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Planescape: Fantasy Taken to the Edge (5e conversion)
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<blockquote data-quote="Quickleaf" data-source="post: 6405071" data-attributes="member: 20323"><p><img src="http://uo-planescape.wdfiles.com/local--files/fazioni/free-league.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>[h3]<span style="color: DarkOrange">FREE LEAGUE ("INDEPS")</span>[/h3]</p><p><em>This ain't no faction, and nobody tells us what to do. Keep your options open - nobody's got the keys to the truth.</em></p><p><strong>Benefit:</strong> You gain advantage on saving throws against charm spells and effects. In addition, you can spend Inspiration when charmed to act of your own free will for one round and gain an extra saving throw to break the charm if you normally wouldn't be allowed one.</p><p><strong>Restriction:</strong> A true Indep never gives away his or her independence, power, or truth to an outside authority, whether a faction, a king, or the powers of fate itself; should you betray your belief this way, you cannot gain Inspiration until you atone or otherwise prove yourself to your faction's cause.</p><p></p><p><strong>True Indep (feat)</strong></p><p>Prerequisite: Free League faction membership</p><p></p><p>You've wholeheartedly embraced the Indep principles of freedom of thought, and you've spent a lot of time getting to know your fellow Indeps whether at the tavern or in the bazaar. They recognize you as a force for independence and a defender of the faction's interests. You gain the following abilities: <ul> <li data-xf-list-type="ul">You are immune to <em>detect thoughts</em> and other mind reading abilities. Likewise attempts to foretell your future are always ambiguous, since you make your own fate.</li> <li data-xf-list-type="ul">You have a network of Free League contacts in major cities which can give you updates on trade route conditions, unusual items passing thru the bazaar, advice about which merchants to avoid or do business with, fluctuations in the price or availability of trade goods, and local rumors. Furthermore, for every day of downtime you spend trading or carousing with your contacts in a settlement, there is a 1% cumulative chance that you gain some small perk - like being afforded greater autonomy by local law enforcement, gaining your own stall to sell goods, or a little bit extra to sweeten a deal.</li> <li data-xf-list-type="ul">As an action you can make a Wisdom (Insight) check against the Charisma (Deception) of a creature to determine what faction, if any, they are aligned with. This ability cannot see thru the special guise of an Anarchist, however, and it is not perfect (e.g. a death priest could appear to be a Dustman). If your check fails you cannot try to ascertain the faction of the same creature until the situation changes dramatically.</li> </ul></blockquote><p></p>
[QUOTE="Quickleaf, post: 6405071, member: 20323"] [img]http://uo-planescape.wdfiles.com/local--files/fazioni/free-league.png[/img] [h3][color=DarkOrange]FREE LEAGUE ("INDEPS")[/color][/h3] [i]This ain't no faction, and nobody tells us what to do. Keep your options open - nobody's got the keys to the truth.[/i] [b]Benefit:[/b] You gain advantage on saving throws against charm spells and effects. In addition, you can spend Inspiration when charmed to act of your own free will for one round and gain an extra saving throw to break the charm if you normally wouldn't be allowed one. [b]Restriction:[/b] A true Indep never gives away his or her independence, power, or truth to an outside authority, whether a faction, a king, or the powers of fate itself; should you betray your belief this way, you cannot gain Inspiration until you atone or otherwise prove yourself to your faction's cause. [b]True Indep (feat)[/b] Prerequisite: Free League faction membership You've wholeheartedly embraced the Indep principles of freedom of thought, and you've spent a lot of time getting to know your fellow Indeps whether at the tavern or in the bazaar. They recognize you as a force for independence and a defender of the faction's interests. You gain the following abilities: [list] [*]You are immune to [i]detect thoughts[/i] and other mind reading abilities. Likewise attempts to foretell your future are always ambiguous, since you make your own fate. [*]You have a network of Free League contacts in major cities which can give you updates on trade route conditions, unusual items passing thru the bazaar, advice about which merchants to avoid or do business with, fluctuations in the price or availability of trade goods, and local rumors. Furthermore, for every day of downtime you spend trading or carousing with your contacts in a settlement, there is a 1% cumulative chance that you gain some small perk - like being afforded greater autonomy by local law enforcement, gaining your own stall to sell goods, or a little bit extra to sweeten a deal. [*]As an action you can make a Wisdom (Insight) check against the Charisma (Deception) of a creature to determine what faction, if any, they are aligned with. This ability cannot see thru the special guise of an Anarchist, however, and it is not perfect (e.g. a death priest could appear to be a Dustman). If your check fails you cannot try to ascertain the faction of the same creature until the situation changes dramatically. [/list] [/QUOTE]
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