[Paradigm Shift] Factions

Post/Author/DateTimePost
#1

idabrius

Aug 14, 2008 7:47:01
This is a repository of faction information from my proposed Paradigm-Shift version of Planescape.

The Circle of Thought
(Circlers, Revisionists)

Faction Philosophy
Circlers, as they're often called, believe that the multiverse is like a book. By understanding the events that happened in the past a Circler will argue that the meaning of existence itself can somehow be deduced. Some Circlers believe that the multiverse wasn't always as it is now and that it has gone through changes, what the Circlers call Revisions, and each Revision has brought it closer and closer to its current state. Circlers abhor the destruction of written knowledge as all words are in some way an expression of the Word, the universal structure of the multiverse. For this reason they horde books and written documents of any kind. To a Circler the plaque on a building is just as meaningful and important as a tome on magic.

What's more, Circlers are obsessed with the notion of signs (which they call semions) as they believe that each sign is a clue to a greater understanding of the current Revision. Some Circlers also believe that each semion, whether it be represented as actual text or not, contains within it a blueprint for the entire multiverse if it is analyzed properly.

Primary Plane of Influence
Uncertain right now.

Social Position in Sigil
The Circlers run the Scholarium, the largest and oldest public library in Sigil. Factotums of all factions store records there to be filed alongside less important tomes. Most books in the Scholarium are copies obtained by a diligent Circler who found a new book to add to the collection. Of course, no sensitive information is ever deposited here, as the Circlers read everything and will willingly provide space and time to any outsider regardless of faction affiliation to read any tome.

Eligibility
The only requirement for being a Circler is knowledge of how to read.

Benefits
Cirlcers get the following Philosophy feats:
Diviners Insight A Circler may use his or her Philosophy power to examine a piece of text and learn something useful about how or when or why it was made. This knowledge is gleaned -from the text itself- and no outside input is required.

Restrictions
Circlers will never destroy anything they consider to be a semion.
#2

idabrius

Aug 14, 2008 7:48:04
The Mercenaries
(Bleeders, Warmongers)

Faction Philosophy
The Bleeders believe that only through conflict can true knowledge be found. Hardship creates understanding. In order to help fulfill this goal the Bleeders seek to engender hardship amongst others. Though some Warmongers take this philosophy to the extreme, serving as ceaseless mercenaries in the various conflicts of the planes, most see it as a passive philosophy; they enjoy adversity and pain and will seek to prolong the adversity of others all the while reminding them that it is the furnace of wisdom.

Social Position in Sigil
Fitting for such a warlike faction, the Mercenaries control the Armory. The production of weapons in Sigil and the doling out of them to various lawful agencies is under the Mercenaries watchful eye. It has been hinted, however, that they sometimes give out arms to poor Hive-folk in order to show them the path of conflict and purity through war.

Eligibility
Only those who condone violence as a means of solving problems (not necessarily the only one) are eligible to join the Mercenaries.

Benefits
Warmongers get the following Philosophy feats:
At home in Pain When bloodied, Warmongers may take an instant action to spend a healing surge and regain surge + Wis modifier HP.

Restrictions
A Mercenary will never help someone out in a time of need if he can avoid it -- that robs that person of a valuable lesson.
#3

phatwop

Aug 14, 2008 10:41:59
Excellent work so far. I am also interested in bringing back Planescape though a great shift, a sort of "Ultimates Planescape". In the end, i don't think Sigil, the factions or anything that made the world great was necessarily tied to the great wheel. What made it great was the tie to philosophies and beliefs tha collected people and gave them power. All of that is even more possible now as the change of the alignment system means that i don't have to worry about why Lawful Good and Lawful Evil Harmomium members would gather together.

To that end I wondered if you wouldn't mind my contribution and suggesstion of a new Faction.

