Light, Medium, Heavy, Shields
Weapon: Simple, Martial
Ability scores: Str, Con
Tools: Scribe's Tools
Skills: Athletics (Str) +5, Perception (Wis) +3, Persuation (Cha) +2, Religion (Int) +3, Investigation (Int) +3

Equipment:
Chain Mail (16 AC, Stealth Disadvantage)
Warpick (1d8, Piercing)
Shield (+2 AC)
Two Handaxes (1d6, slashing, light, thrown (20/60))

Explorer's Pack (Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)

Scribe’s supplies
Desecrated holy symbol
Set of common clothes including a faction badge sewn into them
belt pouch (10 gp.)


Background:
Dorn was taken into Athar by some Atharian when he was an urchin in the Hive. He was good only at brawling and couldn't write or read, so it was hard for him to get used to his hew home. But time can change everything, so he began learning.

With time, Dorn become quite a good scribe. Maybe not as good as smarter people, but still. He helped the Temple now and then, sometimes as a scribe, sometime as a substitute teacher for the youngsters. And an occasional muscles as well - not everyone like the philosophy of the Athar.

The man shakes his head and smiles faintly. Why the sudden reminiscence, Dorn? You're not that old.
He looks back at the text he has been copying.
Let's see, where was I?.. Ah, yes.
Once more into the abyss.
Words continue filling the paper.


I've favorited all the completed submissions so far. If I missed yours, please let me know.


I've corrected a few issues on my character sheet and added equipment.

Question: Does the Bard class feature Jack of all Trades apply to Initiative rolls? Saving throws in non-proficient abilities?


Mercurion wrote:

I've corrected a few issues on my character sheet and added equipment.

Question: Does the Bard class feature Jack of all Trades apply to Initiative rolls? Saving throws in non-proficient abilities?

It does apply to initiative rolls, but not saving throws.


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Here is my submission:

Wyaph Cloudrunner, Bariaur Fighter, Godsmen

I'm still new to PbP, but if it's a chance to play some Planescape, I am all for it! Haven't tried a 5e fighter yet or ever played a bariaur, so I thought I would give them a try and the concept seemed fun.

Wyaph Cloudrunner will be a god. His only doubt is whether he can convince you that you will be a god, too.


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My finalized submission. unaffiliated to a guild just yet, if selected I look forward to him RPing into one :) I'd say he has been in the great city a little over a year.

Tiberius Veilbreaker Daardendrian:

Race: Dragon born (Gold)
Background: Sage
Class: Wizard (diviner)
Age: 17
Proficiency bonus: +2

Ability Scores:
Str: 12
Dex: 14
Con: 14
Int: 14
Wis: 10
Cha: 12

Defense:
HP: 8
AC: 12
Saves: Wis, Int
Str: +1
Dex: +2
Con: +2
Int: +4
Wis: +3
Cha: +1
Resistance: Fire

Offense:
Movement 30ft

Light Crossbow: +4
Damage: 1d8+2

Proficient Skills:
Investigation
Arcana
History
Insight

Languages: Draconic, common, Elven, Infernal, Abyssal, Celestial

Gear:
Arms and armor: light crossbow, Staff

Misc Gear: explorers pack, component pouch, spellbook, ink and quill, parchment (10), 10gp,

Background: Sage

Specialty: Researcher

Personality Traits:
I use polysyllable words that convey the impression of
great education.

I'm used lo helping out those who aren't as smart as I
am, and I patiently explain anything and everything to
others.

I'm willing to listen to every side of an argument before
I make my own judgment.

Ideal:
No Limits. Nothing should fetter the infinite possibility
inherent in all existence.

Bond:
I've been searching my whole life for the answer to a
certain in question

I have an ancient text that holds terrible secrets that
must not fail into the wrong hands.

Flaw:
I speak without really thinking through my words,
invariably insulting others.

I am easily distracted by the promise of information.

