A Place to Call Kip; or The Issues of Infinity

Game Master TheLawfulNeutral

Planewalkers seeking fame and fortune across the spheres of reality


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A Place to Call Kip; or The Issues of Infinity

"Some of the greatest bloods in the multiverse hail from Sigil or call the place kip. Take the factols for instance. They hold sway over the minds of millions. Now, these highups all go about their business in luxury (for the most part) from day to day, and that's what we hear about. But what about your average cager? What about the seamstress, the book seller, the common thief even? How do they live? These are their stories, the stories of life in the Cage."
-- From Jeena Ealy's forward to "The Life of a Cager"

You, for whatever reason, have found yourself at the center of the multiverse. You might be a prime berk or you might consider yourself planar cutter, you might be the daughter of a king or the son of the streets, all of that, however, is irrelevant now. You have stepped into The Cage and discovered that your little corner of reality is merely a spec in the larger scheme of things. You walk beside the proxies of Gods, you buy your meals from a tavern run by a demon with more syllables in his name than you have years on your life, men and women with strange and divergent philosophies dominate the streets, and an enigmatic woman wreathed in a crown of blades silently rules it all. It is time that you found your place in the multiverse. Are you a Knight of the Post? A Mercenary in the Blood War? A factioneer looking to know the cosmos? A proxy on the rise? A social mover looking to be the next Golden Lord? Or, are you just another name in the deadbook? I guess the choice is yours.

DM's Greeting Welcome oh seekers of the planes! I am The Lawful Neutral, TLN for short, and I am here to be your guide to the multiverse. This is an experiment for me to see exactly how sandbox I can go before tearing myself and my players limb from limb with a hacksaw! OR Perhaps its just me giving into my love for Planescape and wanting to see it in action here in PbP. I will be the first to admit, I will probably make use of a few modules (both old and new) to get things off to a start. However I am planning to develop this into a fully homebrew campaign as I find out more about the characters and their goals. So the start might be a little pre-plotted heavy, however I am a lover of sandbox and I will roll in almost any direction the players roll with; that is, as long as we are a productive group together! However I intend for this to become something fully character-driven where you, that's right YOU, will decide where things go. I will provide the setting and the reactions therein, but after the first few scenarios you guys are on your own to find your own paths and goals.

I am open to a broad swath of backgrounds and characters, this is, after all, Planescape. I do not, however, wish to deal with any 3rd party items I have no pre-approved of and we're sticking to Emerging Guns for firearms. I plan to potentially allow for High Tech gear and will work with folks if they wish to come from a Sci-Fi or Science-Fantasy origin. I will also allow the following races for very well developed characters: Githzerai, Rogue Modron. Also, mind, that the "Elemental-Touched" races can either be Golarion-style, or old Planescape-style.

Game Name: Planescape: A Place to Call Kip
Number of Players: 3-6
Posting Rate: Once every 72 at least sound fair?
Game System & Setting: Pathfinder, Planescape and from there most anywhere
Theme: Planewalkers seeking fame and fortune across the spheres of reality
Flavor: Low-Fantasy, High Fantasy, Sci-Fi, and anything between

Starting Level: 3- We are assuming you have some adventuring experience.
Stats: 25-Point buy because you guys are the heroes. I allow stats to go down to 8 and up to 18 before modifiers. Use this to help
HP: Max first and second, Roll or Average thereafter
Starting Gold: You may start with 3,000 gp in equipment and half the max of your class starting gold in pocket change. Do not spend all your gold on a single magic item. Any gold not used in character creation is wasted. Weight will be taken into account.
Races: Any core or featured races. Drow, Duergar, Svirfneblin are forbidden. Other uncommon races subject to review, no 3rd party of custom races.
Classes/Archetypes allowed: Any, hybrid classes and archetypes need to be run by me. No 3rd party
Traits: Two-- No campaign traits, no society traits unless you can justify that your character is part of the Pathfinder Society
Flaws: No
Alignments: I am fairly open about alignment and in Planescape, alignment can make a HUGE difference. So I'm leaving it open for everything excepting "Disruptive Evil" and I will not run a fully evil party. Your actions will have consequences and I swear to Asmodeus and the Lords of the Nine that I will drop upon you like a bag of holding inside of a portable hole if you try to ruin the fun for others.
Personality/Appearance: Give us a fairly good details on both, a picture is fine but I still want something written up.
Background: You can give me a rough generic background and I can help modify it for the setting or you can go full out and impress me.

NOTE: I want to know your character before I will care about your class or race, Role Play is far more important to me than Roll Play.

Okay folks, if you have any questions at all, send them my way and we'll see if my Mimir can't get them answered for you!


I would like to join as a Bladebound Magus Kitsune, planning on multiclassing into gunslinger. If that kind of character would be fine, then I would be happy to join.


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Give me a little bit more than just race and class. Personality, background, etc. I'm new to the Paizo boards, but I've been running PbP for a long time and I tend to be a lot more wordy and require a lot more Role Play over Roll Play from my players.


I'm just asking if that type of character is okay. Once I get approval is typically when I make the character.

But since you asked.

Xanaver Forgedawn
Kitsune Magus

A young mage who has taken a very noticeable interest in weapons. Growing up adopted, concealing his true kitsune form for his entire childhood, his entire family, & everyone he knows, believes he is human. Upon reaching age 23, after attending a mage college, he went out into the world. He stumbled upon some bandits, where he obtained his black blade.