The Machiners
(Mechanics, Gearheads)

Faction Philosophy
The Machiners believe there is an innate order and balance to the universe. That it is, essentially one very large machine. The Machiners believe that all problems, be they conflicts between great empires or a stubbed toe, are simply either the plan of the machine or a slight malfunction in the great machine. The Gearheads seek to seperate what is the correct and proper functioning of the Great Machine and what is simply a "loose cog", manifesting as an issue in reality. Ultimately, they are of course the true arbiters of this and seek to "fix" the universe and cure it of those problems they deem innapropriate.
All peoples, worlds and gods are part of this Great Machine. The only thing that seperates them is the power the Machine has "granted" them. The Great machine has granted Bane far more power than say, your average house flumph, but they are both granted some power by the machine.

Social Position in Sigil
The Machiners run the great factories in Sigil. Their innate sense of all things mechanical makes them a natural fit with the endless rows of smokestacks and hot forges that mass produce the goods consumed by one of the largest metropolises in the multiverse.
Their headquarters is a massive factory that belches thick black acrid smoke at all hours of night and day. Despite the seeming monumental effort and labour poured into the Factory Headquarters, very little ever comes out in the way of products, leading to rumors the Machiners are making black market weapons, alchemical goods or even a construct army.

Common Members
The most common members of the Mechanics are those who have some natural connection to machines. This means that warforged, modrons and other such living constructs are naturally drawn to the faction. They are certainly not the limit of the machiners however. Artificers and dwarves, their entire life spent in the pursuit of creation, find easy company and like minds within the halls of The Machiners.

Eligibility
Those that have a passion for creation and appreciate order in the universe are welcome to become members of The Machiners.

Benefits
Becoming a Machiner has its benefits. In addition to access to their vast forges and factories, which can supply many of the necessary ingredients for common rituals (DM's discretion), Machiners also gain a +5 to all monster knowledge arcana checks relating to creatures of the animate type. When attacking such creatures, their innate understanding of mechanics also makes them more threatening. Machiner's lower the all resistances of creatures of the animate type by 5. Note this can not create a vulnerability, nor take any resistance below 0. It also has no effect on immunity.
#4

otogi_2

Aug 14, 2008 10:58:15
The ideas for both these factions, and the machiners seems more like a sect, but I have to say, as a fan of the current factions: This sucks! I mean, are there still only 12 factions, and if there are, who gets dropped?
#5

phatwop

Aug 14, 2008 11:05:50
Otogi,

I can't speak for the OP obviously, but my feeling is the following.

Are there only 12 factions now? Why? It was and arbitrary decision by the Lady of Pain in 2nd. We have freedom here to draw on what was good and make new stuff as well.

We don't need to do full write-ups on the old factions, if you want the EXACT same thing you used to have, just go get your Factols Manifesto and you are good to go. Obviously we can keep most of the compelling factions, but there is no reason to be a slave to precedent.

What's great about this opportunity is a chance to take something we all loved, and reintroduce it a la the Ultimates in comics. They said - Do you like Spiderman? What did you really like about him? We will take that core of good things and build a NEW story out of that good core.

That is my hope, and I suspect the hope of the OP, to preserve that solid core (The self-referential humor, the importance of beliefs as power, the cosmopolitain nature of the city, the Lady of Pain, the constant scheming by all sides, the FUN) and build upon that with something new.
#6

otogi_2

Aug 14, 2008 12:43:21
Otogi,

I can't speak for the OP obviously, but my feeling is the following.

Are there only 12 factions now? Why? It was and arbitrary decision by the Lady of Pain in 2nd. We have freedom here to draw on what was good and make new stuff as well.

We don't need to do full write-ups on the old factions, if you want the EXACT same thing you used to have, just go get your Factols Manifesto and you are good to go. Obviously we can keep most of the compelling factions, but there is no reason to be a slave to precedent.

What's great about this opportunity is a chance to take something we all loved, and reintroduce it a la the Ultimates in comics. They said - Do you like Spiderman? What did you really like about him? We will take that core of good things and build a NEW story out of that good core.

