This is my site dedicated to the conversion of the factions of
Planescape to Third Edition. Below is a FAQ I've compiled dealing with
the contents. If you're completely new to the concept of the factions,
read below, and don't let anything in there scare you away. It's hard to
describe all in one go, but just get to the end of it and I promise it'll all
make sense.
Part 1: The Basics
Q: What is this site?
A: This site is dedicated to providing feats and
prestige classes for the
factions of Planescape campaign setting. But
even if you haven't ever played Planescape before, it should hopefully be very
useful to you.
Q: Is this a conversion?
A: Sort of. It's not as faithful to 2e as I could
make it, and it uses an entirely different mechanic to represent faction
abilities, and most of the feats and prestige classes aren't analogous to
anything in 2e, just inspired by it. So the answer is "kind
of."
Q: How often is this site updated?
A: Once per week. Or thereabouts.
Q: What's Planescape?
A: Planescape is a great campaign setting from second
edition D&D. It was set mainly in the Outer Planes, and more
specifically in the city of Sigil, the City of Doors. As anyone that's
familiar with the Manual of the Planes knows, the Outer Planes are quite literally
built of belief - each one represents a different belief system and
alignment. So, in Planescape, belief has the power to shape the world
around them and mold the fabric of reality. Potent stuff. The most
popular schools of belief are called "factions," and the members of
each faction have developed unique powers that are fueled by their belief.
Q: So the factions are like philosophers?
A: Yeah, but philosophers with clubs. The
collective weight of each faction's belief gives them power, and each of them
wants their own philosophy to triumph in the end. One of the best ways
to do that is to take control of the city of Sigil. Sigil is purely
neutral, but if one faction could gain control of it, they'd become immensely
powerful, so they fight the kriegstanz, the undeclared war for the
hearts and minds of Sigil. It's mostly a political game, and the players
and alliances are constantly changing. But sometimes it erupts into
bloody conflict.
Q: OK, so what is so special about Sigil?
A: To describe it briefly, Sigil is an impossible city
built on the inside curve a twenty mile-long ring that floats above the Spire,
a nigh-infinite tower of rock in the middle of the Outlands (the plane of true
neutrality). It might sound hard to reach, but it's not; Sigil is lousy
with portals to all the other planes, making it the most important crossroads
of the Outer Planes and the multiverse in general. From Sigil, you can
get to anywhere, provided you can find the proper portal. And if
you can't find any portals (and their locations are almost all closely guarded
secrets), then it's impossible to leave. That's why it's also called The
Cage by some.
Q: But I'm not playing a Planescape campaign.
Is the stuff here still useful to me?
A: Sure! The factions don't have to be in
Sigil if you aren't running a planar campaign. Any campaign could
theoretically use these groups as philosophical schools in normal settings as
well. I've tried to make each faction pretty approachable to the casual
D&D gamer, so each page gives a brief overview of faction philosophy if
you've never heard of them before, or if you just haven't played Planescape in
a while and need a refresher.
Part 2: Mechanics
Q: How do I get access to these faction feats and
prestige classes?
A: It's very simple: join a faction. Only by
joining a faction do you gain access to these feats and prestige classes.
Generally, the factions don't have very strenuous requirements. They
expect new recruits to be green, and welcome the chance to indoctrinate them
to their way of thinking.
Q: Do I get any immediate benefits when I join?
A: No, other than having a group of
friends, and a place to hang your hat when your down on your luck.
Joining only allows you to begin picking up faction feats
and prestige classes.
Q: But in Second Edition I you got benefits as
soon as you joined.
A: Well, this isn't second edition, now is it?
In Second Edition, you got all kinds of stuff for free. Look at the kits
in the various class and race books, for instance. But in Third Edition,
you have to spend something to get abilities, and the currency is feats and
levels. Look at the Elven Bladesinger. It was a kit in 2e, but
it's a prestige class in 3e. It's the same with the factions. What
were special abilities gained for free from the factions are now feats or
prestige classes. However, that said, if you really want to give faction feats
for free, you may instate an optional rule that allows characters to take one
faction feat for free when they join a faction. It should be noted that
I don't endorse this rule, however. It forsakes game balance to be more
faithful to second edition Planescape.
Q: Is this stuff balanced?
A: I think so. But to be honest, I haven't
playtested most of it. I think it's a bit more balanced than a lot of the
stuff you'll find on the Internet (or even some of the 3rd party companies), but
not as much so as, say, actual D&D stuff published by WotC. I'm
looking for feedback, though, so if you think something is too powerful, let me
know. One thing you should keep in mind, though, is that all feats and
skills are not created equal. Skill Focus (form the Player's Handbook),
for example, is very weak. All later d20 products by WotC have used
Skill Emphasis, which grants a +3 bonus, and many feats now give a +2 to two separate
skills, so don't email me telling me that some of my feats are obviously more
powerful than Skill Focus; I know they are, and they're supposed to be.
Q: OK, anything else I should know?
A: Yes, as a house rule, I suggest that everyone
gains access to the Cosmopolitan feat, from the Forgotten Realms campaign
setting.