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Creation Creation Rules*
*Note: subject to change.
Character creation will be as follows:
- Characters should be created using Brad’s D&D Insider Account, or at the least, imported into it.
- Characters will created starting at level 3
- Standard Point Buy
- Players will have 750g worth of “Quest” value, 750g worth of “Faction” value, and 300g to begin with; players may start the game with a portion of that value spent on “magic items”. See Character Wealth for details. Gold may be spent on general supplies, or with their faction.
- Players begin the game with two bonus feats. The first is to spent on an Expertise feat of the player’s choice. The second is to be spent on a Skill Focus feat, for one of the skills listed below.
- Player selected feats are heavily encouraged to not apply “situational” bonuses; cheese is discouraged.
- Players may select one background and theme that fits their character; if it requires refluffing, let me know and we’ll work it out.
Bonus Skill Focus
Players may obtain one bonus skill focus as a new character, drawn from either their faction, or from whether they are a “Prime” (i.e., from the Prime Material Plane, a “clueless”), or a “Planar” (i.e. from one of the planes, a native of the setting).
For factions, the bonus skill focus can be picked from the following:
The Athar: Religion, Stealth (Knowing one’s enemy, and escaping detection)
The Bleak Cabal: Heal, Insight (Helping others, and understanding oneself)
The Doomguard: Athletics, Nature (Brute force and knowledge are one of the best ways to promote entropy)
The Dustmen: Heal, Religion (Understanding the “True Death” requires knowledge about the dead)
The Fated: Endurance, Streetwise (being able to take one on the chin, and knowing the lay of the land)
The Fraternity of Order: Arcana, Diplomacy (Unraveling the universe requires knowledge… and the proper wording)
The Free League: Any skill you like!
The Harmonium: Athletics, Dungeoneering (Force of arms to crush their enemies)
The Mind’s Eye: Nature, Perception (Looking within oneself requires looking out into the multiverse)
The Revolutionary League: Stealth, Thievery (Revolution requires a subtle hand)
The Ring-Givers: Insight, History (Giving requires a long memory)
The Society of Sensation: Dungeoneering, Nature (Two skills to help explore the multiverse)
The Sodkillers: Athletics, Intimidate (Brute force is the best way to accomplish any task)
The Sons of Mercy: Insight, Perception (Seeing the good in everyone)
The Transcendent Order: Acrobatics, Diplomacy (skilled monks and negotiators)
The Xaositects: Randomly determined every level (not falling into a pattern requires unpredictability)!
Inhabitants either of Sigil, or one of the outer planes, Planars are (in contrast with Primes) very aware of how large the known “universe” actually is. This doesn’t necessarily makes them experts, but it does mean that little surprises them. After all, once you understand that the universe is infinite in scope and reach, everything is a possibility.
Planars also tend to understand that because everything is a possibility, that a cool head will get you farther than a cocked fist. That isn’t to say that Planars are above bragging and showing off; after all, if everything is viewed as a possibility, then you are too.
Planars can potenially get training in one of the following skills of their choice, if they choose not to gain the skill from their faction:
Arcana: Magic is a lot more a part of everyday life in Sigil than it is in the Prime Material. In particular, it helps to be able to locate “doors” that lead in and out of the city. Because of this, Planars often invest some time into learning how to recognize magical energies, which takes considerable practice given how magical the entire city appears.
Diplomacy: Planars tend to have a better idea of how to deal with races from across the Multiverse. Sigil is a city where you can bump into an old friend, a warm acquaintance, or a balor. In times of trouble, a quick wit and a good word is exactly the “weapon” needed.
Streetwise: Sigil is a confusing place; with the Dabus constantly remodeling the city to suit the Lady of Pain’s ‘plan’, and factions all looking for control in the city, it helps for a cutter to keep in touch with the latest news.
Known as the “clueless”, Primes typically end up in Sigil on grand quests, or completely by accident. For many Primes, the discovery that their home plane is not the centre of the universe, but one of many is a shocking experience! Primes are often seen as naive by Planars, but they are often grudgingly respected. After all, many Primes come to Sigil on purpose are often powerful wizards or high ranking individuals; “Prime” does not mean “less powerful”.
There is nothing, except the stupidity that often escapes a Primes mouth, that would necessarily identify them as being an “outsider”. Fashion is ever-shifting in Sigil, so the appearance of an individual in strange clothing would not be seen as unusual.
Primes can potenially get training in one of the following skills of their choice, if they choose not to gain the skill from their faction:
Bluff: In a city like Sigil, “clueless” are looked down upon as being to naive. While some take the stigma as a badge of honor (all the better to assert their identity), others try and blend in with the crowd. One of the best ways to appear as if you know what you’re talking about, is to outright lie about what you know.
Endurance: If you want to go from point A to point B in Greyhawk, you’re almost certainly doing so by horse or by foot. While magic to quickly move individuals around the world exist, they tend to be hoarded by powerful individuals for their own purposes. Planars meanwhile, tend to get around through other means of transportation so much that they end up packing on a few pounds more than they might otherwise. Your character is used to traveling long distances on foot, and the exercise has made you quite fit.
Dungeoneering: Learning about the horrors that lurk beneath the surface of the earth, in the forgotten caves, the ruined temples, and the Underdark, is something that some characters learn at an early age, either as part of their training, or as part of the natural curiosity that children have for things that go bump in the night. Planars meanwhile, often overlook what lies beneath, for they have enough issues with that which is lying at the table next to them!