That's where i'll end that.


Almost no GM accept non-developed characters. It's not just you.

@Xanaver: The only things he outlawed were Drow, Duergar and Svirfneblin. Since your idea is none of those it should be an acceptable combination. Though likely only the best developed characters will be chosen, so you probably want to do that to give yourself a good chance to actually get in.

@TLN: What pantheon are you using? Does Planescape/Sigil have one or are you perhaps using those from Golarion? There is a lot of awesome deity-specific Golarion material. How would you handle adaption of that? Should we try to find an appropriate deity or is it straight up disallowed?


Good question Oyzar. I've run a lot more Planescape than I have Golarion, but the nice thing about Planescape is essentially all the gods possible are out there. If you are a worshiping type, you can go with Golarion deities or you can use anything from other d20 source. We'll adapt domains and such as needed. I will admit, my image of Asmodeus still sits firmly in the old 2.0 and 3.0 set, thus Golarion based characters might over time find that their worldview clashes with the reality at large.


@oyzar: I just like to avoid making a lengthy backstory, since I've done this too many times, & the character never gets played.

@TLN: I would like to ask, with the backstory I've provided, is it good enough to consider?


Here is a sample of a character application I've received before for a Planescape game and was accepted into the game:

Name: Shepherd Dar'buuk Atcha (He virtually always introduces himself as Dar' unless he is in the company of individuals whom he believes would be able to properly pronounce the metaphony in 'uu'. Otherwise, he finds the average full-and-formal introduction tedious).
Age: 29 (Comparable to 34 or so in a Human)
Race: Hobgoblin
Alignment: Lawful Neutral (leaning heavily on Lawful Good, but he is just not there yet)
Class/Archetypes: Rogue2/Inquisitor(Preacher)1
Personality/Appearance:
Dar'buuk is a hobgoblin of average build, weighing in at about 180 pounds distributed throughout six feet and two inches of height. He is of a far less ruddy red complexion than specimens of the hobgoblin race(s) from other parts, being more of a warm tan color with olive hues around the knuckles, earlobes, and similar patches of skin. His hair is black and robbed of its unruliness and coarseness only by thorough and deliberate maintenance ending in it being tied back in a short little tail or knot. This has had the side effect of raising his hairline quite high in places. His forehead was already high (or far back, rather), but he has not been embarrassed into wearing hats at all times just yet.

The man's strong, protruding jaw ends in a chin covered over by similarly coarse hair, most of it long enough to braid together, but the longest separated by a bald patch running down the middle of his chin. Working around this, he typically ties both halves of his beard into thin braids that point away from one another slightly. Beside some hair beneath his lower lip and around the flanks of his jawbone, his face is clean and devoid of a mustache, which leaves plainly visible his snubbed nose. The indentation is of a cooler color than the rest of his skin, but his nose is not outright blue either. In fact, he considers the stereotype offensive.

Both eyes are almond-shaped (despite the hobgoblin observing that round-eyed people are the ones with almond eyes, unless the whole rest of the universe eats only freakish double-pointed almonds) and of a deep hazel color. They peer out from under pointed and owl-like eyebrows sagely and perceptively, or at least they give the impression that they do. He may also just be staring and focusing during an hour when his wire frame spectacles are out of focus.

More scars are apparent on his body than the two he was given during that fateful night behind the counter, most of them visited upon him in his less successful scraps in prison. Some of them he repaid in kind, others he did not, but none of them indicate anything that was imminently life-threatening for the hobgoblin.

His extremities are strong and mostly well-formed, though they've lost the sheer robustness that physical labor jobs in his youth gave him. His core is somewhat broad despite its lack of fat, on the other hand. On the topic of hands, his are quite weathered-looking. The skin could (loosely) suit someone a decade or more older than him, and a few of the knuckles or phalanges are shaped oddly where the bone was broken and then set. They do not slow him down too much however, and he crooks them around a book despite the discomfort.

Dar'buuk is of a quiet and contemplative nature, reluctant to start speaking unless spoken to first, or unless the subject is pertinent. He accepts the terrible and painful nature of life as readily as he is willing to help those in a less fortunate position than he, yet he expresses no sense of gallows humor in either case. Whether this is deeply unhealthy of him or not remains to be seen in the hobgoblin at this time.

At the same time, darker thoughts run through his mind with frequency. He is not constantly dogged by inner demons and past specters, but his perception of the world is decidedly warped by his recent history. He is privately, almost casually suspicious of others lying through many innocuous statements, and he often wonders if he will need to use the cane in his hand for more than just walking, or how quickly he would be able to do something to the person seated next to him, were the need to arise. But as quickly as they enter his mind, they flit back out, and he tends to try and keep them out.
Background:

The Early Years:

Dar'buuk is a native of Sigil, born to parents who had also been born in that city. According to his parents, his grandparents had not been natives of the City of Doors. Rather, they had willingly entered The Cage alongside a very small hobgoblin community that was likewise escaping some form of civil unrest on their home plane. Dar'buuk only ever knew of that world in vague and bygone mentions of the “old home”. He was born and raised on Portage Street in The Warehouse District in a lower middle-class family of skilled laborers. The Atcha clan (all seven or eight extended members of it) never had much, but they had always taken pride in being able to earn a living, and in being able to keep themselves afloat unlike the unfortunates and the dregs of The Hive.

