Imagine my surprise as I review The Planewalker’s Handbook– one of the few Planescape sourcebooks I haven’t yet read-- and I come upon page 144, which details “The Power of Beliefs.”
Anyone familiar with the setting would find this understandable. But then in the next section, it outlines the rules for defining three beliefs for your character and a point system for rewarding players who portray those beliefs.
So now I must ask: was this a parallel development or an early inspiration for Burning Wheel?
If it’s a parallel development, that only serves to underscore why Torchbearer is the perfect system for Planescape, with it’s emphasis on beliefs and it’s adherence to old school D&D logic, culture, and ecology.
But anyway, here’s some news about the hack:
We’ve made some minor changes to the classes, and they probably still need a little work. I’ve added a number of sections that offer guidance on: joining factions, faction benefits, navigating Sigil, navigating the Outlands, navigating the astral plane.
I’ve also begun work on converting the Monstrous Compendium entries, but that is something I plane to do piecemeal as the creatures feature in my campaign. I may post some works in progress here. Have some Cranium Rats to whet your appetites:
Cranium Rat
Might: 1 Nature : 2
Descriptors: Spying, Ambushing, Spellcasting
Convince: 3
Telepathic whispers: +1D Attack
Drive Off: 4
Cunning Skill: +2D maneuver
Mouse Guard: +1D Def
Pursue or Flee: 5
Scatter brains: +1D attack
Armor: none
Instinct: Watch from the hidden places.
Special: Swarm: A group of five or more Cranium Rats counts as Might 2, rather than 1. Group Intellect: For each fifteen cranium rats, increase their base Nature by 1, to a maximum of might 7 at 105 rats. This effect works in conjunction with helping dice. Each bonus Nature Die counts as a Magician Level for determining Spell Slots. Randomly determine the spell when enough rats congregate.