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  1. Listen up, berk: Pʟᴀɴᴇsᴄᴀᴘᴇ ain't a normal campaign setting. While most settings are usually confined to just one world on the Prime Material Plane, Pʟᴀɴᴇsᴄᴀᴘᴇ takes place on the infinite planes beyond the Prime: the home of fiends, celestials, and the gods themselves. Whereas on the Prime an adventurer might plunder an ancient ruin or slay a dragon that threatens the kingdom, a Pʟᴀɴᴇsᴄᴀᴘᴇ adventure is both stranger and much bigger in scale. You might travel to a city on the Astral Plane built on the ossified remains of a dead god, or journey to Mechanus to right one of the gears of Law itself. A search for a serial killer might end up creating a new god, and being hired to kill rats in a tavern could end with you debating philosophy. The planes are home to infinite wonders, infinite dangers, and infinite possibilities.
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  3. It stands to reason then that the kinds of characters in a Pʟᴀɴᴇsᴄᴀᴘᴇ campaign wouldn't be the same as those in a normal game. Sure, they're still an adventurer, but it takes a special kind of cutter to make it on the planes: one who's canny enough to think his way out of situations and strong enough to keep himself out of the dead-book. No matter how mighty a blood is, there's always something more powerful, and only an addle-cove'd think he can take on the fiends on their home turf or go up against the gods, and trying to's a good way to end up in the dead-book. Besides, canny planewalkers know that just killing monsters and taking their jink ain't the point ― not when their actions can reshape the multiverse itself.
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  5. How, you ask? Belief. See, the multiverse runs on belief. Concepts like law and chaos aren't just abstract ideas on the planes ― they're what shapes them, what makes up the landscape, and a body with strong enough convictions can change the planes themselves. It doesn't matter where on the planes you go, it's always the case that what a body believes matters just as much as who (or what) he is. In other words:
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  7. Your character's beliefs are just as important as their race or class.
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  9. Keep that in mind when making it comes to making character. When coming up with the concept for them, try and think of at least 2 or 3 convictions they hold. These convictions aren't fixed and in fact, they're likely to change over time, but they're a good starting point. They should be specific enough to act on so you're GM can know when to award you with belief points (see below). Some sample beliefs include:
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  11. All individuals have the freedom of choice and the right to do whatever they want.
  12. Those in power are always in the right.
  13. The strong should always help the weak.
  14. Intentionally inflicting pain is wrong.
  15. The past should be ignored, because only the present is important.
  16. Knowledge is free, and should never be withheld from anyone.
  17. Every individual has to improve the lives of others at every available opportunity.
  18. Comforts and pleasures serve only to weaken.
  19. All individuals are responsible for their own wellbeing, and reliance upon others is wrong.
  20. Lying is always wrong.
  21. Mercy should be given to all beings, even when unrequested.
  22. The powers are evil, and priests should not be tolerated.
  23. A good idea is to start by asking yourself what you believe. Which do you think is more important, the group or the individual? Do you believe those who commit evil acts should be punished, or that everyone deserves mercy? Do you believe in free will, or do you think a body's actions are decided by factors outside their control? After you've got an idea of your own beliefs, you can decide if you want to incorporate some or all of them into your character, or if you'd rather make a character who's completely different from you — maybe there are convictions you don't hold yourself but want to try exploring, or maybe you'd rather draw on your own experiences and use your character as an opportunity to delve into the ideas that matter to you.
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  25. It's also up to you if you want your beliefs to be in some way related your character's race or class ― did your character pick their class because of certain convictions they hold (for example, a rogue who believes in taking wealth from the rich and giving it to the poor, or a wizard who believes in the value of knowledge? Does their race affect their beliefs at all? Maybe your dwarf character (like most dwarves) believes that nothing is more important than stability, or maybe your orc character actively rebels against the norms of her own society by becoming lawful. It's useful to think about your character's background and experiences, and what led them to hold the beliefs they do.
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  27. Players who roleplay their character's beliefs particularly well may be rewarded with belief points, which are handed out at the end of a session — especially if acting according to their beliefs incurred some kind of cost or added difficulty for the character. Players can spend belief points in a variety of ways that reflect the ways in which belief can subtly alter the planes: automatically succeeding on a roll, gaining intuitive clues about the planes, and even affecting the flow on the story for bloods with really strong beliefs.
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