Dar'buuk was forced to begin working at an earlier age than would have been ideal for his training after his father took a nasty dive off of the back of a wagon outside of some snake oil salesman's den called Ensin's Discount Elixirs. The aging hobgoblin damaged his hip severely, impairing his ability to work and even to remain mobile for the rest of his life. So it was that Dar' began as a petty courier at the age of eleven, graduating to delivery boy at twelve before being forced to start over from scratch at fourteen following the buying-out and closing of the stationery store he worked at- an event once again caused by Discount Elixirs for the purposes of store expansion incidentally, though Dar'buuk never learned of that.

The Atchas continued to cling to their holdings for the next decade or so until Dar'buuk's father finally passed away from complications between an illness and his injury, though he was reaching the point where he was bound to go sooner than later anyway. From that point on the economic load was lessened, but their burdens were not improved any. Dar' and his mother moved into a much smaller living space where they increasingly kept to themselves. Now and then he would contact other branches of the broadened extended family through his mother, but for the most part they were in permanent drift.

Eventually, the hobgoblin began to assume the responsibilities of supporting his mother, much to the woman's protests. While Dar'buuk's mother did begin to show signs of age, they showed only very slightly, for the women in her family had apparently always been said to be long in the tooth and strong in the jaw. Despite it being somewhat of an overreaction, Dar'buuk began searching for new opportunities for himself in the District. To this day, he isn't quite certain when it was that he opened the wrong doors in Sigil. Only that he did.


Start of Dar(k)ness:

Dar'buuk had managed to acquire literacy during his time at the Stationary Stationery, and this proved useful to him, though not in a way he had expected. His lettering eventually landed him a job working for a group located several miles away on Duskgate Road that organized and oversaw several sports and games which were gambled upon. He had not realized that it was a front for a minor crime racket at the time. Then again, he had not realized much of anything other than a marked increase in his wages. He was made a turf accountant by one of the few other goblinoids in the 'Duskgate Leisurelies Company'- a position which, accompanied by the rough approximation of the second half of the name Dar'buuk, earned him the dubious nickname of 'Bookie'. On an unrelated note, that was at around the point in his life when he began to shorten his name.

Dar' began to climb up the lower ladders of the racket despite remaining in the dark about much that was going on- he was in fact intended to be a mid-level Berk in case the racket ever needed to avoid taking the fall. He became complacent with what he was doing, however. The money was good, and his family was not around to make veiled disparaging remarks. About the only situations which brought doubt into his life were when his mother inquired deeper into his new career than he was comfortable with. Their meals and conditions improved, but the relationship showed strain by the time he was promoted.

Somehow, he caught the eye one of the bosses of the Company, who admired his 'head down' way of conducting business. Thinking that he had the stuff for it, the mildly corpulent human took Dar' off of the street and put him behind the clerk's desk at one of the buildings where protection payments and correspondence regarding new potential “clients” were brought and distributed... Dar' was told to insist to whomever may have asked that it was a members-only checking and post office, while simultaneously being instructed to keep the crossbow underneath the counter ready at all hours of his shift.

The money was best then. It was still quite modest, but more than any sum one or two people in his world had ever made for certain. After years of saving up, he was even able to buy his mother a small place around the corner from some formerly-estranged relatives who had wound up doing much better for themselves in Little Arcadia. Dar' promised his mother that he would just be a few months behind her after seeing her off- that was the last he ever saw of her, so far at least.

Several nights later during a graveyard shift he had been asked to cover by a man who seemed far jumpier than normal at the time, Dar's ponderous reading by oil lamp light was interrupted by a pounding on the front doors, followed quickly by both doors swinging inward. By the time he was able to stand up in alarm, there were two crossbow bolts in his torso. He blacked out after that point, and woke up two days later with his wounds being tended to magically in a Harmonium city guard station. One bolt was stopped by the bone of his sternum, but the other had punctured and collapsed his left lung.

What had happened was that Dar's newest benefactor has made a new enemy at right around the same time as his promotion. In that environment, it was stupid to attack a man of importance directly, so his assets and investments were targeted instead. The racket building—and to a lesser extent Dar' himself—had been those exact targets. The bulk of the payments in the office were stolen, and an anonymous summons of the guard regarding a break-in left an incapacitated Dar' with enough incriminating evidence to put him in a world of hurt.

To his credit, he wizened up as soon as the wound was converted to scar tissue before his very eyes, and Dar' started to talk. But his willing ignorance had him at a disadvantage, and ensured that he served his purpose to the Company in the end. With the few names he could give, he was unable to lighten his sentence. He went away to one of the Birdcages outside of the Hive Ward, wounds healed but his pride and honor seriously injured.


Slumming it:

It was no Curst Prison which he had been thrown into, but the penitentiary he spent the next two years of his life in was a rough place. He demonstrated that he was not quite the Berk others could take him for when he needed to be, but he was no Cutter. The only way he felt he would be able to survive there was by joining in with one of the ethnic gangs which divided the inmates up somewhat clearly and gave the guards a run for the money at times. It was the first time he had ever been among more than two dozen goblinoids, and there were goblins, hobgoblins, even a few bugbears among them. They all took orders from a hobgoblin named Chib- a career criminal and alumni of multiple prisons across The Cage.

Gar' did things with his hands and with his boot-soles in that prison which he still cannot forget about- he refuses to do so, in fact. He does not however speak much of the group beatings or the wolfish competitiveness which defined his daily life in the birdcage. There were rumors around his block once that some new meat happened to be from the Company, and so they might have known or been a part of his downfall. But aside from kicking the skull of a bald man who sort of looked like what he remembered of one of his assailants, he never came very close to vengeance or justice.