That is my hope, and I suspect the hope of the OP, to preserve that solid core (The self-referential humor, the importance of beliefs as power, the cosmopolitain nature of the city, the Lady of Pain, the constant scheming by all sides, the FUN) and build upon that with something new.

I don't know, I guess with the end of the faction war, people would take that "or die" part pretty seriously. But, then again, it's possible it could have never happened again. Or maybe it did happen, and there weren't any rules made to say that you can't have that many factions.

That does sound like a pretty good idea, but I actually prefer to use the one that Planewalker gave us, full write up and everything.

If you want to do that, go ahead. Take the best things of Planescape, make the whole thing way more fun and enjoyable, or philosophical and thought provoking than the one in 2nd ed. Powers bless you. But please, please, please don't use Spider-man for an example to prove your point. It just adds to much to believe. A superhero who swings around modern day New York with webs he makes himself, fighting a bunch a whole rouges gallery of villains? That's a leap of faith. A hero hailing from Sunnyside? Now that's just plain gullibility.

Either way, I really think that the original poster is a real beacon of light for the PS setting, and I'd love to thank all the people at Planewalker for keeping the memory alive, but I just feel like I want some elements preserved. Of course, if it will provide a new way to breathe some life to the setting, then by all means
#7

idabrius

Aug 14, 2008 13:52:13
Phat -- of course! I'm hoping to build up a real grassroots repertoire of new material. I'll cross-post your entry to Planewalker and the Piazza for further reference.

As far as the number of factions is concerned: I think that we, as a community, have to make a big decision about the faction war. My personal input would be to say that something ANALOGOUS to the Faction War occurred in Paradigm Shift but did not force the factions out of the city. Perhaps instead the outcome weakened the controlling factions, making room for many smaller ones to grow.
#8

phatwop

Aug 22, 2008 14:55:04
Ida,

I agree with your thoughts on the Faction War completely. We are only as beholden to cannon as we feel we should be.

There is no reason not to tell an interesting story about an event similar to that for the purposes of telling a good story about why there are now 12 or 15 or 25 factions instead of 100 or 1000, but beyond that, when re-envisioning a universe, there is no reason to stick to what has come before as bible truth.

My feeling, have something akin that has led to a current number of factions (say 21 or something for its numerical significance). That lets you preserve most of the "classic" factions people love such as the Dustmen and the Ciphers, while still allowing plenty of room to drop a few and create new ones.
#9

otogi_2

Aug 22, 2008 15:43:46
Wonderful idea, Phat, but I are you sure we can make 21 factions without making them seem to similar or to specific?
#10

idabrius

Aug 27, 2008 21:59:59
Sorry for being incommunicado these past days folks. I'm back now and once I get a chance to find a steady internet connection and get through with the grad school orientation I'll be back on task!
#11

Mist-Bound

Aug 29, 2008 15:19:58
Sorry to use this to do this...

Otogi_2, I can't PM you any more- according to the site's response, your PM allotment is full. You need to erase some received and/or sent emails to free up some space- I cannot respond to your PMs, or send you my own thoughts, until you do.
#12

quale_

Sep 03, 2008 11:30:24
nice, I'll use them as sects, Circlers could be more fey-like, Warmongers are similar to Opposers
#13

Mist-Bound

Sep 04, 2008 18:02:44
Again, Otogi_2, please clear out your PM box. If the reason it's so full is because you've saved all the PMs you and I have traded on the Paradigm Shift topic, then copy/paste the materials to a Word document and save them there please. It gets irritating if I have a new idea or somesuch to share with you and I have to erase it and risk forgetting it because your PM box is full.
#14

Hugin

Sep 05, 2008 8:34:08
Btw, Idabrius has set up a Paradigm Shift community project forum on The Piazza. Some of you already know that but for those who didn't, now you know. Feel free to use that space for discussions on this project as well.

The 'rebooting' of a setting is best done by the fans anyway since they know what it is that makes the setting.