Backstory:
Tiberius was born to a normal family of dragonborn save this family was highly practiced in the arcane. From a young age Tiberius learned the arts of magic and showed promise. Things were going well until his parents attempted to summon a being they believed to have just discovered from a plane of existence no one had yet heard of. After hours of work they were finally graced with an answer, however it was not as they expected. The power of the being warped reality and time with a mere fraction of its presence. In return for the two parents insult at attempting to summon it it flung them through time and space to untold reaches. Tiberius, who had let his curiosity get the better of him entered the room and was also flung through space and time, through an abyss of nothing yet everything. Untold knowledge and understanding filled him as he floated for seconds, or eons, he knew not. Eventually, through either an act of mercy by the being, or, more likely, releasing a pawn to do some work for him in a later future. Either way, Tiberius awoke on the floor, his body still seemed to be at its physical age of 7, but his mind was much greater than it had been. Much of what he had experienced and known he had forgotten, but other things stayed. He remembered being their, to an extent, and his grasp of the arcane seemed more full than before. While most took his tale as a dream, or side effect of the horrible incident he continued to believe it had been real. Four years later, he left most of what was left of the family to his younger sister and went off in search of answers to his many questions.

what was that being from back then? Where does it come from? Are their others like it? Are they benign or malign in nature? these questions and more drove him. As he traveled he came across a scroll, written by what he had been told was a raving madman. It was filled with portents and rituals to some god or gods of unimaginable power and told of horrible catastrophes. Fearing the worst, he kept the scrolls, afraid that their portents were true and fearing that some may seek to attempt the rituals therein. He dared not destroy them yet however, for the knowledge they could impart was too tasty a morsel. Eventually his wanderings lead him to the city of gates, a place he decided would be his new home. This place surely was not just a fulcrum for most of the known planes and universes, but the gathering point of knowledge and rumor. If any place could continue to grow his understanding not only of the being form his past but of life and existence itself, it was this one.

He spent a time studying, even publishing a few works of magic, mostly small things and selling his abilities for living wages or traveling to other planes. Determined to go forth once more into the abyss he had experienced as a child. Both in a physical meaning, and mental one.

As he finally made his way to the door, the spot where the pain and then tingle in his head lead him, he strode forward. Confident that something had lead him here. This had not been the first time he plunged himself into a place without caution, and he doubted it would be the last. As he strode up to the door he smiled. Once more onto the abyss, once more.


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Just a reminder - the deadline is this coming Sunday, July 3rd.


Hi. If you're still taking submissions, I'm working up a Bleaker Warlock (likely either Human or Half-Elf, Pact of the Winds). I'll get stats and background up as soon as possible.

I'm fairly newly returned to RPGs after many, many years away, but I've got a good handle on 5e (currently playing Sinister Secret of Saltmarsh in another PbP here).

I've read up a bit on Planescape and this just seems too fun to pass up.


I'm accepting submissions until the deadline, Sunday July 3rd. This coming weekend.


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Here's my submission, Devis, Chaotic Good Human Warlock (Pact of the Winds).

Crunch:

Race: Human Background: Bleaker Class: Warlock /1
STR 10 (+0) DEX 14 (+2) CON 12 (+1) INT 13 (+1) WIS 14 (+2) CHA 16 (+3)
HP 9 (HD:1d8)
AC 13
Initiative +2
Speed: 30
Proficiency +2
Alignment: Chaotic Good
XP: 0

Proficiencies
Saving Throws: STR +0 DEX +2 CON +1 INT +0 WIS +4 CHA +5
Skills: Insight +4 Medicine +4
Weapons: Simple
Armor: Light
Tools: Herbalism kit, Cook's utensils

Spellcasting
Spell Attack: +5
Spellcasting DC: 13
Spell Level: 1
Spell Slots: 0/1
Spells Known: 0: Eldritch Blast, Chill Touch 1: Armor of Agathys, Arms of Hadar

Class & Race Abilities
Class Features:
Saves: WIS+2 CHA+2
Skills: Arcana +3 Deception +5
Class Features: Otherworldly Patron (Pact of the Winds), Violent Mind (Charm & command attacks cause 1pt psychic damage/Warlock level +CHA modifier to attacker; grants bonus save which grants bonus action to use 1 cantrip against them)