His sentence was up after what felt like five years, and what harrowed his body like a decade. But he got out in one piece, and became one with The Hive. He was destitute, unemployed and virtually unemployable. He had lost all contact with those in his past life, and a very real desire not to see any of them then persisted. It would be an embarrassment, even if he didn't come asking for jink. The coldest, saddest nights came out on the streets of the slums rather than in his prison cell, and he survived by apple-chasing during the day.

One afternoon eventually saw him in a soup kitchen run by the Bleak Cabal. He was several days more unwashed than the others in the mess hall, so he had a table all to himself. He stared down into that particular amalgamation of lumpy tuber starch and what might have been meat in a moment of increasingly common contemplation. Only, rather than being of a pessimistic or wrathful nature, it was oddly inspired.

He was in the center of the Universe. Or was it a Multiverse? It had been years since he had opened up a decent book. Regardless, he was in Sigil, and Sigil was in the center of the Wheel, turning it like an axle. And this building was in the center of Sigil (as close to the center as any other part of the city, at least), and this table was in the center of that room. And he was sitting at that table. All so he could absentmindedly scratch flecks of neck skin into the broth. He had tried for decades to support himself, when all that time the Omniverse had been supporting him. Helping him. It was about time he started to help back.

Dar' began to laugh. It started off as a scoff in the top of his throat, pushed out through his flared nostrils once. But the laugh continued, until it sank all of the way down into his deep chest and resonated with throatiness as epiphany set in. All of this was while he stared down into the steam and the oily swirls on the surface of his soup. The Bleakers and other patrons nearby were of the opinion that he had cracked then and there, but before any questions of a madhouse came up, Dar' lifted the bowl and downed it—lumps and all—and rushed out of the soup kitchen. He walked for hours or days, unsure of exactly where he was going or what he was looking for. Until he found it. Then he knew.


Giving Back:

An ornately decorated bowl with an aura of stylized vapor enveloping it was the neatly-painted sign over the little mission he found in an insignificant but tidy corner of Little Arcadia. He stepped inside and looked around at the quaint little orderly space, and its clergy and attendants who (despite their small number) immediately spoke of a great deal of mixing and tolerance in that place. A young priest-in-training, as concerned and cautious as he was wet behind the ears, welcomed Dar' to the church of Meriadar.

He was at the tail-end of his twenty-sixth year then, and he spent more than the next two learning the dogma of the Hand of Peace, the plight and resilience of the Mongrelfolk, and the great saving of the souls of bugbears and hobgoblins which continues even to this day (and which he should feel particularly blessed about). But most important was Meriadar's concept of the Eternal Now that is hunger, and at the completion of his training Dar' was given that which he could use to alleviate the hunger and the burdens of others- a plain little bowl of his own. Dar' opted to leave the mission then, to become a lay priest among the people as most Hands did for a time.

Now, he does much volunteer work however he can, often working alongside members of the Bleak Cabal when dealing with the more destitute. The Madmen are generally glad to see someone as happy and helpful as what Dar' has turned out to be, though most of them also think it a shame that he went so far over on the spectrum of theism-versus-nothingness. In his spare time he reads as voluminously as he can, and he contemplates. He has yet to try to track down his mother, whom he was relieved to hear was doing well with friends and family fairly recently. Perhaps it was time. But perhaps there was more he could yet do.


XanaverForgedawn wrote:

@oyzar: I just like to avoid making a lengthy backstory, since I've done this too many times, & the character never gets played.

@TLN: I would like to ask, with the backstory I've provided, is it good enough to consider?

Well, you got to chose. Either you work at making a good character and you end up with a high % chance of getting picked or you make something fast and mediocre with a low % chance of getting picked. I've found that the more developed a character is, the higher the chance of it getting picked.


XanaverForgedawn wrote:

@oyzar: I just like to avoid making a lengthy backstory, since I've done this too many times, & the character never gets played.

@TLN: I would like to ask, with the backstory I've provided, is it good enough to consider?

Not wanting to sound cruel here, but the character probably won't be played unless you are willing to provide a lengthy or at least compelling backstory.


Ooooo, this sounds cool. I've never played Planescape before, how "weird" does the setting get? Like, Numenera or Invisible Sun weird?


Oh, much weirder my friend. Planescape was one of Monte Cook's first major projects to contribute to! And, in my opinion, by far his best works. Plus the great thing about Planescape is, it is the original Omni-Setting! So any other setting is fair game.


hmmm. very interested. are background skills in play? and how do you feel about the scavenger rogue archetype?


I think I'll do background skills. High Tech is not very prominent in Sigil and though there might be encounters, there is little enough focus on it that the archetype might be more of a drawback than a boon.


Okay. Since I need to get permission on all archetypes, I want to submit a goblin druid (urban) of Sigil.


Ok. I understand.

Here you go.

Name: Xanaver Forgedawn (Always tells people his name is Gareth, preferring to keep his identity a secret, even to fellow party members.)
Age: 23.
Race: Kitsune
Alignment: Chaotic Neutral
Class/Archetypes: Magus(Bladebound) 3

Personality/Appearance

Xanaver spends almost all of his time in human form, only coming out to use his natural weapons. In his fox form, he is the definition of average, looking like a plain old orange fox. In human form, he looks like a half-elf. He has a pointed chin, pointed ears, human eyes with golden irises, silver hair, & is about 5' 5''. He weighs 120 lbs, & isn't the biggest tank of the bunch. His hair is messy, as he never combs it, & reaches down to his neck.

