Earthdawn Revisted - Air Sailor/Sky Pirate

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=== Air Sailor/Sky Pirate: ===
* Pre-requisites: Piloting D8 and Athletics D6
* Benefits:
** Arcane Background: Air Sailor or Sky Pirate
** Ace - Ignore up to 2 points of penalties for Piloting rolls. Take no penalties for unfamiliar craft. You can spend your bennies to soak damage for any vehicle you control or command using your Pilot skill instead of vigour. Each success negates a wound to the craft.
** You may select 2 Air Sailor/Sky Raider Adept edges from the list below:
Air Sailor/Sky Pirate edges:
* Durability - Get one free soak roll per fight without needing to spend a bennie.
* Sky Fall - They can fall safely from any distance
* Skyward leap (multiply jumping distance by 2 and +2 on jumping rolls)
* Locate plunder (you can specify any valuable type of good such as True Elements, gold, silver or silks and automatically know where the nearest amount of it is. Note: if you or your group have any of that type of valuable nearby then this power becomes almost useless as it will detect valuables you own as well.)
* Command rigging (telekinetically control ropes you can see which move and fight with your own stats. This lets you command any ropes, not just rigging)
* Control airship (You can steer an airship from anywhere on board although most airships have a crew already, so you either need the crews permission or you need to have more allies on the ship with this power than crew who have this power. Steering from the helm grants a +2 to any contested rolls.)
* Overboard - Make a spirit roll to to throw an extra backward and over any intervening rails (or out of windows) as part of another attack.
* Last the Journey - Take no penalties for mundane heat, cold or weather (note: This does protect against heatstroke and hypothermia but not protect against things like mundane fire or drowning).
* Hold the deck: +1 to parry and toughness whilst aboard a ship.
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