The Transcendent Order

“It would not be advisable to charge into the situation as it stands
without giving it some serious thought and perhaps
taking precautions to ensure maximum chances of survival.”
- Guvner, to Cipher

" – "
- The Cipher, figuring it would waste time to talk
before ‘charging into the situation at hand’

Do not Think about doing It…Do It!

For many clueless primes, the philosophy of the Transcendent Order is one of the hardest to grasp. So much so, in fact, that the faction’s been dubbed the “Ciphers” — as if they talk in some secret code. In fact, it’s quite a simple concept that they espouse: Trust your Instincts, Do what your Body Tells You, and Act in Cordance with the Multiverse.
Besides being the best martial artists in the Cage (comes from all that meditation, presumably), the Ciphers have the best Gymnasia, Saunas, Massage Parlours and Hot Pools. If a cutter’s looking to relax, he’d better jump in a bath with a Cipher. The faction’s also reknowned for its diplomancy; which is perhaps a surprise, because when most bashers say whatever comes into their head first (like the Ciphers tend to do), it’s usually the start of problems. Maybe that speaks a volume or two for the level to which the Transcendent Order really live their philosophies.

While they don’t usually talk much, I’ve persuaded a few Ciphers to part with some of the chant of their faction…don’t just think about reading it! Read it!

Factol: Rhys (f/tling/Wiz3/Ftr3/spsw/N/Factol)
Sigil HQ: Great Gymnasium (Guildhall Ward)
Home Plane: Elysium
Allies: All factions
Enemies:

Instinctively Fast [Namer] (Ex): You gain a +4 faction bonus to initiative rolls.

Action Without Thought [Namer] (Ex): Players running a Cipher character must abide by two major restrictions to maintain their faction status: Once they have stated what action they want their character to take, they’re not allowed to change their mind; and when it’s their turn to act, they’re not allowed to discuss or debate what their action should be. They may not use the delay action.

Action Trance [Factotum] (Su): When initiative is rolled you go first i the round. You only roll againt others of your Faction.

Greater Action Trance [Factor] (Su): As Action Trance, except that the initiative bonus increases to +6, the Will bonus increases to +4, and you are considered to always be in the action trance as long as you’re conscious.

The Transcendent Order

A Hitchhicker's Guide to the Planes mrtim