He is an introvert, & refuses to speak in front of a crowd, feeling it will blow his cover. He is underhanded, & rarely feels compassion, except towards those he is close to. He can be a traitor, or a trusted ally to some people, but rarely stays in one place long enough to form a bond with anyone. He is a self-taught magus, discovering magic from an old tome he stole from a library, now his spellbook. He learned the art of swordplay from his adopted father, & prefers longswords to any other weapon.

He respects nature, & often makes friends with rangers & druids, but hates religious setups with a burning passion, he understands gods are real, but shuns them for the loss of his birth parents.
Background:

Birth Parents:
Xanaver only lived with his birth parents until the age of 5, when they died to a plague. He recalls little of that time, only that he went into a fit of rage, & burnt the house down (using a barrel of oil), & destroyed all evidence that he did it.

Adopted Family:
Xanaver was taken in by a family that found him living on the streets. He felt happy with them, for a time, but left around the age of 14 to find a purpose, taking him on a journey, where he learned the art of the magus.

Journey:
Xanaver left on his journey with a longsword, & forgot to take supplies entirely. After a few days, he had to beg for food, & caught up in a quest to repay a debt. He was sent with a paladin to fight some bandits, & in the fight, Xanaver & the paladin were separated. Xanaver fought off the bandits, took the paladin's longsword (Xanaver's Black Blade) & left the town, using the paladin's gold to start a new life.

I hope that is a good description of a character. I am willing to make changes, as long as I am not asked to change the class & archetype of the character.


I am probably going to do a human geokineticist. Query: how are redeemed, but not ascended, fiends treated in Sigil? I presume with heavy bias. Just making sure before I put down my backstory.


TheWaskally wrote:
Okay. Since I need to get permission on all archetypes, I want to submit a goblin druid (urban) of Sigil.

I'd approve of that, Sigil needs more Urban Druids, haha.

@The Doomkitten

Sigil is a mixing ground for fiends, celestrials, proxies and more. You've got redeemed fiends, fallen angels, chaotic modrons, lawful slaads. Admittedly they would have some level of suspicion, such as the well known Friendly Fiend, good old A'kin.


So is the character I made good or no?


I'll admit XF, it is a weaker concept that I am used to working with.


I'm honestly pretty new to this, & in no way experienced. If you could help me out a bit, I would like that.


Here's my deal, XF. Most posts in the games I've run thus far tend to be between 500 and 1000 words per post. I am not certain if I am going to have that level here, as I know more people are used to doing TT rather than PbP. But that said, I want to still keep up a certain level of quality and length. I can CONSIDER your character if I have room and there is not enough applicants to fill things out, perhaps it would be an opportunity for you to grow in experience as a writer.


Are their any powerful psychic races, organizations, or individuals in Sigil? I have a nervous Spiritualist (Fractured Mind) I'd like to play.

Fractured Mind: Most spiritualists harbor the spirits of the deceased in their psyches, but a small number of them—known as fractured minds—draw their powers instead from a fraction of their own souls that resonates with extremely powerful emotions. These spiritualists' phantoms are not spiritual allies, but rather extensions of the fractured minds' own inner thoughts and emotions.

His emotion was fear. As a child he had terrible nightmares. His parents tried to help but none could relieve him. Their last try was with a true psychic. Not only did he not help, he ran off screaming, he unlocked a power in the child that the nightmares latched on to. The bad dreams disappeared for a while but manifested in the real world a few months later. It took a long time to get them under control and even then its iffy. So when he manifests a phantom, it looks different each time and its something he found terrifying as a child. They are embodiment's of things like darkness, the thing under the bed, creepy crawlies, etc.

So I was thinking he was from the material plane and got pulled in by accident. In a moment of great danger, he unconsciously sent a telepathic distress call. A powerful psychic from Sigil, who was looking at the Plane, heard the call, thought it was a similar being, and pulled him in. It wasn't expecting a human and sent him on his way...in Sigil. And he has no idea what to do here or where he even is. This can be recent or its been a while and he is still getting used to the place.


I am extremely interested. Working on an aasimar monk, originally from Golarion, found her way onto the planes by dumb luck (ie "accidentally stumbled through a random portal"), is looking for more information on her origins and also the opportunity to punch evil in the face. More background to come.


Well unfortunately one cannot by pulled into Sigil. The City of Doors can only be entered by various doorways and portals. That said, someone could have sent someone or something though a portal to collect the kid resulting in him being trapped in Sigil, since he wouldn't know any Gate Keys or where the portal home was.

That said, I don't remember any specific psychics in Planescape canon, but I would imagine there could be any number of them. I could very well imagine that some powerful psionic escapees from Athas, from the Dark Sun setting, would have set up shop in Sigil.


I'm going to work on a better story for him in ms word.


Psychics and Psionics are very different but use the same medium. Considering his humble and skittish nature, I doubt think the specific example would work unless their values have changed since escaping. From what I read, people from Athas believe in strong ruling the weak. And since even humans there are several leagues stronger, he'd be pretty week in their eyes.

I'll read some more since I am not familiar with Planescape. Or come up with something new.


