Wish list for the things you'd want to see in game

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*cryptc
Posts: 866
Joined: Thu Jan 01, 1970 12:00 am

Posted by *cryptc »


What would those be? :huh:
*Mausman
Posts: 486
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mausman »


sincerely, faction progress should be done in rp, no?

not depending on a prc....but on your actual RP and by that determine your standing within the actual faction?

*Lost and not Found
Posts: 497
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Lost and not Found »


Stuff from twelve pages past? Erm, the following information is quoted from this site:
http://www.shadowland.org/Planescape/factions.html

And there is another take to it aswell in here:
http://www.geocities.com/findorian/index2.html

And according to the AD&D books, there were benefits and penalties you gained from being a member of certain faction.

The Fraternity of Order
Benefits/Penalties: Guvners are extremely adept at finding the loopholes in the laws of the multiverse. This ability can even be applied against the multiverse's natural and physical laws, allowing a Guvner to accomplish amazing things. Through abusing a logical loophole in the multiverse's rules (which the player must detail), the Guvner can receive the ability to use a spell-like effect that mimics any 0th- or 1st-level arcane spell. Since it is a spell effect, it has no verbal, somatic, or material components, and it can be used multiple times per day. However, they may only use the effect a number of times equal to their Intelligence score before the multiverse closes the loophole they are abusing. They must then ponder for a month while they attempt to discover another loophole. Once a month has passed, the factioneer may choose another 0th- or 1st-level spell to mimic. Each spell can only be mimicked once; a Guvner can not later find another loophole to create the same effect. Guvners may only have one spell effect at a time, but they can at any time prematurely expire their old effect by assisting in closing the loophole. Once that is done, they lose the effect and can begin to research a new one.

However, this strict adherence to the law also means that a Guvner will never knowingly break any law unless they have a legalistic loophole to fall back on before the action is committed. Even breaking a law unknowingly can be reason enough for explusion from the Order, unless the offending Guvner pays his penance for the crime.


The Harmonium
Benefits/Penalties: The Harmonium is fearless in their devotion to harmony, and few can stray them from this path. In fact, their loyalty to this notion grants them a +2 to savings throws against any manner of effect causing them fear, even spell-like and supernatural fear effects. In addition, to aid in bringing harmony to the multiverse, Hardheads can cast charm person once per day as a spell-like effect. For purposes of this effect, the Hardhead's caster level is equal to half his class level, round up.

Harmonium members, however, are expected to remain loyal to the Harmonium. Any variance from a superior's orders requires the factioneer to atone for his actions before returning to duty. Leaving the Harmonium is out of the question and is considered to be treason, as is betraying the faction. And treason within the Harmonium automatically ensures a sentence of death.


The Mercykillers
Benefits/Penalties: In their eternal pursuit to seperate the guilty from the innocent, members of the Mercykillers have learned how to detect falsehood in one's words. Any Mercykiller factioneer may cast discern lies once per day, at a caster level equal to half his class level, round up. In addition, when in battle against a criminal they may choose to strike in the name of justice. This kind of strike may only be used once per week and must be announced before an attack. If the attack misses, the strike is wasted, but if the attack is a hit, the target finds himself jolted with spiritual energy and stunned for one round. During the time when he is stunned, he is considered flat-footed and loses all modifiers from Dexterity. Also, the stunned opponent is considered prone for the purposes of defending but may make no attacks.

Mercykillers consider themselves innocent of any crimes committed while tracking down a criminal. However, should a Mercykiller ever commit a crime, knowingly or not, at any other time, he is to subject himself to the full extent of the prosecution. Mercykillers are typically very careful and serious about this; a Hound in the Prison is often treated with extra contempt by his fellow prisoners. Mercykillers who do not turn themselves in for prosecution are considered to have turned stag and are to be executed when found. In addition, a Mercykiller must always accept a criminal's surrender if it is offered (so that he can serve his punishment) and may never release a prisoner under his protection until the prisoner's punishment has been served.


The Bleak Cabal
Benefits/Penalties: Because of the sheer fugue of their nihilism, Bleakers are naturally very resistant to attacks that attempt to change their mental state. In game terms, this translates to a +2 to all Will saving throws. Also, Bleakers are immune to any spell effects which attempt to drive them mad (because, some say, they already are). This includes confusion, feeblemind, Otto's Irresistible Dance, and Tasha's Hideous Laughter. However, while their own nihilism may be a boon sometimes, it is always a bane. Bleakers sometimes suffer periods of total nihilism in which they can not be motivated to do anything unless a friend is able to philosophically convince them. If these periods last too long or happen too often, the Bleaker must be committed to the Gatehouse Mad Bleakers' Ward. Just as often the Bleaker may be hit with a period of intense euphoric mania. During this time, they are extremely happy and generous, but these periods unfortunately are much shorter than the apathetic ones, lasting no more than a day at a stretch.

