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== Background Edges == '''Plane-Touched''' ''Prerequisites:'' None This Edge represents a significant amount of extra-planar blood in a character's ancestry. The benefits of the Edge vary depending on the type of plane-touched. *Aasimar (Celestial Blood): +2 to Armor and opposed rolls when resisting magic with 'unholy' or 'evil' trappings. Aasimar may select a single power from the following list: Bless, Succor (automatically works with a Raise), or Light. Spending a Benny allows you to use the Power as though it was successfully cast with 2 Power Points. *Cambion (fiendish blood): +2 to Armor vs. attacks with fire or acid trappings. Cambions may select a single power from the following list: Fear, Obscure, or Darksight. Spending a Benny allows you to use the Power as though it was successfully cast with 2 Power Points. '''Greater Plane-Touched''' ''Prerequisites:'' Plane-Touched Characters who are born directly from the union of a planar entity and a mortal have even more of their parent's strengths. *Half-Celestial: +2 to all Guts rolls and select a second Power. *Half-Fiend: Natural weapons (claws or bite that inflict Str+1d4 damage) and +1 Armor against all attacks. Select a second power. == Combat Edges == '''Slayer''' ''Prerequisites:'' Veteran, Knowledge (The Planes) 1d6+ Select one broad category of extraplanar creature (celestials, elementals, fiends, etc), your hero adds 1d6 damage when attacking these creatures. This Edge may be taken more than once, applying to a new class of beings every time. '''Environmental Adaption''' ''Prerequisites:'' Seasoned, Agility d8+, Fighting d8+ Knowledge (The Planes) 1d8+ The planes feature a bewildering variety of environments from the foggy void of the ethereal, the endless heights of the Plane of Air and the shifting chaos of limbo. Characters with this Edge halve penalties to their Fighting, Throwing, or Shooting rolls due to physical environmental factors affecting non-natives of the plane. == Professional Edges == '''Cager''' ''Prerequisites:'' Streetwise d8+, Knowledge (planar) d6+, Spirit d6+, Smarts d6+, +2 to Streetwise and Common Knowledge rolls within or related to Sigil itself. Cagers may also spend a Benny to establish a previous connection with a recently introduced character, enough to call upon one small favor or provide a +2 bonus to your next Intimidation or Persuasion roll. '''Planewalker''' ''Prerequisites:'' Veteran, Survival d10+, Notice d8+, Knowledge (The Planes) d8+, Spirit d8+ +2 to Knowledge (Planar) rolls and reduces penalties to the Survival skill from hostile Planar conditions by half. With a successful survival roll a hero with the Planewalker edge can provide a +2 bonus to any rolls needed to resist the effects of hostile Planar conditions for a group of up to 1/2 his Survival skill in size (each raise on the roll doubles this number) for one day. ==Faction Edges== Each character may only have one Faction Edge at a time. Since a Faction Edge represents a deep dedication to the faction mindset and philosophy only those who are official faction members may take a Faction Edge. In addition to the effects of the Edge the character receives a +2 bonus to Charisma when dealing with fellow faction members who recognize you as a member. Not all faction members are required to have a Faction Edge however. '''Faction Member [Doomguard]''' ''Prerequisites:'' Fighting 1d8+ The Doomguard acolytes are experts at spotting weaknesses and general destruction. At any time they may spend a bennie to add 1d4 to the total of a single damage roll. If the attack is against an object the bonus is increased to 1d8. These may Ace like any other die. '''Faction Elite''' ''Prerequisites:'' Spirit 1d6+, Seasoned The hero is a high-ranking faction member. He receives an additional +2 to Charisma when dealing with other faction members and a +2 to Charisma when dealing with closely allied faction members in an official capacity (such as a member of the Doomguard dealing with a Bleak Cabal or Dustmen member). In addition, once per session you may call in a favor from the faction, usually in the form of information, shelter, aid or money (1d6 x 20$ per rank).
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