It would make sense why the poor kid would be casually tossed aside though, sensing something that could be a powerful ally or servant, and only finding a scared child. That said, I've known some not half bad folks from Athas...mostly Thri-kreen.


andygal wrote:
I am extremely interested. Working on an aasimar monk, originally from Golarion, found her way onto the planes by dumb luck (ie "accidentally stumbled through a random portal"), is looking for more information on her origins and also the opportunity to punch evil in the face. More background to come.

I approve of monks and face-punching evil. I also approve of face-punching good. There may be much face-punching.


Note: I will be back to check in on here tomorrow morning around 7:30 CST. Until then, PM me if you have an urgent question.


dotting for interest and also sent you a PM TLN.

Here's a good bare-bones resource for the planescape setting.


ooh, interesting


http://www.mimir.net/main.shtml

http://www.planewalker.com/

Great Planescape resources. I should note that I work in a Pre-Faction War Sigil if that means anything to anyone.


Any questions that I can answer? I can set a FAQ up on the Discussion section. Admittedly, I'm used to have more thread control than is offered here, so we will see how all this works out.


I used to have a bunch of planescape books in PDF format, but I seem to have lost them in the course of several new computers.

(still working on backstory, have history section written, working on others)


I'd offer to share my books around, but I feel like that would be looked down upon by the publishers. More than happy to answer minutia questions though.


This is an extremely basic OP page but it has a fair bit of good Planescape information that I've written up and/or gathered. Taste of Infinity Wiki


I'd like to throw my hat in with a rough generic background, and would welcome some feedback:

Skittzer, or Skit, left his warren a couple of years ago. A young and inquisitive rat. Full of life and wide-eyed naivety. He joined a caravan of traders to help give his overcrowded family some space.

He could not have dreamed he would end up in Sigil, The great Cage.

But here he was. Two years later, barely an adult ratfolk and far out of his comfort zone. The caravan, who had bought and traded many fine items along the way, had no need of his services anymore. The traders all went their individual ways, Skit got his well earned wages.. and was left to his own devices.

Skit had picked up many useful skills travelling far and wide with the caravan: He had learned to haggle, buy and sell without getting taken advantage of. He had a honest, hardworking personality that the traders had warmed to and they had shared with him the tricks of their trade.
They had also bought him his first alcoholic beverage and laughed at the young ratfolk making a fool of himself. They had pushed him on towards making a pass at a young lady from a nomadic trading clan they met along the way and they had patched him up after her brothers had gotten a hold of Skit the next day.

Skit had gotten to see these traders as his family and in a way they were. They were a tight bunch and even though most didn't even share the same race, they all had each others back through thick and thin.

Coming to Sigil left Skit feeling abandoned, since the caravan had disbanded. The traders had gone to their own respective families. Back to their markets and shops, selling the goods they had acquired along their travels.

At first Skits instinct had been to apply to the next caravan train, desperate to get back into some kind of community where he'd be respected but he had a hard time getting a hold of anyone. Somehow leaving Sigil proved more difficult than he expected.
Skit proved resourceful and found some of his old traveling companions. Out of friendship and loyalty they had the odd job for him, from running messages to acquiring items. Skit proved even more resourceful at the last part, and soon he was the go-to guy amongst the traders at the Great Bazaar. Unbeknownst to Skit, he was getting in with the Free League.

He started enjoying his life in Sigil more and more as he was getting to know its ways and its people. He felt he was part of something again and would do everything to protect it. A friendly trader had taken it upon himself to teach Skit the art of a well placed quick dagger and Skit always kept an eye out for danger to his friends.

Personality/Appearance: Skit is a handsome ratfolk, by ratfolk standards. He's been around and still has the virility of youth. He wears a meriad of colours and blends in with the traders of the Great Bazaar. Many rings pierce his ears and nose and he has a solid golden front tooth. While his golden tooth, sported in an honest smile and glint in his eye could sell you anything.. he's probably getting twice his money worth from you.
But Skit wouldn't take advantage of anyone just for the sport of it. He holds to a standard of honest trading, and while he definitely takes delight in talking people out of their cash, he wouldn't con anyone. Unless they deserve it by being disrespectful to his friends of course. In that case, all bets are off.
To those 'in the know', through his friends Skit can be contacted for the odd job. Ranging from theft to protection. His skill set includes speed, stealth and silence. In extreme cases he can be hired to place the pointy end of his dagger to meet the insides of an unlucky fellow.. but these cases are rare and need serious motivation for Skit, and this means more than money.

---

I was thinking of going straight rogue, and ratfolk obviously.


Looks like you've got a lot of thought with this Skit fellow. So, if he's been in Sigil for two years, does he have experience with the Factions? How knowledgeable are you specifically with Planescape? Where would you like this fellow to go?


I'm don't know much about planescape other than I've just wikipedia'd. I've heard/read the odd thing about sigil in my years playing dnd, and vaguely remember a floating skull from planescape torment? About the factions I know even less I'm afraid.

Your game drew me in mostly because it seemed like a great opportunity to remedy that. Also pathfinder I'm not too familiar with. Ive mostly played a lot of 3.5 and recently got curious for 5e. But pathfinder feels a lot like 3.5 so I'm confident I can manage that aspect of the game.

As for where i'd like Skit to go? I don't really know. That depends on the make-up of the party and the interactions I suppose. He could end up a 'community protector', a mobster boss looking out for his people.. perhaps using questionable means to achieve it.

Im definitely not shooting for evil here, I see him as a good character doing what he thinks is best.
Re-reading what I wrote before, I'm also missing a flaw or character weakness of sorts. Something likeable. He should still have some of his naivety maybe? That would make it easier to go along with the party, to have him follow strong leadership like that from a paladin for example.