The Doomguard
Benefits/Penalties: The Doomguard are militant in their training and their control of the Armory only increases their stress upon the importance of weapons in the continuance of entropy. Doomguard factioneers who come from classes without proficiency in martial weapons automatically receive the feat Martial Weapon Proficiency as long as it is used to learn a sword proficiency of some sort. Those who come from classes who are already proficient in martial weapons get the Weapon Focus feat for free, but also must use it on a sword of some sort. In addition, once per week a Doomguard factioneer may declare that they wish to make an entropic strike against an opponent. The strike must hit as per normal rules, and if it does not the entropic strike is wasted for that week. If it does hit, the weapon's damage is doubled (before ability modifiers but after inherent weapon modifiers), but the factioneer also takes half of that damage to himself for focusing the powers of entropy through his body.

While the benefits of rigorous entropic zeal are many, so are the penalties. Healing magic is an anathema to the Doomguard, and they subconsciously fight off magical attempts at healing. If any being, item, or effect applies healing magic to a Doomguard factioneer, the doomguard must roll a saving throw against it. Only if the roll fails does the magic actually work, otherwise no healing takes place. Also, the Doomguard finds revival from death to go against their entire philosophy, so no attempts at resurrection, raising dead, or reincarnation ever work on a Sinker that has deceased. In addition, no Sinker may ever use life-extending magic or pursue immortality through undeath. To do so means instant expulsion from the faction and perhaps worse.


The Dustmen
Benefits/Penalties: The Dustmen have a truly unique benefit applied to their factioneers which takes the form of an ancient truce made long ago between the Dustmen and the beings of the Negative Energy Plane. The Dead Truce, as it is called, ensures that none of the walking dead shall ever make an unprovoked move towards a Dustmen. Undead will ignore a member of the Dustmen unless that member provokes the undead in some way, in which case they are released from the pact. This pact does not extend to non-Dustmen companions, so undead may attack an entire party while ignoring the Dustman, assuming he does not act against them.

Because the Dustmen aim to move towards True Death, resurrection and attempts to return them to their body or a new body are often rejected. Any attempt to raise, resurrect or reincarnate a Dustman has a 50% chance of total failure. This difficulty does not take effect against any attempts to transform a Dustman into an undead creature, since they consider these creatures closer to True Death. As another part of the Dead Truce, Dustmen priests may never use their turn undead ability to destroy undead creatures. Those that do are in violation of the Truce, and face explusion from the faction.


The Society of Sensation
Benefits/Penalties: The Sensates train their senses to an optimum peak. As such, all Sensates receive the Alertness feat, free of charge. In addition, Sensates are extremely empathic to others, so much so that they can even absorb conditions from someone else. The sensory touch, as they call it, may only be used once per day and requires concentration as if it were a spellcasting. It automatically succeeds if there are no distractions, but automatically fails if any of the conditions exist that would normally warrant a spell failure check. Using the sensory touch, a Sensate can transfer a condition from the person they are touching to themselves. This condition could be the effect of a spell, from fear to sleep to irresistible laughter. Or it could be a condition caused by poisoning or disease. Or it could even be damage, in which case 1d10 hit points are returned to the person touched and instead are transferred to the Sensate. Whatever condition is taken, it leaves the original host and now affects the Sensate as it had been affecting the prior victim. If for some reason the condition could not affect the Sensate, the sensory touch fails. Also, the sensory touch does not work for transferring the effects of curses. Some Sensates are even said to be able to use this to alleviate a person of sadness or depression, in which case they take on the feelings while the original sufferer becomes calm.

Because it is the Sensates' belief that the multiverse must be experienced to its fullest, they can hardly ever turn down a new experience. Whenever given the opportunity to experience something they have never experienced before, they will certainly take it. The only exception to this is when they are faced with obvious and certain peril--and even then they will sometimes consider it. In addition, because Sensates allow themselves to get drawn into sensations, they are more easily deceived by illusion magic. Saving throws against illusions by Sensates suffer a -2 penalty to the roll.


The Transcendent Order
Benefits/Penalties: Ciphers never allow doubt or hesitation to slow their actions, which causes them to react to situations much faster than most. This is reflected in the fact that all Ciphers get the Improved Initiative feat for free. In addition, they also receive a +2 to all reflex saving throws. However, because of their lack of hesitation, once a Cipher factioneer decides to do something, there is no turning back. He can not change his mind because to do so would be to ignore the resonance of the multiverse and the right action, which goes against their entire philosophy.