Race Features:
Ability Scores: +1 All
Languages: Common, Primordial

Inventory
Coins & Gems:
GP 5
EP
SP
CP

Armor: Leather

Weapons: Light Crossbow, 20 bolts, Quarterstaff

Readied Items: Quarterstaff

Trinkets:

Other Items: Herbalism kit, Healer's kit, Manacles, Common clothes with Bleak Cabal badge, belt pouch, Arcane Focus (Small iron 8-pointed star necklace on chain), Scholar's Pack (Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife)

Background:

Faction
Bleak Cabal "Bleaker"
The multiverse ain't supposed to make sense; there's no grand scheme, no deep meaning, no elusive order. The only truth worth finding lies within.

Feature: Nameless. As a Bleaker, you’ve given up your last name, seeing family ties as meaningless. You are welcome to stay in the Mad Bleaker wing of the Gatehouse in the Hive Ward, and you are also welcome to work at a particular soup kitchen somewhere in the Hive or in one of the Gatehouse wings (though you aren’t paid for this). Additionally, you know of a portal, and the key for that portal, that leads to the town ofThe Madhousein Pandemonium, where you are also welcome.

Inspiration: Reassurance in the Face of Oblivion. If you gain a point of Inspiration for adhering to your faction philosophy, you may use it to allow an ally (someone other than yourself) to automatically succeed on a save against any effect that requires a Wisdom saving throw. Actions that may earn you Inspiration might include:
- Accepting only practical, tangible rewards for services rendered, while disdaining the accolades and/or social boons typically associated with heroic endeavors.
- Voluntarily failing a save against an effect that induces madness or affects the mind.
- Aid the suffering of others without expectation of compensation or reward.

Restriction: After each week of downtime you must pass of DC10 Wisdom saving throw or succumb to temporary “Bleaker madness” which lasts either until your downtime period ends or after 1d6+1 days pass, whichever comes first. During this madness you cannot take any activities (downtime activities or otherwise) besides resting; if you do you cannot gain Inspiration until you atone or otherwise prove yourself to your faction's cause (or lack thereof!).

History

Devis was born in the Prime Material Plane, in one of the realms once forgotten. As a child, out playing in the woods with his friends, he saw a strange light and was drawn toward it. With a flash, he found himself in the Sigil Hive, confused and alone. He barely survived on the streets on his own and neared death. It was only through the mercy of the Bleaker Soup Kitchens that he was able to survive.

An old Bleaker named Vex, as wise as he was insane taught him of their ways. One day, Devis joined Vex on a pilgrimage to Pandemonium, the second one for the old man. "Once more into the abyss." he said as they crossed over.

In the sprawling, cavernous wasteland they journeyed, until an exiled creature discovered them and brutally murdered Vex. Despite the terror, Devis felt a sudden compassion for this desparate creature. A fierce wind then threatened to destroy them both, but Devis pledged his servitude to the swirling forces if it would spare the creature's life, and thus a pact was formed. Devis was returned to Sigil with his newfound abilities and enlightenment, though unfortunately also more insane than Vex ever was.

But despite the madness, or because of it, Devis learned to find the joy of compassion in the meaninglessness of existence. When nothing has meaning, everything has meaning, he came to realize. Then he went back to work in one of the Soup Kitchens.

Personality

Devis is quite insane. He will periodically ramble on about strange visions he has or general non-sequiturs. But as crazy as he is, he is fiercely determined to help others in need. He carries only the possessions he needs to survive, and any other wealth he finds he gives away, anonymously, and when not adventuring he spends his time working at his factions soup kitchens, or doing other anonymous good deeds.


Three more days until the deadline.


/me Bites his nails


For those who are new to PBP, you may benefit from reading DH Guide to PBP.

For this game or any other PBP game you may join.

(Even if you're not new, you may enjoy it).

Also, the advanced guide to PBP


Nice!

Silver Crusade

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After much deliberation (and a surplus of fighter submissions) I have succumb to the sweet, sweet nectar or the Cleric of War. Looking back, we always knew it would come to this.

Character submission for Atlas2112 =)


Ah it's almost time. I should go over my fluff once more before the deadline.

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