Or he could lean more into the trader aspect. Looking to gather an imperium. Set up shop himself and run his own business. Buying and selling magical items. Be his own boss over his own family. This would make him being a genuinely good character much more plausible. Less dagger-in-the-dark, more smooth talking trader who can defend himself if necessary.

What do you think?


Hmmmm, kicking around a couple of different concepts still. How do you feel about the wildblooded sorcerer archetypes, specifically the sage?


Name: Vivencheniktdelatrix "Vix" Kisselbit
Age: 57
Race: Gnome
Alignment: Chaotic Neutral
Class/Archetypes: Sorcerer (Rakshasa Bloodline) 3

Personality/Appearance
Vix stands slightly taller than the most of his gnome brethren, at a whopping 3'7", but above that more noticeably is his unusual display of heterochromia. His hair almost seems to burn tangerine and burnt orange, with stripes of black and white strewn throughout. Long feathery hairs accent the points of his ears and brow in a most feline manner.
Dressed simply in a tunic and cloak gives an unassuming demeanor, as he likes it. You never want the fools to know too much, you know? Beneath his flowing garb he conceals a couple of knives, a morningstar is a little more visible, and strapped on his back is a small crossbow. You can never be too prepared. Although lately there's no telling what he looks like thanks to a wonderful trinket he acquired

History
Early Days
Born of a tinkerer and a grand illusionist, Vix has always had a profound knack for getting into hairy situations. The first of which, pun intended, was a result of his abnormal hair coloring manifesting one day whilst returning from the market. A group of ne'er do wells confronted him after purchasing some pantry goods for his folks. "Look at the lil baby tiger," they jeered, "or are you just a pussycat?" In an effort to conjure up an impressive illusion to scare off the bullies, he instead coated the entire area with butter. Hilarity ensues as both he and the aggressors slip and fall repeatedly. That was day one. Things were never the same again...

The Con
Not fully understanding what was going on, Vix tried to resume life as usual. However, when more unexpected conjurations happened, he worried that he wouldn't be able to explain what was going on. That turned out to be less of a problem than he anticipated, because no matter what kind of pickle he always found himself in, Vix managed to skirt the issue and get the other party stuck on some vexing matter that didn't involve him.

Before long Vix had become a full-fledged con-artist. Whether it was talking his way into the finest of affairs, out of incarceration, or just into a maiden's undergarments (or purse); Vix definitely had the gift of gab. He frequently picked up various jobs and played many roles as different people thanks to a lovely hat he picked up amongst the various con jobs. You can never be certain if he's the drunken human at the bar, the stalwart dwarf guard, the elven courier, or any other form; he has no favorites. In fact, he rather loves the freedom of form after a lifetime of cat-themed ridicule.

So where does this bring us today? Accepting a job to deliver a document between a couple of wizards, curiosity got the best of him (always with the cats!), and he opened the sealed scroll tube. Upon examination of the parchment, it appeared to be a map... but to what? Fortune? Ancient relics? Untold knowledge? The curiosity burned like a fire inside him, foregoing the job he mercilessly tracked down the location marked on the map. Finally, after days of deciphering cryptic directions, Vix arrived at the supposed location. It seemed to be rather anti-climactic, a door. A door!? All of this for a stinking door. There better be something good behind it, he thought, as he opened the door and was pulled into another place. Looking around, he recognized nothing. Out of sheer befuddlement he approached the nearest building...

What do you think? I've never played Planescape but I have done a bit of PbP


Name: Princess Valzaria Wilhelmina Angelina Katherine Bourdan of the Great Kingdom (the more ancient, noble era of Aerdy)
Race: Ifrit
Class: Unchained Rogue 3 (Knife Master, preferably)

Physical Description:

Spoiler:
Imposingly tall and impossibly lithe, Princess Valzaria stood out among her family even before she reached adolescence. She carries herself with the haughty grace of a royal despite her abandonment of any pretense of duty for her nation. While her skin catches the light and her forehead is marred by small horns, Valzaria’s golden eyes and long, flowing, fiery tresses made her a desirable match with the nobles of her parents’ court, the risks of pairing with an obvious ifrit be damned. Her taste for the finer things in life has not been blunted by her self-imposed exile, and gaudy rings, bangles, earrings, necklaces, and fine clothing are her constant companion when not working on a project that would render such objects as hindrances. When working, Valzaria tends toward utilitarian garments and tools, seeking to get the job done efficiently so she can get back to her finery. Unless her purpose is covert, Valzaria never obscures her hair, as it is the pinnacle of her vanity.

Personality Description:

Spoiler:
Chatty, flirty, and smug, Princess Valdaria is everything her parents wanted her not to be. She lives for the freedom to be her own person, to operate on her own time, to love whomever she wants, whenever she wants. She adores Sigil as a gateway to all the possibilities, a grand addiction for her innate wanderlust. Incredibly selfish, Valdaria only cares about what will bring her coin, happiness, or some priceless bauble. Other people often become necessary for her ultimate purpose, and those become valued assets which she will go out of her way to protect. Mere hired lackeys, however, are expendable in her mind, as their purpose might be served before before she collects on the spoils. Valdaria indulges in expensive liquors as a habit without noticing the expenditure. All manner of arthropods terrify her, and she neither consumes their flesh nor willingly engages in confrontations with sentient or non-sentient arthropods. Valdaria also avoids enclosed spaces out of a fear of becoming trapped. She never locks doors behind her, rather trusting to hired muscle to guard the exits if needed.