The Xaositects
Benefits/Penalties: The Xaositects have an assortment of strange abilities related to their understanding and acceptance of chaos and randomness. First, Chaosmen are encouraged to learn and use a form of language they call scramblespeak, which is actually just Common except words and sometimes even letters are scrambled randomly. Because of this skill, all Xaositects can take the Innuendo skill as a class skill, regardless of their actual class. Scramblespeak can then be used though the Innuendo skill, but only if the Xaositect is talking to another Xaositect. If the check succeeds, the other Xaositect understands what the speaker is conveying, even though it will sound like complete gibberish to everyone else. In addition, a Chaosman can reroll any single roll, once per day. However, by choosing to do so, they are fixed into whatever the second roll is; they can not take the better of the two.

Because of their chaotic natures, they can not found businesses, build strongholds, raise armies or undertake any action that requires a plan. If they are somehow forced into acting by a strict plan, they actually suffer a -2 to all checks until they do something spontaneous and break out of the plan. In addition, because Chaos seems to follow a Xaositect, if they ever roll a Critical Failure (pg 92 in the DMG), they instead suffer a catastrophic failure. Seriously unusual things will happen in a big way, such as a catastrophically failed Climb check causing an avalanche or a catastrophically failed Perform check bringing down the house...literally. In fact, a roll of "1" is the only roll which a Chaosman can not ever reroll (using their above granted ability).


Believers of the Source
Benefits/Penalties: Godsmen look every challenge in the eye and hardly every turn one down, feeling that all of them are tests on the path to perfection. This stubborn perseverance enables them to hold their ground more often than most. As such, a Godsmen receives a +2 on all Fortitude and Will savings throws. However, because Godsmen willingly embrace reincarnation to the next step in their ascendancy, no Godsmen can be raised or resurrected after death. It is said, however, that they can almost always be reincarnated into a player character race.

The Fated
Benefits/Penalties: The Fated are extremely resourceful and self-reliant. They stress the importance of all skills and a broad base of knowledge and talent. As such, all skills may be considered class skills to a member of the Fated, except those skills which are exclusive to a class. Members of the Fated never have to pay a cross-class price for a skill rank.

However, the price of this attitude is that a Fated may never do anything out of charity. Everything they do has a price, and everything they receive must be earned in some capacity. A Fated factioneer will never accept reward or payment until the task he has been requested to do is completed to satisfaction. Needless to say, this makes rogues rare among the Fated, though some Fated rogues work as spies or thieves-for-hire, since a clear duty is being requested of them for reward. In addition, the Fated never rely on luck of any sort. According to their philosophy, there is no luck, only skill. Fated factioneers refuse to rely on magic items or effects that would allow them to reroll or redo actions due to some manifestation of luck. The only second chances are those earned.


The Sign of One
Benefits/Penalties: Because the Signers believe that all the multiverse is nothing more than an illusion agreed upon by the consensus, they often see right through illusions created by individuals. Therefore, a Signer automatically receives a saving throw against any illusion they are confronted with, regardless of whether or not a normal save has been provoked. In addition, once per day a Signer can try to imagine an item into existence through a mix of will and persuasion. The Signer can imagine the item as per a spell-like effect mimicking the minor creation spell. To succeed, the Signer must make a Charisma Ability Check against a DC of 15, and for purposes of duration and size of the object allowed, the caster level of the Signer equals half her character level, round up.

Knowing that you are responsible or partly responsible for the entire multiverse puts a great deal of pressure on one's ego. If a Signer rolls a "1" on either an illusion saving throw or the minor creation effect, their ego takes a hit and they begin to doubt their place in the multiverse. In essence, this causes them to fade out of the Imagining slightly, becoming shadowy versions of themselves. Not only do they appear slightly translucent, but they also lose one-fifth (20%) of their hit points (round up), only cause 20% as much damage on any attack they attempt, and find themselves unable to use any special abilities related to race, class, or feat. Each day, the Signer can attempt to make a successful imagining attempt as if they were using the minor creation effect, with the object in question being themselves (this is the only exception to the normal limitations of the spell). Success on the check returns them to their normal state.


The Athar
Benefits/Penalties: Because of the strength of their disbelief in the powers, Athar are better at resisting the abilities of those representing the powers. Athar members receive a +4 to all saving throws against spells or powers granted on behalf of a deity, such as priest spells, proxy special abilities, or the powers of a deva or fiend serving a power. However, this resistance is a constant part of an Athar's life, and they find themselves unable (and almost always unwilling) to even accept a deity's power if it is granted in their favor. So, even if a priest is trying to cure his Athar friend, the Athar must roll a saving throw and fail it for the cure spell to work. Of course, most Athar would refuse this aid anyhow, and most priests would not offer it to them.

