Sign of One

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Flession
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Joined: Tue Apr 28, 2020 8:09 am

Sign of One

Post by Flession » Sat May 09, 2020 2:33 pm

The Sign of One (Signers)

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The Sign of One believes that the material world is an illusion, and that what we consider reality is actually constructed by the mind. We use many names to describe one truth, reflecting our own biases, but the truth is One. They include truth seekers, travelers discovering new cultures, empaths, solipsists, and rhetoricians. In Sigil they are based in the Hall of Speakers, while on the planes their headquarters are in the Beastlands in a keep called the Dreamhearth.

Prerequisite: Lawful Good or Lawful Neutral characters can’t join the Signers.

Philosophy: One person is the center of the universe, possibly you. Everyone else is a figment of that person's imagination.

Plane of Influence: The Beastlands

Headquarters: The Hall of Speakers

Allies: The Sensates

Enemies: The Harmonium and the Bleak Cabal.

Restrictions:

Rising in the Ranks:
  • To Join: Go to the Hall of Speakers and predict the future. If it comes true, you're in.
  • Factotums belong to the inner circles of the faction.
Background
Skill Proficiencies: Insight, persuasion
Tool Proficiency: Diviner’s kit
Bonus Language: Any one
Equipment: Diviner’s kit, steel mirror, a set of common clothes with the faction insignia in them, and a belt pouch containing 15 gp.
Feature: Precognitive. Your membership in the Sign of One is proof that you can make correct predictions, and thus can will the multiverse to change for you. You have free access to the Hall of Speakers in the Clerk’s ward, including the list of speakers and topics, and access to the debate halls. You also know of a portal to the faction headquarters on Elysium, the Perfected Land, and possess a key to that portal.
Inspiration: Unimaginable. If you gain a point of Inspiration for adhering to your faction philosophy, you may use it to gain automatic success on any attempt to disbelieve an illusion until your next short rest. Examples of things that may give you Inspiration might include:
  • Correctly predicting the future in a specific instance, with something at risk should you
    fail to be correct.
  • Convincing powerful creature that you are in control of them...mentally.
  • Denying that another's experience is valid when you are trying to convince them of something.
Suggested Characteristics: Signers tend to be a little self-absorbed and self-important, but their wills are strong, and their imaginations are large. Little surprises them or fazes them.
GM | Doer of The Thing | Red Username Means I'm Important | Mastery over Sardonicism| Recovering Procrastinator | "You cannot understand a man's actions unless you understand his beliefs."

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Flession
Posts: 1171
Joined: Tue Apr 28, 2020 8:09 am

Renown

Post by Flession » Sat May 09, 2020 2:45 pm

Sign of One
Renown Rank Special Abilities Min. Character Level
3 Signer (Namer) Signer Restriction, Illusion Resistance, Imagining N/A
10 Factom Lucid Dreaming 5th
25 Factor Greater Imagining 10th
Signer Restriction. Signers reject materialism, and anytime you indulge in materialism or disregard the power of the mind to shape reality, you cannot gain Inspiration until you atone or otherwise prove yourself to your faction’s cause.
Illusion Resistance. Your saving throws against (and attempts to disbelieve) illusions are advantaged, as you believe all the world is created from within.
Imagining. You can spend Inspiration as an action to create coincidental changes to your environment like an unexpected door providing an escape route or a street crew forgetting to light a lantern. As a rule, the DM has final say over what is an allowable coincidence.
Lucid Dreaming. You can perform research while asleep and suffer no Wisdom (Perception) penalty while asleep. After a long rest during which you sleep, you can conjure either an object worth no more than 10 gp or any creature of CR 1/2 or less (this creature is friendly to you). The object or creature vanishes when you next sleep during a long rest.
Greater Imagining. When you use your imagining ability, you can emulate any 5th level or lower spell. Charisma is your spellcasting ability. Doing so requires a Charisma check against a Difficult of 10 + 1 per spell level. If you succeed, the spell is successfully emulated. However, if your check result is 1 or less, roll on the Imagining Mishaps Table. Each subsequent imagining check you make in the same week imposes a cumulative -5 penalty on your Charisma check.

Imagining Mishaps (d10)
Dice Description
1 You imagine yourself out of existence until someone uses a wish to bring you back or another Signer imagines you back into existence.
2-3 You become an ethereal version of yourself, reducing by half your maximum hit points and any damage you deal. You may try once per day to return to reality with a DC 15 Charisma check.
4-7 You suffer a level of exhaustion and cannot use your imagining power for a week.
8-10 Your imagining has an unintended effect as determined by the DM. This could include the spell backfiring or a coincidence working against the party, for example.
GM | Doer of The Thing | Red Username Means I'm Important | Mastery over Sardonicism| Recovering Procrastinator | "You cannot understand a man's actions unless you understand his beliefs."

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