Cager (PWH)

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: "Sigil's the only place to be. Anywhere else is second-rate. This is the center of the whole sodding multiverse, and if you want the real chant, you come here."
: "These unforgiving street are like a disease. Once you've walked them, they become a part of you. Sigil infects a basher, never letting you get away."
Floating above the Spire like the crown of the Outlands, Sigil encompasses myriad things to many, and all things to some. Bashers either Jove the place, or see it for what so many call it—the Cage. Those who Jove the place recognize it for the opportunities it provides (in trade, information gathering, employment, adventure, and other endeavors) as well as the protection. For them, it provides sanctuary against the powerful forces of the multiverse.
Those who hate Sigil see only the barely breathable air, the harsh nature of many of the residents, the dangerous visitors, and the rule of the factions. The squalor of the Hive and the dark presence of fiends, monsters, and the Lady of Pain herself fills these sods with dread.
BACKGROUND: As often as not, Cager PCs grew up on the streets, learning to fend for themselves. They can literally be of any race, class, and social standing.
CHARACTER: Cagers are jaded, forgetting how big the planes really are and believing that they've seen it all. Due to Sigil's strong underworld elements, they're hardened against frequent crime and violence. Cagers usually have ties to one of the various factions, for the factions rule the city.
MOTIVATION: Cagers have a variety of individual motivations, whether it's political power gained by rising through the ranks of a faction, wealth through interplanar trade, or the sorcerous power of a high-up mage. There're a few goals that they just don't think of, however. Nobody really looks to supplant the Lady of Pain. She just isn't challenged—not by those who have all of their faculties, anyway. On a related note, no one ever really worries about defending Sigil, at least not from overt outside dangers. The Lady keeps the Cage safe from would-be invaders and conquerors. (Folks like the Guvners or the Harmonium might feel that the "wrong types" entering the city pose a real danger, but they don't have the power to regulate immigration to their satisfaction.)
ROLE-PLAYING: The Cager is probably the closest thing to a "standard" PLANESCAPE character type. Learn the cant and use it, for it really is the slang of Sigil more than anywhere else. Cagers tend to be faction-oriented, cleaving to the tenets of a particular group rather than worrying about the overall concerns or conditions on the planes, or even strictly adhering to an alignment. As far as alignments go, the Law-versus-chaos axis is much more important (at least for now) than the good-versus-evil dichotomy.