The Free League
Benefits/Penalties: Indeps are stubborn about their personal freedom and choice, and those trying to influence, control, or subvert the Indeps find it very difficult. Indeps receive a +2 to all Will savings throws as a result of their staunch independence. In addition, because the Grand Bazaar is dominated by Free League members, any Indep can buy goods at a 20% discount by working through sympathizers to the League.

Unfortunately, there is a price to pay in Sigil for thumbing one's nose at the factions. Without a factol, the Indeps have little voice in law-making during Hall of Speaker sessions. They also have no judges in the city courts and no representatives in most civil fields. Therefore, the Free League's members have few protected rights besides the ones they can fight for themselves.


The Revolutionary League
Benefits/Penalties: All anarchists must rely on the skills of a rogue to keep from being discovered by the authorities. Therefore, the following skills are considered class skills for all Anarchists, regardless of their actual class: Bluff, Disguise, Escape Artist, Forgery, Gather Information, Hide, Innuendo, and Move Silently. Rogues who are members of the Revolutionary League gain a +2 to all skill checks with the above listed skills. In addition, though a combination of disguise and false records, any Anarchist my pose as a member of another faction. While the Anarch spy does not get access to any special abilities of the faction they are pretending to be in, they do get access to information from the inside, as well as access to the target faction's headquarters.

A life in the underground comes with a price, though. Anarchists can never hold any public office or noble title, own a business, or take part in any way in the establishment they wish to overthrow. In addition, fully 90% of treasure earned by an Anarchist must be donated to the cause or to the oppressed, to show their devotion to the little guy instead of a devotion to gold.




And as for the Clueless: Directly from the Planescape Campaing Book:
Primes got one big advantage over the local folks: TheyÂ’re not susceptible to planar-related magic. Seems that while planar folks are sensitive to spells that protect, summon, or banish, the primes are completely immune. A monster summoning will never drag primes away at an unexpected moment, and a holy word wonÂ’t go casting
them back to their prime-material world. Even a protection from evil spell doesnÂ’t consider them extraplanar creatures.


Shame I cannot just copy and paste.
*cryptc
Posts: 866
Joined: Thu Jan 01, 1970 12:00 am

Posted by *cryptc »


Most likely not
*cryptc
Posts: 866
Joined: Thu Jan 01, 1970 12:00 am

Posted by *cryptc »


Possibly one or two in combination with quests... but not a priority... like MrO said, we don't want people picking factions for power
*Neiska
Posts: 15
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Neiska »


Hey there everybodys,

I'm just wondering if there is any way at all, we can keep our Map Points after server resets. It really stinks finding something, only to have to try and remember where it was the next day. -_-

XOXO
Neiska
*cryptc
Posts: 866
Joined: Thu Jan 01, 1970 12:00 am

Posted by *cryptc »


Hehe, ironically we didn't even want them to "bleed over" from player to player... so when you log in after servers been up ages it shouldn't have all the map points since other players have seen them already...

But we'll discuss it among the admins, since you bring a valid point, and we don't really need to 'hide' the portals anyways... it's basicly left-over thinking from early ideas that we might want players to sell locations and keys to portals, but that proved a bit too complicated...
*Mabus
Posts: 312
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mabus »


Mr_Otyugh,Oct 22 2009 wrote:
Mabus,Oct 22 2009 wrote: A change I'd actually like to see:

Limit the conversation pop-up in the Mortuary after death to the first time dieing. Then any time after that you have to actually engage the NPC to get it instead. It's quite annoying after the 100th time. Especially when you're really frustrated after your death...it really doesn't help any.  :P
Hmm, that'd require some additional scripting, but how about non-conversation text description of what happens (as in when you move, there comes just one sentence description how you feel bad, but alive etc.. no conversation, nothing that stops you from moving, no clicks necessary to say "not now" or anything), with having the Dustman be optional conversation?
That would definitely work. Also, I've noticed when more than one person is there with you then it fires for you even when they trigger it. Therefore it fires more than once. Annoying. lol
*Mabus
Posts: 312
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mabus »


I'd like to see more done with Acheron. Currently it is quite empty, except for the roaming Orcs. Need deeper areas, dungeons, whatever to make it more attractive to player groups. Perhaps a deeper system of metallic caverns representing the tunnels within the Acheron cubes.

Also maybe a DM assigned to each factol to bring out more faction politics, assignments, etc. People who know that faction well. When someone needs to contact their factol, they can PM the assigned DM or something.
*cryptc
Posts: 866
Joined: Thu Jan 01, 1970 12:00 am

Posted by *cryptc »


Acheron, Carceri and Demiplane are all on a shortlist of planes that need some adjustments

And I understand why you ask for DM assigned to each factol :) your doomguard post didn't go unnoticed, we're just a bit unsure how to deal with those kinds of requests yet... and until DM group is in agreement on some sort of system, it will be a bit random... sorry about that...
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