Background:

Spoiler:
As the third child of the reigning monarchs, Judziah and Marienne, Valzaria knew that she would likely never sit the throne. That was a good thing, as she didn’t have the patience to dedicate herself to constant diplomacy and rules of conduct. That said, she also learned from an early age the value of resolving situations with words. Words didn’t need healing magic applied by the priest. Words could be remedied unaided. Ifrits chafe for adventure, and the life of a young princess is one of study and keeping out of the spotlight. Valzaria was terrible at it. She could handle a certain degree of studying, but then she wanted to get out and do. For her entire childhood she was an embarrassment to her family and a liability to the crown. Her older brothers scorned her as a miscreant.

As Valdaria blossomed into adolescence, she began to realize what power she held and that she could exploit it. She was everywhere, and listened to everything. Eventually she had amassed a sufficient trove of secrets to blackmail her father’s guard. They weren’t up to anything sinister, but their surreptitious ambitions would be individually ruinous and none of them would allow themselves to be brought low. As payment for her silence, Valdaria demanded to be trained in the arts of the blade, deception, and gathering information. They could hardly refuse, and so over the next four years Valdaria’s education drastically improved as she attended to her studies, both the courtly and the deadly.

As time dragged on, the princess came to feel more and more stifled by life in the palace, culminating in her sudden rash decision to leave. She had enough forethought to gather food, some finely wrought daggers, several changes of clothes, and a few trinkets pilfered from the royal treasury. Under cover of darkness, the hooded Valdaria slipped beyond the walls and out into the countryside as fast as her feet would carry her. She was terrified of the unknown, but still drawn to it by the fire in her blood. She instinctively knew how to do this, to flee without considering return. As the sun broke the horizon, Valdaria glanced in the general direction from whence she had come to gauge her progress. As she was unable to see her home any longer, she sat to appraise her stolen goods to see which might be reliably sold without identifying her. She had made it through about half of the baubles before her life was irrevocably changed. As the erstwhile princess pried open a gaudy golden locket and brushed dust away from a tiny portrait, a glimmer swept over the object, wrapping Valdaria in its grasp. The next thing she knew, she was sitting with her back against the stone wall of an inn, the tiny area she occupied already hampering the crushing flow of traffic down a teeming boulevard.

Valdaria had unknowingly triggered an ancient portal to Sigil, the City of Doors. Her lap full of gold and jewels, she was now in a place where those feeble trinkets were nearly worthless. Over the next two years, the princess-in-exile came to find the city to be just the right balance of familiar base of operations and gateway to the multiverse. Her skills became tools of survival, and all those long hours studying with the royal guards helped her to make new friends and allies with ease. For a while, thievery kept her fed. Life held an unprecedented level of hardship, but Valdaria slowly built up her reputation among the City’s denizens, earning enough to outfit herself once more in finery and drink fine wines with beautiful people. Life was good, but it could always get better.


@Crockoclock Ophone I approve of ratfolk, merchants and traders, one of my favorite characters ever was a fast talking Rakshasa bloodline/Bard gnome merchant. I do agree that we need to see a little more development upon his personal flaws, but otherwise I see a lot of potential in this fellow.

@angryscrub I'd allow the Sage, although I personally was always more of a Arcane bloodline fellow, just for the familiar.

@Comp0sMentis ...Are you sure you haven't been looking through my characters on my computer? Haha! But yeah, I'm liking the feel of this fellow and I can tell you have a little PbP background.

I'm only now starting to get a little worried that I'm getting a lot of CN and CG ideas being thrown my way here and in PMs. *looks up at his username*

Also note that Ziether followed me from another board and has noted that his app here was an example of a baseline of what we often see on the other board.

Edit: So, can one not edit posts on the Paizo boards after a certain amount of time?


TheLawfulNeutral wrote:


Edit: So, can one not edit posts on the Paizo boards after a certain amount of time?

You have a one-hour window after posting to make edits, and then your post becomes a set-in-silicon part of Paizo Forums history.


Dang, that is going to change the way I DM and set up my info stations...Oh well!


You can edit the Campaign Info Tab as much as you want. Many GM's use that for info dumps. Sometimes they use spoilers or links to external documents for organization.


I think that Sigil is the perfect place to go all out with the street type heroes, but I do want to make sure that we're actually going to be IN the city; about how much of the game do you think is going to take place in Sigil as opposed to other places? I'm thinking a back-alley fighter type, the kind of person who makes a living off fight clubs, and Street Style would be awesome but I don't want to take Street Style if I'm never gonna get to use it.


Thanks for the info Philo!

@Josh- I like to spend a lot of time in Sigil, but what is the point of Sigil if you can't go elsewhere from it? In the end, as I've said, I might run a few modified old 2.0 APs, but where y'all go and where y'all end up will me mostly up to the players. If I find, as a whole, that they want to work almost entirely within Sigil, then that is what we'll do. About the only plane that we are unlikely to ever visit is the Quasi-elemental Plane of Vacuum, I mean that place is boring as it gets.

RPG Superstar 2012 Top 32

oh... I'm actually playing in a game right now that's based primarily in Faerun but we're currently in Sigil. I like your idea and I'm going to think on character concepts. I didn't see a closing date for recruitment; do you have any idea how long you'll leave it open?

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